Dominions 3: The Awakening/Nations/Marverni

The Marverni are a tribal society of bar-chested fighters ruled by druids and nobles. Only the nobles can afford chain mail or horses. Its people have a powerful connection to the Earth, Nature and Astral magic. They exist only in the Early Age.

Background
See the manual on page 121: Marnervi is inspired by the celtic gauls as described by Julius Caesar in his report The gallic war and by other Roman historians. See also the comic Asterix for visual inspiration.

National Features
Your national troops are composed of several light and heavy infantry types, supported by javelin throwers and slingers. Most infantry types exist as a low-resource variant without armor (bar-chested warriors) and a better armored resource demanding noble variant. Your cavalry is expensive, but quit good for Early Era.

Your Druids have powerful Earth, Astral, Nature and Water Skills and can enhance their battlefield magic with powerful Communion Master/Slaves combinations. You have no access to Blood, Death, Fire or Air magic but you can sacrifice Blood Slaves at your temples to push your Dominion.

Your only sacred unit can go berserk and is capital-only.

Your province defense consist of 1 Slinger and 2 Javelin Throwers per point; at Province Defense 20 you one additional Marverni Noble Warrior. The province defense gives you a lot of ranged attacks for your Gold and can be effective against raiders.

Units

 * Marverni Horn Blower: Gold 25, Resources 1
 * The horn blower increase the morale of nearby troops (Standard 12) and is a bit slower then all other infantry types (Battlefield movement: 9). He is only armed with an dagger and do not wear armor. It is best to let him guard commanders because he will often outrun his javelin throwing comrades if mixed with other infantry types. His own morale is quite low (Morale:9), maybe because he know that without armor and shield a single arrow means certain death.


 * Marverni Slinger: Gold 10, Resources 3
 * More expensive than independent Slingers (Gold 7, Resources 2) the Marvernis Slinger is still mass-recruitable in times of need and wear a shield (but no armor). Morale is low (Morale: 8) but the shield will protect somewhat against enemy archers. If you find Jaguar Tribe Warriors (Gold 10, Resources 7), recruit these instead: For the same amount of gold you get a nearly normal armor (Protection 9), better morale (10) and a (primitive) Sword instead of an Dagger.


 * Marverni Javelineer: Gold 10, Resources 5
 * This mass-recruitable Javelin thrower has better morale than the Slinger (Morale 9) and fight with spear and shield. He also has no armor, making the fire and flee command a better option than the fire closest.


 * Marverni Bare Chested Warrior: Gold 10, Resources 9
 * A good fighter (Broad Sword, Shield, Javelin), this unit has only ridicule protection (Iron Cap, Protection 3), sub-par morale (morale 9) but demand a lot of resources. If you find independent light infantry, recruit these instead: For nearly the same cost, you get less melee damage, but better protection and morale.


 * Marverni Noble Warrior: Gold 12, Resources 17
 * This is a resource hungry, but good heavy infantry unit.


 * Ambibate Bare Chested Warrior: Gold 12, Resources 8
 * Better morale (morale 10) than the Marverni Bare Chested Warrior but no javelins.


 * Ambibate Noble Warrior: Gold 15, Resources 17
 * One of the best recruitable heavy infantry units of your nation. Better attack, defense and morale than the Marverni Noble Warrior for just 2 more gold make this unit your default must-have. Build several forts to mass armies of those units.


 * Carnute Bare Chested Warrior: Gold 15, Resources 6
 * This unit fight with axe and shield, can go berserk and has the forest survival ability. Protection is still very low (protection 3) but at least the morale is the best (morale 11) of all bare-chested warriors. Morale, attack, protection and strength will increase when the unit becomes wounded, but the defense (12) will decrease.


 * Carnute Noble Warrior: Gold 20, Resources 15
 * This berserker unit is recruitable in every fortress but more gold expensive than the Ambibate Noble Warrior. Mix it with independent Elephants (at least 5 Carnute Nobles for each Elephant) to make much use of the high morale and the berserk effect. Carnute nobles will nearly never break and flee, but are slower than the Elephants. The Elephants will run forward trampling over the enemies while the Carnute Nobles catch up. Morale is always checked for the entire squad, and as long as you have enough Carnutes alive, the Elephant will fight to the death before considering fleeing.


 * Eponi Knight: Gold 30, Resources 18
 * Maybe the best unit in your arsenal. Not very expensive for a mounted unit, and having the unique combination of good armor, shields and javelins. Like most mounted missile troops, the precision is low (precision 8) but the Eponi Knights are excellent melee fighters with shield and broadsword. Unfortunately, the horses are not trained to use their hoof in battle like other heavy cavalry.
 * Remember that in one combat square can fight 3 infantry units (size 2) but only 2 mounted units (size 3). Depending on the foe you are facing, it can be better to use the Eponi Knights as flankers or second line troops behind your Ambibate Noble warriors instead as shock troops in the first line.


 * Boar Warrior: Gold 35, Resources 15, sacred
 * The sacred Boar Warriors are only recruitable in the capitol. Fighting with axe and shield, this unit is capable of going berserk (3) and can be blessed to higher stats.

