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bandar-log-ma

MA Bandar Log, Land of the Apes

Lore

"Bandar Log, the nation of the monkey people, is inspired by Hindu myths, ancient India and Rudyard Kipling. The Vanara comes from the Ramayana, an epic in which the monkey people aid prince Rama in his struggle against the demon king Ravana. The hierarchical division of the different species of monkeys has parallels in the Hindu caste system. I wanted the Bandar to use the alleged colors of the Indo-Aryan castes: white for priests, red for nobles and black for commoners. Markatas are exempt from the hierarchy and society at large and might be seen as untouchables of earlier times, although I imagine them less vulnerable. Important to the development of the Bandar Log were the semi-divine beings of Hindu myth." - Illwinter

The Bandar Log is the civilization of the Primates. None know for sure how it came about, but it likely involved some help from the Yakshas, the lowliest species among the region's caretakers in an era long since passed. While they were servants of the Devatas and most of them followed their lords into the Celestial Sphere, a few grew infatuated with the beauty of nature and remained on Mount Kailasa for a time, during which they bred three species of primates and possibly gave them the bare minimum gifts that constitute "civilization".

Now the Yakshas are gone – they probably left right after settling their score with the remaining Rakshasas at the island of Lanka with the help of the Bandar Log – and the Primates have a God-shaped hole in their hearts. Their civilization has improved somewhat, but they cling to the divisions and structures that were set or implied by their former masters. Fortunately for them, the divisions are easy to maintain, since no one can easily fake being a member of another caste. The Markatas are tiny, scatterbrained, and too sociable within their own group to even recognize that they're on the bottom level of society. The Vanara are human-sized and lanky, and while some still live in the trees, many have accepted the black-laced "commoner" caste. The Bandar are large and muscular, and form the red-laced "warrior" caste, with further divisions within this group based on what weapon each Bandar is allowed to use; they codified the caste system after the Yakshas departed. Last-but-certainly-not-least are the White Ones, albino Primates (almost-entirely Vanara) who were the favorites of the Yakshas, sitting at the top of the caste system due to their higher intelligence and their sacred status. Being at the top, the White Ones are allowed to do whatever they desire, short of being criminals. They are notably the only Priests, Mages, and Sacred Warriors in the nation.

Summary

Compared to Kailasa, the Bandar Log on its own has slightly-better troops and slightly-worse path access. It does maintain Kailasa's super-cheap Astral spam, which it's almost unrivaled at in the Middle Ages, and it now has a better Communion Master in the Rishi, but the loss of depth in Earth and (to a lesser extent) Water can be felt in most stages of the game. You can access all the good Summons more easily with the Rishis than you ever could with Kailasa's guys, but Gems and Pearls (especially Pearls) are a hot commodity. As for your troops, more of your troops have armor and training now; even your Sacred troops have armor, while your capital Sacreds now ride Tigers. Unfortunately, your Primates are still Animals with piss-poor Magic Resistance and mostly-terrible Morale. Fortunately, you can pay for War Elephants now.

Oh, and you might want to consider taking Blood on your Pretender – Lanka's Blood Summons are available to the Bandar Log, and they're pretty good, certainly more cost-effective than the Bandar Log's non-Blood Summons.

National Features

Special Race Attributes Military Magic Access Priests Buildings
Prefers Heat +2
Monke
Likes Forests
White Ones:
Sacred
Base 1 Protection
+1 MR vs. Humans
Might Reincarnate
Bandar Apes:
Size 3
Base 3 Protection
+8 HP vs. Humans
+5 STR vs. Humans
+2 MOR vs. Humans
+1 ATT vs. Humans
-1 DEF & PRE vs. Humans
-2 MM & MR vs. Humans
Vanara Monkeys:
Base 1 Protection
-2 MR & MOR vs. Humans
Markata Monkeys:
Size 1
+4 DEF & CS vs. Humans
-2 PRE vs. Humans
-3 MR & MOR vs. Humans
-5 HP & STR vs. Humans
Just Won't Sit Still
Iron
Varied Ranged Weapons
Maces & Swords
No Spears
War Elephants
Some Stealthy Troops
Recruit-anywhere Sacreds
Sacred Tiger Cavalry (cap-only)
astral 44 (rare 5)
nature 33 (rare 4)
water 11 (uncommon, rare 2)
earth 11 (uncommon, rare 2)

