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ind-ma [2022/03/20 08:26]
wigglefig
ind-ma [2023/10/04 17:19] (current)
matius Lord Over Heathen Tribes: minor terminology fix
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 {{  :nations:flags:ma_ind.png|}} {{  :nations:flags:ma_ind.png|}}
-======  MA Ind, Magnificent Kingdom of Exhalted Virtue  ====== +======  MA Ind, Magnificent Kingdom of Exalted Virtue  ====== 
 {{:nations:ma:ind:grigori.png?nolink&100 |}}{{:nations:ma:ind:ophan.png?nolink&100 |}}{{:nations:ma:ind:abbot_magus_supreme.png?nolink&50 |}} {{:nations:ma:ind:grigori.png?nolink&100 |}}{{:nations:ma:ind:ophan.png?nolink&100 |}}{{:nations:ma:ind:abbot_magus_supreme.png?nolink&50 |}}
 ===== Lore ===== ===== Lore =====
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   * +1 {{:misc:magic:astral.png?14&nolink}}astral bless points   * +1 {{:misc:magic:astral.png?14&nolink}}astral bless points
   * +1 sacred recruitment for every temple built   * +1 sacred recruitment for every temple built
-  * Only commanders with {{path>H3}} or more can become the prophet. ??Primate King?? or ??Viceroy Primate?? prophets transform into an [[inspirational]] ??Prester King?? with 160 leadership; other eligible units will not transform. Note that the Viceroy Primate will not gain paths upon transforming into a Prester King, despite the Prester King's listed paths.+  * Only commanders with {{path>H3}} or more can become the [[prophet]]. ??Primate King?? or ??Viceroy Primate?? prophets transform into an [[inspirational]] ??Prester King?? with 160 leadership; other eligible units will not transform. Note that the Viceroy Primate will not gain paths upon transforming into a Prester King, despite the Prester King's listed paths.
   * All national sacred units are blessed at the start of the battle (includes Province Defence)   * All national sacred units are blessed at the start of the battle (includes Province Defence)
   * -2 Dominion Conflict bonus   * -2 Dominion Conflict bonus
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 ==== Capital Sites ==== ==== Capital Sites ====
 ^  Sublime Palace                                                                                                                                                                                                                                                    Fountain of Youth                                                                                           ^ The Great Mirror                                                                                                                                                                                                                                                                                                                            ^ The Onyx Court                                                                                                                                                                                                                                                                                                                                                                                                                         | ^  Sublime Palace                                                                                                                                                                                                                                                    Fountain of Youth                                                                                           ^ The Great Mirror                                                                                                                                                                                                                                                                                                                            ^ The Onyx Court                                                                                                                                                                                                                                                                                                                                                                                                                         |
-| {{:sites:sites_0028.png?nolink }} \\ Enables recruitment of :\\ ??Primate King??s {{:nations:ma:ind:primate_king.png?nolink}}\\ ??Baculite??s {{:nations:ma:ind:baculite.png?nolink}}\\ Your capital always have Max {{order}} \\ Produce {{gems>1F1S}} per turn  | {{:sites:sites_0054.png?nolink}} \\ Slow down aging 50%\\ Reduce unreast: -5\\ Produce {{gems>1W}} per turn  | Enables recruitment of :\\ ??Abbot Magus Supreme??s {{:nations:ma:ind:abbot_magus_supreme.png?nolink}}\\ ??Abbot Magus??es {{:nations:ma:ind:abbot_magus.png?nolink}}\\ ??Mirror Guard??s {{:nations:ma:ind:mirror_guard.png?nolink}}\\ Astra mage may enter to scry (range 3)\\ Produce 1 {{:misc:magic:astralpearl.png?nolink}} per turn  | {{:sites:sites_0028.png?nolink }} \\ Enables recruitment of :\\ ??Archbishop Marshal??s {{:nations:ma:ind:archbishop_marshal.png?nolink}}\\ ??Bishop General??s {{:nations:ma:ind:bishop_general.png?nolink}}\\ ??Soldier Priest??s {{:nations:ma:ind:soldier_priest.png?nolink}}\\ ??Archer Priest??s {{:nations:ma:ind:archer_priest.png?nolink}}\\ Commander May enter: all models in army gain 4xp\\ Produce {{gems>1E}} per turn  |+| {{:sites:sites_0028.png?nolink }} \\ Enables recruitment of :\\ ??Primate King??s {{:nations:ma:ind:primate_king.png?nolink}}\\ ??Baculite??s {{:nations:ma:ind:baculite.png?nolink}}\\ - Capital always has Max Order {{order}} [[scales]] \\ \\ Produce {{gems>1F1S}} per turn  | {{:sites:sites_0054.png?nolink}} \\ Slow down [[old age|aging]] 50%\\ Reduce [[unrest]]: -5 \\ \\ Produce {{gems>1W}} per turn  | Enables recruitment of :\\ ??Abbot Magus Supreme??s {{:nations:ma:ind:abbot_magus_supreme.png?nolink}}\\ ??Abbot Magus??es {{:nations:ma:ind:abbot_magus.png?nolink}}\\ ??Mirror Guard??s {{:nations:ma:ind:mirror_guard.png?nolink}}\\ Astral mage may enter to [[scry]] (range 3) \\ \\ Produce 1 {{:misc:magic:astralpearl.png?nolink}} per turn  | {{:sites:sites_0028.png?nolink }} \\ Enables recruitment of :\\ ??Archbishop Marshal??s {{:nations:ma:ind:archbishop_marshal.png?nolink}}\\ ??Bishop General??s {{:nations:ma:ind:bishop_general.png?nolink}}\\ ??Soldier Priest??s {{:nations:ma:ind:soldier_priest.png?nolink}}\\ ??Archer Priest??s {{:nations:ma:ind:archer_priest.png?nolink}}\\ Commander May enter: all models in army gain 4 [[Experience]] \\ \\ Produce {{gems>1E}} per turn  |
  
  
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 | {{:nations:ma:ind:bishop_general.png?nolink}}        | **??Bishop General??** \\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 15\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only       | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]                                                                                                                                                                                                                                                    | 80 leadership priest.                                                                                                                      | | {{:nations:ma:ind:bishop_general.png?nolink}}        | **??Bishop General??** \\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 15\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only       | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]                                                                                                                                                                                                                                                    | 80 leadership priest.                                                                                                                      |
 | {{:nations:ma:ind:archbishop_marshal.png?nolink}}    | **??Archbishop Marshal??** \\ {{:misc:gui:gold.png?15&nolink}} 165\\ {{:misc:gui:resources.png?15&nolink}} 15\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only   | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]                                                                                                                                                                                                  | 120 leadership priest. Will not be old when recruited due to the Fountain of Youth.                                                                                                  | | {{:nations:ma:ind:archbishop_marshal.png?nolink}}    | **??Archbishop Marshal??** \\ {{:misc:gui:gold.png?15&nolink}} 165\\ {{:misc:gui:resources.png?15&nolink}} 15\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only   | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]                                                                                                                                                                                                  | 120 leadership priest. Will not be old when recruited due to the Fountain of Youth.                                                                                                  |
-| {{:nations:ma:ind:primate_king.png?nolink }}         | **??Primate King??** \\ {{:misc:gui:gold.png?15&nolink}} 200\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only         | {{path>S1H3,100%FWEN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]                                                                                                                                                                                                  | 120 leadership major priest. Can join communions to add {{:misc:magic:water.png?14&nolink}}water and {{:misc:magic:nature.png?14&nolink}}nature magic, as well as cast higher-level divine magic.\\ \\ Can be made ??Teleport??-capable with two {{misc:magic:astral.png?14&nolink}}astral boosters to quickly get in position for throne-claiming.                               |+| {{:nations:ma:ind:primate_king.png?nolink }}         | **??Primate King??** \\ {{:misc:gui:gold.png?15&nolink}} 200\\ {{:misc:gui:resources.png?15&nolink}} 20\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only         | {{path>S1H3,100%FWEN}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]                                                                                                                                                                                                  | 120 leadership greater priest. Can join communions to add {{:misc:magic:water.png?14&nolink}}water and {{:misc:magic:nature.png?14&nolink}}nature magic, as well as cast higher-level divine magic.\\ \\ Can be made ??Teleport??-capable with two {{misc:magic:astral.png?14&nolink}}astral boosters to quickly get in position for throne-claiming.                               |
