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Andramania is a republic of Calystrii, civilized and culturally advanced Cynocephalians. The Cynocephalian clans of Gog and Magog once served Magnificent Ind and their barking hordes were released upon the enemies of the Prester King. But when the Khans of T’ien Ch’i defeated the sacred armies of Ind and killed the Prester King himself, the dominion of Ind was broken and all subservient tribes and kingdoms found themselves free from the yoke of the Magnificent Kingdom. The Cynocephalians had become increasingly more civilized under the benevolent rule of the Prester King and when Ind fell cynocephalian magistrates replaced the viceroys of Ind and united the cynocephalian tribes in a nation of virtue far beyond that of the kingdoms of men. They called themselves Calystrii and promised never to fall back into the barbarism and gruesome practices of old. Now most Calystrii regard men with disdain as the inferior beings they are.
"Ind is heavily influenced by the kingdom of Prester John, a medieval idea of a hidden christian kingdom surrounded by heathen tribes. The idea of the hidden kingdom survived until the seventeenth century. As more and more of the world became known to the Europeans the kingdom was moved to new unexplored regions. The first sources placed the kingdom in the orient. Later on it was conceived as an Ethiopian kingdom.
For inspiration on Ind I have used the first and most fantastic medieval accounts of the marvelous kingdom, with streets of gold and dining tables of emerald. I wanted to be true to the over the top accounts of the virtue of the kingdom and its inhabitants. In the descriptions of Ind's units I have paraphrased several accounts of their outstanding virtue, like everyone being a priest and every noble being a king. I have also used accounts of cannibals and other strange tribes subservient to Prester John. Ind is probably the dominions nation least influenced by my own ideas. The only addition to the nation that can't be found in the medieval accounts of the kingdom are the dog headed cynocephalians. These are also found in medieval accounts and they are placed in the orient. Combined with judaeo-christian ideas of Gog and Magog they were added to Ind as the worst of the cannibals serving the Prester King.
Andramania draws additional inspiration from medieval myths on the cynocephalians. While most sources portray them as wild brutes, there are some representations where they appear civilized and peaceful. After some reimagining Andramania became a nation of cynocephalians trying to overcome their barbaric legacy." -Illwinter
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
3 (Rare 4) 3 2 (Rare 3) 2 (Rare 3) 2 2 1 (Rare 2) 3 | Hero 111314 4 Summons 4 or 4 or 4 or 4 (req. 73) 33 (req. 41) 32454 4443 4443 4443 543 4443 (req. 8) | Cynocephalians Skilled and disciplined infantry and crossbowmen. Conscription | Reduces Unrest | Standard Fort |
Capitol Gems: 1112
Odrder Limit + 1
Prefers Heat Scale + 1
: Darkvision (50%), Gluttony (3), Animal
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Calystri scout 55 4 1 | Stealthy (50) Wasteland Survival Mountain Survival Forest Survival | Commentary here. | |
Calystri Commander 115 29 1 | Commentary here. | ||
Calystri General 175 29 1 | Commentary here. | ||
Clystri Presbyter 90 1 1 | 1 Sacred | Commentary here. | |
Apprentice Magus 110 2 2 | 191100% Supply Bonus (10) | Commentary here. | |
Calystri Magus 275 2 2 | 1121100% 10%15 Supply Bonus (20) | Commentary here. | |
Bishop Magistrate 100 1 2 | Sacred Defence Organizer (2) Reduces Unrest (1 per month) Tax Collector | Commentary here. | |
Serene Master 260 31 2 Capital Only | 1 | Commentary here. | |
Presbyter Magistrate 145 11 2 Capital Only | 2 Sacred Defence Organizer (2) Reduces Unrest (1 per month) Tax Collector | Commentary here. | |
Magistrate Magus 370 2 2 Capital Only | 2111100% 10% 15 Sacred Tax Collector | Commentary here. | |
Calystri Senator 465 2 4 Capital Only | 211221100% 10%19 Sacred Supply Bonus (20) | Commentary here. | |
Howler Champion 95 7 2 non fort recruit only | Chaos Recruitment (5) Animal Awe (+1) … | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Calystri Mititia 20 3 _ | Commentary here. | ||
Calystri City Guard 25 11 _ | Castle Defence Bonus (1) Patrol Bonus (1) | Commentary here. | |
Calystri Crossbowman 25 31 _ | Commentary here. | ||
Calystri Footman 25 12 _ | Formation Fighter (2) | Commentary here. | |
Calystri Pikeneer 25 27 _ | Formation Fighter (2) | Commentary here. | |
Calystri Man at Arms 30 31 _ | animal Darkvision (50%) | Commentary here. | |
Calystri Senatorial Guard 35 30 _ | Bodyguard (2) Formation Fighter (2) | Commentary here. | |
Serene One 35 31 _ Capital Only | Sacred animal Darkvision (50%) | Commentary here. | |
Howler 40 7 _ non-fort recrute | Berserker (2) Pillager (2) Causes Unrest (4 per month) Undisciplined Animal Wasteland Survival Mountain Survival | Commentary here. |
The Lord Over Heathens ability allows a commander to use the Mobilize Heathens order. Only one type of heathen will be mobilized per use of the ability. Terrain specific units are more elite, and on average only half as many of their warriors will answer the call.