Summons:
water 44 (rare 5) (req. nature 22water 11)
earth 44 (rare 5) (req. nature 22earth 11)
air 22 (req. astral 33)
fire 33air 33death 33 (req. astral 55)
Weak (holy 11)
Hero: holy 22
Summons:
holy 22 (req. astral 33)
holy 33 (req. astral 44)
holy 44 (req. astral 55)
Standard Forts

Reincarnation gives your White Ones a chance to return from death WITHIN YOUR DOMINION, if their Experience is high, but they won't return as their original form if their kill count is too high; they'll appear as a Bandar instead, though those who don't kill still have a roughly 25% chance to come back as a Markata or (if not a Commander) a regular Vanara. White Ones (typically those with extra-high Experience) might achieve Moksha instead, adding a Dominion candle somewhere and occasionally boosting your Pretender's Magic; the Magic-boost only happens in paths that the deceased Commander has, and will not happen if the Pretender's level in that path is the same or higher.

Capital Special Sites

The Lotus Gardens
Enables recruitment of Rishi
Enables recruitment of Tiger Rider
Produces 2naturegem per turn
Produces 3astralpearl per turn

National Units

You unit lineup is mostly made up of animals with below average Magic Resistance and Morale. Your troops are very likely to succumb to fear spells or fail to resist Charm Animal.

Commanders

FIXME

Img Unit Name Abilities Comments
Markata Scout
20
1
1
Stealthy (60)
Animal
Mountain Survival
Forest Survival
Your cheap fort scout.
Atavi Chieftain
40
8
1
+ Forest Rec
Stealthy (40)
Animal
Forest Survival
A more expensive scout and is a leader of light Atavi raid parties.
A stealthy army commander that can be recruited from any forest is useful.
Vanara Captain
35
17
1
Animal
Forest Survival
Dec
Bandar Commander
75
20
1
Animal
Forest Survival
An 80Ld commander.
Bandar Noble
115
21
1
Animal
Forest Survival
Dec.
Brahmin
Gold 45
2
1
holy 11 Sacred
reincarnation(50)
Animal
Forest Survival
Dec
Bandar Commander
Gold 55
1
2
astral 11 7
Sacred
reincarnation(50)
Animal
Forest Survival
Literal research monkeys.
Get them if you don't have the money for Gurus.
Yogi
Gold 55
1
2
astral 11 7
Sacred
reincarnation(50)
Animal
Forest Survival
Literal research monkeys.
Get them if you don't have the money for Gurus.
Guru
Gold 160
1
2
astral 22nature 11 11
Sacred
reincarnation(50)
Animal
Forest Survival
Supply Bonus(10)
An out the box Mind Burner, in addition to being a recruit anywhere communion master, and a cheap way to add nature to them.
Also, your best recruitable mage when it comes to summoning your national summon with boosters.
They make up the bulk of your communions as slaves and masters.
Rishi
Gold 320
1
4
Capital Only
astral 33nature 22random1100%+10% 17
Sacred
reincarnation(50)
floating
Animal
Forest Survival
Supply Bonus(20)
Dec

