{{ :nations:flags:ma_ind.png|}} ====== MA Ind, Magnificent Kingdom of Exalted Virtue ====== {{:nations:ma:ind:grigori.png?nolink&100 |}}{{:nations:ma:ind:ophan.png?nolink&100 |}}{{:nations:ma:ind:abbot_magus_supreme.png?nolink&50 |}} ===== Lore ===== Ind is based on the medieval myth of [[https://en.wikipedia.org/wiki/Prester_John|Prester John]]. John was supposedly the king of a huge, wealthy and powerful Christian kingdom somewhere beyond the known world, possibly India. The nation draws heavily from this myth, with many of its units and abilities lifted directly from a [[https://wwu.instructure.com/courses/1079447/assignments/3293073|letter]] supposedly written by Prester John himself. Ind is a magnificent kingdom with pious citizens and wondrous creatures. Its people live long lives as they drink from the Fountain of Youth. The religious, long-lived people of the capital are relatively few in number, so they make use of various vassal states to help fight in war. Ind sends out Bishop Vicomtes to the barbaric lands that surround it to rule over the unruly cannibals and heathens that live there. These heathens are used in war, and comprise the majority of Ind's military. Other vassals are also expected to fight: the Cynocephalian (dog-headed) people of Gog and Magog; the lady-knights of the great Feminie; the forest-dwelling Orionde who enslave woodland creatures (such as Centaurs); the little men of Piconye and the Giants of the Lost Tribe who are bound by divine decree to remain in their own land. ===== General Overview ===== Ind is a very complex nation. They play very differently compared to other nations. This along side being a blood/communion nation means Ind is not recommended for beginners. There is no other nation quite like Ind in the whole of Dominions 5. They introduce several new gameplay mechanics that are unique to Ind and Ind only. Auto-blessed troops, terrain dependent forts, +1 Holy recruitment per temple, along with a host of new units are some of the things Ind can bring to the table. ==== Strengths: ==== * Best Blood nation in MA by far * Majority of units are sacreds which autobless allows for customizable strategies * Great summons ==== Weaknesses: ==== * Terrain dependence for specific unit types is a limitation to higher paths of magic * Access to certain paths of magic are locked behind a slow to recruit, cap only, expensive mage randoming into it FIXME How the nation plays and what it is good at should go here, aka why would it be cool to play, whats good about it (in general terms) and where they falter possibily there could be a standard for nation classification (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based etc) National Features ===== National Features ===== ^ Race ^ Military ^ Magic Access ^ Priests ^ Buildings ^ | Prefers {{:misc:scales:heat.png?14&nolink}}1\\ Cyphocephalians\\ Humans\\ Half-men\\ Piconye\\ Giants | Self-blessing sacred infantry\\ Cyphocephalian raiders\\ Heavy cavalry\\ Half-men slaves\\ Size 1 halflings\\ Homesick giants\\ | {{path>S3}} (rare 4)\\ {{path>B3}}*\\ {{path>F2}} (rare 3)\\ {{path>E2}} (rare 3)\\ {{path>D2}}*\\ {{path>N2}}*\\ {{path>W1}} (uncommon)\\ | {{path>H3}} Priests\\ {{path>H3}} Foreign Recruits\\ {{path>H4}} Summons | {{:misc:gui:castle.png?30&nolink}} Castles\\ Starts with a Fortified City | *Cave/highlands dependent * +1 {{:misc:magic:astral.png?14&nolink}}astral bless points * +1 sacred recruitment for every temple built * Only commanders with {{path>H3}} or more can become the [[prophet]]. ??Primate King?? or ??Viceroy Primate?? prophets transform into an [[inspirational]] ??Prester King?? with 160 leadership; other eligible units will not transform. Note that the Viceroy Primate will not gain paths upon transforming into a Prester King, despite the Prester King's listed paths. * All national sacred units are blessed at the start of the battle (includes Province Defence) * -2 Dominion Conflict bonus * Dominion hides province ownership (provinces are