Commanders

 * Marverni Scout: Gold 20, Resources 2
 * A simple Scout with bad morale (9), no armor, no shield and a spear. Use independent scouts instead.


 * Marverni Chieftain: Gold 40, Resources 17
 * The marverni Chieftain fight with Broadsword and shield and increase the morale of nearby troops (Standard 3). He is a good all-around-commander (Leadership 40).


 * Ambibate Chieftain: Gold 50, Resources 17
 * The only difference to the cheaper Marverni Chieftain is the better attack value (13 instead of 12). Not really worth spending 10 more gold.


 * Carnute Chieftain: Gold 60, Resources 15
 * Capable of going berserk and having the forest survival ability, the Carnute Chieftain is quite expensive.


 * Eponi Chieftain: Gold 60, Resources 18
 * Your best commander to ferry huge armies, the Eponi Chieftain has excellent leadership (80) and good strategic movement (3).


 * Vergobret: Gold 50, Resources 1, Magic: 1H, sacred
 * Your standard priest suffer from low precision (9) as well as from old age (that will in turn lower his precision even more). For the same amount of gold you can recruit a younger independent priest.


 * Sequani Stargazer: Gold 80, Resources 1, Magic: 1S
 * This mage is a dirt-cheap researcher (until you find independent Sage provinces) and a useful dominion slave for your battlefield mages. Recruit lot of this units, you will need them. The precision is good (11). Note that the Stargazer is not sacred.


 * Gutuater: Gold 120, Resources 1, Magic: 1H1N 100%(WESN), sacred
 * A versatile Mage-Priest. Recruit enough Gutuaters to have at least one of each variant. The precision is good (11) and the Gutuater has the forest survival ability as well as good strategic movement (2). He can perform blood sacrifices if you find a way to get blood slaves.
 * Interesting Spells for the Gutuater:
 * Summon Bog Beast (Conjuration 4), N2W2, 5 Nature Gems, summons 3 Poison-spitting Beasts with Poison Cloud
 * Moss Body (Alteration 3), N1W1, Fatigue 20, AoE 1, Range 1: Good for buffing tramplers like Elephants
 * Curse (Thaumarturgy 1), N1S1, Fatigue 30, Aoe 1 Person, Precision 100, Range 50: curses one enemy


 * Druid: Gold 380, Resources 3, Magic: 2E2S2H 100%(WESN) 100%(WESN), 10%(WESN), sacred
 * The Druid is a powerful sacred priest mage. The druid suffer from old age but has excellent precision (12). If he is lucky to have a nature pick old age is less of a problem and he can also cast the spell eagle Eyes on his self to further increase his precision. If your Druid has no nature pick you should take care of his old age problems if you want to use him as a battlefield mage. He can also perform blood sacrifices. Druids can command cast Communion Master and use the cheap Stargazers as Communion Slaves.
 * Interesting Spells for your Druids:
 * Summon Earthpower (Conjuration 3) E2, Fatigue 20, Earth Magic +1, Reinvigoration 4 (also to Communion Slaves).
 * Troll King Court (Conjuration 6), E3, 55 Earth Gems, Gives you an E3 Troll King and a army of Trolls
 * Legion of Steel (Construction 5), E3, Fatigue 40, AoE 25 x 5, Precision 0: Raise Protection +4
 * Weapons of Sharpness (Construction 7), E5, Fatigue 20, Aoe 25, Rrecision 0, Range 10: Gives Armor Piercing !
 * Solar Rays (Evocation 2), S2, Fatigue 20, AoE 1, Precision 100, Range 35+, Damage 12+ AP
 * Blade Wind (Evocation 4), E3, Fatigue 80, AoE 1 Person x 52+, Precision 0, Range 30+, Damage 14
 * Gift from Heaven (Evocation 5), E3S1, Fatigue 50, AoE 1 x 3, Precision -3, Range 100, Damage 150 !
 * Strength of Giants (Enchantment 3), E3, Fatigue 40, AoE 25, Precision 0, Range 10: Gives +4 Strength
 * Interesting Items for your Druids:
 * Crystal Shield (+1 to all magic paths in Battle, including Holy)
 * Crystal Matrix (autocast Communion Master at the start of combat)
 * Slave Matrix (autocast Communion Slave at the start of combat)


 * Boar Lord: Gold 100, Resources 15, sacred
 * The Boar Lord bears no standard and is recruitable only in your capitol. He is sacred an can be blessed to higher stats. He is also capable of going berserk.

Starting Sites
Carnutes: Gives 3 Astral, 2 Earth and 1 Nature Gem each turn and allow to recruit Boar Warriors and Boar Lords.

National Spells
No national spells are known.

Useful Spells
Construction 4 is a must (Vine Bags) to avoid supply problems and form simple items like Vine Bows and Ethereal Crossbows for your Eponi Chieftains.

Thaumaturgy 2 is important for site searching and Communion Master/Slave. Higher Thaumaturgy gives you Soul Slay, Enslave Mind and Charm.

Evocation 2 is necessary for Arcane Site searching and Combat spells, Evocation 4 gives you the deadly Blad Wind spell.