Troops

FIXME

Img Unit Name Abilities Comments
Markata
5
1
3
+ Forest Rec
Undisciplined
Animal
Forest Survival
Highly massable ultra light undisciplined infantry. Can use sticks and stones attack vs very low armor units. Low MR and morale.
Dispite difcencys, thier best jop is lance catching and holind up enemies as 6 Def Skill 14 per square is hard to hit.
Markata Archer
5
2
3
+ Forest Rec
Undisciplined
Animal
Forest Survival
One of the cheapest short bow units in the game, but has abysmal strength which affects short bow damage.
Atavi Archer
7
3
3
+ Forest Rec
Stealthy (40)
Animal
Forest Survival
Stealthy. Very cheap short bow to mass, but low morale and MR.
Atavi Infantry
7
3
3
+ Forest Rec
Stealthy (40)
Animal
Forest Survival
Can function as a stealthy raider or mass stone throwing if fighting a very low protection adversary. Has low morale and MR.
Light Bandar Archer
16
7
9
Animal
Forest Survival
No armor but high HP and str. The high strength gives this unit a very damaging long bow attack. The light bandar archer will struggle if it is trading fire with other archers due to no armor.
Bandar Archer
16
23
9
Animal
Forest Survival
Dec
Vanara Archer
8
14
6
Animal
Forest Survival
Dec
Vanara Chakram Thrower
8
15
6
Animal
Forest Survival
Dec
Vanara Infantry
8
14
6
Animal
Forest Survival
Dec
Vanara Swordsman
11
17
13
Animal
Forest Survival
Dec
Light Bandar Warrior
16
13
9
Animal
Forest Survival
Dec
Bandar Warrior
16
20
9
Animal
Forest Survival
Dec
Bandar Warrior
16
20
9
Animal
Forest Survival
Dec
Royal Swordsman
24
25
20
bodyguard(2)
Animal
Forest Survival
Medium infantry Bodygaurd. Has a small buckler and modest body armor but not helmet. High HP and a high damage sword.
Kailasa Perfers to dump productivty scales for more bless points, so unlikly to mass them.
They are still a bodyguard choice to protect your mages.
Low MR and being a animal is still a liability in late game.
White One
23
17
31
sacred
reincarnation(5)
Animal
Forest Survival
Dec
War Elephant
100
20
33
Trample
Animal
Forest Survival
Dec
Tiger Rider
60
17
46
Capital Only
sacred
reincarnation(10)
Animal
Forest Survival
Dying Shape (Tiger)
Mounted
Dec

Heros

FIXME

Img Unit Name Abilities Comments
Bandarjuna - Tathagata holy 22
Inspirational(1)
Spreads Dominion(1)
reduces unrest(-5 per month)
Dommion Attracts (Seeker of Truths)
sacred
reincarnation(100)
Animal
Forest Survival
Dec

Magic

Research Piorities

FIXME

  • Thaumaturgy 2+: Communion, Mind Burn.
  • Conjuration 3+: National Summons, Earth Power, Water Elemental if going underwater.
  • Construction 3+: Legions of Steel
  • Alteration 4+: Curse of Stones

National Spells

National Summons

animals Summons: Spend nature gems for animal chaff with big hp pools but low MR. Nature gems are desperately needed elsewhere. Only used when Desperate for bodies.

  • Herd of Elephants Conj 3, nature 22, 25naturegem. (Elephant x5+[1/2lv]) Biggest HP pool.
  • Ambush of Tigers Conj 3, nature 22, 10naturegem. (Tiger x5+[1/2lv]): as multiple attacks
  • Herd of Buffaloes Conj 3, nature 22, 10naturegem. (Buffalo x5+[1/2lv]): Traplers that never retreat.
  • Host of Ganas: Conj 2 death 11 for 12deathgem. ( Ganax20). These Ghost monkeys are very mage turn efficient units to mass, costing 0.6deathgem per Gana. They are perhaps most notable for having magic weapons and being ethereal. Not inflicting a tremendous amount of damage themselves can be a very effective screen vs. units with no magic weapons. Being ethereal and having a shield, they are also effective vs. archers.
  • Summon Vetalas: Conj 5 death 22 for 10deathgem. ( Possessed Corpse, Vetalax10). Cheap death summons with a second ethereal form that has an armor-piercing life drain attack as well as an attack that feebleminds the target. Like all second-form troops that survive, the unit will revert to the first form after the battle. Notably, Well protected with the first form has some armor and a buckler while the second form is ethereal.

Sacred Summons:

