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Orcs – discussion about the race.

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#264
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Hmm...
There are different map templates and different map sizes.
Often, there are templates for large maps where the game can last for two months.
And often, people play templates with only one Castle.
On custom maps, they almost always create either one native Castle or several Castles of the same faction.

As for joining neutral creatures, it is usually completely forbidden.
So, the converter is not usually used in practice.
I don't remember all the standard maps very well, but I only remember three with two native Castles, and I can't think of any maps with three or more. But on standard maps, a long game doesn't really fit; often, there are no more than 5 level 7 creatures. On the Grand Strategy Kompilation (GSK), if we're talking about a long game, you can easily add several more AI opponents, and there you have enemy secondary Castles, which are almost like your own for the Necromancer. Moreover, there will simply be random Castles on the map. You might end up with 2-3 enemy Castles (and that's where the converter will be useful, along with dwellings), and having another one of your own is already luck. And you need to play templates where you can move around, maneuver, and look for the buildings you're interested in, as it was in the third game, which, after all these years, only has a few more or less balanced templates. But you're suggesting playing maps with 3 native Castles and a bunch of secondary Castles – what's the point? Two roughly equal players choose a race (for example, they play as the Dark Elves), and based on the draw, there's a 90% chance that the winner is immediately determined? We don't need such Heroes.
In a long game, the Necromancer is not the strongest... I don't know where you got the idea that they are the strongest...
Especially with several native Castles, the Necromancer is completely out of the game.
On normally playable 3-month maps, the Necromancer does look stronger, but they are quite vulnerable, especially if you manage to quickly develop a "runner," not necessarily even a specialist. For example, it's very easy to do with the Orcs, because the chances of Logistics, Machinery, and Attack are high. There really is intrigue when playing with different races and a certain balance, which the third game couldn't even boast in theory. But three Castles and a bunch of dwellings... I'd rather play tic-tac-toe. The variability of outcomes is the same, and there's less stress.