Ind is a fabled kingdom of marvelous riches hidden beyond heathen lands. Led by righteous kings of unequaled piety, rumors of the kingdom have attracted the attention of other lords. But even the most ambitious expeditions have yet failed to find magnificent Ind. Ind is a theocratic empire with subservient heathen petty kings and tribes of wild men. Only Ind itself is a bastion of piety and marvelous riches. Every important official in Ind is also a priest, bishop or archbishop, and every noble is a king. The armies are righteous and every soldier fulfills a sacred task. But it is not the soldiers of the land that wage the wars of Ind. Instead it is the subservient tribes of heathens, flesh-eaters and Cynocephalians that the righteous Prester King unleashes upon the enemies of the True Lord. Ind is hidden by the will of the Awakening God.
"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.
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
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) | Sacred Human Infantry Cannibal Warriors Cynocephalians Other Subservient Kingdoms All Capital Commanders Are Priests | Sacred Auto-Blessed Causes Unrest Reduces Unrest Lord Over Heathens | Fortified Cities Temples Cost 300 Temples add one to the sacred recruit limit. |
Capitol Gems: 1112
Turmoil Limit + 1
Heat Limit + 1
Magic Limit + 1
Bless Points + 2
Prefers Heat Scale + 1
Worse at Conflict: Conflict bonus - 2.
Prophets from the Powerful: Only high ranking priests can become prophets.
Holiness from the Temples: Every temple adds one to the sacred recruit limit.
Hidden Ownership: This dominion will hide the province name and ownership from enemies unless they are investigating more closely. Scouts will need to enter the province in order to see through this illusion. Scouts in nearby provinces will see it as an independent owned province with a false name. Disciples to pretenders with these dominions will also benefit from the effect.
Sublime Palace: Order in the Capital cannot be lower than 3.
The Great Mirror: An Astral mage may enter to scry (range 3).
The Onyx Court: Enter for combat training (4 xp).
Fountain of Youth: Slows down aging 50%. Decreases unrest by 5. All Capital Only 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.
Most of the units that can be recruited from Ind's capital cannot be recruited anywhere else. The units that can be recruited from non-capital forts are dependent on terrain; these represent the various vassals of the Magnificent Kingdom of Ind. Outside of forts, Ind can recruit from hordes of cannibals. All Ind forts can recruit the Abbot Sage.
If a fort is built on terrain for which multiple recruit types are possible, only one will be selected. The function to determine which recruit type can be found in Loggy's Misc Reverse Engineering Notes under "Ind's poptypes." The listed function is for Dominions 5 but is probably unchanged.
Cannibals: 223 Non-fort Terrain
Cynocephalians: All Caves, All Highlands, Half of Mountains
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 Berserk. Highlights include the Magog Bitch-Mother, their primary mage, and Gog Reavers and Magog Flesh-Hunters, the elite troops of the Cynocephalian tribes respectively.
Men of Great Orionde and Their Half-man Slaves: All Forests
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.
Giants of the Lost Tribe: 222 All 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.
Ladies of Great Feminie: 22 Half of Mountains, Half of all provinces not occupied by the previous vassals
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.
Little Men of Piconye: 1 All provinces not occupied by the previous vassals
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 Birds every summer, incidentally.
Ind gets no fort recruits whatsoever from forts built in Swamps.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Abbot Sage 150 11 2 | 129 Sacred Fortune Teller (5%) Auto-Blessed | Commentary here. | |
Bishop General 160 15 2 Capital Only | 2 Sacred Auto-Blessed | Commentary here. | |
Archbishop Marshal 235 15 2 Capital Only | 2 Sacred Old Age Auto-Blessed | Commentary here. | |
Primate King 300 20 4 Capital Only | 131100%9 Sacred Prophet Shape (Prester King) Auto-Blessed | Commentary here. | |
Abbot Magus 335 18 2 Capital Only | 112215 Sacred Fortune Teller (10%) Old Age Auto-Blessed | Commentary here. | |
Abbot Magus Supreme 470 18 4 Capital Only | 11321100% 10%21 Sacred Fortune Teller (15%) Auto-Blessed | Commentary here. | |
Cannibal Warlord Cannibals 40 8 1 Non-Fort Only | Berserker (3) Pillager (2) Causes Unrest (2 per month) Wasteland Survival Mountain Survival | Commentary here. | |