  • Summon Apsaras Conj 3, astral 22, 2astralpearl. ( Apsarax3). Has high protection from melee but none for Ranged. It provides extra moral to units, so the troops are less likely to run.
  • Summon Nagas Conj 3, water 22earth 11, 15watergem. ( Naga Warriorx6).
  • Contact Yaksha Conj 4, nature 22earth 11, 25naturegem. ( Yakshax1) Spend Nature gems to summon one of your strong cap only mages.
  • Contact Yakshini Conj 4, nature 22water 11, 25naturegem. ( Yakshinix1). Spend Nature gems to summon one of your strong cap only mages.
  • Contact Nagini Conj 4, water 22earth 11, 25watergem. ( Nagini).
  • Summon Gandharvas Conj 5, astral 22, 18astralpearl. ( Gandharvax6). A combination of a Yavana and an Apsara but also wears full armor. A Fantastic Elite unit you will sadly only get limited quantities of.
  • Contact Nagaraja Conj 5, water 22earth 22, 30watergem. ( Nagaraja).
  • Summon Kinnara Conj 6, astral 33, 25astralpearl. ( Kinnarax1) A flying and Inspirational air 22astral 22holy 22 commander. Having Thunderstrike that can quicly be anywhere is a good thing, especlay when they can communion up for high air magic.
  • Contact Nagarishi Conj 6, water 33earth 33, 40watergem. ( Nagarishi).
  • Summon Siddha Conj 7, astral 44, 35astralpearl. ( Siddhax1). A Four hand slot air 22astral 33holy 33 Teleporter. It has bad melee stats, unlike Devata(below), and only one Misc slot, but you can do many things with the ability to be anywhere. Can claim Thrones, especially if you plan to rush.
  • Summon Devata Conj 8, astral 55, 45astralpearl. (1x Devata) A better thug chassis and a great army leader. It loses a Misc slot, but there are many shenanigans you can do with 4 hands. Not a teleporter like the Siddha but can still Cloud Trapeze.
  • Summon Devala Conj 9, astral 55, 55astralpearl. (1x Devala). A Fanaticism caster and passivly spread your dominon.
  • Summon Rudra Conj 9, astral 55, 55astralpearl. (1x Rudra). The National Super thug. It starts with ok gear and gets stronger if a storm is up. They will Break you into fire 33air 33death 33 and their cross paths in and out of labs. Anyone that experienced a Cloud Trapezeing Yomi Dai Oni would understand how good a thug a Rudra is.

