And now I'm sure that the Orcs are designed in the style of the Aztecs, Mayans, and similar themes...
Centaurs - African Zulus
Orcs - cannibalistic islanders of America
Jaguars - Zulus
Shamans - Mayans
Obviously, cap.
the same as in the fifth game, where many models resemble illustrations from children's fairy tales.
On the new engine, everything looks better anyway, and the units clearly have no fewer abilities than in previous games in the series. By the way, in the fifth game, when creating factions, the developers were also inspired by various cultures; the Orcs are similar to steppe nomads, the mages are in the style of the Middle East, and so on. In the sixth game, it's the same, only other cultures are used as a basis; the Orcs, in my opinion, have an original and fresh design, determined by the territory in which they live in Ashan. It all makes sense. The Necromancers, by the way, are in the Egyptian style, not the Aztec style. This kind of "cultural" division makes the difference between factions more noticeable, so that they are not just a set of creatures.
And simplifying things is just terrible. Resources are okay, but the alternate upgrade! This is what reduces tactics and possibilities. Units and upgrades based on the principle: there's an Orc, you add a feather - you get an Orc Chieftain. It's ridiculous