This ability isn't without downsides: every time it's used, 8 people will be removed from the province. Every heathen conscripted will remove an additional 2 people as well as immediately increase the Unrest of the province by 1.2 points (and each unit has Causes Unrest (.2 or .3)). Like other gather slave commands, you can no longer Mobilize Heathens at 100 unrest. If heathens are gathered in a Fortified province, the amount recruited will be reduced by the fort's admin percentage.
If the player has Thetis' Blessing up, you can gather heathens underwater as well - Seas and Deep Seas are considered Plains, Kelp Forests are considered Forests, while Gorges count as Highlands.
: Pillager (2), Causes Unrest (.2 per month), Undisciplined, Wasteland Survival
Summon Action | Unit | Special Attributes | Comments |
---|---|---|---|
Mobilize Heathens from Lord Over Heathens | Azenach Archer | Mountain Survival Forest Survival | Commentary here. |
Cannibal Warrior | Berserker (2) Mountain Survival | Commentary here. | |
in Mountains or Highlands | Agrimandri Warrior | Mountain Survival | Commentary here. |
in Forests | Fommepori Warrior | Ambidextrous (2) Berserker (3) Mountain Survival | Commentary here. |
in Mountain AND Plains together | Vintefolei Horseman | Skilled Rider (2) | Commentary here. |
Steppe Horse | Animal |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Call Cyclops Tribe (Conjuration 3) 2 and 9 | Cyclops x 5+[1/2 lvl] | Eyes (1) Supply Size (1) Undisciplined | Commentary here. |
Herd of Elephants (Conjuration 3) 2 and 20 | Elephant x 5+[1/2 lvl] | Animal Trample | Commentary here. |
Pride of Lions (Conjuration 3) 2 and 9 | Great Lion x 15+ | Darkvision (50%) Undisciplined Animal | Commentary here. |
Ambush of Tigers (Conjuration 3) 2 and 9 | Tiger x 15+ | Darkvision (50%) Undisciplined Animal Forest Survival | Commentary here. |
Herd of Buffaloes (Conjuration 3) 2 and 8 | Buffalo x 5+[1/2 lvl] | Berserker (2) Animal Trample | Commentary here. |
Call Malakh (Conjuration 4) 2 and 9 | Malakh | 1 Sacred Fire Resistance (5) Shock Resistance (5) Stealthy (60) Awe (4) Invulnerability (15) Magic Being Flying Need Not Eat Spirit Sight | Commentary here. |
Call the Birds of Splendor (Conjuration 6) 21 and 7 | Yllerion x 2 | Fire Resistance (25) Shock Resistance (15) Fire Shield (8) Awe (5) Siege Bonus (10) Patrol Bonus (25) Animal Flying Unique Summons in Battle (Random Bird x 3d6) | Commentary here. |
Call Hashmal (Conjuration 6) 13 and 21 | Hashmal | 2 Sacred Fire Resistance (25) Shock Resistance (5) Fire Shield (10) Awe (5) Invulnerability (20) Magic Being Ethereal Flying Need Not Eat Inquisitor Spirit Sight | Commentary here. |
Call Arel (Conjuration 7) 41 and 39 | Arel | 3311 Sacred Fire Resistance (5) Poison Resistance (20) Shock Resistance (5) Healer (3) Awe (6) Invulnerability (15) Supply Bonus (30) Magic Being Flying Need Not Eat Spirit Sight Female | Commentary here. |
Call Ophan (Conjuration 8) 25 and 49 | Ophan | 3 Sacred Fire Resistance (15) Poison Resistance (25) Shock Resistance (15) Fire Shield (11) Awe (6) Patrol Bonus (50) Eyes (12) Magic Being Ethereal Inanimate Ethereal Flying Trample Need Not Eat Spirit Sight | Commmentary here. |
Call Merkavah (Conjuration 9) 37 and 222 | Chayot | -2-2-2441 → 4-2-2-241 → -24-2-241 → -2-24-241 → Sacred Fire Resistance (22) Poison Resistance (15) Shock Resistance (22) Fire Shield (17) Awe (7) Invulnerability (30) Spreads Dominion (1) Magic Being Flying Counts as Sun Need Not Eat Eyeloss on Attackers Spirit Sight No Wish Summons in Battle (Ophan x 4) Shapechanger (→ Chayot → Chayot → Chayot → This) | The "-2" in the magic paths means two boosters are needed just to reach zero. Commmentary here. |
