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Old 05-28-2010, 11:16 PM
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Michael Mullens Michael Mullens is offline
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Default Fantasy Friday XXVIII - Orc Buildings



FANTASY FRIDAY XXVIII
Orc Buildings

Hello everyone, I’m Michael and I’ll be presenting this week’s showcase! I figured it’s simply the perfect week for me to jump in here and offer the gifts of knowledge and anticipation to all, with it being Orc week and all. I hope you enjoy hearing about the Orc buildings. Just an overview, Orc towns are focused around their Huts. Orcs have the freedom to build where they want, unlike the Humans who must use plots or the Elves who use trees.

And if you missed it, be sure to also check out the humans!
Human Buildings
or the Elves!
Elven Buildings!

DISCLAIMER
Please note that the costs are subject to change, and that we will likely add more upgrade options to many of these buildings in the next couple of months.


Hut
Your default town center that trains Laborers, Marauders and has available options for defensive Marauder and unit spawn speed upgrades.
The following options can be purchased from the Hut:
Spawn Laborer – No Cost
Basic worker/gather unit that can chop wood, mine stone and gold, gather berries and wheat from Mills, slaughter livestock, and extinguish fires. Weak in combat.
Spawn Marauder – No Cost
Gatherer unit which hunts wild animals and loots corpses, weak ranged unit
Research Marauder Cap – 190 Gold
Defensive Upgrade, Increase the crush armor of your marauders
Research Hut Upgrade - 350 Food
Generic Upgrade. Increases the unit train rate.
Tent – 350 Food 250 Wood
Train goblins, their defense and spawn rate.
The following options can be purchased from the Goblin Tent:
Spawn Goblin Prowler – No Cost
Ranged unit is only useful in large numbers. Effective against infantry units and other archers but weak against heavily armored units and other cavalry.
Spawn Goblin Raider – No Cost
Light but numerous light infantry, strong against archers, but weak against cavalry and infantry.
Research Tent Draft - 375 Food
Generic upgrade. Increases the spawn rate of your goblins.
Research Raiders Buckler - 150 Wood
Defensive upgrade. Increases the pierce armor of your Goblin Raiders.
Armory - 460 Wood
Military building which allows you to build siege weaponry and upgrade the defensive traits of many units and the offensive traits of your Ogre’s.

The following options can be purchased from the Armory:
Spawn Catapult – 200 Wood Food, 100 Gold, 4 Population
Ranged unit is good against buildings and units, costs stone to fire.
Spawn Battering Ram – 125 Wood 6 Population
Machine which is great against buildings but ineffective against units.
Spawn Siege Tower – 85 Wood 5 Population[indent]Machine which scales defensive walls[indent]
Research Impaler’s Sallet - 150 Wood
Defensive upgrade. Increases the crush armor of your Impalers
Research Impaler’s Splauders – 220 Gold
Defensive upgrade. Increases the slash armor of your Impalers.
Research Marauders Caps - 190 Gold
Defensive upgrade. Increases the crush armor of your Marauders.
Research Slayers Shield - 210 Wood
Defensive upgrade. Increases the piece armor of your Slayers.
Research Slayers Helmet - 140 Gold
Defensive upgrade. Increases the crush armor of your Slayers.
Research Slayers Splauders - 190 Gold
Defensive upgrade. Increases the slash armor of your Slayer.
Research Ogre’s Targe – 230 Wood
Defensive upgrade. Increases the pierce armor of your Ogre’s.
Research Ogre’s Bludgeon - 240 Gold
Offensive upgrade. Increases the crush damage of your Ogre’s.
Research Ogre’s Skull cap – 210 Wood
Defensive upgrade. Increases the crush armor of your Ogre’s.



War Hall – 460 Wood
Military building which turns Workers into Slayers and offers options for slayer upgrades.

