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I played through the beginning of version 1.3 with the Orc faction. I must say that after getting the 3rd Castle, the Orcs simply become overpowered. For comparison, in the initial version with 2 Castles, at a certain point in time, the stats were distributed as follows: Orc - level 25, Elf - level 24, Knight - level 15, Dwarf - level 12. In version 1.3: Orc - level 28, Elf - level 22, Knight - level 12, Dwarf - level 10. And even though there are more mines (gold), the percentage of purchased creatures remains approximately the same. In general, this is normal - the Orcs' economy is essentially like that. Three Castles with a large number of outposts create fantastic growth. I'm getting at what I wrote about earlier - the Orcs don't really need a 3rd Castle. In the new version, the Orcs also received a very useful artifact - the Ring of Speed, which allows them to solve many problems. As a result, the AI, in the form of the Elf, doesn't even show up outside its own gates, although under the previous conditions, I tried hard not to encounter it. The starting heroes have changed slightly, but there are still 3 of them. The Orc cities are located on a small territory - one is enough there. Shaq-Kurrakat is still better than Kujin. But "Orael" Gotai is hopeless - he has no army, and he can't do anything useful. Battles within the Orcs' native territory are exceptionally simple and are completed on auto-battle.
I'm posting the only interesting battle from version 1.3 - Kurak fights to free Sigrif from the dungeon. A tale of how, with pure enthusiasm, he cut through a legion of Death Knights (the game rated the battle as "no chance")