Sir We Have an Orc Problem Economy Upgrades
Make every run pay - especially the ones you lose.
Economy upgrades in Sir, We Have an Orc Problem do not kill orcs directly. They make the upgrade tree itself grow faster. Flat bonuses to resources gained at the end of battle, percentage multipliers on those payouts, extra base HP, and higher maximum tower counts all belong in this category because they change how much you can afford on the next attempt rather than how fast a single bullet travels.
If you are stuck staring at a fifty-point node while earning twelve per run, this page is for you. Pair it with Upgrade Priority and the Economy Meta guide for farming routes; use the Upgrade Planner economy focus to track purchases.
End-of-battle income nodes
The most important economy upgrades increase what you receive when a level ends. Early nodes often grant flat +2 (or similar) to the survival payout; later nodes add percentage boosts such as five percent more resources from end-of-battle calculations.
Why they matter:
- Failed runs still progress. Incremental tower defense assumes retry loops. Flat income makes the first three deaths on a new map productive.
- Percentage nodes scale forever. Once base payouts rise from longer survival or perfect clears, a five percent node applies to the larger number.
- They fund combat. Every Gunner fire rate upgrade, missile radius node, and Flamethrower unlock is paid from the same wallet.
Rule of thumb from experienced players: after unlocking Gunner, buy two flat income nodes before chasing expensive cap upgrades unless you are literally unable to kill a single wave. The Upgrades Hub summarises how this fits the wider tree.
Two payout types and economy planning
The game tracks at least two reward streams:
- Survival payout - you finish the level even if orcs touched the base
- Perfect clear bonus - you kill every orc before any leak
Economy nodes typically amplify the survival side. Perfect clears add a separate currency used for stronger ability upgrades. Do not ignore survival income because perfect clears feel prestigious - most progression hours run on the steady drip from partial wins.
When a map is close to perfect, spend one attempt tightening placement (see Turret Tier List for role advice) before buying another combat node. When a map is nowhere near perfect, farm economy on that map or the previous one until the next purchase takes one or two runs, not six.
Base HP upgrades
Base HP nodes add a flat buffer - commonly +10 or +20 per purchase - to how many orcs can reach the trench before you fail. They are economy-adjacent: extra HP buys time for turrets and abilities to earn kill currency during the same attempt.
Buy HP when:
- You leak one or two orcs repeatedly and miss perfect clear by a sliver
- You are learning a new map layout and want cheaper insurance than a full combat spike
- You unlocked a slow-firing tower (Mortar) and need waves to sit in blast zones longer
Skip HP when:
- Leaks are massive - fix DPS via Combat Upgrades instead
- You are farming an easy level purely for income; HP does not increase payouts
HP does not replace damage. It is a learning tax reducer and a perfect-clear enabler, not a late-game scaling stat.
Maximum tower count upgrades
Nodes that raise maximum Gunner towers, maximum Cannon towers, maximum Mortar towers, or maximum Flamethrower towers are economic force multipliers. Each slot is a new independent DPS source on the field.
Priority within caps:
- Gunner cap early - cheap tower, fast placement, good for learning paths
- Carry tower cap mid - whichever tower your choke uses most (often Flamethrower or Cannon after unlock)
- Support tower cap - extra Mortar for coverage gaps
Cap upgrades cost more than a single damage tick but less than unlocking an entire new tower line. On multi-path levels, cap upgrades frequently outrank +0.1 damage nodes because they add another angle of fire.
Compare planned caps with the planner tool before you overspend on Gunner damage that will not fit on the field anyway.
Tower unlock nodes vs economy
Unlocking Gunner, Flamethrower, Mortar, or Cannon is not a pure economy purchase, but it gates how fast future income converts into power. Unlock Gunner first; delay secondary unlocks until you can afford at least one cap upgrade for the new tower in the same session. Unlocking Cannon without a cap node often means one lonely turret - weak return per point spent.
Demo and quality-of-life economy helpers
Recent demo patches added Damage Statistics, which is not an income node but an economic decision tool. It shows per-tower and per-ability damage after each run so you stop funding underperformers. Treat it as an economy upgrade in spirit - buy it before grinding another opaque +0.1 damage node.
Headhunter and Power Shot sit on combat branches but affect efficient spending: Headhunter improves elite-target time-to-kill; Power Shot adds burst windows. See Combat Upgrades for mechanics; buy them after core income and caps unless elites are your only leak source.
Sample early economy route
For levels one through four, a proven minimal route:
| Order | Node type | Reason |
|---|---|---|
| 1 | Gunner unlock | Enables field DPS |
| 2 | Flat end-of-battle +2 | Doubles learning value of losses |
| 3 | Flat end-of-battle +2 | Funds first cap upgrade |
| 4 | Gunner cap | More turrets beat first fire rate node |
| 5 | One percentage income | Scales with improving survival |
| 6 | Base HP (optional) | Stabilise near-perfect attempts |
After step five, alternate one economy node every three purchases with combat from Combat Upgrades until the current map clears cleanly.
Late-game economy
Late maps pay more per run but also demand expensive ability nodes from Orbital Laser and Nukes. Continue sprinkling percentage income if the next combat node costs triple your payout - the incremental genre punishes impatience. If every run pays handsomely and you still lose, the problem is damage or ability timing, not economy; pivot to Upgrade Priority phase three.
Summary
Economy upgrades are the compounding engine of Sir, We Have an Orc Problem. Flat and percentage end-of-battle nodes, selective HP, and tower caps turn failed attempts into future wins. Combat upgrades win the battle in front of you; economy upgrades win the campaign.
Frequently Asked Questions
Quick answers to the most common questions.
What is the best first economy purchase after Gunner?
Flat end-of-battle income, typically twice, before your first Gunner cap upgrade. It makes early retries on level one and two fund themselves quickly.
Are percentage income upgrades worth it early?
Yes, but usually after one or two flat bonuses. Percentages shine once your per-run payout reaches double digits from longer survival or perfect clears.
Should I buy HP or another tower slot?
Buy HP if you leak by one or two orcs. Buy a tower slot if you leak by dozens or run out of placement locations at the choke.
Does economy affect perfect clear currency?
End-of-battle nodes focus on survival payouts. Perfect clear rewards use separate nodes and ability branches - plan both in the Economy Meta guide.