 |  {{:nations:ma:ind:abbot_magus.png?nolink}}          | **??Abbot Magus??** \\ {{:misc:gui:gold.png?15&nolink}} 240\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only          | {{path>F1E1S2,H2}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+2)  | Cap-only communion masters.\\ A fast, if expensive, researcher that provides {{:misc:magic:fire.png?14&nolink}}fire, {{:misc:magic:earth.png?14&nolink}}earth, {{:misc:magic:astral.png?14&nolink}}astral, and divine magic in battle.                            | |  {{:nations:ma:ind:abbot_magus.png?nolink}}          | **??Abbot Magus??** \\ {{:misc:gui:gold.png?15&nolink}} 240\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only          | {{path>F1E1S2,H2}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:old_age.png?15&nolink}} [[Old Age]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+2)  | Cap-only communion masters.\\ A fast, if expensive, researcher that provides {{:misc:magic:fire.png?14&nolink}}fire, {{:misc:magic:earth.png?14&nolink}}earth, {{:misc:magic:astral.png?14&nolink}}astral, and divine magic in battle.                            |
-|  {{:nations:ma:ind:abbot_magus_supreme.png?nolink}}  | **??Abbot Magus Supreme??** \\ {{:misc:gui:gold.png?15&nolink}} 335\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>F1E1S3H2,100%FWEN,10%FWESN}} {{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+4)                                    | A bigger Abbot Magus that can add {{:misc:magic:water.png?14&nolink}}water and {{:misc:magic:nature.png?14&nolink}}nature magic to communions with the right randoms.                                                                                                                                                                         |+|  {{:nations:ma:ind:abbot_magus_supreme.png?nolink}}  | **??Abbot Magus Supreme??** \\ {{:misc:gui:gold.png?15&nolink}} 335\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{path>F1E1S3H2,100%FWEN,10%FWESN}} {{:misc:gui:research.png?15&nolink}} 21\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15)\\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+4)                                    | A bigger Abbot Magus that can add {{:misc:magic:water.png?14&nolink}}water and {{:misc:magic:nature.png?14&nolink}}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). The following commanders can be recruited anywhere outside of forts (provided you have temples/labs where appropriate).
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 | {{nations:ma:ind:cannibal_shaman_chief.png?nolink}}  | **??Cannibal Shaman Chief??**\\ {{:misc:gui:gold.png?15&nolink}} 90\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2  | {{path>B1,100%SDNB}} {{:misc:gui:research.png?15&nolink}} 5\\ {{:abilities:inept_researcher.png?15&nolink}} [[Inept researcher]] (-4)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (+2)\\ {{:abilities:cause_unrest.png?15&nolink}} [[Cause Unrest]] (+2/month)\\ {{:abilities:heretic.png?15&nolink}} [[Heretic]] (1)\\ {{:abilities:wasteland_survival.png?15&nolink}} [[Wasteland Survival]] \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]  | A recruit-anywhere 40 leadership [[blood hunting | 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.  | | {{nations:ma:ind:cannibal_shaman_chief.png?nolink}}  | **??Cannibal Shaman Chief??**\\ {{:misc:gui:gold.png?15&nolink}} 90\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2  | {{path>B1,100%SDNB}} {{:misc:gui:research.png?15&nolink}} 5\\ {{:abilities:inept_researcher.png?15&nolink}} [[Inept researcher]] (-4)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (+2)\\ {{:abilities:cause_unrest.png?15&nolink}} [[Cause Unrest]] (+2/month)\\ {{:abilities:heretic.png?15&nolink}} [[Heretic]] (1)\\ {{:abilities:wasteland_survival.png?15&nolink}} [[Wasteland Survival]] \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]]\\ {{:abilities:forest_survival.png?15&nolink}} [[Forest Survival]]  | A recruit-anywhere 40 leadership [[blood hunting | 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.  |
