I'm not playing Orc next round, but I wanted to help those who did want to play them (and show that with the proper strategy, almost any race is playable!)
So, if you are interested in playing orc and want to see a way to make it work...here is how you do it:
First, you HAVE to play A/T. If your understanding of orc is such that you cannot bring yourself to do that, then abandon all hope. There just isn't enough room to get the proper economics going in your province and still get your military powerful enough to compete next round. You will have to steal gold to keep your province running.
Personality: Artisan
Basic idea: Get your province to the point that only good players can hit you, and use GS to minimize farming.
RoG: 8% (On average, this strat gives you enough peasants to increase your size by 8% per real-life day)
Assumptions: (these assumptions assume early-mid age)
Lord-level honor
+50% thief science
+50% channeling
+5% housing
+8% tools
200% wages
Build
40% homes
17% forts
10% Thieves Dens
18% Guard Stations = Opponents only get 2/3 gains
5% farms
7% guilds
3% towers
People per acre: 31.06
Peasants per acre: 7.43
Thieves per acre [Raw]: 3.6
Def Specs per acre: 11.1
Elites per acre: 7.6
Expected WPA [Raw]: 1.33
BE: 113% [this may be off...it depends on how B&S implement artisan bonus..it could be HIGHER than this.]
Networth per acre: ~181
TPA (modified): 7
WPA (modified) [expected]: 2
DPA [all elites home]: 83.4
DPA [all elites out]: 60
APA [all elites out]: 80
And the most important numbers:
cDpNW: 46
cOpNW: 44
cDpNW (Elites out): 34
[cDpNW = centi-Defense per NW = 100 * Total Defense/NW
cOpNW = centi-Offense per NW = 100 * Total Offense/NW]