displayed as [[independents | independent]]-owned) * Fort recruits depend on terrain. ==== Capital Sites ==== ^ Sublime Palace ^ Fountain of Youth ^ The Great Mirror ^ The Onyx Court | | {{:sites:sites_0028.png?nolink }} \\ Enables recruitment of :\\ ??Primate King??s {{:nations:ma:ind:primate_king.png?nolink}}\\ ??Baculite??s {{:nations:ma:ind:baculite.png?nolink}}\\ - Capital always has Max Order {{order}} [[scales]] \\ \\ Produce {{gems>1F1S}} per turn | {{:sites:sites_0054.png?nolink}} \\ - Slow down [[old age|aging]] 50%\\ - Reduce [[unrest]]: -5 \\ \\ Produce {{gems>1W}} per turn | Enables recruitment of :\\ ??Abbot Magus Supreme??s {{:nations:ma:ind:abbot_magus_supreme.png?nolink}}\\ ??Abbot Magus??es {{:nations:ma:ind:abbot_magus.png?nolink}}\\ ??Mirror Guard??s {{:nations:ma:ind:mirror_guard.png?nolink}}\\ Astral mage may enter to [[scry]] (range 3) \\ \\ Produce 1 {{:misc:magic:astralpearl.png?nolink}} per turn | {{:sites:sites_0028.png?nolink }} \\ Enables recruitment of :\\ ??Archbishop Marshal??s {{:nations:ma:ind:archbishop_marshal.png?nolink}}\\ ??Bishop General??s {{:nations:ma:ind:bishop_general.png?nolink}}\\ ??Soldier Priest??s {{:nations:ma:ind:soldier_priest.png?nolink}}\\ ??Archer Priest??s {{:nations:ma:ind:archer_priest.png?nolink}}\\ - Commander May enter: all models in army gain 4 [[Experience]] \\ \\ Produce {{gems>1E}} per turn | ===== National Units ===== Ind is highly unusual in that the vast majority of the units in its roster are capital-only - it has separate rosters for non-capital forts built in different terrain. See [[#the-vassals-of-magnificent-ind | The Vassals of Magnificent Ind]] for more details. Note: because of the Fountain of Youth site in Ind's capital, all capital units will be younger than their displayed age when recruited. Most will be recruited at around 33 of age, so the Old Age tag is largely irrelevant. ==== Commanders ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Description ^ | {{:nations:ma:ind:abbot_sage.png?nolink }} | **??Abbot Sage??** \\ {{:misc:gui:gold.png?15&nolink}} 110\\ {{:misc:gui:resources.png?15&nolink}} 11\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>S1,H2}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (5)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+2) | Not a particularly gold-efficient researcher, but has reduced upkeep due to being sacred. Can form smite communions to accompany Ind's native {{path>H3}}s.\\ Unlike the rest of the roster, the Abbot Sage can be recruited in any fort with a lab and a temple. | | {{:nations:ma:ind:bishop_general.png?nolink}} | **??Bishop General??** \\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 15\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] | 80 leadership priest. | | {{:nations:ma:ind:archbishop_marshal.png?nolink}} | **??Archbishop Marshal??** \\ {{:misc:gui:gold.png?15&nolink}} 165\\ {{:misc:gui:resources.png?15&nolink}} 15\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]] | 120 leadership priest. Will not be old when recruited due to the Fountain of Youth. | | {{:nations:ma:ind:primate_king.png?nolink }} | **??Primate King??** \\ {{:misc:gui:gold.png?15&nolink}} 200\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>S1H3,100%FWEN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] | 120 leadership greater priest. Can join communions to add {{:misc:magic:water.png?14&nolink}}water and {{:misc:magic:nature.png?14&nolink}}nature magic, as well as cast higher-level divine magic.\\ \\ Can be made ??Teleport??-capable with two {{misc:magic:astral.png?14&nolink}}astral boosters to quickly get in position for throne-claiming. | | {{:nations:ma:ind:abbot_magus.png?nolink}} | **??Abbot Magus??** \\ {{:misc:gui:gold.png?15&nolink}} 240\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1E1S2,H2}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+2) | Cap-only communion masters.