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EA Kailasa, Rise of the Ape Kings

Lore

Bandar Log, the nation of the monkey people, is inspired by Hindu myths, ancient India and Rudyard Kipling. The Vanara comes from the Ramayana, an epic in which the monkey people aid prince Rama in his struggle against the demon king Ravana. The hierarchical division of the different species of monkeys has parallels in the Hindu caste system. I wanted the Bandar to use the alleged colors of the Indo-Aryan castes: white for priests, red for nobles and black for commoners. Markatas are exempt from the hierarchy and society at large and might be seen as untouchables of earlier times, although I imagine them less vulnerable. Important to the development of the Bandar Log were the semi-divine beings of Hindu myth. With a slight breath of 2001: A Space Odyssey, the Yavanas and Devatas became lords of the monkey people. When these beings left the world the monkey people found themselves in control, until the emergence of another divine race, the Nagas. As Kaa hypnotized the monkeys in Kipling's Jungle Book, the Nagas mesmerized the Bandar and Vanaras and claimed rulership over the nation. - Illwinter

On the sacred Mount Kailasa, beings from an earlier era still linger. They are blessed with mystical powers but are few in number. With the emergence of the New God they have mustered aid from a most unsuspected source. Deep in the forests below the Sacred Mountain, apes of uncanny brightness have evolved. The apes are uncivilized and have only recently mastered the mysteries of metalworking.

Summary

Kailasa is a fun little mess. Even without Lanka's Blood summons (which are available to bootstrappers in both of this nation's successors), Kailasa is still playable due to the summon-tier units that it can recruit with gold. The sheer amount of national summons that you get is remarkable, especially since they allow a cheaper method to break into most of the paths you don't have if you climb into higher levels of Conjuration. Your cheap Communions can cast a very powerful troop buff, while your Cap-only mages are not slow-to-recruit and can accomplish major Magic feats on their own. Just figure out when your monkeys are usable – and when to use your expensive guys – and you'll have a fun time.

National Features

Special Race Attributes Military Magic Access Priests Buildings
Prefer Heat scales +2
Monkeys
Bandar
Kakshas
Stealthy Monkey Raiders
Gorilla Infantry
Sacred Naked Demigods
nature 22 (Rare 3)
water 44 (Rare 5)
earth 44 (Rare 5)
astral 22

Summons: astral 33, air 33, fire 33, death 33.
Priests:
Weak Recrutable Lv1
Strong Summable holy 44.
Standard Forts

Capital Special Sites

The Lotus Garden Mount Kailasa

Recruit: Yaksha
Yakshini
Produce 2astralpearl2naturegem per turn
Recruit: Yavana
Yavana Archer
Produce 2earthgem per turn

National Units

Your main national weakness is arrows as you have almost no protection.

You unit lineup is mostly made up of animals with below average Magic Resistance and Morale. Your troops are very likely to succumb to fear spells or fail to resist Charm Animal.

The saving grace of the nation is the Sacred Yakshas, Also susceptible to arrows but very competent in melee and strong mages.

Commanders

Img Unit Name Abilities Comments
Markata Scout
20
1
1
Stealthy (60)
Animal
Mountain Survival
Forest Survival
Your cheap fort scout.
Atavi Chieftain
40
8
1
+ Forest Rec
Stealthy (40)
Animal
Forest Survival
A more expensive scout and is a leader of light Atavi raid parties.
A stealthy army commander that can be recruited from any forest is useful.
Bandar Commander
75
20
1
Animal
Forest Survival
An 80Ld commander.
Yogi
Gold 55
1
2
astral 11 7
Sacred
reincarnation(50)
Animal
Forest Survival
Literal research monkeys.
Get them if you don't have the money for Gurus.
Guru
Gold 160
1
2
astral 22nature 11 11
Sacred
reincarnation(50)
Animal
Forest Survival
Supply Bonus(10)
An out the box Mind Burner, in addition to being a recruit anywhere communion master, and a cheap way to add nature to them.
Also, your best recruitable mage when it comes to summoning your national summon with boosters.
They make up the bulk of your communions as slaves and masters.
Guhyaka General
Gold 105
8
2
holy 11
Sacred
Awe(1)
Magic Being
an 80Ld, 40MagicLd Priest commander. The cheapest way to lead your sacred troops.
Better chassis for thugging than a Bandar commander but you'll need protective gear to account for their nakedness.
Yaksha
Gold 345
7
2
Capital Only
earth 33nature 11holy 11random1100%
10%
15
Sacred
Supply Bonus(10)
Awe(1)
Magic Being
A power full Earth mage, which is desperately needed for a nation comprised of near-naked primates.
Having a Army of Lead caster is important to your late game.
If you have the nature gems to burn, you can also summon some instead of waiting for cap turns.
Yakshini
Gold 345
7
2
Capital Only
water 33nature 11holy 11random1100%
10%
15
Sacred
Supply Bonus(10)
Awe(2)
Magic Being
resist cold(5)
amphibious
Female
Yakshini are powerful water mages and provide a lot of utility on-and-off the battlefield like being a Rain and Contact Naiad caster.
They are strongest when solo expanding underwater.