Blood

  • Summon Rakshasas: Blood 1 blood 11 for 10bloodslave. ( Rakshasax3). Like your other national Demen apes, they are Sacred with Chaos Power, Vulnerable to Fire. The Rakshasa is available very early (blood 1) and has two claw attacks but quite low protection. In turmoil 3, it will hit twice for 22 damage with 16 attacks. When attack density is needed over raw damage, they might be preferable to Rakshasa Warriors. They also have quite high HP pools at 28.
  • Feast of Flesh: Blood 2 blood 11nature 11 for 50bloodslave. ( Praghasax15). The Praghasa is very similar to the rakshasa but is more mage turn efficient to summon and has notably more HP (35). This unit is the most efficient way to turn blood slaves into sacred HP in Lanka. So while it has higher strength and HP than the Rakshasa, it gives up its two attacks in favor of a single mace attack.
  • Summon Asrapas: Blood 3 blood 22 for 11bloodslave( Asrapax3) Asrapas are quite cheap compared to other Lankan summonses. While having no protection, they have rather good attack and defense stats and a built-in life-draining magic weapon as well as a kick. This gives asrapa better attack density than other Lankan summonses. Once berserk, in turmoil 3, their athame will be 20 attacks and 23 magic damage, and their kick will be 18 attacks and 19 damage. They also do no have fire vulnerability, unlike most Lankan demons. Asrapas can also be gift of reasoned to be turned into commanders, at which point they gain a Hidden which matters mores to other nations with this spell.
  • Summon Rakshasa Warriors: Blood 4 blood 22 for 25bloodslave. ( Rakshasa Warriorx5). The Rakshasa warrior is the middle ground between the expensive, well-equipped elite summons and cheap, poorly equipped summons. Costing only 5 slaves per unit yet still having decent armor and a high damage two-handed cudgel, the Rakshasa Warrior a very compelling middle-of-the-road option for trade-offs between quality and price.
  • Summon Sandhyabalas: Blood 5 blood 22death 11 for 33bloodslave. ( Sandhyabalax3) Some of Lanka's most expensive elite heavy infantry. Sandhyabalas carry a Moonblade and a buckler but have no helmet. They do have phenomenal stats in turmoil and darkness: Their moon blade will do 32 magic damage with 20 attacks (64 damage vs. magic beings!) while they sport an impressive 17 defense. If their enemy also has the darkness penalty, the stat difference can become huge. While very strong, they are much more expensive than other Lankan summons and more vulnerable to fire (10).
  • Summon Dakini: Blood 6 blood 44air 11 for 81bloodslave. ( Dakinix1) air 33death 11blood 33holy 22 Sacred. Demon. Chaos Power 1. Damage Reversal. Fear 6. Flying. Shock Resistance 5. The Dakini is very competent in the roles of a thug, air mage, or blood mage. Like a thug, damage reversal will block and reflect all damage if the enemy fails an MR check. This is notable for both reducing incoming damage and potentially killing high-value targets such as mages. They are also competent sabbath masters.
  • Summon Samanishada: Blood 7 blood 33death 11 for 35bloodslave( Samanishadax1). Sacred. Demon. Assassin. Chaos Power 1. Dark Power 2. Fire Vulnerability 10. The Samanishada is a competent assassin having a Moon Blade and a Duskdagger (usually costing 5deathgem10astralpearl to forge) along with an excellent stat melee stat line. Dark power is of special importance if the battle happens at night (50% chance). While quite effective without gear vs. simple targets, higher-value targets will often require items to assist in successful assassinations.
  • Summon Mandeha: Blood 8 Cost: 133bloodslave. air 33death 33blood 22holy 33, ( Mandehax1) Sacred. Demon. Chaos Power 2. Dark Power 3. Sleep Aura. Flying. Autocasts Darkness at the start of combat. Fear 8. Fire Vulnerability 10. The Mandeha is a super combatant tier summon having 65 hp, a great stat line (especially in turmoil and darkness), and many SC supporting abilities. The Mandeha is also excellent at supporting undead and demon armies by auto-casting darkness every fight. Having H3, it is also able to divine blessing large sacred demon armies and claim thrones. It is, however, vulnerable to anti-demon weapons and spells.
  • Summon Danavas: Blood 8 blood 55 for 75bloodslave( Danavax3). They are Sacred Demons with Fear 5, Ambidextrous 8. Danava is top tier units which can be turned into commanders with Gift of Reason or Divine Name to gain magic paths holy 22random250%+50%+50%+50% paths. By default, they have 3 unholy weapons which paralyze sacreds and poor armor with a weak shield. As units, they are relatively cheap anti-elite units. If turned into a commander and kitted properly, they become much more durable and become a super combatant.

Combat

  • Celestial Music Thumaturgy 6, astral 33, 1astralpearl. Grants Army-wide Qucikness to all your Sacred Magical units. Four attacks Per Sacred.

Magic Access

Has astral 22nature 11 and with your cap can produce water 44,earth 44 and nature 22.

If you get the right randoms, you can forge boosters to get to water 66,earth 55, and nature 44.

You do have summons that give you Air access, and astral 55 with boosters, with Conj 9 giving you a fire 33air 33death 33 that you can use for late-game lab and battle magic.

Combat Magic

You monkey would love it if you can find a fire mage to cast Flaming Arrows and Strength of Giants.

Yakshas with Eath Boots are your strongest combat mage, improving your troops' natural prot with Earth spells and make enemies them easy pickings with Curse of Stones

Yakshini is your underwater expander by summoning Full size Water Elementals and School of Sharks.

Guru communions are your massed mage, casting Swarm, Howl, Enslave Mind, and Mind Burn

Ritual Magic

Having a strong earth and Water Access makes Summoning the respective Elemental Royalty easy.

Forest Troll Tribe and Contact Naiad improves your magic, with Troll Shamans dipping you into Death and Naiads can get you into nature 55.

Could craft Golem as a hard to kill thugs.

Magic Items

National Items

Headdress of the Bull 5naturegem nature 11. Grant the user +2 strength and a retinue of a Buffalo. Great on a mage as the Buffalos can buy time for the caster and run over any would-be assassin's retinue.

Vajra 10astralpearl astral 22. Shock Damage weapon that can be made by an astral mage. Adds armor ignoring damage on a thug, and even if not a melee guy, a mage can benefit by the Resist Shock(10) and be able to cast Lightning Bolt.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

bandar-log-ma.txt · Last modified: 2021/10/24 04:36 by wigglefig