\\ A fast, if expensive, researcher that provides {{:misc:magic:fire.png?14&nolink}}fire, {{:misc:magic:earth.png?14&nolink}}earth, {{:misc:magic:astral.png?14&nolink}}astral, and divine magic in battle. | | {{:nations:ma:ind:abbot_magus_supreme.png?nolink}} | **??Abbot Magus Supreme??** \\ {{:misc:gui:gold.png?15&nolink}} 335\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>F1E1S3H2,100%FWEN,10%FWESN}} {{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+4) | A bigger Abbot Magus that can add {{:misc:magic:water.png?14&nolink}}water and {{:misc:magic:nature.png?14&nolink}}nature magic to communions with the right randoms (which may take some time to show up, since the Abbot Magus Supreme is both cap-only and slow-to-recruit). | The following commanders can be recruited anywhere outside of forts (provided you have temples/labs where appropriate). ^ Sprite ^ Unit Name ^ Special Attributes ^ Description ^ | {{nations:ma:ind:cannibal_warlord.png?nolink}} | **??Cannibal Warlord??**\\ {{:misc:gui:gold.png?15&nolink}} 30\\ {{:misc:gui:resources.png?15&nolink}} 8\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:berserker.png?15&nolink}} [[Berserker]] (+2)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (+2)\\ {{:abilities:cause_unrest.png?15&nolink}} [[Cause Unrest]] (+2/month)\\ {{:abilities:wasteland_survival.png?15&nolink}} [[Wasteland Survival]]\\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] | A very cheap commander for performing odd jobs. Raises unrest. | | {{nations:ma:ind:cannibal_shaman_chief.png?nolink}} | **??Cannibal Shaman Chief??**\\ {{:misc:gui:gold.png?15&nolink}} 90\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>B1,100%SDNB}} {{:misc:gui:research.png?15&nolink}} 5\\ {{:abilities:inept_researcher.png?15&nolink}} [[Inept researcher]] (-4)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (+2)\\ {{:abilities:cause_unrest.png?15&nolink}} [[Cause Unrest]] (+2/month)\\ {{:abilities:heretic.png?15&nolink}} [[Heretic]] (1)\\ {{:abilities:wasteland_survival.png?15&nolink}} [[Wasteland Survival]] \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]] | A recruit-anywhere 40 leadership [[blood hunting | blood hunter]], unique among all blood nations in Dominions 5. Requires additional patrol strength to control his natural unrest generation. Singlehandedly makes Ind the most bloody nation of the Middle Ages. | | {{nations:ma:ind:bishop_vicomte.png?nolink}} | **??Bishop Vicomte??**\\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 3\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (1)\\ {{:abilities:lord_over_heathen_tribes.png?15&nolink}} Lord Over Heathen Tribes (4)\\ {{:abilities:tax_collector.png?15&nolink}} [[Tax Collector]] | 80 leadership priest that reduces unrest and can //Mobilize Heathens//.\\ \\ Can also be recruited from Cynocephalian forts. | | {{nations:ma:ind:viceroy_primate.png?nolink}} | **??Viceroy Primate??**\\ {{:misc:gui:gold.png?15&nolink}} 160\\ {{:misc:gui:resources.png?15&nolink}} 8\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4 | {{path>H3}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (3)\\ {{:abilities:lord_over_heathen_tribes.png?15&nolink}} Lord Over Heathen Tribes (6)\\ {{:abilities:tax_collector.png?15&nolink}} [[Tax Collector]] | 40 leadership greater priest that can be massed from any province, but very slow to recruit. Can //Mobilize Heathens//, claim thrones and cast ??Smite??, which is particularly useful with the {{:misc:magic:death.png?14&nolink}}death and {{:misc:magic:blood.png?14&nolink}}blood [[divine magic | smites]].\\ \\ Can also be recruited from Cynocephalian forts. | {{:abilities:lord_over_heathen_tribes.png?nolink}}Lord Over Heathen Tribes{{:abilities:lord_over_heathen_tribes.png?nolink}}The Lord Over Heathen Tribes ability allows a commander to use the //Mobilize Heathens// order. There are five types of heathens that can be gathered with this order: * ??Azenach Archer??, double dagger archers, from everywhere * ??Cannibal Warrior??s, the 12att spear/javelin ones, from everywhere * ??Fommepori Warrior??, hatchet/short sword berserkers, from forests * ??Agrimandri Warrior??, high attack sword/javelin/shield troops, from mountains and highlands * ??Vintefolei Horseman??, light lance/bow cavalry. 