 | {{nations:ma:ind:bishop_vicomte.png?nolink}}         | **??Bishop Vicomte??**\\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 3\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2        | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (1)\\ {{:abilities:lord_over_heathen_tribes.png?15&nolink}} Lord Over Heathen Tribes (4)\\ {{:abilities:tax_collector.png?15&nolink}} [[Tax Collector]]                                                                                                                                                                                                                                                       | 80 leadership priest that reduces unrest and can //Mobilize Heathens//.\\ \\ Can also be recruited from Cynocephalian forts.                                           | | {{nations:ma:ind:bishop_vicomte.png?nolink}}         | **??Bishop Vicomte??**\\ {{:misc:gui:gold.png?15&nolink}} 115\\ {{:misc:gui:resources.png?15&nolink}} 3\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2        | {{path>H2}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (1)\\ {{:abilities:lord_over_heathen_tribes.png?15&nolink}} Lord Over Heathen Tribes (4)\\ {{:abilities:tax_collector.png?15&nolink}} [[Tax Collector]]                                                                                                                                                                                                                                                       | 80 leadership priest that reduces unrest and can //Mobilize Heathens//.\\ \\ Can also be recruited from Cynocephalian forts.                                           |
-| {{nations:ma:ind:viceroy_primate.png?nolink}}        | **??Viceroy Primate??**\\ {{:misc:gui:gold.png?15&nolink}} 165\\ {{:misc:gui:resources.png?15&nolink}} 8\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4       | {{path>H3}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (3)\\ {{:abilities:lord_over_heathen_tribes.png?15&nolink}} Lord Over Heathen Tribes (6)\\ {{:abilities:tax_collector.png?15&nolink}} [[Tax Collector]]                                                                                                                                                                                                                                                       | 40 leadership major priest, but very slow to recruit. Can //Mobilize Heathens//, claim thrones and cast ??Smite??, which can be particularly dangerous with the {{:misc:magic:death.png?14&nolink}}death or {{:misc:magic:blood.png?14&nolink}}blood [[divine magic | smites]].\\ \\ Can also be recruited from Cynocephalian forts.                                                                                                                |+| {{nations:ma:ind:viceroy_primate.png?nolink}}        | **??Viceroy Primate??**\\ {{:misc:gui:gold.png?15&nolink}} 160\\ {{:misc:gui:resources.png?15&nolink}} 8\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4       | {{path>H3}}\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]] (3)\\ {{:abilities:lord_over_heathen_tribes.png?15&nolink}} Lord Over Heathen Tribes (6)\\ {{:abilities:tax_collector.png?15&nolink}} [[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 {{:misc:magic:death.png?14&nolink}}death and {{:misc:magic:blood.png?14&nolink}}blood [[divine magic | smites]].\\ \\ Can also be recruited from Cynocephalian forts.                                                                                                                |
  
 <WRAP box round><WRAP startpage_col_head>{{:abilities:lord_over_heathen_tribes.png?nolink}}Lord Over Heathen Tribes{{:abilities:lord_over_heathen_tribes.png?nolink}}</WRAP>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: <WRAP box round><WRAP startpage_col_head>{{:abilities:lord_over_heathen_tribes.png?nolink}}Lord Over Heathen Tribes{{:abilities:lord_over_heathen_tribes.png?nolink}}</WRAP>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:
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   * ??Azenach Archer??, double dagger archers, from everywhere   * ??Azenach Archer??, double dagger archers, from everywhere
   * ??Cannibal Warrior??s, the 12att spear/javelin ones, from everywhere   * ??Cannibal Warrior??s, the 12att spear/javelin ones, from everywhere
-  * ??Fommepori Warrior??, hatchet/short sword users with berserkingforest only (about 40% of the time) +  * ??Fommepori Warrior??, hatchet/short sword berserkersfrom forests 
-  * ??Agrimandri Warrior??, high attack sword/javelin/shield troops, mountain only (seem rarer than Fommepori) +  * ??Agrimandri Warrior??, high attack sword/javelin/shield troops, from mountains and highlands 
-  * ??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.+  * ??Vintefolei Horseman??, light lance/bow cavalry. 18 damage first strike without buffs. With a +4 strength buff, that's up to 24. Mountain and plains //only//; they won't be found in any other hybrid terrain.
  
-In cases where provinces have multiple terrain types, you use the widest selection of types possibleUnderwater provinces are considered plains if you have ??Thetis' Blessing?? up - Azenach archersCannibal Warriors, and Vintofolei can be found underwater. Swamps, wastes, caves, and farms all only spawn Azenach and Cannibal warriors with the mobilize heathens command.+Only one type of heathen will be mobilized per use of this ability, chosen randomlyAll valid tribes have the same chance of appearing, but the FommeporiAgrimandri, 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
  
-Like other gather slave commands (and this is the targorder it uses)you can no longer //Mobilize Heathens// at 100 [[unrest]]. If you gather slaves in a fortthere is a chance for it to fail based on the admin rating of the fort+Swampswastes, 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 plainsand Kelp Forests act the same as Forests, while Gorges count as Highlands.
