Orcs
Race

Orcs

#Orcs
Value: 0 pts

Aggressive warriors bred for war. Devastating offense, weak economy.

Description

Brutal warriors with unmatched aggression. Orcs gain +25% Attack in the frontline, +20% on flanks, with +15% Mineral and Coal for war production. However, they struggle with refinement: -25% Research, -30% Elixir. Near-immunity to civil unrest (-30-40% event risks).

📖 Full Encyclopedia Entry

Orcs are brutal warriors bred for war across generations. Their civilization produces war materials: Mineral (+15%), Coal (+15%), Wood (+10%), Stone (+10%). Refinement and scholarship are despised: Research (-25%), Elixir (-30%), Herbs (-20%), Gems (-15%), Marble (-15%), Gold (-10%), Dextronium (-10%). However, Orcs are nearly immune to civil unrest: Protests (-40%), Mutiny (-30%), Corruption (-20%), Famine (-15%), Epidemic (-10%) - they solve problems with violence, not politics. In battle, Orcs are terrifying: +25% Attack in First lane, +20% Attack in Side lane, +10-15% Speed for aggressive charges, +5-10% Life for endurance. Desert terrain tolerates their harshness, and any season suits their adaptability.

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production -10%
📖 Research Production -25%
💎 Food Production ±0%
💎 Wood Production +10%
💎 Herbs Production -20%
💎 Stone Production +10%
💎 Mineral Production +15%
💎 Gems Production -15%
💎 Coal Production +15%
💎 Elixir Production -30%
💎 Marble Production -15%
💎 Mithril Production -5%
💎 Dextronium Production -10%
Event Probability

Modifies chance of city events occurring

Mutiny -30%
Famine -15%
Protests -40%
Corruption -20%
Epidemic -10%

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

🤝 Ally Effects RATIO

Affects friendly units only

First
Attack:+25%Life:+10%Speed:+10%
Side
Attack:+20%Life:+5%Speed:+15%
Second
Attack:+10%Life:+0%Speed:+10%
Third
Attack:+10%Life:+0%Speed:+5%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Aggressive military powerhouse
Relevance All Stages
Type Unique

Advantages

  • + +25% Attack in First lane (highest offense)
  • + +20% Attack in Side lane
  • + +15% Mineral and Coal production
  • + +10% Wood and Stone production
  • + +15% Speed in Side lane
  • + +10-11% Speed all lanes
  • + -40% Protests risk (lowest - no politics)
  • + -30% Mutiny risk
  • + -20% Corruption risk
  • + -15% Famine risk (hardy)
  • + -10% Epidemic risk

Disadvantages

  • - -30% Elixir production (severe)
  • - -25% Research production (severe)
  • - -20% Herbs production
  • - -15% Gems and Marble production
  • - -10% Gold and Dextronium production
  • - Weak magic and technology
  • - Limited late-game options

Warnings

  • ! Orc empires must conquer to compensate for weak production
  • ! Rush strategies before enemies research advanced tech
  • ! Desert + Orcs = gem-funded mercenary hordes
  • ! Exploit event immunity for aggressive expansion
🤝

Synergies

Desert terrain (gem wealth for mercenaries)Any season (adaptable)Warcamp city categoryBarracks, Workshop (military buildings)Berserker, GoblinRaider, WargRider, BlackGuard, Warmonger (racial units)
🚫

Countered By

High-tech empiresDefensive formationsElves
📈

Scaling

Racial bonuses multiply with Terrain, Season, Building, and Research effects.