Construction 6 let you forge all path boosters (Ring of wizardry) and useful items for your commanders (Heraldic Lance).

Construction 7 allow Golems (great Raiders) Weapons of Sharpness (great Mass Buff) and Forge of the Ancients which let each of your mages forge as if he had +1 of every magic skill (so even your stargazer (S1) can an forge an Fever Fetish (F1N1, gibes 1 fire gem each turn).

Later on, research either Evocation/Thaumaturgy spells for more battlefield magic or concentrate on summons (conjuration)

If you have Golems:

Alteration 3 (Personal Luck, Body Ethereal) and

Enchantments 3 (Astral Shield) are important.

Golems have two Levels of Astral Magic, and which just a skull cap (Construction 6) can Teleport (Thaumaturgy 3) themselves on top of enemy armies (magic movement phase comes before normal movement phase).

Conjuration 6 allows you to cast Troll King Court and Sea King Court. Troll Kings make excellent battlefield buffers with spells like Legions of Steel, Strength of Giants and Weapons of Sharpness. Sea Trolls allow you to go underwater.

You have Astral/Nature mages. Equip them with path boosters and make good use of the Spell Winged Monkeys. Very funny in combination with charm.

National Summons
No national summons are known.

Strategies
Marverni needs good scales, especially Productivity. Try to put magic skills on your pretender that your Druids can not reach, like Blood, Death, Fire and Air. Use nobles and lots of slingers / javelin throwers until you find independent archers. Build large armies, you have the commanders to lead them. Build Enough Stargazers and use the Druids with Nature Skill (no old Age problems), as deadly accurate Combat Mages (cast Communion Master, Eagle Eye, Combat Spells). Try to field at least 4 Stargazers for each Druid. Forge useful items for your Eponi Knights. Build lots of castles, your castles are cheaper than the castles of other nations and your troops are recruitable everywhere.

Strategy A: Take a Forge Lord and good Scales
This strategy concentrate on researching construction 7 as soon as possible to summon Golems. Your pretender has a bonus on forging items (even more if he forge himself an dwarven hammer) and can equip your golems / undead thugs with decent armor. Later in the game he can summon Spectres to get mages with random magic skills.

Pretender Design
Take a Lord of the Forge with Earth 4, Fire 2, Death 2. Invest all other Points in scales and medium Dominion strength.

Expansion
At the beginning, use your pretender to help expanding (don't send him out alone) and for site searching. Later, let him forge equipment or summon black servants. Black servants have the life-drain weapon and make good thugs if equipped with a good armor. Your druids are sacred and profit from the Earth-4 blessing. Make sure to bless your druids.

Research Order
Race toward Construction 7 (Golems, Weapons of Sharpness). At Construction 4 forge yourself a bunch of Skull Mentors if you have enough Death Gems. Only stop researching Construction to pick up site-searching spells. Conjuration and Enchantment gives you good undead Mages / Thugs, while Evocation and Thaumarturgy gives you good battlefield spells.

Strategy B: Take good scales and Fountain of Blood
This strategy try to make most use of your good national troops and allow a little blood / devil factory for raiding. It also gives you an interesting Bless Effect (+3 Strength) which is useful for independent amazon provinces.

Pretender Design
Give your Fountain of Blood 6 skills in Blood Magic and 2 Skills in Fire Magic. If you need more magic or better scales, try a imprisoned or dormant pretender. Take Productivity 3 and Growth 2, Dominion 7. You can gamble and take Turmoil 3 as well as Luck 3 to have less income, but more positive random events (some of them will give you gold). Or you could take Order-3 and Misfortune-3 to receive no heroes and a greater percentage of bad events, but more gold. Either choice is a net 0 points.

Research Order
Race toward Construction 2. Now you can forge a Dwarven Hammer (gives 25% forging bonus), a crystal shield for your prophet (+1 to all magic levels in combat, including holy). With an crystal shield, every Druid can cast divine blessing (blessing for all sacred units) so search for amazon provinces.

Switch your Fountain of Blood to Blood slaves hunting as soon as possible. Watch the unrest rate in your Blood Hunting province and lower taxes / patrol if necessary. You can only hunt for Blood Slaves here for a long time so do it. As soon as Construction 2 is researched, build a Soul Contract (gives you 1 devil each turn). It is important to make this as soon as possible because the soul contract pays off more if he is in the game longer. Now split your research as needed between Conjuration, Evocation and Construction.

But your ultimate research goal is Blood 7 (Arch Devil, Fire Magic) and even better, Blood 8 (Bind Heliophagus, a Flying Blood Mage and one of them is also a Death Mage as well).

Strategy C: Take an Oracle with insane good scales
The oracle is cheap and has some astral magic skill. Sit at home, research or cast "Acashic Record" and out-produce everyone with your insane good scales.

Pretender Design
Take an Oracle with medium Dominion Strength and invest in magic scale +3 (gives +2 Research points) and other good scales. The Oracle has already 3 levels of Astral Skill. Prefer good scales over good magic skills.

Research Order
Concentrate on spells that can resisted by magic resistance. Your Magic+3 dominion make it harder to resist such spells. Research the "Enslave Mind" spells and let your army grow as it move !