18 damage first strike without buffs. With a +4 strength buff, that's up to 24. Mountain and plains //only//; they won't be found in any other hybrid terrain. Only one type of heathen will be mobilized per use of this ability, chosen randomly. All valid tribes have the same chance of appearing, but the Fommepori, Agrimandri, and Vintefolei are more elite, and on average only half as many of their warriors will answer the call compared to the more numerous Azenach and Cannibals. Swamps, wastes, caves, and farms all only spawn Azenach and Cannibal warriors. If you have ??Thetis' Blessing?? up, you can gather heathens underwater as well - Seas and Deep Seas are considered plains, and Kelp Forests act the same as Forests, while Gorges count as Highlands. This ability isn't without downsides: every time you use it, 8 people will be removed from the province. Every heathen you conscript will remove an additional 2 people, as well as immediately increase the [[unrest]] of the province by 1.2 points (and 0.2 for every turn they stick around). Like other gather slave commands, you can no longer //Mobilize Heathens// at 100 unrest. If you gather heathens in a [[fort|fortified]] province, your haul will be reduced by the fort's admin percentage. ==== Troops ==== Ind's cap-only troops auto bless themselves at the start of combat. Ind's +1 holy recruitment/temple feature is extremely significant for these troops, allowing Ind to mass cap-only sacreds like no other nation. ^ Sprite ^ Unit Name ^ Special Attributes ^ Description ^ | {{:nations:ma:ind:archer_priest.png?nolink}} | **??Archer Priest??** \\ {{:misc:gui:gold.png?15&nolink}} 13\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]] | One of the few sacred archers in MA, but otherwise unremarkable. | | {{:nations:ma:ind:soldier_priest.png?nolink}} | **??Soldier Priest??** \\ {{:misc:gui:gold.png?15&nolink}} 15\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]] | Sacred medium infantry. They are very cheap for a sacred with decent overall stats and super massable due to Ind's ability to get +1 sacred recruitment for every temple and the maximized order in their capital. \\ \\ With a good statbless, Soldier Priests have the potential to be one of the most cost-effective units in the game by just being better humans in every way. | | {{:nations:ma:ind:baculite.png?nolink}} | **??Baculite??** \\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 14\\ {{:misc:gui:recruitmentpoints.png?15&nolink}}31\\ Limited Recruitment (2)\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:standard.png?15&nolink}} [[Standard]] (1) | Baculites have worse stats (particularly protection) compared to Ind's other infantry, but come with unique length 3 [[magic weapons]] that do AOE fatigue damage to other sacreds. \\ \\ Too fast to be safely used as a [[morale]] booster for most of Ind's troops who are often high morale anyway. Can still do so for ??Gog Reaver??s, ??Satyr Slave??s and the different lions summoned by ??Great Huntress??es without running ahead of them. | | {{:nations:ma:ind:mirror_guard.png?nolink}} | **??Mirror Guard??** \\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 21\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21\\ Limited Recruitment (2)\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?15&nolink}} [[Sacred]] | Mirror Guards are simply upgraded Soldier Priests, but their recruitment is limited to 2/turn. | ==== Heroes ==== ^ Sprite ^ Unit Name ^ Special Attributes ^ Description ^ | {{:nations:ma:ind:arch_pope.png?nolink}} | **??Thomas - Arch Pope??** | {{path>F1W1E1S3N1H4}} {{:misc:gui:research.png?15&nolink}} 24\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (25)\\ {{:abilities:supply_bonus.png?15&nolink}} [[supply Bonus]] (10)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+5) | | | {{:nations:ma:ind:Protopope.png?nolink}} | **??Coradin - Protopope??