  
-(FIXME unsure about kelp field / gorges and the quite rare highlands province type)</WRAP>+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 [[fort|fortified]] province, your haul will be reduced by the fort's admin percentage. </WRAP>
  
 ==== Troops ==== ==== Troops ====
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 ^  Sprite                                        ^  Unit Name                                                                                                                                                      ^  Special Attributes                                                                 ^ Description                                                                                                                                   ^ ^  Sprite                                        ^  Unit Name                                                                                                                                                      ^  Special Attributes                                                                 ^ Description                                                                                                                                   ^
-| {{:nations:ma:ind:archer_priest.png?nolink}}   | **??Archer Priest??** \\ {{:misc:gui:gold.png?15&nolink}} 13\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only        | {{:abilities:sacred.png?15&nolink}} Sacred                                          | One of the few sacred archers in MA, but otherwise unremarkable.                                                                                                     | +| {{:nations:ma:ind:archer_priest.png?nolink}}   | **??Archer Priest??** \\ {{:misc:gui:gold.png?15&nolink}} 13\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only        | {{:abilities:sacred.png?15&nolink}} [[Sacred]]                                          | One of the few sacred archers in MA, but otherwise unremarkable.                                                                                                     | 
-| {{:nations:ma:ind:soldier_priest.png?nolink}}  | **??Soldier Priest??** \\ {{:misc:gui:gold.png?15&nolink}} 15\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only     | {{:abilities:sacred.png?15&nolink}} 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. 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.                                                          | +| {{:nations:ma:ind:soldier_priest.png?nolink}}  | **??Soldier Priest??** \\ {{:misc:gui:gold.png?15&nolink}} 15\\ {{:misc:gui:resources.png?15&nolink}} 18\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 14\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only     | {{:abilities:sacred.png?15&nolink}} [[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.                                                          | 
-| {{:nations:ma:ind:baculite.png?nolink}}        | **??Baculite??** \\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 14\\ {{:misc:gui:recruitmentpoints.png?15&nolink}}31\\ Limited Recruitment (2)\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only      | {{:abilities:sacred.png?15&nolink}} Sacred   | Baculites have worse stats (particularly protection) compared to Ind's other infantry, but comes with unique length 3 magic weapon that does AOE fatigue damage to other sacreds. +| {{:nations:ma:ind:baculite.png?nolink}}        | **??Baculite??** \\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 14\\ {{:misc:gui:recruitmentpoints.png?15&nolink}}31\\ Limited Recruitment (2)\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only      | {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:standard.png?15&nolink}} [[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 Reaver??s, ??Satyr Slave??s and the different lions summoned by ??Great Huntress??es without running ahead of them. 
-| {{:nations:ma:ind:mirror_guard.png?nolink}}    | **??Mirror Guard??** \\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 21\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21\\ Limited Recruitment (2)\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?15&nolink}} Sacred                | Mirror Guards are simply upgraded Soldier Priests, but their recruitment is limited to 2/turn.                      |+| {{:nations:ma:ind:mirror_guard.png?nolink}}    | **??Mirror Guard??** \\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 21\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21\\ Limited Recruitment (2)\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?15&nolink}} [[Sacred]]                | Mirror Guards are simply upgraded Soldier Priests, but their recruitment is limited to 2/turn.                      |
  
 ==== Heroes ==== ==== Heroes ====
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 **Elemental** **Elemental**
   * {{path>F2}} on Abbot Magus Supremes   * {{path>F2}} on Abbot Magus Supremes
-  * No {{:misc:magic:air.png?14&nolink}}air magic at all! Can eventually summon {{path>A3}} via ??Faerie Court?? (expensive!) +  * No {{:misc:magic:air.png?14&nolink}}air magic at all! Can eventually summon {{path>A3}} via ??Faerie Court??  
