Ind is based on the medieval myth of Prester John. John was supposedly the king of a huge, wealthy and powerful Christian kingdom somewhere beyond the known world, possibly India. The nation draws heavily from this myth, with many of its units and abilities lifted directly from a letter supposedly written by Prester John himself.
Ind is a magnificent kingdom with pious citizens and wondrous creatures. Its people live long lives as they drink from the Fountain of Youth. The religious, long-lived people of the capital are relatively few in number, so they make use of various vassal states to help fight in war. Ind sends out Bishop Vicomtes to the barbaric lands that surround it to rule over the unruly cannibals and heathens that live there. These heathens are used in war, and comprise the majority of Ind's military.
Other vassals are also expected to fight: the Cynocephalian (dog-headed) people of Gog and Magog; the lady-knights of the great Feminie; the forest-dwelling Orionde who enslave woodland creatures (such as Centaurs); the little men of Piconye and the Giants of the Lost Tribe who are bound by divine decree to remain in their own land.
Ind is a very complex nation. They play very differently compared to other nations. This along side being a blood/communion nation means Ind is not recommended for beginners.
There is no other nation quite like Ind in the whole of Dominions 5. They introduce several new gameplay mechanics that are unique to Ind and Ind only. Auto-blessed troops, terrain dependent forts, +1 Holy recruitment per temple, along with a host of new units are some of the things Ind can bring to the table.
How the nation plays and what it is good at should go here, aka why would it be cool to play, whats good about it (in general terms) and where they falter possibily there could be a standard for nation classification (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based etc) National Features
Race | Military | Magic Access | Priests | Buildings |
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Prefers 1 Cyphocephalians Humans Half-men Piconye Giants | Self-blessing sacred infantry Cyphocephalian raiders Heavy cavalry Half-men slaves Size 1 halflings Homesick giants | 3 (rare 4) 3* 2 (rare 3) 2 (rare 3) 2* 2* 1 (uncommon) | 3 Priests 3 Foreign Recruits 4 Summons | Castles Starts with a Fortified City |
*Cave/highlands dependent
Sublime Palace | Fountain of Youth | The Great Mirror | The Onyx Court |
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Enables recruitment of : Primate Kings Baculites - Capital always has Max Order scales Produce 11 per turn | - Slow down aging 50% - Reduce unrest: -5 Produce 1 per turn | Enables recruitment of : Abbot Magus Supremes Abbot Maguses Mirror Guards Astral mage may enter to scry (range 3) Produce 1 per turn | Enables recruitment of : Archbishop Marshals Bishop Generals Soldier Priests Archer Priests - Commander May enter: all models in army gain 4 Experience Produce 1 per turn |
Ind is highly unusual in that the vast majority of the units in its roster are capital-only - it has separate rosters for non-capital forts built in different terrain. See The Vassals of Magnificent Ind for more details.
Note: because of the Fountain of Youth site in Ind's capital, all capital 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.
Sprite | Unit Name | Special Attributes | Description |
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Abbot Sage 110 11 2 | 12 9 Sacred Fortune Teller (5) Adept Researcher (+2) | Not a particularly gold-efficient researcher, but has reduced upkeep due to being sacred. Can form smite communions to accompany Ind's native 3s. Unlike the rest of the roster, the Abbot Sage can be recruited in any fort with a lab and a temple. |
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Bishop General 115 15 2 Capital Only | 2 Sacred | 80 leadership priest. | |
Archbishop Marshal 165 15 2 Capital Only | 2 Sacred Old Age | 120 leadership priest. Will not be old when recruited due to the Fountain of Youth. | |
Primate King 200 20 4 Capital Only | 131100% 9 Sacred | 120 leadership greater priest. Can join communions to add water and nature magic, as well as cast higher-level divine magic. Can be made Teleport-capable with two astral boosters to quickly get in position for throne-claiming. |
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Abbot Magus 240 18 2 Capital Only | 1122 15 Sacred Old Age Fortune Teller (10) Adept Researcher (+2) | Cap-only communion masters. A fast, if expensive, researcher that provides fire, earth, astral, and divine magic in battle. |
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Abbot Magus Supreme 335 18 4 Capital Only | 11321100% 10% 21 Sacred Fortune Teller (15) Adept Researcher (+4) | A bigger Abbot Magus that can add water and nature magic to communions with the right randoms (which may take some time to show up, since the Abbot Magus Supreme is both cap-only and slow-to-recruit). |
The following commanders can be recruited anywhere outside of forts (provided you have temples/labs where appropriate).
Sprite | Unit Name | Special Attributes | Description |
---|---|---|---|
Cannibal Warlord 30 8 1 | Berserker (+2) Pillager (+2) Cause Unrest (+2/month) Wasteland Survival Mountain Survival | A very cheap commander for performing odd jobs. Raises unrest. | |
Cannibal Shaman Chief 90 5 2 | 11100% 5 Inept researcher (-4) Pillager (+2) Cause Unrest (+2/month) Heretic (1) Wasteland Survival Mountain Survival Forest Survival | A recruit-anywhere 40 leadership blood hunter, unique among all blood nations in Dominions 5. Requires additional patrol strength to control his natural unrest generation. Singlehandedly makes Ind the most bloody nation of the Middle Ages. | |
Bishop Vicomte 115 3 2 | 2 Sacred Reduces Unrest (1) Lord Over Heathen Tribes (4) Tax Collector | 80 leadership priest that reduces unrest and can Mobilize Heathens. Can also be recruited from Cynocephalian forts. |
|
Viceroy Primate 160 8 4 | 3 Sacred Reduces Unrest (3) Lord Over Heathen Tribes (6) Tax Collector | 40 leadership greater priest that can be massed from any province, but very slow to recruit. Can Mobilize Heathens, claim thrones and cast Smite, which is particularly useful with the death and blood smites. Can also be recruited from Cynocephalian forts. |
Lord Over Heathen Tribes
The Lord Over Heathen Tribes ability allows a commander to use the Mobilize Heathens order. There are five types of heathens that can be gathered with this order:
Only one type of heathen will be mobilized per use of this ability, chosen randomly. All valid tribes have the same chance of appearing, but the Fommepori, Agrimandri, and Vintefolei are more elite, and on average only half as many of their warriors will answer the call compared to the more numerous Azenach and Cannibals.
