Dominions 5 - Ma Marignon - National Overview
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- Опубліковано 8 вер 2024
- Hey folks,
Blitz time! We are playing Marignon, here is our take on the fire astral holy powerhouse!
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Marignon is based on the French city of Avignon, wherein about 1309 the Roman Papacy was moved to the city for a century.
I like MA Mari. Good early game with the scared knights and flaming arrows crossbows, good ish end game with the astral and the dope as angels, kinda hits a low point in the mid when counters start coming and your research and gem income still develops. Not very flexible magic access, obviously, but lots of good flexible troops and other commanders, spies, masons, good to have stuff. But then again, having astral air fire and being able to brute force army of gold into a communion too isn't the worst deal out there. Thugs check out too, Harbringers are great. If they were to be buffed, giving them some %chance earth access on witch hunters and maybe a discount on summons, or say maybe buff the Angels of Wrath with a path or upgrade Blood Vengance to a damage reversal, but overall a solid middle of the path nation imo
I suspect that an influence on Marignon (although not--as far as I've seen--mentioned in the manual) is the pastiche of medieval France in Clark Ashton Smith's Averoigne stories. If any of you haven't read him and like the style of Dominion back stories, he is worth checking out. Can be hard to find these days but worth it.
thank you for mentioning this
@@snailnailnailnailnailnails You're welcome!
Hurray!
My favorite and most successfull nation. Besides the rainbow shenanigans, the other good built for them is using an imprisioned baphomet, which is also quite economical. Im personally all for magic 3, as that makes initiates great and affordable lab monkies and relaxes your economy quite a bit. If you beeline for constr 6, you can accelerate your research even further via lightless lanterns and if you went for high astral baphomet, you can solves your magic variety issues via ring of sorcery/wizardry + indie mages. Marignon is also one of the few nations where you reasonably could consider going for high level evocations research early, having pillar of fire is quite a gamechanger even against fire resistant opponents and flames from the skies will wreck most human hp level nations.
I see alot of Marignon players struggle with expansion. The starting army is pretty bad and often you wont get enough knights swiftly enough to compensate. What helps alot is either going for mercenaries, and/or 6-9 assassins for the first few turns. The assassins arent very reliable or economical, but if it gets you one or two cap circle provinces with decent resources it will help alot.
Hon hon hon le fireball has arrived
Good items for Marignons assasins is usually single Saint Shroud forged with hamner
One of Marignon's heroes is really fucking powerful - healer and also a permablessed dom spreader. Not many nations get access to something like that.
I've seen Marignon make use of the death 5 invulnerability bless on dormant pretenders. Not needed during expansion - it only adds ~5 prot to your knights, but come early midgame, it lets your mages survive stray arrows, and stacks well with midgame buffs that can make flagellants into actually decent chaff. Not really sure if it's worth it, tho. I'd rather have earth 5.
You have an excellent voice for commentary. Keep it up!
yes Marv becomes Mari
The connection between nations is really cool
Eponi knights 👀
quad hell bless flaggelents
One of their national hero's gets earth / astral cross-path which makes the crystal gear as well as earth boots for your earth 1 randoms easier.. One of the reasons a bit of luck is pretty ok, I think.
I think the super specialization is fine, but a few more tools would help. Like a national specific spell that deals with rain, or some early game stuff that gives ALL unit fireprotection long before the level 8 / 9 spells, or some more endgame stuff with angels that are actually affordable like the harbinger. Because Marignon is iconic until the midgame and then? It´s back to generic because the conj 7 and 9 summons don´t justify their costs. One option for this would be to give them their own global enchantment (like the face of the lord from Magic enhanced) that makes them much more scary in the endgame.
Its possible that marignon is intended to be marvarni, but on the other hand it doesn't seem like illwinter put in anything to tie the two factions together, something they usually are pretty fond of doing. Personally I just assume all the human knight factions are the splintered remains of the ermor empire after the ermor cataclysm.
