Dominions 3: The Awakening/Nations/Marverni: Difference between revisions

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*Marverni can certainly benefit from an awake early SC expander, but designing such a build that doesn't stunt late-game magical development is tricky.
*Marverni can certainly benefit from an awake early SC expander, but designing such a build that doesn't stunt late-game magical development is tricky.
*Marverni CAN become a blood nation (sorta) and expand dominion by sacrificing slaves, but you will have to make a concerted effort to break into it, likely earliest by the mid-game. Blood on your pretender really helps speed this up.
*Marverni CAN become a blood nation (sorta) and expand dominion by sacrificing slaves, but you will have to make a concerted effort to break into it, likely earliest by the mid-game. Blood on your pretender really helps speed this up.
*Marverni's Ambibates can become fearsome warriors once they hit veteran status. So curing afflictions on wounded warriors is a good long-term strategy (Mother of Monsters, Gift of Health, Faerie  Court, The Chalice).
*Marverni's Ambibates can become fearsome warriors once they hit veteran status. So curing afflictions on wounded warriors is a good long-term strategy (Mother of Serpents, Gift of Health, Faerie  Court, The Chalice).
*Marverni is naturally strong in Astral, Earth and (sometimes) Nature (The Wanderer national hero). So try to look for synergies on your pretender that your Druids cannot reach, using Blood, Death, Fire and Air.
*Marverni is naturally strong in Astral, Earth and (sometimes) Nature (The Wanderer national hero). So try to look for synergies on your pretender that your Druids cannot reach, using Blood, Death, Fire and Air.


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