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Walkthrough for the "Tribes of the East" expansion.
2 Magnus (The real problem is that I just can't get used to playing as Orcs – it's too unfamiliar, and I don't yet understand how to best develop them... I lack a strategy. :D) I started on "Veteran," then lowered it to "Warrior," and I still get crushed. How long can I delay meeting the brown and green players? In the beginning, there are difficulties with development: the lower-level units of the Orcs are weak – they die like flies, and without mines, all construction in the city will stall. And it's unlikely I'll be able to break through the brown garrison with its meager army, so I have to just accumulate resources... And it's unclear with the turquoise player: does he usually arrive on a specific week, or is it different each time? Does he have a fixed army?
Once, I managed to successfully reach the brown leader and defeat the blue player... but as soon as I went out to sea, the purple ranger attacked me with a clear advantage... I managed to defeat him, but only after losing three-quarters of my army... On the very next turn, a necromancer attacked me with an army that was no less strong than the elf's... of course, he threw my corpse into the cold waters of Erathia...
Well, I don't know, the green player, just like the brown one, will join you if you destroy the garrison. And the units don't die in the early game because of their battle rage; you need to rush forward in battle, applying buffs that increase battle rage or combat spirit. It's also desirable to get the "Memory of Our Blood" skill and build a structure in the city that increases rage. The turquoise player seems to arrive on a specific week and spends the rest of the time accumulating troops for the final encounter. And before venturing out to sea, you need to accumulate an army that is at least 1.5 times larger than the ranger's army to get rid of those two ships. Also, to delay the encounter with them, it's advisable not to buy a ship right away. If your army is larger, it makes sense to go after the necromancer. For example, once, the ranger used a whirlpool to teleport, preventing my hero from attacking him. As for upgrades, I prefer to get trappers and nomadic centaurs, as the ranger usually destroys them with archers. But on the other hand, if someone attacks you from behind, the centaur can retreat. Orcish warmongers (I don't like them because they defend instead of attacking, when it would be more useful to deal damage to the enemy). Level 4 is better with Daughters of Earth; they usually attack for me. Level 5 is Executioners; they can deal 2 hits. Level 6, I prefer Dark Wyverns; Paoka don't survive long enough to regenerate HP, and poison seems to work better on the enemy. Level 7 is better with Free Cyclops, but they can't be used in battle, or you might hit your own units, so Blood-Eyed is better here. It's a pity there's no retaliation, but on the other hand, he can cast spells. It's desirable for the Orc to develop leadership, attack, and logistics, and then choose other skills, but I would also upgrade summoning, especially +200% to summoned creatures, which will help against demons