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

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3 strategys
(→‎Strategies: second strategy)
(3 strategys)
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No national spells are known.
No national spells are known.


=== National Summons ===
=== Useful Spells ===
No nationl 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.
 
=== Strategy A: 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) wich is useful for independent amazon provinces.
 
==== Scale Design ====
Take Productivity 3 and Groth 2, Dominion 7. You can gamble and take Unrest 3 as well as luck 3 to have less income, but more positive random events (some of them will give you gold).
 
==== 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.
 
==== Expansion ====
Use nobles and lots of slingers / javeline throwers until you find independent archers. Build large armys, 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.
 
 
==== 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:


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


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


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


=== Strategy B: Take a Forge Lord and good Scales ===
=== National Summons ===
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.
No nationl 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 / javeline throwers until you find independent archers. Build large armys, 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 Spectre's to get mages with random magic skills.


==== Pretender Design ====
==== Pretender Design ====
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==== Expansion ====
==== 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.
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). Only stop 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) wich 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 Groth 2, Dominion 7. You can gamble and take Unrest 3 as well as luck 3 to have less income, but more positive random events (some of them will give you gold).
==== 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 !
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