The following options can be purchased from the War Hall:
Transform into Slayers - 56 Food, 70 Gold, 14 Population
Heavy Infantry. Transformed from Laborers and Marauders. Infantry with the raise shield ability which is great against Archers, Good against infantry, mediocre against calvary.
Research War Hall Draft - 175 Gold
Generic upgrade. Increases the War Hall train rate.
Research Slayers Shield - 210 Wood
Defensive upgrade. Increases the piece armor of your Slayers.
Research Slayers Helmet - 140 Gold
Defensive upgrade. Increases the crush armor of your Slayers.
Research Slayers Splauders - 190 Gold
Defensive upgrade. Increases the slash armor of your Slayer.
Pyre 460 Wood
Military building which turns Workers into Impalers and offers Impaler upgrades.

The following options can be purchased from the Pyre:
Transform into Impalers – 55 Food 75 Wood, 14 Population
Spear Infantry. Transformed from Laborers or Marauders. Strong against large monsters or calvary but weak against archers or infantry.
Research Pyre Draft - 150 Wood
Generic Upgrade. Increases the Pyre train rate.
Research Impaler’s Sallet - 150 Wood
Defensive upgrade. Increases the crush armor of your Impalers
Research Impaler’s Splauders – 220 Gold
Defensive upgrade. Increases the slash armor of your Impalers.

Warg Pen – 420 Food 360 Wood
Military building which spawns Wargs|and mounts Impalers and Slayers.

The following options can be purchased from the Warg Pen:
Transform into Beast Riding Impaler - 105 Food 5 Population
Calvary. Powerful cavalry units transformed from Impalers. Strong against infantry and archers.

Transform into Beast Riding Slayers – 105 Food 5 Population
Heavy Cavalry, Transforms from slayers, Heavy Cavalry is even better against infantry and archers.
Research Warg Pen Draft - 340 Food
Generic upgrade. Increases the Warg Pen spawn rate.

Temple - 350 Stone, 450 Gold
Military building which turns slayers or impalers into Berserkers and builds Walls.
The following options can be purchased from the Temple:
Transform into Berseker – 105 Food 75 Wood 75 Gold 14 Population
Heavy Infantry. Transformed from Impalers or Slayers. Very effective against infantry but weak against cavalry.
Research Temple Draft – 150 Stone 175 Gold[indent]Generic Upgrade, Increases the Temple spawn rate.[indent]
Buy Palisades upgrade - 840 Wood
Generic upgrade. Builds a layer of Palisades around the city.
Ogre Pit - 450 Wood 360 Stone
Military building which breeds Ogres and provides Ogre upgrades.
The following options can be purchased from the Ogre Pit:
Train Ogre - 210 Food 75 Gold 5 Population
Large Monster. Very effective against heavy infantry and cavalry units. Vulnerable to ranged attacks.
Tool Research:
Research Ogre’s Targe – 230 Wood
Defensive upgrade. Increases the pierce armor of your Ogre’s.
Research Ogre’s Bludgeon - 240 Gold
Offensive upgrade. Increases the crush damage of your Ogre’s.
Research Ogre’s Skull cap – 210 Wood
Defensive upgrade. Increases the crush armor of your Ogre’s.

Gate


The entrance to your town, built automatically with a layer of palisades.
Gate Toggle
Lowering your drawbridge on enemy units crushes them.



For your pleasure I will offer a few screens of different Orc cities for the Fantasy Friday being late!



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Last edited by Danny Vink : 05-29-2010 at 10:27 AM.
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Old 05-28-2010, 11:28 PM
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Woohoo! The wait all day was most definitely worth it. Congrats on your first FF. Now the perfunctory probe for more info --> When I transform a unit does it keep it's xp upgrades that I've chosen? Also could you elaborate on the differences between the cav choices of the orcs? I noticed both are good vs inf and archers but is there more then that? I enjoyed the read and look forward to getting my hands on all the units...I do have a thing for monster units...so much fun...


