User Tools

Site Tools


ind-ma

MA Ind, Magnificent Kingdom of Exhalted Virtue

Lore

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 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 their. These heathens are used in war, and comprise the majority of Inds 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.

General Overview

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.

Strengths:

  • Best Blood nation in MA by far
  • Majority of units are sacreds which autobless allows for customizable strategies
  • Great summons

Weaknesses:

  • Terrain dependence for specific unit types is a limitation to higher paths of magic
  • Access to certain paths of magic are locked behind a slow to recruit, cap only, expensive mage randoming into it

FIXME 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

National Features

Race Military Magic Access Priests Buildings
prefer Heat scales +1
Humans
Half-men
Piconye
Cyphocephalian
Giants
Comgloberation of diffent races depending on the Terrain
Self blessing Sacred warriors
armoured Humans
Heavy Calvery
Half-men Slaves
Barbarians
Cyphocephalian raiders
Homesick Giants
Size 1 troops.
earth 22 (Rare 3)
nature 11 (Uncomon 2)
fire 22 (rare 3)
astral 33 (rare 4)
water 11 (rare 2)
death 22
blood 22 (Uncommon 3)
Summable
*cannot be summoned natively
Strong (holy 33)
Foreign Recrute holy 33
Lords of Heathens
Standard Forts
  • +1 Sacred Recruitment for every built temple
  • +1 Astral Bless points
  • Only commanders with 3 or more priest levels can become the prophet
  • All national sacred units are blessed at the start of the battle (includes Province Defence, a strong bless can make the capital's PD very formidable)
  • -2 Dominion Conflict Bonus
  • Dominion Hides Province Ownership FIXME Elaborate.

Capital Special Sites

Sublime Palace Fountain of Youth The Great Mirror The Onyx Court

Enables recruitment of :
Primate Kings
Baculites
Your capital always have Max Order scales
Produce 1firegem1astralpearl per turn

Slow down aging 50%
Reduce unreast: -5
Produce 1watergem per turn
Enables recruitment of :
Abbot Magus Supremes
Abbot Maguses
Mirror Guards
Astra 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 4xp
Produce 1earthgem per turn

National Units

Capital

Commanders

Ind's cap only commander recruits are incredibly valuable. Ind must be careful on what they spend their commander points on.

Becouse the cap has the Fountain of Youth site, Recruited mage becomes younger then the recruitment stats say. most will be recruited at around 33 of age, so forget about the old tag.

Sprite Unit Name Special Attributes Comments
Abbot Sage
110
11
2
astral 11holy 22 9
Sacred
Fortune Teller (5)
Adept Researcher (+2)
Great value researcher due to the Sacred upkeep. This guy can also be recruited anywhere with a lab and temple. This is the reason why Magic 3 is very tempting on Ind.
Bishop General
115
15
2
holy 22
Sacred
Your average commander. 80 leadership and a holy 2.
Archbishop Marshal
165
15
2
holy 22
Sacred
Old Age
Higher leadership than the Bishop General but old and costs a bit more.
Primate King
200
20
4
astral 11holy 33random1100% 9
Sacred
The Biggest leader and a throne claimer.
in addition, he can communion up to cast bigger holy spells and some other magic support.
Abbot Magus
240
18
2
fire 11earth 11astral 22holy 22 15
Sacred
Old Age
Fortune Teller (10)
Adept Researcher (+2)
The communion masters that come out of the capital.
Is still a fast researcher and provides Fire, earth, Astral, and Holy magic in battle.
Abbot Magus Supreme
335
18
4
fire 11earth 11astral 33holy 22random1100%+10% 21
Sacred
Fortune Teller (15)
Adept Researcher (+4)
Bigger capitle mage. Able to Cast Soul Slay without a communion and adds Nature to your Reputwar.

Special

Sprite Unit Name Special Attributes Comments
Sprite apparently not uploaded onto Media Manager Prester King astral 11holy 44random1100%
inspirational(1)
reduces unrest(-5)
When Ind selects a Primate King or Viceroy Primate as a prophet, the chassis is changed to the Prester King. Other eligible units (such as the Heroes) do not become the Prester King when prophetized.

troops

Ind's cap only troops are special in that they auto bless themselves before combat starts, no priest needed. They are very cheap for what they offer in combat, but are restricted by bless recruitment. Ind does get a +1 recruitment per temple though, so temples should be built early and often during the expansion phase.

