Thread: Marverni
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Old April 13th, 2008, 11:45 AM

Zenzei Zenzei is offline
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Default Re: Marverni

Okay, I did my 12 turn test run again just to be sure I didn't get lucky at the first time. This time though I did use indies and mercenaries in addition to national troops.

Here's the setting:
-Map was Aran (comes with the game)
-All settings standard for EA
-I only had one passive human player, Oceania in this case, in addition to myself. I chose this because the idea was to test Marverni expansion capabilities after all.

My pretender was still imprisoned E9N6 great mother with dominion strength 7. Scales were order3/sloth1/cold1/misfortune1/magic1, I made minor change here compared to the first run (sloth->cold).

At the beginning of turn 13 the situation is following:
-28 provinces conquered.
-2 forts built, both have gutuater in place ready to build lab & temple.
-Alteration 3 almost researched. Should have been evocation though because it is nice to have blade wind available by the time you are entering midgame and starting to have real conflicts with other players.
-Very good income & low upkeep.


So with that I can say Marverni really rocks my socks at the moment, the nation is awesome (or at least their early game is with this example setup). In order to convert any non-believers I have added the game file to this post as attachment. It will certainly be interesting to read about Baalz's thoughts regarding mid-late game Marverni when he posts them.
Attached Files
File Type: zip 597235-Marverni_Test.zip (69.0 KB, 149 views)
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