** | {{path>H4}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:reduces_unrest.png?15&nolink}}[[reduces unrest]] (5)\\ {{:abilities:lord_over_heathen_tribes.png?15&nolink}} [[Lord Over Heathen Tribes]] (7)\\ {{:abilities:disease_immunity.png?15&nolink}} [[disease Immunity]](100)\\ {{:abilities:resist_poison.png?15&nolink}} [[resist Poison]](15) | | =====The Vassals of Magnificent Ind===== Most of the units that can be recruited from Ind's capital are cap-only. The units that can be recruited from non-capital forts are dependent on terrain; these represent the various vassals that the Magnificent Kingdom of Ind has brought under its glorious rule, organized into more formal vassal states than the hordes of cannibals that can be recruited outside of forts. Note that, in addition to terrain-specific recruits, all Ind forts can also recruit the ??Abbot Sage??. If a fort is built on terrain for which multiple recruit types are possible, then only one will be selected. The function used to determine which recruits you get can be found in [[user:loggy:misc | Loggy's Misc Reverse Engineering Notes]] under "Ind's poptypes". Ind gets no fort recruits whatsoever from forts built in {{:misc:gui:swamp.png?15&nolink}} swamps. [[ind-ma-cynocephalians | Cynocephalians]] **Paths:** {{ :nations:ma:ind:magog_bitch-mother.png?nolink|}} {{:nations:ma:ind:gog_dog-father.png?nolink |}} \\ {{path>B3D2N2}} The Cynocephalians can be recruited from forts in {{:misc:gui:cave.png?15&nolink}} caves, {{:misc:gui:highlands.png?15&nolink}} highlands, and some {{:misc:gui:mountain.png?15&nolink}} mountains.\\ \\ The Cynocephalians provide the most magic diversity of Ind's vassals, as well as the deadliest (if [[undisciplined]]) troops. They have multiple attacks, increase [[unrest]], and go [[berserker | berserk]]. Highlights include the ??Magog Bitch-Mother??, their primary mage, and ??Gog Reaver??s/??Magog Flesh-Hunter??s, the elite troops of the two Cynocephalian tribes respectively. [[ind-ma-orionde | Men of Great Orionde]] **Paths:** {{ :nations:ma:ind:orionde_warrior.png?nolink|}} {{:nations:ma:ind:satyr_slave.png?nolink |}} \\ None The Men of Great Orionde and their half-man slaves can be recruited from forts in {{:misc:gui:forest.png?15&nolink}} forests.\\ \\ The Men of Great Orionde do not provide any magic to Magnificent Ind, but their roster includes interesting options for siege/patrol chaff in the ??Satyr Slave?? and ??Great Huntress??'s lion freespawn, as well as a national crossbow unit and chariot trampler. [[ind-ma-feminie | Ladies of Great Feminie]] **Paths:** {{:nations:ma:ind:feminie_sorceress.png?nolink |}} {{ :nations:ma:ind:lady_warrior.png?nolink|}} \\ {{path>F2S2}} The Lady Knights of Great Feminie can be recruited from forts in plains, {{:misc:gui:farm.png?15&nolink}} farms and some {{:misc:gui:mountain.png?15&nolink}} mountains.\\ \\ The Lady Knights have a utilitarian evocation mage in the form of their ??Feminie Sorceress??. Their knights and warriors are also a straightforward upgrade on the equivalents from Orionde, though neither vassal's troops are especially well-armored. [[ind-ma-piconye | Little Men of Piconye]] **Paths:** {{:nations:ma:ind:piconye_king.png?nolink |}} {{ :nations:ma:ind:piconye_scholar.png?nolink|}} \\ {{path>E1}} Like the Lady Knights, the Little Horned Men of Piconye can be recruited from forts in plains, {{:misc:gui:farm.png?15&nolink}} farms and some {{:misc:gui:mountain.png?15&nolink}} mountains.\\ \\ The Little Men are national Hoburgs - they have high attack density and their infantry have unusually high defense, but they are rather fragile and their damage output is low. The ??Piconye Scholar?? is a fairly gold-efficient researcher, but lacks combat utility. The Little Men are attacked by ??Strange Bird??s every summer, incidentally. [[ind-ma-giants | Giants of the Lost Tribe]] **Paths:** {{:nations:ma:ind:king_of_the_lost_tribe.png?nolink |}} {{ :nations:ma:ind:giant_of_the_lost_tribe.png?nolink|}} \\ {{path>F2E2S2}} The Giants of the Lost Tribe can only be recruited from forts built in {{:misc:gui:waste.png?15&nolink}} wastes.