-  * {{path>W2}} on Abbot Magus Supremes, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea??, ??Sea King's Court??, and [[elemental royalty#queens-of-elemental-water | Queen of Elemental Water]] (expensive!) +  * {{path>W2}} on Abbot Magus Supremes, {{path>W7}} via a ??Water Bracelet??, ??Robe of the Sea??, ??Sea King's Court??, and [[elemental royalty#queens-of-elemental-water | Queen of Elemental Water]]  
-  * {{path>E2}} on Kings of the Lost Tribe, {{path>E6}} via ??Earth Boots??, a ??Blood Stone??, ??Troll King's Court?? and [[elemental royalty#kings-of-elemental-earth | Kings of Elemental Earth]] (expensive!)+  * {{path>E2}} on Kings of the Lost Tribe, {{path>E6}} via ??Earth Boots??, a ??Blood Stone??, ??Troll King's Court?? and [[elemental royalty#kings-of-elemental-earth | Kings of Elemental Earth]] 
  
 **Sorceries** **Sorceries**
-  * {{path>S4}} on Abbot Magus Supremes, {{path>S7}} via a ??Starshine Skullcap??, ??Crystal Coin??, ??Ring of Sorcery?? (expensive!)+  * {{path>S4}} on Abbot Magus Supremes, {{path>S7}} via a ??Starshine Skullcap??, ??Crystal Coin??, ??Ring of Sorcery?? 
   * {{path>D2}} on Magog Bitch-Mothers, {{path>D3}} via a ??Skull Staff??   * {{path>D2}} on Magog Bitch-Mothers, {{path>D3}} via a ??Skull Staff??
   * {{path>N2}} on Magog Bitch-Mothers, {{path>N5}} via a ??Thistle Mace??, ??Moonvine Bracelet??, ??Armor of Twisting Thorns??   * {{path>N2}} on Magog Bitch-Mothers, {{path>N5}} via a ??Thistle Mace??, ??Moonvine Bracelet??, ??Armor of Twisting Thorns??
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 //Ind-specific// //Ind-specific//
-  * Conjuration 3 {{path>E2}} for {{gems>12E}}: **??Call Cyclops Tribe??** ( {{:nations:ma:ind:cyclops.png?nolink}} ??Cyclops#3381??×5 + 1/2 [lv])\\ Pay 0.5 gems per model more for ??Ogre??s with more strength and HP. They are more gem-efficient siege strength then Ogres.??Cave Grub??s remain the king of earth-based siege strength (and Ind is incentivized to build infrastructure in caves anyway), but caves are not always readily available.+  * Conjuration 3 {{path>E2}} for {{gems>12E}}: **??Call Cyclops Tribe??** ( {{:nations:ma:ind:cyclops.png?nolink}} ??Cyclops#3381??×5 + 1/2 [lv])\\ Pay 0.5 gems more per unit for ??Ogre??s with more strength and HP. They are more gem-efficient siege strength then Ogres. ??Cave Grub??s remain the king of earth-based siege strength (and Ind is incentivized to build infrastructure in caves anyway), but caves are not always readily available.
   * Conjuration 6 {{path>F2N1}} for {{gems>9F}}: **??Call the Birds of Splendour??** ( {{:nations:ma:ind:yllerion.png?nolink}} ??Yllerion#3382??×1 + {{:nations:ma:ind:yllerion.png?nolink}} ??Yllerion#3383??×1)\\ Summons two unique bird commanders (a male and a female) which have a moderate siege/patrol bonus and summon 3d6 assorted birds in combat. If one dies, the other will also die the following turn of a special event, after which they can be summoned once more.   * Conjuration 6 {{path>F2N1}} for {{gems>9F}}: **??Call the Birds of Splendour??** ( {{:nations:ma:ind:yllerion.png?nolink}} ??Yllerion#3382??×1 + {{:nations:ma:ind:yllerion.png?nolink}} ??Yllerion#3383??×1)\\ Summons two unique bird commanders (a male and a female) which have a moderate siege/patrol bonus and summon 3d6 assorted birds in combat. If one dies, the other will also die the following turn of a special event, after which they can be summoned once more.
  
-//Abrahamic Angels//\\ These summons are shared mostly [[ashdod-ma | MA Ashdod]] and [[gath la | LA Gath]] except for ??Release Lord of Civilization??, which only [[hinnom ea | EA Hinnom]] shared the ability to cast.+//Abrahamic Angels//\\ These summons are shared mostly with [[ashdod-ma | MA Ashdod]] and [[gath la | LA Gath]] except for ??Release Lord of Civilization??, which only [[hinnom ea | EA Hinnom]] shares the ability to cast.