Sprite Unit Name Special Attributes Comments
Archer Priest
13
4
9
Sacred One of the few sacred archers in MA.
Soldier Priest
15
18
14
Sacred The backbone of your early expansion parties. Decent protection and good stats.
Baculite
19
14
31
Limited Recruitment (2)
Sacred, Magic Weapons Comparably worse stats to the other infantry, but come with a unique length 3 Magic Weapon that does AOE fatigue damage to other sacreds.
Mirror Guard
19
21
21
Limited Recruitment (2)
Sacred A better version of the soldier priest. Always recruit these bad boys when you can due to their limited recruitment.

Cynocephalians (Highland, Cave, Sometimes Mountains)

Commander

Sprite Unit Name Special Attributes Comments
Cynocephalian Chieftain
55
14
1
Berserker +3
Pillager +5
Cause Unrest (+2 Per Month)
Darkvision (50%)
Animal
Wasteland survival
Mountain survival
Cynocephalian Shaman
65
2
2
nature 11random150% 3
Inept researcher -4
Berserker +4
Pillager +5
Cause Unrest (+2 Per Month)
Darkvision (50%)
Animal
Heretic 1
Wasteland survival
Mountain survival
female
Gog Dog-Father
130
16
2
blood 11random1100% 7
Inept researcher -2
Berserker +4
Ambidextrous 2
Pillager +5
Cause Unrest (+3 Per Month)
Darkvision (50%)
Animal
Heretic 1
Wasteland survival
Mountain survival
Magog Bitch-Mother
225
2
2
death 11nature 11blood 22random1100% 11
Inept researcher -2
stealthy (40)
Berserker +5
Ambidextrous 2
Pillager +5
Cause Unrest (+3 Per Month)
Darkvision (50%)
Animal
Heretic 2
Wasteland survival
Mountain survival
Female
Bishop Vicomte
115
3
2
holy 22
Sacred
reduces unrest (1)
Lord Over Heathen Tribes 4
tax-collector
Viceroy Primate
165
8
4
holy 33
Sacred
reduces unrest (3)
Lord Over Heathen Tribes 6
tax-collector

Troops

Sprite Unit Name Special Attributes Comments
Cynocephalian Hunter
14
5
4
undisciplined
Berserker +2
Pillager +2
Cause Unrest (+0.3 Per Month)
Darkvision (50%)
Animal
Wasteland survival
Mountain survival
Cynocephalian Flesh-Eater
18
5
7
undisciplined
Berserker +2
Pillager +2
Cause Unrest (+0.3 Per Month)
Darkvision (50%)
Animal
Wasteland survival
Mountain survival
Magog Flesh-Hunter
20
5
8
undisciplined
stealthy (40)
Berserker +3
Pillager +3
Cause Unrest (+0.4 Per Month)
Darkvision (50%)
Animal
Wasteland survival
Mountain survival
Female
Gog Reaver
28
16
13
undisciplined
Berserker +4
Pillager +3
Cause Unrest (+0.4 Per Month)
Darkvision (50%)
Animal
Wasteland survival
Mountain survival

Men of Great Orionde and their Half-man Slaves (Forests)

Out of Forests, you gain chaff slaves, knights, chariots, and Crossbows.

Commander

Sprite Unit Name Special Attributes Comments
Orionde King
130
38
1
Taskmaster(2)
Mounted
Best leader for your Slaves grangting a +3 to thier moral. With a Whip of Command and Helmet of Heroes, He gives a +6 to slaves.
Great Huntress
50
5
2
stealthy (40)
Patrol Bonus(5)
Fire Resistance (5)
Cold Resistance (5)
Beastmaster(3)
Darkvision (50%)
Animal
Summon Allies(See Lion Table)
Forest survival
Mountain survival
Female
Takes up a turn you could be recruting Abbot Sages.
Could get a few while setting up infanstructure.
They can spend thier turns freeswawning few Lions which you can use as chaff.
Abbot Sage
110
11
2
astral 11holy 22 9
Sacred
Fortune Teller (5)
Adept Researcher (+2)
Great value researcher due to the Sacred upkeep. This guy can also be recruited anywhere with a lab and temple. This is the reason why Magic 3 is very tempting on Ind.

