Added 25 minutes ago
The background is that in the current mod for me and our local community, we have a serious question about removing the Orcs. There are two reasons. First, the race is too unbalanced in terms of strength. The creatures occupy almost all of the lowest positions in their tiers. The faction is literally carried only by the Centaurs, and even they only occupy a middle position at their level. There are few strong heroes in the Orcs; you can only play normally with 2 out of 8. The faction is difficult to change. I still haven't figured out how to selectively disable "Bloodlust" for individual tiers or grades (you can disable bonuses, but not the mechanic itself). The faction's rating is also at the very bottom. The lack of a Guild of Mages and/or an Artifact Shop greatly affects it. Second, this is because the Centaurs, which somehow carried the Orcs, with the latest patch, will have to move to Inferno on Tier 5, where they will finally replace the Horses (which, frankly, don't fit into the faction's composition even in terms of design). And since it's not interesting to have two units with the same model and almost identical mechanics in the game, we either need to give the Orcs another unit instead of the Centaurs, or put the Orcs "on hold." --- The current plan is very simple: instead of the Orcs, there will be a new Faction in the future. I have thought a lot about it, but the game did not allow adding a 9th faction, but now one place has become free. However, developing a full-fledged faction will take a lot of time, and we need to play in the meantime. Therefore, I would very much like to find a way to temporarily disable the Orcs + no one wants to play as them anyway, and the cities on the map are usually not built beyond the Magistrate. The Orc units that will not find a place will become neutral units that can appear on the map on a par with factional and other creatures. --- This is my plan.
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