dom6:andramania-la

LA Andramania, Dog Republic

Lore

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.

"Piconye, Feminie and Andramania are successors to the magnificent kingdom of Ind. They mainly draw inspiration from my previous ideas of Ind and the kingdom of Prester John. I wanted the successors of Ind to split the virtues of the magnificent kingdom and so Piconye inherits the theocratic traditions of Ind, Feminine inherits the magic secrets, and Andramania inherits the order and discipline of the kingdom. 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

General Overview

Andramania is an Animal nation that eats like a Giant nation, though the animals here at least have decent Magic Resistance. Its troops are equipped like the Marignese, but there's little sense in comparing a human to a giant dog with a human's body. There is no contest. Truly, the better comparison is between the Calystri troops and the Size 4 troops of Hinnom and Gath; for the same price, these dogs have lower survivability and strength, but also superior weaponry, superior skill, and an extra attack.

As of the time this overview is being written, many call the typical Andramanian troops far too cheap; for the same price as five common troops, you get four above-average attacks per round from a single square, whereas a square would otherwise yield three average attacks or one-to-two above-average ones. Of special note are the Calystri Pikeneer and the elite Calystri Senatorial Guard, who fit three-to-a-square. Andramania also has higher-end troops than these, if you can believe it; these require additional care beyond a slightly higher salary, however, while their perks might be overkill for typical warfare.

Offsetting the boons to standard combat, Andramania has no mastery (level 3 or higher) in any magic paths, and no holy 33's beyond its Prophet. The nation pays a premium for mages whose paths are strewn wide; and while these magi are both tough and versatile, the benefits of versatility slim out in the late game. While any Andramanian magus can have Astral, there is no cheap-and-reliable Astral to be found here, so Communions will be pricey and somewhat slow to assemble.

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
fire 22 (Rare 3)
earth 22 (Rare 3)
astral 22 (Rare 3)
nature 22 (Rare 3)
water 11 (Rare 2)
(Rare death 11)
(Rare blood 11)
holy 22
Cynocephalians
Skilled and disciplined infantry and crossbowmen.
Conscription
Darkvision (50%)
Gluttony
Animal
Reduces Unrest
Tax Collector
Formation Fighter
Standard Fort

Capitol Gems: 1firegem1earthgem1astralpearl1naturegem

National Special Features

Order Limit + 1
Prefers Heat Scale + 1

The Calystrii of Andramania are Cynocephalians, Size 4 Animals (two-to-a-square) with human bodies. Despite being dogs, most of them have been trained to eat as much as Size 4 humans; whatever keeps them domesticated. Their ancestors lived in caves, so they themselves have 50% Darkvision. Untrained Calystri peasants have 10 Attack Skill and 9 Defense Skill, the latter only being lower due to their biting bonus attack, and trained Calystrii have at least 2 more points in each of those. Other than that, the average Calystri soldier has 18 HP, 3 Natural Protection, 13 Strength, 12 Morale, 2 Encumbrance (naked), 14 Combat Speed (also naked), and 16 Map Movement (also naked).

National Units

: Darkvision (50%), Gluttony (3, effectively 1.5 supply usage), Animal

Commanders

Sprite Unit Name Special Attributes Comments
Calystri Scout
55
5
1


Stealthy (60)
Wasteland Survival
Mountain Survival
Forest Survival
More expensive than independent scouts that can easily be found in LA. Stronger than a regular scout, but not enough so to reliably defeat 1 PD without items.
Calystri Magistrate
95
1
1
Sacred
Darkvision (50%)
Defence Organizer (2)
Reduces Unrest (1 per Month)
Animal
Tax Collector
With an upkeep of 3.17 gold per turn, they're a cost-effective way to raise your resistance to raids with sufficient foresight. Having 19 PD ahead of time also makes PD dumps cheaper, which is useful against crossbow doom stacks that are common in LA. Notably, Andramania's PD is also more cost-effective than other nations as a result of the conscription trait.
Calystri Commander
115
29
1
Provides line formations and the most leadership per commander point. Due to your good units not having shields, line formations are exceptionally valuable to keep casualties down.
Calystri General
175
29
2
Provides a +1 morale bonus in exchange for costing twice as many commander points as the commander.
Calystri Presbyter
90
1
1
holy 11
Sacred
It's your standard priest, but a bit tougher in exchange for 5 gold.
Apprentice Magus
110
2
2
nature 11random1100%rp 99


