Thinking about this....
It had been my previous observation that the introduction of orcs to the province negotiation costs at ring 11 and beyond is really no different than earlier on in the game where tier 3 goods get added to the negotiation costs before you are producing them, or barely producing them and certainly not at volume. This soft-limit mechanism already existed in the game, and they just repeated the methodology. However, there are a couple of distinctions that make it different.
First, at that earlier stage of the game (under the current before-revamp battle system) those battles were still "winnable" with the right strategy and a willingness to consider having any troops survive the battle a "win". Yes, the fight could most often be won, but you would burn a lot of troops. Considering where the requirement comes in to play and where the lack of ability to produce the required goods falls in the tech tree, based on the troop type and squad size that would be available at that stage of development, it becomes a lot more questionable whether or not those battles are, in fact, "winnable".
Second, there is the use of the Trader. Since the Trader allows goods to be traded across tiers, it is possible for a player to obtain goods before they have unlocked the research to be able to produce it themselves. Without the ability to trade for "orcs", there is no mechanism by which they can be obtained before you are able to produce them. Also, the Wholesaler in the Trader allows you to use other resources, including coins and supplies, to obtain goods. It can also be used to convert your boosted goods into non-boosted goods within the same tier (but at an outrageous 5:1 conversion ratio). Since there is only one "orc" goods (as province requirements, not guest-race tech-tree/roads goods such as granite/copper, ambrosia/night essence, etc.) there is no comparable good to convert via the Wholesaler, and also nothing to trade across tiers.
Besides the fact that the cross-tier trading "equality" factor of 4 between tiers is entirely inappropriate, would you really be willing to Trade 64K of say Marble, for 1K orcs? Because if you were, I'd be tempted to sell all my manufactories and build 16 armories and say to hell with producing any of my own goods anymore
And if you were really thinking of coins or supplies, well....consider the growth ratio of the Wholesaler. 500 tier 3 goods costs 3,200K coins or 320K supplies, so following the same pattern of cost increase rates, 500 "orcs" would cost 12,800K coins or 1280 supplies. How big is your Main Hall? (Note: I know this also wouldn't be realistic since the orc production rate in the armories doesn't even begin to approach the production rate of goods in the manufactories, but I think the general point I was trying to make is still valid - in other words, I can't think of any way where trading in the other goods makes sense.)
Now.....after I typed all that I realized that I was completely off-topic and you were thinking the guest-race goods such as granite and copper. I considered deleting it and not posting, but *shrugs* Again, with only a single type of goods available (considering granite and copper to be two different tiers of dwarven goods) how would you be trading? 4 granite to 1 copper? Wholesaler still wouldn't work if you used the same math for increasing costs (as above) and again, there's still no equivalent goods to convert from to. The Trader's Wholesaler doesn't allow cross-tier conversions, only Trades.