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 |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() (req. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() | Sacred Human Infantry Cannibal Warriors Cynocephalians Other Subservient Kingdoms All Capital Commanders Are Priests | ![]() Auto-Blessed ![]() ![]() ![]() | ![]() ![]() ![]() |
Capitol Gems: 11
1
2
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:
2
2
3 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:
2
2
2
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:
2
2
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![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Bishop General![]() ![]() ![]() ![]() | ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Archbishop Marshal![]() ![]() ![]() ![]() | ![]() ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Primate King![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Abbot Magus![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Abbot Magus Supreme![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Cannibal Warlord![]() ![]() ![]() ![]() Non-Fort Only | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Bishop Vicomte![]() ![]() ![]() ![]() Non-Fort Only | ![]() ![]() ![]() ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Viceroy Primate![]() ![]() ![]() ![]() Non-Fort Only | ![]() ![]() ![]() ![]() ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Cannibal Shaman Chief![]() ![]() ![]() ![]() Non-Fort Only | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Cynocephalian Chieftain![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Cynocephalian Shaman![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Gog Dog-Father![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Magog Bitch-Mother![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Great Huntress![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female ![]() | Commentary here. |
![]() ![]() ![]() ![]() | Lion of Strange Color Lion of Strange Color Lion of Strange Color Lion of Strange Color | ![]() ![]() ![]() ![]() |
|
![]() | Orionde King![]() ![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Destrier | ![]() |
|
![]() | King of the Lost Tribe![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Supply Size (8) ![]() ![]() ![]() | Commentary here. |
![]() | Feminie Sorceress![]() ![]() ![]() ![]() 50% ![]() | ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Feminie Queen![]() ![]() ![]() ![]() 50% ![]() | ![]() Female | Commentary here. |
![]() | Destrier | ![]() |
|
![]() | Piconye King![]() ![]() ![]() ![]() | ![]() Supply Size (1) | Commentary here. |
![]() | Piconye Scholar![]() ![]() ![]() ![]() | ![]() ![]() 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![]() ![]() ![]() ![]() | ![]() Auto-Blessed | Commentary here. |
![]() | Soldier Priest![]() ![]() ![]() ![]() | ![]() Auto-Blessed | Commentary here. |
![]() | Mirror Guard![]() ![]() Limited Recruitment: (3 per turn) ![]() | ![]() Auto-Blessed | Commentary here. |
![]() | Baculite![]() ![]() Limited Recruitment: (3 per turn) ![]() | ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Cynocephalian Hunter![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Cynocephalian Flesh-Eater![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Gog Reaver![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Magog Flesh-Hunter![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() Female | Commentary here. |
![]() | Orionde Crossbownman![]() ![]() ![]() ![]() ![]() | Commentary here. | |
![]() | Orionde Warrior![]() ![]() ![]() ![]() ![]() | Commentary here. | |
![]() | Orionde Knight![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Destrier | ![]() |
|
![]() | Saytr Slave![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Centaur Slave![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Centaur Charioteer![]() ![]() ![]() ![]() ![]() | Commentary here. | |
![]() | Chariot Archer | Mobile Archer | Commentary here. |
![]() | Centaur Chariot | ![]() ![]() ![]() | Commentary here. |
![]() | Giant of the Lost Tribe![]() ![]() ![]() ![]() ![]() | ![]() ![]() Supply Size (5) ![]() ![]() ![]() | Commentary here. |
![]() | Lady Archer![]() ![]() ![]() ![]() 50% ![]() | Female | Commentary here. |
![]() | Lady Warrior![]() ![]() ![]() ![]() 50% ![]() | Female | Commentary here. |
![]() | Lady Knight![]() ![]() ![]() ![]() 50% ![]() | ![]() Female | Commentary here. |
![]() | Destrier | ![]() |
|
![]() | Piconye Peasant![]() ![]() ![]() ![]() | ![]() Supply Size (1) | Commentary here. |
![]() | Piconye Slinger![]() ![]() ![]() ![]() | Supply Size (1) | Commentary here. |
![]() | Piconye Spearman![]() ![]() ![]() ![]() | Supply Size (1) | Commentary here. |
![]() | Piconye Soldier![]() ![]() ![]() ![]() | Supply Size (1) | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Thomas - Arch Pop Earliest Arrival Turn (5) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Auto-Blessed | Commentary here. |
![]() | Coradin - Protopope Earliest Arrival Turn (5) | ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() | ![]() Azenach Archer | ![]() ![]() ![]() | Commentary here. |
![]() Cannibal Warrior | ![]() ![]() ![]() | Commentary here. | |
in Mountains or Highlands | ![]() Agrimandri Warrior | ![]() ![]() | Commentary here. |
in Forests | ![]() Fommepori Warrior | ![]() ![]() ![]() ![]() | Commentary here. |
in Mountain AND Plains together | ![]() Vintefolei Horseman | ![]() ![]() | Commentary here. |
![]() Steppe Horse | ![]() |
As of Version 6.24 (12/17/2024), Mobilize Heathens now has a chance to provide commanders as well, some of whom are shamans with magic paths.
:
Pillager (2),
Causes Unrest (2 per month),
Heretic (1),
Wasteland Survival,
Spirit Sight,
Inept Researcher (-4)
Summon Action | Unit | Special Attributes | Comments |
---|---|---|---|
Mobilize Heathens from ![]() | ![]() Azenach Shaman Chief | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Cannibal Shaman Chief | As the recruit | Commentary here. | |
![]() Cannibal Warlord | As the recruit | Commentary here. | |
in Mountains or Highlands | ![]() Agrimandri Shaman Chief | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
in Forests | ![]() Fommepori Shaman Chief | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
in Mountain AND Plains together | ![]() Vintefolei Shaman Chief | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() Spirit Horse | ![]() (Mount) |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Call Cyclops Tribe (Conjuration 3) ![]() ![]() | ![]() Cyclops x 5 + [1/2 per lvl] | Eyes (1) ![]() ![]() | Commentary here. |
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. |
Call Malakh (Conjuration 4) ![]() ![]() | ![]() Malakh | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call the Birds of Splendor (Conjuration 6) ![]() ![]() ![]() | ![]() Yllerion x 2 | Unique ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Summons two birds. If one dies, so does the other! |
Call Hashmal (Conjuration 6) ![]() ![]() ![]() | ![]() Hashmal | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call Arel (Conjuration 7) ![]() ![]() ![]() | ![]() Arel | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Call Ophan (Conjuration 8) ![]() ![]() ![]() | ![]() Ophan | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Eyes (12) ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commmentary here. |
Call Merkavah (Conjuration 9) ![]() ![]() ![]() | ![]() Chayot | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pathboost (-6 ALL except the one) ![]() ![]() ![]() Counts as Sun ![]() ![]() ![]() No Wish ![]() ![]() | Commentary here. |
Release Lord of Civilization (Blood 9) ![]() ![]() | Grigori: ![]() ![]() ![]() ![]() | Common Attributes: ![]() Unique ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() No Wish | Commentary here. |
![]() Semyaza - Grigori or | Differences: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Shamshiel - Grigori or | Differences: ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
Kokabel - Grigori or | Differences: ![]() ![]() ![]() | Commentary here. | |
Arakiel - Grigori or | Differences: ![]() ![]() ![]() ![]() | Commentary here. | |
Ezekiel - Grigori or | Differences: ![]() ![]() ![]() ![]() ![]() | Commentary here. | |
![]() Azazel - Grigori | Differences: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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
2
2 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.
1
3, 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.
2
4, 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.
1
3, 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.
2
4, 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
1
1 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: 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.