Troops

Most of your national troops cost low resources. The monkeys are cheap chaff, costing less than average. Markatas are very cheap, so it's easy to mass a swarm of monkeys when needed. The Atavi make for good chaff troops and can be used for light raiding. Bandar still suffers animal penalties but has a decent amount of HP, Str, and Morale making them best suited to taking on large or higher protection enemies. Many of the ape troops have a ranged attack that becomes useful after applying Strength of Giants and useful for popping elf Glamour.

Your Sacreds are very good in melee but are very susceptible to most things that ignore awe when not heavily blessed, and they require Magic Leadership. They are still strong and you can produce Guhyaka from any Templed Fort, so massing them with a strong bless can carry you as a mainline troop with the cheaper ape troops in the frontlines taking the big hits from cavalry.

Things start to get better if you survive to the mid-game as mass protection buffs become widely available to make up for your troops' lack of protection.

Img Unit Name Abilities Comments
Markata
5
1
3
+ Forest Rec
Undisciplined
Animal
Forest Survival
Highly massable ultra light undisciplined infantry. Can use sticks and stones attack vs very low armor units. Low MR and morale.
Despite these deficiencies, their best job is lance catching and holding up enemies as 6 Def Skill 14 per square is hard to hit.
Markata Archer
5
2
3
+ Forest Rec
Undisciplined
Animal
Forest Survival
One of the cheapest short bow units in the game, but has abysmal strength which affects short bow damage.
Atavi Archer
7
3
3
+ Forest Rec
Stealthy (40)
Animal
Forest Survival
Stealthy. Very cheap short bow to mass, but low morale and MR.
Atavi Infantry
7
3
3
+ Forest Rec
Stealthy (40)
Animal
Forest Survival
Can function as a stealthy raider or mass stone throwing if fighting a very low protection adversary. Has low morale and MR.
Light Bandar Archer
16
7
9
Animal
Forest Survival
No armor but high HP and str. The high strength gives this unit a very damaging long bow attack. The light bandar archer will struggle if it is trading fire with other archers due to no armor.
Bandar Warrior
16
3
9
Animal
Forest Survival
No armor except for a buckler but high HP and str. A glass cannon compared to the Atavi Infantry chaff, Hits very hard with its mace and their stone throwing is more likely to kill. They still die in one-to-two hits without prot buffs.
Bandar Swordsman
17
17
12
bodyguard(2)
Animal
Forest Survival
Medium infantry Bodyguard. Has a small buckler and modest body armor but not helmet. High HP and a high damage sword.
Kailasa prefers to dump productivity scales for more bless points, so you are unlikely to mass them.
They are still a bodyguard choice to protect your mages.
Low MR and being a animal is still a liability in late game.
Guhyaka
27
2
18
sacred
Awe(1)
magic Being
They are magical beings with Awe and stats better than a Bandar Warrior with two attacks.
Especially weak to ranged attacks. Would love a protection bless and Earth mages.
Can have large stack of them as they are not cap restricted.
Yavana Archer
30
5
21
Capital Only
sacred
Awe(1)
magic Being
A ranged sacred unit. Dies in archer exchanges but are fairly powerful if you have a archer bless and get archer buffs.
Have the stats to protect themselves from flyer distractions.
Yavana
35
8
24
Capital Only
sacred
Awe(1)
magic Being
Improved Guhyaka, trading the spear repel for a high damage and a more reliable buckler.
More expensive and cap only, but more reliable early game.