troops

Sprite Unit Name Special Attributes Comments
Satyr Slave
7
2
4
undisciplined
slave
stealthy (60)
Forest Survival
Recuperation
Ind's best for upkeep to patrol strength ratio. Great siege chaff. Good for tar-pitting if you buff their moral and protection.
Orionde Crossbowman
10
15
9
National Crossbows garantined in forests.
Works out good as you can buff them with Fire, Nature, Earth and Blood communons.
Works out well in MA with how few Crossbowman their are.
Orionde Warrior
10
20
9
indie Heavy Infantry with a higher prot Kite shield.
An ok lineman.
Centaur Slave
20
4
6
slave
stealthy (40)
Forest Survival
Recuperation
Light Archer cav with Longbows.
Centaur Chariot
40
24
46
Ambidextrous(6)
unsurroundable(1)
Trample
Dying Shape(Centaur Chariot)
mounted
Tramplers that get more effective at clearing squares at criticle mass.
If they get Stoped by anouther Size 4 or bigger, it makes 3 attacks which will injure most giants.
Orionde Knight
40
41
46
mounted Slightly Cheaper but not as good as Lady Knights.
Less More prot and Moral then Knights but have very good Defense skill which matters more.
Don't need to reiterate why a 2 attacks and lance charge on a high def flanker is good.

Lions

Sprite Unit Name Special Attributes Comments
Lion of Strange Color Undisciplined
Darkvision(50%)
Animal
Has higher strangth and HP
Lion of Strange Color stealthy(40)
Undisciplined
Darkvision(50%)
Animal
both are steathy so can be used in steath raids.
Lion of Strange Color stealthy(40)
Undisciplined
Darkvision(50%)
Animal
Lion of Strange Color Darkvision(50%)
Animal
Not Undisciplined so can be scriped to attack rear.

Lady Knights of Great Feminie (Plain, Farmland, Mountains)

Commanders

Sprite Unit Name Special Attributes Comments
Feminie Queen
140
44
1
inspirational(1)
mounted
Female
A off cap 80ld commander that is inspirational.
Feminie Sorceress
145
1
2
fire 11astral 11random1100% 11
Female
they are decent recrutable Evocation mages, Either raining fire or shooting Mind bullets.
They can also join Abbot commions as Masters or slaves.

Troops

Sprite Unit Name Special Attributes Comments
Lady Archer
10
6
9
Female National Archers
Lady Warrior
12
26
14
Female Heavy infantry with Better stats and armour then Orionde Warriors.
Lady Knight
45
47
46
Female Has better stats then the Orionde Knights
Don't need to reiterate why a 2 attacks and lance charge on a high def flanker is good.

Little Horned Men of Piconye (Plain, Farmland, Mountains)

Commanders

Sprite Unit Name Special Attributes Comments
Piconye King
45
10
1
inspirational (1) Small 40ld commander
not worth recruiting
Piconye Scholar
80
1
2
earth 11 9
Adept Researcher (+2)
has a cheaper buying cost for less infentructur and same amoutn of reserch as a Abbot Sage.
As a combate mage your likly aready have a few that are or surpased earh 1.
if your going to refues to build a temple with that lab, it ok to have mass Earth Grip and Armor of Achillies caster on staby dispite them costing you more gold in upkeep in the long run.
Abbot Sage
110
11
2
astral 11holy 22 9
Sacred
Fortune Teller (5)
Adept Researcher (+2)
Great value researcher due to the Sacred upkeep. This guy can also be recruited anywhere with a lab and temple. This is the reason why Magic 3 is very tempting on Ind.

Troops

Sprite Unit Name Special Attributes Comments
Piconye Peasant
6
1
9
stealthy(40)
Piconye Slinger
6
2
9
Piconye Spearman
7
10
11
Piconye Soldier
8
11
14

Giants of the Lost Tribe (Wastes)

Wasteland gives your Giants. A situational unit to build a fort on resources poor but often covited province type for its magic potential for some nations. You get non-sacred Anakites but they slowly die while away from home. They are still True giants with two attacks and Magic Gear so still consider securing them, though the payoff will not be immidiate.

