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.
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 |
---|---|---|---|---|
prefer ![]() 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. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summable *cannot be summoned natively | Strong (![]() Foreign Recrute ![]() Lords of Heathens | ![]() |
Sublime Palace | Fountain of Youth | The Great Mirror | The Onyx Court |
---|---|---|---|
![]() Enables recruitment of : Primate Kings ![]() Baculites ![]() Your capital always have Max ![]() Produce 1 ![]() ![]() | ![]() Slow down aging 50% Reduce unreast: -5 Produce 1 ![]() | Enables recruitment of : Abbot Magus Supremes ![]() Abbot Maguses ![]() Mirror Guards ![]() Astra mage may enter to scry (range 3) Produce 1 ![]() | ![]() Enables recruitment of : Archbishop Marshals ![]() Bishop Generals ![]() Soldier Priests ![]() Archer Priests ![]() Commander May enter: all models in army gain 4xp Produce 1 ![]() |
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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() | Your average commander. 80 leadership and a holy 2. |
![]() | Archbishop Marshal ![]() ![]() ![]() | ![]() ![]() ![]() | Higher leadership than the Bishop General but old and costs a bit more. |
![]() | Primate King ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Bigger capitle mage. Able to Cast Soul Slay without a communion and adds Nature to your Reputwar. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Sprite apparently not uploaded onto Media Manager | Prester King | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
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 ![]() ![]() ![]() | ![]() | One of the few sacred archers in MA. |
![]() | Soldier Priest ![]() ![]() ![]() | ![]() | The backbone of your early expansion parties. Decent protection and good stats. |
![]() | Baculite ![]() ![]() ![]() Limited Recruitment (2) | ![]() | 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 ![]() ![]() ![]() Limited Recruitment (2) | ![]() | A better version of the soldier priest. Always recruit these bad boys when you can due to their limited recruitment. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Cynocephalian Chieftain![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
![]() | Cynocephalian Shaman![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() female | |
![]() | Gog Dog-Father![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
![]() | Magog Bitch-Mother![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | |
![]() | Bishop Vicomte![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
![]() | Viceroy Primate![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Cynocephalian Hunter ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
![]() | Cynocephalian Flesh-Eater ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
![]() | Magog Flesh-Hunter ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | |
![]() | Gog Reaver ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Out of Forests, you gain chaff slaves, knights, chariots, and Crossbows.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Orionde King![]() ![]() ![]() | ![]() 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![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Satyr Slave ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | 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. |
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![]() | Orionde Warrior ![]() ![]() ![]() | indie Heavy Infantry with a higher prot Kite shield. An ok lineman. |
|
![]() | Centaur Slave ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Light Archer cav with Longbows. |
![]() | Centaur Chariot ![]() ![]() ![]() | ![]() ![]() ![]() 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 ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Lion of Strange Color | ![]() ![]() ![]() | Has higher strangth and HP |
![]() | Lion of Strange Color | ![]() ![]() ![]() ![]() | both are steathy so can be used in steath raids. |
![]() | Lion of Strange Color | ![]() ![]() ![]() ![]() |
|
![]() | Lion of Strange Color | ![]() ![]() | Not Undisciplined so can be scriped to attack rear. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Feminie Queen![]() ![]() ![]() | ![]() mounted Female | A off cap 80ld commander that is inspirational. |
![]() | Feminie Sorceress![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() Female | they are decent recrutable Evocation mages, Either raining fire or shooting Mind bullets. They can also join Abbot commions as Masters or slaves. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Lady Archer ![]() ![]() ![]() | Female | National Archers |
![]() | Lady Warrior ![]() ![]() ![]() | Female | Heavy infantry with Better stats and armour then Orionde Warriors. |
![]() | Lady Knight ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Piconye King![]() ![]() ![]() | ![]() | Small 40ld commander not worth recruiting |
![]() | Piconye Scholar![]() ![]() ![]() | ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Piconye Peasant ![]() ![]() ![]() | ![]() | |
![]() | Piconye Slinger ![]() ![]() ![]() | ||
![]() | Piconye Spearman ![]() ![]() ![]() | ||
![]() | Piconye Soldier ![]() ![]() ![]() |
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.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | King of the Lost Tribe![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Giant of the Lost Tribe ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Cannibal Warlord![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | You alway have a commander in all land provence to do odd jobs |
![]() | Cannibal Shaman Chief![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
![]() | Viceroy Primate![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
There are five types of heathens that can be gathered with the mobilize heathen order:
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.
( unsure about kelp field / gorges and the quite rare highlands province type)
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Arch Pope | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
![]() | Protopope | ![]() ![]() ![]() ![]() ![]() ![]() |
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
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
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?
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)?
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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
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