Re: Dud nations
Yeah, Druids can be quite useful, but they take more research points to get going than do other casters, and they make *no research boosting items whatsoever*. So you probably don't survive to reach the mid-game, which other people achieve before you do.
Their military is just mildly inferior, but the mages are their real problem. They take too long to get off the ground - the other human nations have a better military, AND they have earlier access to useful combat magic.
The Eponi Knight is decent - but he doesn't have a *lance*, which is a real problem, and you can't fight another player with a military made entirely of medium cav.
The rest of their military is only slightly inferior to equivalently priced Ermorian legionaires. They might look better on paper (they have a higher strength, and broad swords instead of short swords) but they don't have javelins and they don't have tower shields. This is a big problem for early expansion.
That said, I don't think Marverni *needs* a stonger military. If their Druids were more useful around turn 5 they'd be able to hold on - and later in the game, earth/astral/water/nature is a devastating tetrad.
I have a marverni fix mod with just extra national spells that I think does the trick well enough, but I'm hoping for some extra functionality in the next patch.
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