Commanders

Sprite Unit Name Special Attributes Comments
King of the Lost Tribe
195
101
4
random2200% 5
resist fire (5)
Gluttony(8)
Homesickness (30%)
heretic (2)
need not eat
wasteland survival
You get a True Giant Heavy thug. It cost Tons of Pearls for your Biggest angles when it's cheaper to spend gold.
Guy gets Seff buffing magic and starts with some magic gear.
Already a Great body, if needed to counter thug with High HP and Strength.
His main weakness is being homesick, meaning He will have to Strike quickly before recovering his HP back home. is convenient to use his Long Hams to walk back, use Teleport and or Flying Shoes to return to base.
Abbot Sage
110
11
2
astral 11holy 22 9
Sacred
Fortune Teller (5)
Adept Researcher (+2)
Great value researcher due to the Sacred upkeep. This guy can also be recruited anywhere with a lab and temple. This is the reason why Magic 3 is very tempting on Ind.

Troops

Sprite Unit Name Special Attributes Comments
Giant of the Lost Tribe
50
53
18
resist fire(5)
Gluttony(5)
Homesickness(30%)
need not eat
wasteland survival
Situational, but if you need Big guy, especially sInce They are already High Strength with Magic weapons, and a large HP pool. But down Regeneration
They only last for a few turns away from home, so Gateway into the Deciding battle.

Non-Fort

Sprite Unit Name Special Attributes Comments
Cannibal Warlord
45
8
1
Berserker +2
Pillager +2
Cause Unrest (+2 Per Month)
Wasteland-survival
Mountain survival
You alway have a commander in all land provence to do odd jobs
Cannibal Shaman Chief
90
5
2
blood 11random1100% 5
Inept researcher -4
Pillager +2
Cause Unrest (+2 Per Month)
Heretic 1
Wasteland-survival
Mountain survival
Forest survival
He is One of Ind's most important Mage.
He may cause problems, but can't argue he is your best Blood Hunter that can come from any newly conquered land with a lab.
Bishop Vicomte
115
3
2
holy 22
Sacred
reduces unrest (1)
Lord Over Heathen Tribes 4
tax-collector
Viceroy Primate
165
8
4
holy 33
Sacred
reduces unrest (3)
Lord Over Heathen Tribes 6
tax-collector

Heathens

There are five types of heathens that can be gathered with the mobilize heathen order:

  • Azenach Archer, double dagger archers, from everywhere
  • Cannibal Warriors, the 12att spear/javelin ones, from everywhere
  • Fommepori Warrior, hatchet/short sword users with berserking, forest only (about 40% of the time)
  • Agrimandri Warrior, high attack sword/javelin/shield troops, mountain only (seem rarer than Fommepori)
  • Vintefolei Horseman, light lance/bow cavalry. 18 damage first strike without buffs. With a +4 strength buff, that's up to 24. Mountain/plains only.

In cases where provinces have multiple terrain types, you use the widest selection of types possible. Underwater provinces are considered plains if you have Thetis' Blessing up - Azenach archers, Cannibal Warriors, and Vintofolei can be found underwater. Swamps, wastes, caves, and farms all only spawn azenach and cannibal warriors with the mobilize heathens command.

Like other gather slave commands (and this is the targorder it uses), you have to stop gathering at 100 unrest. If you gather slaves in a fort, there is a chance for it to fail based on the admin rating of the fort.

(FIXME unsure about kelp field / gorges and the quite rare highlands province type)

Heroes

Sprite Unit Name Special Attributes Comments
Arch Pope fire 11water 11earth 11astral 33nature 11holy 44 24
Sacred
Fortune Teller (25)
supply Bonus (10)
Adept Researcher (+5)
Protopope holy 44
Sacred
reduces unrest (5)
Lord Over Heathen Tribes (7)
disease Immunity(100)
resist Poison(15)

