Mavors not working

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Published by Guns, Gods, and Steel

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Troubleshooting Mavors: How to Fix Common Problems and Isuses


    Mavors down?   Mavors not working  


Common fixes:

  1. Clear the Cache of Your PC or Console
  2. Update Mavors game Licenses (PS Only).
  3. Power cycling your console (PlayStation 4 & Xbox One): Turn off your console » unplug power-cable for 1min. » Plug power-cable back » restart console » Run Mavors again.
  4. Install Missing Multiplayer packages.

How to Fix Mavors Game Server Connection Problems:


  1. Reset Winsock:
    • Press » Search bar » and type CMD. Now, Right-click Command Prompt when it comes up as a result and select Run as administrator.
      In Command Prompt, type 'netsh winsock reset' and hit Enter (on your keyboard).
      Now, Restart your computer and Launch Mavors and check if the issue persists.
  2. Close all other Internet connected apps.
  3. Restart your network (modem or wi-fi).


Contact Guns, Gods, and Steel Customer Service

If the problem still persists, contact Guns, Gods, and Steel customer support. Here is how:

  1. Open email client
  2. Provide all neccessary details about the issues you're experiencing.
  3. Send your email to [email protected]

ABOUT THE GAME



Mavors is a multiplayer tile strategy game with an emphasis on city building. Resources are drawn from tiles and refined by buildings the player places. Materials travel from building to building via roads. The ultimate goal being to create armaments for units in order to defeat other players in the session.This game, my first game, was conceived as a criticism of other tile based strategy games. Perhaps my friend group is different, but the best part of a session was always warfare. An aspect of strategy games that has been continually discounted in recent years. Here, warfare takes center stage. The entirety of the city building and population dynamics is a means for the player to create a military industrial complex. Additionally, rather than a bland linear progression of units, the player must balance the resource cost and effectiveness of a given unit in a given situation. For example:Units can be equipped with one of four melee weapons: swords, axes, maces, or spears. Swords get and extra attack upon a successful attack indefinitely, but have low armor penetration. Making them excellent for trash killing, but horrific against heavily armored units. Maces just sport high armor penetration, and nothing else. Axes ignore the effects of shields. While spears determine their armor penetration via speed and allow for denser units.So, you can see how a unit's effectiveness depends on the opposing unit's composition.I also tried to minimize tedium in this game. You don't need to move your lumbermills or your mines. Both will expand out their gathering range as they deplete the surrounding tiles. Additionally, you can queue up units and even turns. Nothing forces you to take action every turn.Probably the best innovation I made in this game is simultaneous movement, not who clicks first, but rather that a unit is given future movements and actions that are played out at the end of the turn.If you like the sound of this, or at least appreciate my attempt at novelty, the...

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