   * Conjuration 4 {{path>S2}} for {{gems>9S}}: **??Call Malakh??** ( {{:nations:ma:ind:malakh.png?nolink}} ??Malakh??×1)\\ [[Flying]], [[stealthy]], [[awe | awesome]] {{path>H1}} commander with full slots and some invulnerability. Potential light repel thug or ??Lifelong Protection??-bearer.   * Conjuration 4 {{path>S2}} for {{gems>9S}}: **??Call Malakh??** ( {{:nations:ma:ind:malakh.png?nolink}} ??Malakh??×1)\\ [[Flying]], [[stealthy]], [[awe | awesome]] {{path>H1}} commander with full slots and some invulnerability. Potential light repel thug or ??Lifelong Protection??-bearer.
-  * Conjuration 6 {{path>S3F1}} for {{gems>21S}}: **??Call Hashmal??** ( {{:nations:ma:ind:hashmal.png?nolink}} ??Hashmal??×1)\\ A {{path>H2}} angel with [[ethereal]] and [[fire shield]]. Similar to a Malakh but tougher and not stealthy. Only has misc slots.+  * Conjuration 6 {{path>S3F1}} for {{gems>21S}}: **??Call Hashmal??** ( {{:nations:ma:ind:hashmal.png?nolink}} ??Hashmal??×1)\\ A {{path>H2}} angel with [[ethereal]] and [[fire shield]]. Similar to a Malakh but tougher and not stealthy. Only has hand and misc slots.
   * Conjuration 7 {{path>S4N1}} for {{gems>39S}}: **??Call Arel??** ( {{:nations:ma:ind:arel.png?nolink}} ??Arel??×1)\\ A {{path>N3H3}} angel with the ability to [[healer | heal]] [[afflictions]]. Provides big {{:misc:magic:nature.png?14&nolink}}nature magic on demand without the need for a communion.    * Conjuration 7 {{path>S4N1}} for {{gems>39S}}: **??Call Arel??** ( {{:nations:ma:ind:arel.png?nolink}} ??Arel??×1)\\ A {{path>N3H3}} angel with the ability to [[healer | heal]] [[afflictions]]. Provides big {{:misc:magic:nature.png?14&nolink}}nature magic on demand without the need for a communion. 
   * Conjuration 8 {{path>S5F2}} for {{gems>49S}}: **??Call Ophan??** ( {{:nations:ma:ind:ophan.png?nolink}} ??Ophan??×1)\\ A bigger Hashmal with [[trample]] and {{path>H3}}, allowing it to be a highly mobile throne-claimer (perhaps not so useful for Ind given its abundance of {{path>H3}}s). Replaces invulnerability with natural protection. Also only has misc slots.   * Conjuration 8 {{path>S5F2}} for {{gems>49S}}: **??Call Ophan??** ( {{:nations:ma:ind:ophan.png?nolink}} ??Ophan??×1)\\ A bigger Hashmal with [[trample]] and {{path>H3}}, allowing it to be a highly mobile throne-claimer (perhaps not so useful for Ind given its abundance of {{path>H3}}s). Replaces invulnerability with natural protection. Also only has misc slots.
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 ====Notable Generic Magic==== ====Notable Generic Magic====
-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.+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 [[https://steamcommunity.com/sharedfiles/filedetails/?id=2023973143 | Not-Lola's Basic Magic Use Guide]]. 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 [[https://steamcommunity.com/sharedfiles/filedetails/?id=2023973143 | Not-Lola's Basic Magic Use Guide]].
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 ===Generic Items=== ===Generic Items===
-  * Ind can have some problems with research due to being the only Middle Age nation that needs to split its gold between researching and blood hunting. ??Imp Familiar??s and even ??Skull Mentor??s may be worth considering to help overcome this weakness.+  * Ind can have some problems with research due to being one of the only Middle Age nations that has a major gold sink in blood hunting. ??Imp Familiar??s and even ??Skull Mentor??s may be worth considering to help overcome this weakness.
  
 =====Strategy===== =====Strategy=====
ind-ma.1647764808.txt.gz · Last modified: 2022/03/20 08:26 by wigglefig