Magic

National Spells & Summons

  • Call Cyclops Tribe: earth 22 Conj 3 for 12 ( Cyclopsx5 + 1/2 [lv]). Pay 0.5 gems per model more For Ogres with more Strength and HP. They are more gem effecent Siege strength then Ogres.
  • Herd of Buffaloes: nature 22 Conj 3 for 10 ( Buffalox5 + 1/2 [lv]). Decent units being like Berserking Nobles. Will die quickly when faced with big numbers but more proficient then nobles at killing Size 4 and bigger enemies that they can't trample.
  • Herd of Elephants: nature 22 Conj 3 for 25 ( Elephantx5 + 1/2 [lv]). Use Natue gems instead of gold to get Elephants for expansion parties.
  • Pride of Lions: nature 22 Conj 3 for 10 ( Great Lionx10 + 1/2 [lv]). Turn nature gems into lowterir killing power. Ok if your getting rushed in the early game but they don't do much after that.
  • Ambush of Tigers: nature 22 Conj 3 for 10 ( Tigerx10 + 1/2 [lv]). Better Lions with +1 more HP.
  • Call Malakh: astral 22 Conj 4 for 9astralpearl ( Malakh). is a somewhat cheap thug chassis, that can be effective against certain troop types. They have Awe (4), which provides a lot of protection against troops with human morale, Invulnerability 15 with decent combat stats and holy 11 so they can self-bless. High map-move and flying lets them move unpredictably through enemy lands, they have solid MR for surviving Mind Hunt and they are stealthy, so can sneak away from counter-attacks. Lack of any combat magic and low HP (13) are their main weaknesses, and they are summoned with literally no gear, so at least need a weapon. With a 5-10 gem investment (e.g. Flesh Eater, Fire Plate, Dragon Helmet) and help from a bless, they can kill large quantities of human size PD, but they are easily countered by anything that hits hard and has decent morale. Coming at only Conjuration 4, they can be summoned before too many magical counters are available, and an early-midgame war can start with a small squadron of angels raiding to screen your armies advance.
  • Call the Birds of Splendour: fire 22nature 11 Conj 6 for 9firegem ( Yllerionx2).
  • Call Hashmal: astral 33fire 11 Conj 6 for 21astralpearl ( Hashmal). A Hashmal is a much upgraded version of the Malakh, gaining Ethereal, a strong (10) fire shield and an aoe 1 fire attack, as well as improved Awe (5), Invulnerability 20 and double the HP. However, it is still only a holy 22 mage, and Holy Avenger is hardly exciting. Outside of combat, Hashmal provide 120 leadership and Inquisitor for utility. Held back at interms of thuging with having only having hand and Misc slots, but can still a Deviatating raider.
  • Call Arel: astral 44nature 11 Conj 7 for 39 ( Arel). Castable by Abbot Magus Supreme to grant powerful nature mages to the nation. Arels are also strong healers and holy 33 mages as well as having the typical Angel attributes. With a Crystal Matrix and/or having a Thistle Mace, Armor of Twisting Thorns, and Moonvine Bracelet they cast big nature.
  • Call Ophan: astral 55fire 22 Conj 8 for 49 ( Ophan). A step up even for Hashmals, imporved stats all round, with better natrual prot instead of Invulnerability, and it Tramples. Works out well at quicly claring out large prtions of armys, but can't be a super combatent because it only has Misc slots.
  • Call Merkavah: astral 77fire 33 Conj 9 for 222 ( Chayot + Ophanx4). Pay a massive amount of Astral gems for a powerful Super-combatent. in addition to gaining four Ophan, you get a powerful angle with 4 forms, that is holy 44 and depending on current shape is a lv4 in Fire, Air, Earth, and astral while lv2s in the others. Having 4 seprate HP bars having all the thug magic, and a incredibly high fire shield, Awe, and Invulnerability make him incredabley hard to kill before you give a bless and gear.
  • Release Lord of Civilization: blood 88 Blood 9 for 177bloodslave. The Big Bads of the dominions universe. An alterative to Demon Lord and worth the extra price. Getting a Super-combatant loaded with useful traits. There is a reason you can't wish for these things.

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

Combat Magic

Your an Astral nation from your capital with Blood mages outside it especially crossed with Nature and Death.

Making lots of Communion, recommended mostly of Abbot Maguses. Can use the sages but they will suffer more fatigue.

See More in Stacks on Stacks - A Guide to Ind By Baalz

Ritual Magic

FIXME What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

National Items

  • Salamander Silk Garments Const4 fire 11 5firegem. A pagage deal for your Abbots, Get Heavy Fire Resitece, Magic Resitece, and Awe for only a few gems.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales does your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

ind-ma.txt · Last modified: 2021/10/25 16:32 by nunda