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dom6:ind-ma

MA Ind, Magnificent Kingdom of Exalted Virtue

Lore

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

General Overview

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
astral 33 (Rare 4)
blood 33
fire 22 (Rare 3)
earth 22 (Rare 3)
death 22
nature 22
water 11 (Rare 2)
holy 33
Hero
fire 11water 11earth 11astral 33nature 11holy 44
holy 44
Summons
astral 44 or fire 44 or air 44 or earth 44
(req. astral 77fire 33)
nature 33holy 33
(req. astral 44nature 11)
fire 33earth 22astral 44blood 55holy 44
astral 44nature 44blood 44holy 33
air 44astral 44blood 44holy 33
fire 44astral 44blood 44holy 33
astral 55blood 44holy 33
earth 44astral 44blood 44holy 33
(req. blood 88)
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: 1firegem1watergem1earthgem2astralpearl

National Special Features

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.

Capital Special Features

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.

National Units

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.

The Vassals of Magnificent Ind

Cannibals: nature 22death 22blood 33 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: fire 22earth 22astral 22 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: fire 22astral 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: earth 11 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.

Commanders

Sprite Unit Name Special Attributes Comments
Abbot Sage
150
11
2
astral 11holy 22rp 99
Sacred
Fortune Teller (5%)
Auto-Blessed
Commentary here.
Bishop General
160
15
2
Capital Only
holy 22
Sacred
Auto-Blessed
Commentary here.
Archbishop Marshal
235
15
2
Capital Only
holy 22
Sacred
Old Age
Auto-Blessed
Commentary here.
Primate King
300
20
4
Capital Only
astral 11holy 33random1100%rp 99
Sacred
Prophet Shape (Prester King)
Auto-Blessed
Commentary here.
Abbot Magus
335
18
2
Capital Only
fire 11earth 11astral 22holy 22rp 1515
Sacred
Fortune Teller (10%)
Old Age
Auto-Blessed
Commentary here.
Abbot Magus Supreme
470
18
4
Capital Only
fire 11earth 11astral 33holy 22random1100%
10%
rp 2121
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
holy 22
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
holy 33
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
blood 11random1100%rp 55
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%
nature 11random150%rp 33

Supply Bonus (10)
Heretic (1)
Female
Commentary here.
Gog Dog-Father

175
14
2
50%
blood 11random1100%rp 77

Ambidextrous (2)
Heretic (1)
Commentary here.
Magog Bitch-Mother

325
14
2
50%
death 11nature 11blood 22random1100%rp 1111

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
random2200%rp 55
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
fire 11astral 11random1100%rp 1111
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
earth 11rp 99
Supply Size (1)
Commentary here.

Troops

: 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.

Heroes

Sprite Unit Name Special Attributes Comments
Thomas - Arch Pop
Earliest Arrival Turn (5)
fire 11water 11earth 11astral 33nature 11holy 44rp 2424
Sacred
Supply Bonus (10)
Fortune Teller (25%)
Auto-Blessed
Commentary here.
Coradin - Protopope
Earliest Arrival Turn (5)
holy 44
Sacred
Poison Resistance (15)
Disease Resistance (100%)
Reduces Unrest (5 per month)
Lord Over Heathens (7)
Auto-Blessed
Commentary here.

National Spells and Item

Summons

Lord Over Heathen Tribes

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.

Freespawn

: 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
Ritual
Summon Spell Unit Special Attributes Comments
Call Cyclops Tribe
(Conjuration 3)
earth 22 and 9earthgem

Cyclops x 5+[1/2 lvl]
Eyes (1)
Supply Size (1)
Undisciplined
Commentary here.
Herd of Elephants
(Conjuration 3)
nature 22 and 20naturegem

Elephant x 5+[1/2 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 lvl]
Berserker (2)
Animal
Trample
Commentary here.
Call Malakh
(Conjuration 4)
astral 22 and 9astralpearl

Malakh
holy 11
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)
fire 22nature 11 and 7firegem

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)
fire 11astral 33 and 21astralpearl

Hashmal
holy 22
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)
astral 44nature 11 and 39astralpearl

Arel
nature 33holy 33rp 1111
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)
fire 22astral 55 and 49astralpearl

Ophan
holy 33
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)
fire 33astral 77 and 222astralpearl

Chayot
-2-2-2astral 44holy 44rp 11
fire 44-2-2-2holy 44rp 11
-2air 44-2-2holy 44rp 11
-2-2earth 44-2holy 44rp 11
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 (→ ChayotChayotChayotThis)
The "-2" in the magic paths means two boosters are needed just to reach zero.
Commmentary here.
Release Lord of Civilization
(Blood 9)
blood 88 and 177bloodslave

- 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)
Magic Being Flying Need Not Eat Demon Spirit Sight No Wish
Commentary here.

Items

  • Salamander Silk Garments (Construction 5)
    fire 11 for 5firegem
    Commentary here.

Magic Access

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.

blood 88 can Bind Demon Lord for high level access to all paths, except Water.

Fire

fire 22 Abbot Magus Supreme (1 in 4) is the highest Fire mage available. None of the mages have useful crosspaths.

Air

No national access. blood 88 can Bind Demon Lord for a 1 in 6 chance of at least air 55.

Water

water 11 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.

Earth

earth 22 King of the Lost Tribe (1 in 3) or Abbot Magus Supreme (1 in 4) are the highest Earth mages available. With earth 22nature 22 the unique The Tome of Gaia can be made by nature 11 Abbot Magus Supreme (1 in 4) or earth 11 Cynocephalian Shaman (1 in 8), with boosters.

Astral

astral 44 Abbot Magus Supreme (1 in 4) is the highest Astral mage available. A earth 22 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.

Death

death 22 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.

fire 11earth 33, very achievable with a earth 22 Abbot Magus Supreme (1 in 4) and Earth Boots, can make The Copper Arm. The Silver Arms is also potentially achievable. nature 22blood 44, also achievable by a Magog Bitch-Mother with boosters, can make Abominable Arms. These are all useful for holding more Death boosters.

blood 55 can Bind Heliophagus for a 2 in 4 chance of at least death 33.

blood 88 can Bind Demon Lord for a 3 in 6 chance of death 33.

Nature

nature 22 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.

fire 11earth 33, very achievable with a earth 22 Abbot Magus Supreme (1 in 4) and Earth Boots, can make The Copper Arm. The Silver Arms is also potentially achievable. nature 22blood 44, 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 astral 11blood 11 Cannibal Shaman Chief can make the other Blood boosters.

Glamour

No national access. death 33 can Summon Spectre for a 7 in 16 chance of at least glamour 11.

nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of glamour 11.

earth 44 can cast Troll King's Court for glamour 11.

Blood

blood 33 Magog Bitch-Mother (1 in 3) is the highest Blood mage available. blood 33 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.

blood 88 can Bind Demon Lord for a 3 in 6 chance of at least glamour 44.

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

Early game options.

Mid Game

Mid game options.

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/ind-ma.txt · Last modified: 2024/04/24 04:10 by johnnydown