Supply Bonus (10)
Not only your cheapest research option, but also your cheapest option for point buffs and a variety of support functions. All Apprentices can cast Barkskin to raise your units' protection to 21. astral 11 Apprentices can cast Body Ethereal and Communion Slave, earth 11 Apprentices can equip Earth Boots and cast Legions of Steel for small armies, and fire 11 Apprentices can cast nature 11 spells the other randoms won't, like Healing Touch in healing communions. Anecdotally, a ratio of 50% Apprentices and 50% Calystri Magus provides a good baseline in the midgame for having enough communion slaves/healers and casters if you don't wish to balance it on a per-fort basis.
Calystri Magus
275
2
2
fire 11astral 11nature 22random1100%
10%
rp 1515


Supply Bonus (20)
A mage which can cast big battlefield spells with exceptional ease, but is a bit expensive for what it does before sufficient research is available. astral 22 Magi can Power of the Spheres and cast Antimagic or Howl. earth 11 Magi can grab two communion slaves and cast Earthpower into Legions of Steel, or cast Strength of Gaia to get nature 44 and cast Oaken Army and Army Regeneration. fire 22 Magi are the least useful of the bunch if you don't need fire or cold resistance, as fire evocations are far less effective than buffing Senatorial Guard, but they do get to cast Solar Eclipse for one gem instead of three, which is very useful when fighting nations without darkvision. In case you have excess Calystri Magi available after buffing, the generic option is casting Breath of the Dragon and Swarm, preferably with a big communion.
Presbyter Magistrate
145
11
2
Capital Only
holy 22
Sacred


Defence Organizer (2)
Reduces Unrest (1 per month)
Tax Collector
If you're expanding with Serene Ones then this is the cheapest option for blessing and leading them at the same time.
Serene Master
260
31
2
Capital Only
holy 11
Sacred
Darkvision (50%)
Animal
A Calystri General and Calystri Presbyter in one unit. A bit more reliable in expansion than the Presbyter Magistrate due to having armour and enough stats to fight alone if the independents decide to partially ignore your units, but pays a high price for the privilege.
Magistrate Magus
370
2
2
Capital Only
fire 22earth 11astral 11random1100%
10%
rp 1515
Sacred
Old Age (44/30)
Tax Collector
Dreadfully expensive for the same amount of paths as a Calystri Magus, this mage provides the fastest access to fire 22 and earth 22, if you're desperate for that. Even then, it competes with the Calystri Senator, with which it compares unfavourably.
Calystri Senator
465
2
4
Capital Only
fire 22earth 11astral 11nature 22holy 22random1100%
10%
rp 1919
Sacred


Supply Bonus (20)
Not much more powerful as a mage than the Calystri Magus, the Senator nonetheless provides a few key options, most notably water 11 access. astral 22 Senators can cast nature 44 spells without a communion via Power of the Spheres and Strength of Gaia. They can also equip a Starshine Skullcap and Teleport in order to fill gaps in your buff coverage anywhere you need it, for example when a key mage dies in your army and you don't have a spare. earth 22 Senators can cast Marble Army and Steel Slice Warriors without a communion, craft Earth Boots and Coin of Meteoric Iron and summon Golems. water 11 Senators can site search and craft Coral Blades for your communions, but also cast Foul Vapors to make storming your forts a pyrrhic endeavour. With two boosters you can even use Ritual of Returning and Teleport to surprise your enemies with little risk.
Howler Champion
95
7
1
Non-fort Highlands
Non-fort Mountains
Darkvision (50%)
Chaos Recruitment (5)
Animal Awe (+1)
Detested (-1)
Berserker (+2)
Pillager (5)
Causes Unrest (2 per Month)
Corpse Eater (3)
Bonus HP per Corpse (1 to Max of 10)
Undisciplined
Animal
Wasteland Survival
Mountain Survival
Only useful as a way to lead Howlers recruited in provinces that may not have independent commanders available.