For help remembering the units check out these links:
http://www.reverieworld.com/forums/s...ead.php?t=1318
http://www.reverieworld.com/forums/s...ead.php?t=1189
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Old 05-28-2010, 11:39 PM
otomotopia otomotopia is offline
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I'm happy to say that I found out about this via a Facebook update ^^

Great job Mr. Mullens!
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Old 05-29-2010, 12:14 AM
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Yeah congrats on your first FF. Have to go through humans, elves, and this to see how they compare.
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Old 05-29-2010, 12:22 AM
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Michael Mullens Michael Mullens is offline
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Quote:
Originally Posted by GPS51 View Post
Woohoo! The wait all day was most definitely worth it. Congrats on your first FF. Now the perfunctory probe for more info --> When I transform a unit does it keep it's xp upgrades that I've chosen? Also could you elaborate on the differences between the cav choices of the orcs? I noticed both are good vs inf and archers but is there more then that? I enjoyed the read and look forward to getting my hands on all the units...I do have a thing for monster units...so much fun...
t=1189[/url]
I just spent many hours going through the units, no need to remember. You ask a good question about the upgrades and as opposed to saying what I believe I will verify from the devs tomorrow morning for you! To understand the Cavs strengths review where they originate from. The units pretty much state what they're good and bad against if there is no "Weak" against description they probably fair in the middle.


Quote:
Originally Posted by otomotopia View Post
I'm happy to say that I found out about this via a Facebook update ^^

Great job Mr. Mullens!
Yeah, I posted the update there following posting the thread. Thanks, glad you enjoyed it.

Quote:
Originally Posted by u_have_krabs View Post
Yeah congrats on your first FF. Have to go through humans, elves, and this to see how they compare.
As you can see Orcs world is based around Food and Wood over anything else and their general units are a completely free spawn that then can be transformed into advanced units. Orcs have some impressive perks, just need to build those siege towers to scale the humans double layered walls!
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Old 05-29-2010, 12:27 AM
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[quote=Michael Mullens;29785 To understand the Cavs strengths review where they originate from. The units pretty much state what they're good and bad against if there is no "Weak" against description they probably fair in the middle. [/QUOTE]



Oh I thought their skillset (bonus vs) would change when the changed unit or became mounted. So mounted impalers are still good vs monster units and cav? So you could use them as a mobile anti cav force? Sounds like loads of fun. I can play fire battlion with my mounted impalers.
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Old 05-29-2010, 12:48 AM
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also atlast there is something about orc buildings
i waited for this for a long day but this is also a fantasy saturday because it wasn´t on friday
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Old 05-29-2010, 02:10 AM
LoveToKill LoveToKill is offline
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Hey Great job Man and i appreciate the information thank you and the devs for your hard work as allways ^^
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Old 05-29-2010, 03:45 AM
Yami-Yagari Yami-Yagari is offline
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Really funny way of recruiting units, have to give you credit for that. You did a great job, but i wonder. Since i read that orcs have a weaker shamanistic source of magic, i assumed there would be some way of recruiting shamans.
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Old 05-29-2010, 06:40 AM
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Quote:
Originally Posted by Michael Mullens View Post
As you can see Orcs world is based around Food and Wood over anything else and their general units are a completely free spawn that then can be transformed into advanced units. Orcs have some impressive perks, just need to build those siege towers to scale the humans double layered walls!
This is just epic, a great first FF Thanks Michael

I love that its a hierachy of units, it means that the lower levels are just as important late game as the stronger units, they evolve as such


One question though, If the orc economy mainly bases around food and wood, both of which are very lacking in the desert, gold will have to be spent to buy these resources. However the gold in the desert, will likely be spent mostly on TRAINING for your units, even if they are basic ones, I think veterans will allow raiding and quests to be done much easier and so a better flow of the other resources...

In the desert, will your quests be more likely to offer food/wood to compensate for the defiency? (I hope not, I would rather scrape by for a while, It will encourage offensive play)
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