\\ \\ The Giants would be a reasonable investment as thugs and elite troops if not for their homesickness, which causes them to lose 30% of their maximum hitpoints every turn they spend away from their home province. They may be worth considering as a defensive force that guards nearby provinces against raiding, but their ability to operate away from home is limited. ===== Magic ===== ==== Magic Access ==== Ind has huge magic diversity, assuming terrain-specific recruits can be obtained. Caves/highlands are particularly important in this regard, making them a high priority for early game expansion. Notably, Ind has relatively straightforward access to the ??Ring of Sorcery?? and ??Ring of Wizardry?? universal boosters, meaning most path boost methods mentioned below can have steps skipped, or can be boosted one level higher than indicated. **Elemental** * {{path>F2}} on Abbot Magus Supremes * No {{:misc:magic:air.png?14&nolink}}air magic at all! Can eventually summon {{path>A3}} via ??Faerie Court?? * {{path>W2}} on Abbot Magus Supremes, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea??, ??Sea King's Court??, and [[elemental royalty#queens-of-elemental-water | Queen of Elemental Water]] * {{path>E2}} on Kings of the Lost Tribe, {{path>E6}} via ??Earth Boots??, a ??Blood Stone??, ??Troll King's Court?? and [[elemental royalty#kings-of-elemental-earth | Kings of Elemental Earth]] **Sorceries** * {{path>S4}} on Abbot Magus Supremes, {{path>S7}} via a ??Starshine Skullcap??, ??Crystal Coin??, ??Ring of Sorcery?? * {{path>D2}} on Magog Bitch-Mothers, {{path>D3}} via a ??Skull Staff?? * {{path>N2}} on Magog Bitch-Mothers, {{path>N5}} via a ??Thistle Mace??, ??Moonvine Bracelet??, ??Armor of Twisting Thorns?? * {{path>B3}} on Magog Bitch-Mothers, realistically as much {{misc:magic:blood.png?14&nolink}}blood as required via [[empowering]] and boosters. **Notable Crosspaths**: * FIXME ==== National Spells & Summons ==== **Combat** * MA Ind does not have any national combat spells. **Ritual** * Conjuration 3 {{path>N2}} for {{gems>10N}}: **??Pride of Lions??** ( {{:nations:ma:ind:great_lion.png?nolink}} ??Great Lion??×10 + 1/2 [lv])\\ Turn nature gems into low-tier killing power. Ok if your getting rushed in the early game but they don't do much after that. * Conjuration 3 {{path>N2}} for {{gems>10N}}: **??Ambush of Tigers??:** ( {{:nations:ma:ind:tiger.png?nolink}} ??Tiger??×10 + 1/2 [lv])\\ Better Lions with +1 more HP. * Conjuration 3 {{path>N2}} for {{gems>10N}}: **??Herd of Buffaloes??** ( {{:nations:ma:ind:buffalo.png?nolink}} ??Buffalo??×5 + 1/2 [lv])\\ Decent units being like Berserking Nobles. Will die quickly when faced with big numbers but more proficient then nobles at killing Size 4 and bigger enemies that they can't trample. * Conjuration 3 {{path>N2}} for {{gems>25N}}: **??Herd of Elephants??** ( {{:nations:ma:ind:elephant.png?nolink}} ??Elephant??×5 + 1/2 [lv])\\ Expensive tramplers. //Ind-specific// * Conjuration 3 {{path>E2}} for {{gems>12E}}: **??Call Cyclops Tribe??** ( {{:nations:ma:ind:cyclops.png?nolink}} ??Cyclops#3381??×5 + 1/2 [lv])\\ Pay 0.5 gems more per unit for ??Ogre??s with more strength and HP. They are more gem-efficient siege strength then Ogres. ??Cave Grub??s remain the king of earth-based siege strength (and Ind is incentivized to build infrastructure in caves anyway), but caves are not always readily available. * Conjuration 6 {{path>F2N1}} for {{gems>9F}}: **??Call the Birds of Splendour??** ( {{:nations:ma:ind:yllerion.png?nolink}} ??Yllerion#3382??×1 + {{:nations:ma:ind:yllerion.png?nolink}} ??Yllerion#3383??