Release Lord of Civilization (Blood 9) 8 and 177 | - Azazel - Grigori - Semyaza - Grigori - Ezekiel - Grigori - Shamshiel - Grigori - Kokabel - Grigori - Arakiel - Grigori | Magic Paths Vary Common Attributes: Sacred Resist (15 to 22) Stealthy (60) Fear (15) Invulnerability (30 to 35) Damage Reversal (14 vs MR) Corruptor (Morale vs. 13 to 15) No Wish | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
MA Ind has huge magic diversity, assuming terrain-specific recruits can be obtained. Caves and Highlands are particularly important in this regard, making them a high priority for early game expansion.
Notably, MA Ind has relatively straightforward access to the Ring of Sorcery and Ring of Wizardy universal boosters, meaning most path boost methods mentioned below can have steps skipped.
8 can Bind Demon Lord for high level access to all paths, except Water.
2 Abbot Magus Supreme (1 in 4) is the highest Fire mage available. None of the mages have useful crosspaths.
No national access. 8 can Bind Demon Lord for a 1 in 6 chance of at least 5.
1 Primate King or Abbot Magus Supreme (1 in 4 for both), is the best available. Either can make a Water Bracelet, but the Abbot Magus Supreme, with a level of empowerment to get the Robe of the Sea, can potentially make the unique Orb of Atlantis.
2 King of the Lost Tribe (1 in 3) or Abbot Magus Supreme (1 in 4) are the highest Earth mages available. With 22 the unique The Tome of Gaia can be made by 1 Abbot Magus Supreme (1 in 4) or 1 Cynocephalian Shaman (1 in 8), with boosters.
4 Abbot Magus Supreme (1 in 4) is the highest Astral mage available. A 2 Abbot Magus Supreme (1 in 4) or any Abbot Magus Supreme with an Earth booster can make a Coin of Meteoritic Iron. Abbot Magus Supreme has the crosspaths for the unique Atlas of Creation and the unique The Forbidden Light.
2 Magog Bitch-Mother (1 in 3) is the highest Death mage available. It can also has the paths to make the unique The Black Book of Secrets.
13, very achievable with a 2 Abbot Magus Supreme (1 in 4) and Earth Boots, can make The Copper Arm. The Silver Arms is also potentially achievable. 24, also achievable by a Magog Bitch-Mother with boosters, can make Abominable Arms. These are all useful for holding more Death boosters.
5 can Bind Heliophagus for a 2 in 4 chance of at least 3.
8 can Bind Demon Lord for a 3 in 6 chance of 3.
2 Magog Bitch-Mother (1 in 3) is the highest Nature mage available. With a Blood booster, it can make the Armor of Twisting Thorns.
Once there are some Nature boosters available, an ??Abbot Magus Supreme? can make Moonvine Bracelet and the unique The Tome of Gaia.
13, very achievable with a 2 Abbot Magus Supreme (1 in 4) and Earth Boots, can make The Copper Arm. The Silver Arms is also potentially achievable. 24, also achievable by a Magog Bitch-Mother with boosters, can make Abominable Arms. These are all useful for holding more Death boosters. With enough boosters, a 11 Cannibal Shaman Chief can make the other Blood boosters.
No national access. 3 can Summon Spectre for a 7 in 16 chance of at least 1.
3 can cast Forest Troll Tribe for a 1 in 4 chance of 1.
4 can cast Troll King's Court for 1.
3 Magog Bitch-Mother (1 in 3) is the highest Blood mage available. 3 is the key path level for Blood. With a Death booster, the Magog Bitch-Mother can potentially make the unique The Black Book of Secrets.
8 can Bind Demon Lord for a 3 in 6 chance of at least 4.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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