Bishop Vicomte Cannibals 160 3 2 Non-Fort Only | 2 Sacred Reduces Unrest (1 per month) Lord Over Heathens (4) Tax Collector Auto-Blessed | Commentary here. | |
Viceroy Primate Cannibals 255 8 4 Non-Fort Only | 3 Sacred Reduces Unrest (3 per month) Lord Over Heathens (6) Tax Collector Prophet Shape (Prester King) Auto-Blessed | Commentary here. | |
Cannibal Shaman Chief Cannibals 125 5 2 Non-Fort Only | 11100%5 Pillager (2) Causes Unrest (2 per month) Heretic (1) Wasteland Survival Mountain Survival Forest Survival | Commentary here. | |
Cynocephalian Chieftain 70 13 1 50% | Commentary here. | ||
Cynocephalian Shaman 105 2 2 50% | 1150%3 Supply Bonus (10) Heretic (1) Female | Commentary here. | |
Gog Dog-Father 175 14 2 50% | 11100%7 Ambidextrous (2) Heretic (1) | Commentary here. | |
Magog Bitch-Mother 325 14 2 50% | 1121100%11 Stealthy (40) Ambidextrous (2) Supply Bonus (10) Heretic (2) Female | Commentary here. | |
Great Huntress Orionde 65 5 2 | Fire Resistance (5) Cold Resistance (5) Darkvision (50%) Stealthy (40) Patrol Bonus (5) Beastmaster (3) Mountain Survival Forest Survival Female Summons in Battle (Random Lion of Strange Color) | Commentary here. | |
| Lion of Strange Color Lion of Strange Color Lion of Strange Color Lion of Strange Color | Darkvision (50%) Stealthy (40) (2 of the 4) Undisciplined (3 of 4) Animal |
|
Orionde King Orionde 150 64 4 | Taskmaster (2) Skilled Rider (2) | Commentary here. | |
Destrier | Animal | ||
King of the Lost Tribe Lost Tribe 275 94 4 | 2200%5 Fire Resistance (5) Homesickness (30%) Heretic (2) Supply Size (8) Fear of the Flood (4) Need Not Eat Wasteland Survival | Commentary here. | |
Feminie Sorceress Feminie 205 1 2 50% 50% All Others | 111100%11 Female | Commentary here. | |
Feminie Queen Feminie 180 70 4 50% 50% All Others | Inspirational (1) Female | Commentary here. | |
Destrier | Animal | ||
Piconye King Piconye 65 13 1 | Inspirational (1) Supply Size (1) | Commentary here. | |
Piconye Scholar Piconye 110 1 2 | 19 Supply Size (1) | Commentary here. |
: Darkvision (50%), Berserker (2 to 4), Pillager (2 to 3), Causes Unrest (.3 to .4 per month), Undisciplined, Animal, Wasteland Survival, Mountain Survival
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Archer Priest 13 4 9 Capital Only | Sacred Auto-Blessed | Commentary here. | |
Soldier Priest 15 18 14 Capital Only | Sacred Auto-Blessed | Commentary here. | |
Mirror Guard 19 21 Limited Recruitment: (3 per turn) Capital Only | Sacred Auto-Blessed | Commentary here. | |
Baculite 19 14 Limited Recruitment: (3 per turn) Capital Only | Sacred Standard (1) Auto-Blessed | Commentary here. | |
Cynocephalian Hunter Cynocephalians 24 5 10 50% | Commentary here. | ||
Cynocephalian Flesh-Eater Cynocephalians 28 5 13 50% | Commentary here. | ||
Gog Reaver Cynocephalians 35 14 14 50% | Commentary here. | ||
Magog Flesh-Hunter Cynocephalians 30 5 14 50% | Stealthy (40) Female | Commentary here. | |
Orionde Crossbownman Orionde 10 15 9 | Commentary here. | ||
Orionde Warrior Orionde 10 20 9 | Commentary here. | ||
Orionde Knight Orionde 50 67 41 | Skilled Rider (1) | Commentary here. | |
Destrier | Animal | ||
Saytr Slave Orionde 7 3 4 | Stealthy (60) Undisciplined Slave Forest Survival Recuperation | Commentary here. | |
Centaur Slave Orionde 20 4 6 | Stealthy (40) Slave Forest Survival Recuperation | Commentary here. | |
Centaur Charioteer Orionde 40 53 34 | Commentary here. | ||
Chariot Archer | Mobile Archer | Commentary here. | |
Centaur Chariot | Slave Trample Recuperation | Commentary here. | |
Giant of the Lost Tribe Lost Tribe 50 49 27 | Fire Resistance (5) Homesickness (30%) Supply Size (5) Fear of the Flood (4) Need Not Eat Wasteland Survival | Commentary here. | |
Lady Archer Feminie 10 6 9 50% 50% All Others | Female | Commentary here. | |
Lady Warrior Feminie 12 26 14 50% 50% All Others | Female | Commentary here. | |
Lady Knight Feminie 45 73 41 50% 50% All Others | Skilled Rider (2) Female | Commentary here. | |
Destrier | Animal | ||
Piconye Peasant Piconye 6 1 9 | Stealthy (40) Supply Size (1) | Commentary here. | |
Piconye Slinger Piconye 6 3 9 | Supply Size (1) | Commentary here. | |
Piconye Spearman Piconye 7 14 11 | Supply Size (1) | Commentary here. | |
Piconye Soldier Piconye 8 15 14 | Supply Size (1) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Thomas - Arch Pop Earliest Arrival Turn (5) | 11131424 Sacred Supply Bonus (10) Fortune Teller (25%) Auto-Blessed | Commentary here. | |
Coradin - Protopope Earliest Arrival Turn (5) | 4 Sacred Poison Resistance (15) Disease Resistance (100%) Reduces Unrest (5 per month) Lord Over Heathens (7) Auto-Blessed | 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?
Add links to guides or other overviews for this nation here.