Troops

Sprite Unit Name Special Attributes Comments
Calystri Mititia
20
3
15
Too costly to serve as patrol chaff and loses too much skill for its cost. Independent units or summons are superior for patrolling purposes.
Calystri City Guard
25
11
22


Castle Defence Bonus (1)
Patrol Bonus (1)
Exceptional damage for its resource cost makes this unit situationally useful for clearing the cap circle during expansion so that better units can be recruited faster.
Calystri Crossbowman
25
31
22
Worse cost performance as a ranged unit compared to the independent crossbows that are commonly found in LA. Can technically stay in one place while firing in order to absorb more point buffs from your mages, akin to MA Shinuyama's Dai Bakemono, but the loss of skill and damage compared to Andramania's other options makes this suboptimal.
Calystri Footman
25
13
22


Formation Fighter (2)
Deals 16 damage with its spear compared to the City Guard's 26 damage glaive. Technically superior performance against independents with poor armour and lots of projectiles, but the loss of damage makes it inferior against independents that would actually give your starting army trouble.
Calystri Soldier
25
29
22


Formation Fighter (2)
Andramania's only armoured shield option, but the spear makes it deal too little damage to be usable, despite Andramania's troubles with crossbows.
Calystri Pikeneer
25
27
22


Formation Fighter (2)
Pikeneers can situationally be useful with repel against troops with low defence, length 3 weapons and mediocre morale. In all other cases the loss of damage and defence skill makes it inferior, as the next two troops perform better per cost.
Calystri Man at Arms
30
31
29
Darkvision (50%)
Animal
Lacks formation fighter, but the higher attack skill and lower cost makes this unit superior to Senatorial Guard in early fights or when raiding, where point buffs aren't present and square density doesn't impact how many units can hit at one time (100 Man at Arms in a line fill a battefield's width, making it the cutoff point). Notably has worse performance against length 2 units like greatswords (that won't get replled) compared to Senatorial Guard.
Calystri Senatorial Guard
35
30
29


Bodyguard (2)
Formation Fighter (2)
Andramania's premier unit. Boasts exceptional skill, damage, attack density and gold density per square. This unit will win fights against almost any melee unit in the game without mages being involved, but the low HP per gold makes this unit relatively weak to projectiles, especially crossbows. Takes buffs incredibly well.
Serene One
35
31
29
Capital Only
Sacred
Darkvision (50%)
Animal
A fine sacred overshadowed by the strength of the Senatorial Guard. Comparatively, gains +3/+2 attack/defence, but loses 4 damage. As the only sacred worth considering in Andramania's roster, this unit can be customized to deal with specific threats like lightning damage or ethereal by taking resistance or magic weapons in your bless. Alternatively, the unit can boost expansion by taking a defence-stacking bless.
Howler
40
7
14
Non-fort Highlands
Non-fort Mountains
Darkvision (50%)
Chaos Recruitment (5)
Animal Awe (+1)
Detested (-1)
Berserker (2)
Pillager (2)
Causes Unrest (.4 per Month)
Corpse Eater (2)
Bonus HP per Corpse (1 to Max of 8)
Undisciplined
Animal
Wasteland Survival
Mountain Survival
As a nation that will almost always take order scales, this unit is only usable when raiding opponents with turmoil scales, whereupon Howlers can situationally be recruited to further raid territory.

National Spells and Item

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Herd of Elephants
(Conjuration 3)
nature 22 and 20naturegem

Elephant x 5 + [1/2 per lvl]
Animal
Trample
Commentary here.
Pride of Lions
(Conjuration 3)
nature 22 and 9naturegem

Great Lion x 15+
Darkvision (50%)
Undisciplined
Animal
Commentary here.
Ambush of Tigers
(Conjuration 3)
nature 22 and 9naturegem

Tiger x 15+
Darkvision (50%)
Undisciplined
Animal
Forest Survival
Commentary here.
Herd of Buffaloes
(Conjuration 3)
nature 22 and 8naturegem

Buffalo x 5 + [1/2 per lvl]
Berserker (+2)
Animal
Trample
Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

General Access

Elements

  • fire 22 on Magistrate Maguses (capital-only), and on one-in-three Calystri Maguses off-capital
  • No Air magic
  • water 11 on one-in-three Calystri Senators (capital-only)
  • earth 22 on one-in-three Magistrate Maguses (capital-only), earth 11 on one-in-three Apprentice Maguses off-capital

Sorcery

  • astral 22 on one-in-three Calystri Maguses
  • death 11 on one-in-twenty Calystri Maguses, no Death magic otherwise
  • nature 22 on Calystri Maguses
  • No Glamour magic

Rites

  • blood 11 on one-in-twenty Calystri Maguses, no Blood magic otherwise
  • holy 22 on Presbyter Magistrates (capital-only), holy 11 on Calystri Presbyters off-capital

