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
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
3'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.
| Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
|---|---|---|---|---|
| (Rare (Rare | Cynocephalians Skilled and disciplined infantry and crossbowmen. Conscription | | |
Capitol Gems: 1
1
1
1
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).
:
Darkvision (50%),
Gluttony (3, effectively 1.5 supply usage),
Animal
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Calystri Scout | | 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 | | 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 | | 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 | | Provides a +1 morale bonus in exchange for costing twice as many commander points as the commander. |
| Calystri Presbyter | | It's your standard priest, but a bit tougher in exchange for 5 gold. |
| Apprentice Magus | | 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. |
| Calystri Magus | 10% | 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. |
| Presbyter Magistrate | | If you're expanding with Serene Ones then this is the cheapest option for blessing and leading them at the same time. |
| Serene Master | | 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 | 10% | Dreadfully expensive for the same amount of paths as a Calystri Magus, this mage provides the fastest access to |
| Calystri Senator | 10% | Not much more powerful as a mage than the Calystri Magus, the Senator nonetheless provides a few key options, most notably |
| Howler Champion | Bonus HP per Corpse (1 to Max of 10) | Only useful as a way to lead Howlers recruited in provinces that may not have independent commanders available. |
| Sprite | Unit Name | Special Attributes | Comments |
|---|---|---|---|
| Calystri Mititia | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | | 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 | Bonus HP per Corpse (1 to Max of 8) | 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. |
| Summon Spell | Unit | Special Attributes | Comments |
|---|---|---|---|
| Herd of Elephants (Conjuration 3) | Elephant x 5 + [1/2 per lvl] | | Commentary here. |
| Pride of Lions (Conjuration 3) | Great Lion x 15+ | | Commentary here. |
| Ambush of Tigers (Conjuration 3) | Tiger x 15+ | | Commentary here. |
| Herd of Buffaloes (Conjuration 3) | Buffalo x 5 + [1/2 per lvl] | | Commentary here. |
See Magic Access. These guides supplement the summaries at the top.
The Copper Arm
2
2 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) +
The Silver Arms Unique
2
2 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.
Getting the four
Astral boosters is tricky, requiring Uniques and/or empowerment.
Ring of Sorcery
2 Prester King (1 in 5) + ![]()
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Ring of Wizardry
2 Prester King (1 in 5) + Ring of Sorcery + ![]()
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Highest Starting:
2 Magistrate Magus, Calystri Senator, or Calystri Magus (1 in 3)
Skull of Fire
1
1 Calystri Magus (1 in 20)
No national access.
Highest Starting:
1 Calystri Senator (1 in 3)
Contact Naiad
1
2 Calystri Senator (1 in 3) + ![]()
Naiad has
3
Orb of Atlantis Unique
1
1 Calystri Senator (1 in 3) + ![]()
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Highest Starting:
2 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3)
The Tome of Gaia Unique
2
2 Calystri Senator (1 in 3)
Highest Starting:
2 Magistrate Magus (1 in 3), Calystri Senator (1 in 3), or Calystri Magus (1 in 3)
Coin of Meteoritic Iron
2
1 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) +
1
2 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) +
Highest Starting:
1 Calystri Magus (1 in 20)
Ether Gate
1
1 Calystri Magus (1 in 20) + ![]()
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Forest Troll Tribe
2 Calystri Magus or Calystri Senator +
Troll Shaman has at least
1.
Highest Starting:
2 Calystri Magus or Calystri Senator
Contact Naiad
1
2 Calystri Senator (1 in 3) + ![]()
Naiad has
3
The Tome of Gaia Unique
2
2 Calystri Senator (1 in 3)
Moonvine Bracelet
1
2 Calystri Senator or Magistrate Magus +
No national access.
Troll King's Court
2 Magistrate Magus (1 in 3) or Calystri Senator (1 in 3) + ![]()
Troll King has
1
Forest Troll Tribe
2 Calystri Magus or Calystri Senator +
Troll Shaman has a 1 in 4 chance of
1.
Highest Starting:
1 Calystri Magus (1 in 20)
1 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
1's also have
2, so they can do Blood Fecundity and craft the Armor of Twisting Thorns if you try.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Different expansion options.
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.
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 options.
Chassis: Awake Titan of Crossroads
Paths:
4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales:
6
2
0
3
1
2
3
What are the nation's weaknesses?
Add links to guides or other overviews for this nation here.