Swamps, wastes, caves, and farms all only spawn Azenach and Cannibal warriors. If you have Thetis' Blessing up, you can gather heathens underwater as well - Seas and Deep Seas are considered plains, and Kelp Forests act the same as Forests, while Gorges count as Highlands.
This ability isn't without downsides: every time you use it, 8 people will be removed from the province. Every heathen you conscript will remove an additional 2 people, as well as immediately increase the unrest of the province by 1.2 points (and 0.2 for every turn they stick around). Like other gather slave commands, you can no longer Mobilize Heathens at 100 unrest. If you gather heathens in a fortified province, your haul will be reduced by the fort's admin percentage.
Ind's cap-only troops auto bless themselves at the start of combat. Ind's +1 holy recruitment/temple feature is extremely significant for these troops, allowing Ind to mass cap-only sacreds like no other nation.
Sprite | Unit Name | Special Attributes | Description |
---|---|---|---|
Archer Priest 13 4 9 Capital Only | Sacred | One of the few sacred archers in MA, but otherwise unremarkable. | |
Soldier Priest 15 18 14 Capital Only | Sacred | Sacred medium infantry. They are very cheap for a sacred with decent overall stats and super massable due to Ind's ability to get +1 sacred recruitment for every temple and the maximized order in their capital. With a good statbless, Soldier Priests have the potential to be one of the most cost-effective units in the game by just being better humans in every way. |
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Baculite 19 14 31 Limited Recruitment (2) Capital Only | Sacred Standard (1) | Baculites have worse stats (particularly protection) compared to Ind's other infantry, but come with unique length 3 magic weapons that do AOE fatigue damage to other sacreds. Too fast to be safely used as a morale booster for most of Ind's troops who are often high morale anyway. Can still do so for Gog Reavers, Satyr Slaves and the different lions summoned by Great Huntresses without running ahead of them. |
|
Mirror Guard 19 21 21 Limited Recruitment (2) Capital Only | Sacred | Mirror Guards are simply upgraded Soldier Priests, but their recruitment is limited to 2/turn. |
Sprite | Unit Name | Special Attributes | Description |
---|---|---|---|
Thomas - Arch Pope | 111314 24 Sacred Fortune Teller (25) supply Bonus (10) Adept Researcher (+5) | ||
Coradin - Protopope | 4 Sacred reduces unrest (5) Lord Over Heathen Tribes (7) disease Immunity(100) resist Poison(15) |
Most of the units that can be recruited from Ind's capital are cap-only. The units that can be recruited from non-capital forts are dependent on terrain; these represent the various vassals that the Magnificent Kingdom of Ind has brought under its glorious rule, organized into more formal vassal states than the hordes of cannibals that can be recruited outside of forts. Note that, in addition to terrain-specific recruits, all Ind forts can also recruit the Abbot Sage.
If a fort is built on terrain for which multiple recruit types are possible, then only one will be selected. The function used to determine which recruits you get can be found in Loggy's Misc Reverse Engineering Notes under "Ind's poptypes".
Ind gets no fort recruits whatsoever from forts built in swamps.
Paths:
322
The Cynocephalians can be recruited from forts in caves, highlands, and some mountains.
The Cynocephalians 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/Magog Flesh-Hunters, the elite troops of the two Cynocephalian tribes respectively.
Paths:
None
The Men of Great Orionde and their half-man slaves can be recruited from forts in forests.
The Men of Great Orionde 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.
Paths:
22
The Lady Knights of Great Feminie can be recruited from forts in plains, farms and some mountains.
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.
Paths:
1
Like the Lady Knights, the Little Horned Men of Piconye can be recruited from forts in plains, farms and some mountains.
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.
Paths:
222
The Giants of the Lost Tribe can only be recruited from forts built in 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.
Ind has huge magic diversity, assuming terrain-specific recruits can be obtained. Caves/highlands are particularly important in this regard, making them a high priority for early game expansion. Notably, Ind has relatively straightforward access to the Ring of Sorcery and Ring of Wizardry universal boosters, meaning most path boost methods mentioned below can have steps skipped, or can be boosted one level higher than indicated.
Elemental
Sorceries
Notable Crosspaths:
Combat
Ritual
Ind-specific
Abrahamic Angels
These summons are shared mostly with MA Ashdod and LA Gath except for Release Lord of Civilization, which only EA Hinnom shares the ability to cast.
Ind's magic diversity makes a lot of magic tactics possible, but several options stand out for early combat power. At a cool Blood 1 and Enchantment 3, Summon Imps and Strength of Giants combined with Ind's efficient sacred infantry go a long way towards discouraging an early rush (or fueling one of your own).
At Conjuration 5, Howl forces enemies to guard their backlines and distracts enemies from attacking actual units. If your bless includes Spirit Sight, Darkness at Alteration 6 hits enemies with an enormous -6/-6 debuff to attack and defence which your sacreds completely ignore; Cynocephalians will partially ignore it due to their 50% darkvision. High Alteration also provides access to many components of the healthy buff sandwich described in Not-Lola's Basic Magic Use Guide.
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Stacks on Stacks - A Guide to Ind By Baalz
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |