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Okay, I figured it out.
Turns out, each building provides a +1 bonus to the Castle.
Damn, I didn't know that.
So, since the Orcs have more external buildings for recruiting level 7 units, they have a greater advantage.
That is, on the map, Inferno and Elves have 2 military outposts with level 7 units. The Orcs have 5, hence the larger increase in Cyclops during the later stages of the game.
This is a serious balance issue. (((((
It needs to be fixed, but I don't have the ability to do it right now. This is a good reason for the next version.
By the way, it's kind of absurd - it turns out that not only can you recruit a level 7 unit once a week in the dwelling, but it also gives a +1 bonus to the Castle. As a result, we get 2 units from each dwelling!
Added after 23 minutes
By the way, I know how to easily solve this - in the Orcs' second city, we need to remove the Cyclops Cave from the available buildings. This will completely balance the game, so that in the later stages, Inferno and Elves will have a total of +14 level 7 units, while the Orcs will have a total of +15. At the same time, we can remove the ability to recruit Cyclops from one of the recruitment buildings, and then the Orcs will also have +14.
Added after 23 minutes
By the way, I know how to easily solve this - in the Orcs' second city, we need to remove the Cyclops Cave from the available buildings. This will completely balance the game, so that in the later stages, Inferno and Elves will have a total of +14 level 7 units, while the Orcs will have a total of +15. At the same time, we can remove the ability to recruit Cyclops from one of the recruitment buildings, and then the Orcs will also have +14.