I know strato, you're a sustainer, and a pretty damn good one. This is why your tactics are ideal for solo-play or tanky provinces. Wouldn't want to see you playing an Orc though!
Printable View
I know strato, you're a sustainer, and a pretty damn good one. This is why your tactics are ideal for solo-play or tanky provinces. Wouldn't want to see you playing an Orc though!
I've had great experiences playing orcs.
The first time I played one in war I felt nearly invincible. In nw zone fashion, I conceded top control to take a high mid position. After chaining 4 attackers down, I even let a dwarf hit me at max just to let him enjoy the experience before chaining him down. Relay taps arrayed with orc offense is a sight to behold. I was in post civil war Incarnation. The queen was a smart cookie.
The next experience I was in The Core vs 3 opponents; 2 dwarf sage and an undead tac in war. Simply mopped the floor with the sages and the undead tac was getting the brunt of the big stuff. I was measuring the dwarves with mass just to keep those sage numbers from scaling. That was oop and I came away 330 acres in the plus side. The Core has a good monarch in a tough environment. I like the guy and his actives.
Last age I was under control so the only ad-lib attack was the first mass on one of your Spartan human. You guys had great reaction to the first incursion and the second mass was under orders. Still, I enjoyed the war despite it's short duration.
- All in all I've always felt a bit spoiled running orcs so I try not to role them when I run independently.
Razing in war is affected by +hrs and other gains modifiers I think. I did a +1 hr on a 172% nw guy in war, he was at 1983 acres and I razed 531, or 26.78% of his total acres. NOT a flat 20%.
Thansk for confirming dieaready. I had the same feeling the last few ages. Last age we ran human banks and their razes were significantly smaller than those of our orcses.
Are offensive spells affected by guild % or are they only affected by mod wpa? I am assuming NW difference plays a role in success?
Guild % affects duration of all spells. Mod WPA (difference) affects spell success and NW difference also plays a part for spell success and duration.
SoS is 100% accurate for the number of books but inaccurate for the science mod if you send only 1 thief.
Survey is 100% accurate for the number of buildings but inaccurate for the mods if you send only 1 thief.
Snatch News is 100% accurate if you send only 1 thief.
Kidnapping a province with low peasants can give you a message that 0 were taken but 1 peasant is actually removed from the province.
Arson and tornado are both broken under unknown circumstances out of war and will destroy less buildings then advertised (This happens even on 100% built provinces so no its not targeting acres under construction / barren, sometimes no acres will be destroyed at all although news entries will claim they were).
Mystic Aura is broken under unknown circumstances and occasionally a spell will both pop MA and succeed.