Ok I will try to give a reweiv(Hate that word!!!) of, what I had in mind for, the Orcish Civilization:
Orcs:
Leaders:
Name: Orgrim Doomhammer.
Traits: Expansive, Agresive.
Name: Thrall, son of Durutan.
Traits: Spiritual, Philosial
Name: Gul'dan, of the Shadow Concuil.
Traits: Organized, Aggresive.
Units
Name, S, M, Class.
1. Age of the clans.
Ner'zul, 8, 2, Hero, Immune to first strikes.
Orcish Nomad Settler, 0, 2, Settler, can found cities.
Orcish Nomas Peon, 0, 2, Worker, can improve tiles.
Orcish Nomad Axeman, 3, 1, Melee, + 50% versus Melee.
Orcish Nomad Spearman, 2, 1, Melee + 50% versus Ranged and Melee.
Orcish Nomad Archer, 3, 1, Ranged, (Same as norm archer).
Orcish Nomad Shaman, 5, 1, Magical.
Orcish Nomad Wolf Rider, 4, 2, Mounted, Immune to first strikes.
2. Age of the Horde
Warcheif Blackhand 9, 1, Hero, Immune to First Strikes, gives a 5% strength bonus to units in same tile, Limit of 1.
Grom Hellscream, 10, 2, Immune to First Strikes +50 versus Melee, Limit of 1.
Ner'zul, 12, 2, Hero, Immune to First Strikes, Limit of 1.
Gul'dan, 12, 1, Hero, Immune to First Strikes, Limit of 1.
Fel Orc Settler, 0, 2, Settler, can found cities.
Fel Orc Peon, 0, 2, Worker, can improve tiles.
Fel Orc Blademaster, 10, 2, Melee, +50% versus Melee, Limit of 4.
Fel Orc Axeman, 5, 1, Melee, +50% versus melee.
Fel Orc Spearman, 4, 1, Melee, + 50% versus Ranged and Melee.
Fel Orc Archer, 5, 1, Ranged, (Same as Crossbowman).
Fel Orc Wolf Rider, 6, 2, Mounted, Immune to First Strikes.
Fel Orc Warlock, 8, 1, Magical.
Fel Orc Catapult, 6, 1, Siege, (Same of norm catapult)
Fel Orc Transport, 1, 2, Naval, 2 cargo space.
Fel Orc Battleship, 4, 2, Naval.
3. Fall of the Horde.
Warcheif Orgrim Doomhammer 10, 1, Hero, Immune to First Strikes, gives a 10% strength bonus to units in same tile, Limit of 1.
Grom Hellscream, 10, 2, Immune to First Strikes +50 versus Melee, Limit of 1.
Ner'zul, 12, 2, Hero, Immune to First Strikes, Limit of 1.
Gul'dan, 12, 1, Hero, Immune to First Strikes, Limit of 1.
Fel Orc Settler, 0, 2, Settler, can found cities.
Fel Orc Peon, 0, 2, Worker, can improve tiles.
Fel Orc Blademaster, 10, 2, Melee, +50% versus Melee, Limit of 4.
Deathknight, 10, 2, Mounted, Enemie suffers a 10% strength penality because of fear.
Fel Orc Axeman, 5, 1, Melee, +50% versus melee.
Fel Orc Spearman, 4, 1, Melee, + 50% versus Ranged and Melee.
Fel Orc Archer, 5, 1, Ranged, (Same as Crossbowman).
Fel Orc Wolf Rider, 6, 2, Mounted, Immune to First Strikes.
Fel Orc Catapult, 6, 1, Siege, (Same of norm catapult)
Fel Orc Transport, 1, 2, Naval, 2 cargo space.
Fel Orc Battleship, 4, 2, Naval.
4. Rise of the new Horde.
Thrall, 14, 2, Hero, Immune to First Strikes, ignores defence buildings such as walls, (Earthquake), Limit of 1.
Grom Hellscream, 14, 2, Hero, Immune to First Strikes +50 versus Melee, Limit of 1.
Orcish Settler, 0, 2, Settler, can found cities.
Orcish Peon, 0, 2, Worker, can improve tiles.
Orcish Blademaster, 12, 2, Melee, +50% versus Melee, Limit of 4.
Orcish Far Seer, 10, 2, Magician, ignores defence buildings such as walls, (Earthquake), Limit of 4.
Orcish Axeman, 7, 1, Melee, +50% versus melee.
Orcish Spearman, 6, 1, Melee, + 50% versus Ranged and Melee.
Orcish Archer, 7, 1, Ranged, (Same as Crossbowman).
Orcish Wolf Rider, 8, 2, Mounted, Immune to First Strikes.
Orcish Catapult, 8, 1, Siege, (Same of norm catapult)
Orcish Shaman, 8, 1, Magician, starts with medic 1 and 2, 50% versus casters.
Orcish Transport, 2, 2, Naval, 2 cargo space.
Orcish Battleship, 6, 2, Naval.
5. Old Hatreds.
Thrall, 20, 2, Hero, Immune to First Strikes, ignores defence buildings such as walls, (Earthquake), Limit of 1.
Rexxar, 18, 2, Hero, Immune to First Strikes, +200% versus animals, 10% versus lone warriors, Limit of 1.
Orcish Blademaster, 12, 2, Melee, +50% versus Melee, Limit of 4.
Orcish Far Seer, 10, 2, Magician, ignores defence buildings such as walls, (Earthquake), Limit of 4.
Orcish Axeman, 7, 1, Melee, +50% versus melee.
Orcish Spearman, 6, 1, Melee, + 50% versus Ranged and Melee.
Orcish Archer, 7, 1, Ranged, (Same as Crossbowman).
Orcish Wolf Rider, 8, 2, Mounted, Immune to First Strikes.
Orcish Catapult, 8, 1, Siege, (Same of norm catapult)
Orcish Shaman, 8, 1, Magician, starts with medic 1 and 2, 50% versus casters.
Orcish Hunter, 7, 3, Ranged, has +1 visibility and can see hidden units, +100% versus animals.
Orcish Rogue, 6, 1, Melee, is hidden and can walk freely into enemy terretory.
Orcish Warlock, 8, 1, Magician, +50% versus melee.
Orcish Transport, 2, 2, Naval, 2 cargo space.
Orcish Battleship, 6, 2, Naval.
As for the other i'm not sure.