Big old age astral mages
They are an Ermor splinter, and they are also a continuation of Marverni. EA Ermor crushed Marverni like Romans crushed the Celts in Iberia and Gaul, and MA Marignon are basically Romanized Vandal and Frankish successor states following the fall of Rome/Ermor. In particular, MA Marignon is thematically Reconquista Spain/Carolingan France, and LA Marignon is the ending of the middle ages, with the birth of the Spanish Empire and the decline of knights in France.
@@DreamingAboutDragons My only problem with that is that most other nations, even the ones that change drastically between era's usually have some throwback to their earlier forms either via a hero with old paths, or an odd national spell that they have no inherent way of casting.
the problem with flagellants is that they get affilictions randomly, because of the self-flagellation
They start with random afflictions but they don't get additional afflictions after that, do they?
Assassins = early game undead commander assassins vs Ermor using Just Man's Cross and Eye of Aiming?
A Harbinger and a angel of fury combined are a disgusting combination for raiding. the harbinger is a bit weak alone. Also the angel of fury is an amazing shroud wearer for a good knight bless
There's a staff that ignites people that might be effective for assassins.
Fire is really suck beyond an early game. But you can do a rly coos things with astral like asrtal geyzer of astral fire.
It's best not to underestimate fire. This nation can cast living fire with boosted fire to get 6 or more elementals at once, which needs both fire resists and magic weapons or evocations to counter reasonably. Pillars of fire hits through pretty heavy resists too, and against chaff that doesn't have fire resistance until late game the fatigue effect/AoE from fire magic still hurts, a lot.
Late game fire magic opens up the purgatory ritual (hoses undead in dominion until dispelled), and flames from the sky is a gameplay-altering end game spell which ignores both bless and spell resists to cause a lot of problems. There's generally at least something fire forces opponents to counter all game long.
Getting communion access to mass flight + fog warriors + late game earth buffs rounds them out. They'd really be hurting w/o astral, but with communions + fire threat baseline it's different.
Is the Fly Attack command left over from an earlier version and removed in the current version ?
Not sure, there are a few commands (like fire commanders) that were never available to players but were put via AI onto things like bogus' companions. Good question.
It used to be the command to make fliers do what normal attack now makes them do, whereas regular attack orders would make them stay put on the ground (which I think you can still do with line formations)
@@LucidTactics Hmm. Does that mean if you charm some of them you could copy those commands ?
Please tell me you unleashed the Ark of the Covenant on your enemies this game.
What are some good counters to Mari, other than rain?
Marignon pays gold for almost everything so you can just beat them by attrition. They have old human-sized fire mages, so generally fatigue plays (grip of winter/rigor mortis) coupled with rain are crippling. Archers can wreck their mages too, an they are vulnerable to all the remote attack spells. Skele-spam trades well enough with flagellants and can absorb the lance charge (until they get Fire Storm). Blood vengeance would also wreck their face if you had enough cheap sacreds. Also like Lucid said, dirt-cheap S1 mages like Bander Log Yogi's can trade efficiently via mind duel. 55 g versus 185 g for a Witch Hunter.
Xbow (more so in the late age when Marignon has completely lost the shield making technology)
Put larger on your bless and flagellants become siege chaff.
But you ruin the knights, they become 1 per square
Apart from the hilarious demon jesters I hate Marignon
How does he get to pick blessings with less than 4 in a path?
1 Marignon has bless points as nation that get auto added
2 having 3 in all elemental or 3 in all the other ones paths will give you ability to have bless on 3 points
Where is your stream?
Its uploading one a day for the next week.
If I was to make marignon stronger I would make the 100% random on the grand master a +2 insted of a +1
I thought Marignon = spanish inquisition
The LA focus on the sea also implies this. But that's where "inspiration" comes from. Marignon is a more French sounding word, so I think it's a mix of both.