×1)\\ Summons two unique bird commanders (a male and a female) which have a moderate siege/patrol bonus and summon 3d6 assorted birds in combat. If one dies, the other will also die the following turn of a special event, after which they can be summoned once more. //Abrahamic Angels//\\ These summons are shared mostly with [[ashdod-ma | MA Ashdod]] and [[gath la | LA Gath]] except for ??Release Lord of Civilization??, which only [[hinnom ea | EA Hinnom]] shares the ability to cast. * Conjuration 4 {{path>S2}} for {{gems>9S}}: **??Call Malakh??** ( {{:nations:ma:ind:malakh.png?nolink}} ??Malakh??×1)\\ [[Flying]], [[stealthy]], [[awe | awesome]] {{path>H1}} commander with full slots and some invulnerability. Potential light repel thug or ??Lifelong Protection??-bearer. * Conjuration 6 {{path>S3F1}} for {{gems>21S}}: **??Call Hashmal??** ( {{:nations:ma:ind:hashmal.png?nolink}} ??Hashmal??×1)\\ A {{path>H2}} angel with [[ethereal]] and [[fire shield]]. Similar to a Malakh but tougher and not stealthy. Only has hand and misc slots. * Conjuration 7 {{path>S4N1}} for {{gems>39S}}: **??Call Arel??** ( {{:nations:ma:ind:arel.png?nolink}} ??Arel??×1)\\ A {{path>N3H3}} angel with the ability to [[healer | heal]] [[afflictions]]. Provides big {{:misc:magic:nature.png?14&nolink}}nature magic on demand without the need for a communion. * Conjuration 8 {{path>S5F2}} for {{gems>49S}}: **??Call Ophan??** ( {{:nations:ma:ind:ophan.png?nolink}} ??Ophan??×1)\\ A bigger Hashmal with [[trample]] and {{path>H3}}, allowing it to be a highly mobile throne-claimer (perhaps not so useful for Ind given its abundance of {{path>H3}}s). Replaces invulnerability with natural protection. Also only has misc slots. * Conjuration 9 {{path>S7F3}} for {{gems>222S}}: **??Call Merkavah??** ( {{:nations:ma:ind:chayot.png?nolink}} ??Chayot??×1 + {{:nations:ma:ind:ophan.png?nolink}} ??Ophan??(units)×4)\\ The Chayot is an extremely powerful {{path>H4}} mage-angel that alternates between four forms: {{path>S4}}, {{path>A4}}, {{path>F4}} and {{path>E4}}. It is also incredibly, astoundingly expensive, costing more pearls than two ??Wish??es, and comes at a high research level. * Blood 9 {{path>B8}} for {{gems>177B}}: **[[Release Lord of Civilization]]**\\ Summons one of the six Grigori who, apart from being powerful mages and {{path>H3}} priests, have the corrupter (universal seduction) ability and occasionally sire ??Nephil?? offspring as lucky events. ====Notable Generic Magic==== Ind's magic diversity makes a lot of magic tactics possible, but several options stand out for early combat power. At a cool Blood 1 and Enchantment 3, ??Summon Imps?? and ??Strength of Giants?? combined with Ind's efficient sacred infantry go a long way towards discouraging an early rush (or fueling one of your own). At Conjuration 5, ??Howl?? forces enemies to guard their backlines and distracts enemies from attacking actual units. If your bless includes Spirit Sight, ??Darkness?? at Alteration 6 hits enemies with an enormous -6/-6 debuff to attack and defence which your sacreds completely ignore; Cynocephalians will partially ignore it due to their 50% darkvision. High Alteration also provides access to many components of the healthy buff sandwich described in [[https://steamcommunity.com/sharedfiles/filedetails/?id=2023973143 | Not-Lola's Basic Magic Use Guide]]. ====Magic Items==== ===National Items=== * Construction 4 {{path>F1}} for {{gems>5F}}: **??Salamander Silk Garments??**\\ A cheap resistance item for mages, providing Awe, Magic Resistance and Fire Resistance. ===Generic Items=== * Ind can have some problems with research due to being one of the only Middle Age nations that has a major gold sink in blood hunting. ??Imp Familiar??s and even ??Skull Mentor??s may be worth considering to help overcome this weakness. =====Strategy===== ====Power Curve==== //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// ====Expansion Strategies==== //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// ====Example Pretender Builds==== //List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.// =====See More===== [[Stacks on Stacks - A Guide to Ind By Baalz]] {{template>nationindex}} {{tag>nation ind ma-nation}}