Crosspaths

  • fire 22earth 22astral 11nature 22/fire 22earth 11astral 22nature 22: Magma spells, "odd" Fire spells, Healing Light, Gifts from Heaven, Moonvine Bracelet
  • fire 22water 11earth 11astral 11nature 22: Geyser, Acid spells, Rune Smasher, Mossbody, Foul Vapors
  • fire 22astral 11death 11nature 22/fire 11earth 11astral 11death 11nature 22/fire 11astral 22death 11nature 22: Skull of Fire, Bane Fire spells, Nether spells, Manikin summons
  • fire 22astral 11nature 22blood 11: Hellfire, Fiery Imps, Cross Breeding, Horror-calling (with Communions)
  • fire 11astral 22nature 22blood 11: Shield of the Accursed
  • fire 11earth 11astral 11nature 22blood 11: Illearth summons (with Communions)

Boosted Access

The Copper Arm
fire 22earth 22 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) +

The Silver Arms Unique
fire 22earth 22 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) +

The The Copper Arm and The Silver Arms are especially useful in the Nature and Death paths.

Multi-Path Access

Getting the four Astral boosters is tricky, requiring Uniques and/or empowerment.

Ring of Sorcery
astral 22 Prester King (1 in 5) +

Ring of Wizardry
astral 22 Prester King (1 in 5) + Ring of Sorcery +

Fire

Highest Starting: fire 22 Magistrate Magus, Calystri Senator, or Calystri Magus (1 in 3)

Skull of Fire
fire 11death 11 Calystri Magus (1 in 20)

Air

No national access.

Water

Highest Starting: water 11 Calystri Senator (1 in 3)

Contact Naiad
water 11nature 22 Calystri Senator (1 in 3) +
Naiad has water 33

Orb of Atlantis Unique
water 11earth 11 Calystri Senator (1 in 3) +

Earth

Highest Starting: earth 22 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3)

The Tome of Gaia Unique
earth 22nature 22 Calystri Senator (1 in 3)

Astral

Highest Starting: astral 22 Magistrate Magus (1 in 3), Calystri Senator (1 in 3), or Calystri Magus (1 in 3)

Coin of Meteoritic Iron
earth 22astral 11 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) +
earth 11astral 22 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) +

Death

Highest Starting: death 11 Calystri Magus (1 in 20)

Ether Gate
astral 11death 11 Calystri Magus (1 in 20) +

Forest Troll Tribe
nature 22 Calystri Magus or Calystri Senator +
Troll Shaman has at least death 11.

Nature

Highest Starting: nature 22 Calystri Magus or Calystri Senator

Contact Naiad
water 11nature 22 Calystri Senator (1 in 3) +
Naiad has water 33

The Tome of Gaia Unique
earth 22nature 22 Calystri Senator (1 in 3)

Moonvine Bracelet
astral 11nature 22 Calystri Senator or Magistrate Magus +

Glamour

No national access.

Troll King's Court
earth 22 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) +
Troll King has glamour 11

Forest Troll Tribe
nature 22 Calystri Magus or Calystri Senator +
Troll Shaman has a 1 in 4 chance of glamour 11.

Blood

Highest Starting: blood 11 Calystri Magus (1 in 20)

blood 11 on 5% of your Calystri Maguses is enough to do some small-scale blood farming, but bootstrapping will be slow. With all that being said, your blood 11's also have nature 22, so they can do Blood Fecundity and craft the Armor of Twisting Thorns if you try.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Recruit Calystri Apprentices and research Alt3 for Barkskin and Body Ethereal (assuming you're not fighting Abysia) then point buff Senatorial Guard for your first war. Man at Arms should be recruited in moderate amounts to serve as raiding parties led by independent commanders.

Mid Game

Research Alteration 5 for Solar Eclipse and Cat-Eyed Warriors, and start recruiting Calystri Magus as you reach said research in order to be able to deploy both spells. Don't forget Conjuration 3 for Phoenix Power, Summon Earthpower and Power of the Spheres.

Work towards Construction 6 to get Legions of Steel, and spend your earth gems on Earth Boots so you can cast the spell easily. Thistle Mace is also useful, for saving gems when casting Howl from Conjuration 5.

Next is Alteration 7 for Oaken Army. By this point you can cast Solar Eclipse, Legions of Steel and Oaken Army in every single army with just three Calystri Magus, adding in a fourth for Howl if you're up against crossbows or evocations. You can also save gems when casting the above four spells by bringing two communion slaves. Bring a random Apprentice for Heal duty if you're concerned, but the regeneration from Strength of Gaia should be enough to keep the communion stable.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/andramania-la.txt · Last modified: 2026/01/24 19:11 by impetus