Heros

Img Unit Name Abilities Comments
Devasura - Fallen blood 33 11
Ambidextrous(5)
magic Being
spirit-Sight
It's interesting to note that with this guy's blood 33, Kailasa can reach level 3 in all eight Magic paths with just its national units. Blood spells have their own School of Research, however, and it's rather insular in that respect.

Magic

Research Priorities

  • Thaumaturgy 2+: Communion Master, Communion Slave, Mind Burn.
  • Conjuration 3+: National Summons, Earth Power, Water Elemental if going underwater.
  • Construction 3+: Legions of Steel
  • Alteration 4+: Curse of Stones

National Spells

National Summons

animals Summons: Spend nature gems for animal chaff with big hp pools but low MR. Nature gems are desperately needed elsewhere. only used when Desperate for bodies.

  • Herd of Elephants Conj 3, nature 22, 25naturegem. (Elephant x5+[1/2lv]) Biggest HP pool.
  • Ambush of Tigers Conj 3, nature 22, 10naturegem. (Tiger x5+[1/2lv]): as multiple attacks
  • Herd of Buffaloes Conj 3, nature 22, 10naturegem. (Buffalo x5+[1/2lv]): Traplers that never retreat.

Sacred Summons:

  • Summon Apsaras Conj 3, astral 22, 2astralpearl. (3x Apsara). Has high protection from melee but none for Ranged. It provides extra moral to units, so the troops are less likely to run.
  • Contact Yaksha Conj 4, nature 22earth 11, 25naturegem. (1x Yaksha) Spend Nature gems to summon one of your strong cap only mages.
  • Contact Yakshini Conj 4, nature 22water 11, 25naturegem. (1x Yakshini). Spend Nature gems to summon one of your strong cap only mages.
  • Summon Gandharvas Conj 5, astral 22, 18astralpearl. (6x Gandharva). A combination of a Yavana and an Apsara but also wears full armor. A Fantastic Elite unit you will sadly only get limited quantities of.
  • Summon Kinnara Conj 6, astral 33, 25astralpearl. (1x Kinnara) A flying and Inspirational air 22astral 22holy 22 commander. Having Thunderstrike that can quicly be anywhere is a good thing, especlay when they can communion up for high air magic.
  • Summon Siddha Conj 7, astral 44, 35astralpearl. (1x Siddha). A Four hand slot air 22astral 33holy 33 Teleporter. Has bad melee stats unlike Devata(below) and only one Misc slot, but you can do many things with the ability to be anywhere. Can claim Thrones, especially if you plan to rush.
  • Summon Devata Conj 8, astral 55, 45astralpearl. (1x Devata) A better thug chassis and great army leader. Loses a Misc slot, but there is a lot of shenanigans you can do with 4 hands. Not a teleporter like the Siddha but can still Cloud Trapeze.
  • Summon Devala Conj 9, astral 55, 55astralpearl. (1x Devala). A Fanaticism caster and passivly spread your dominon.
  • Summon Rudra Conj 9, astral 55, 55astralpearl. (1x Rudra). The National Super thug. It starts with ok gear and gets stronger if a storm is up. They will Break you into fire 33air 33death 33 and their cross paths in and out of labs. Anyone that experienced a Cloud Trapezeing Yomi Dai Oni would understand how good a thug a Rudra is.

Combat

  • Celestial Music Thumaturgy 6, astral 33, 1astralpearl. Grants Army-wide Qucikness to all your Sacred Magical units. Four attacks Per Sacred.

Magic Access

Has astral 22nature 11 and cap can produce with your cap can produce water 44,earth 44 and nature 22.

if you get the right random , you can forge booster to get to water 66,earth 55, and nature 44.

You do have to summon that give you access to Air access, and a astral 55 with boosters, with Conj 9 giving you a fire 33air 33death 33 that you can use for late-game lab and battle magic.

Combat Magic

You monkey would love it if you can find a fire mage to cast Flaming Arrows and Strength of Giants.

Yakshas with Eath Boots are your strongest combat mage, improving your troops' natural prot with Earth spells and make enemies them easy pickings with Curse of Stones

Yakshini is your underwater expander by summoning Full size Water Elementals and School of Sharks.

Guru communions are your massed mage, casting Swarm, Howl, Enslave Mind, and Mind Burn

Ritual Magic

Having a strong earth and Water Access makes Summoning the respective Elemental Royalty easy.

Forest Troll Tribe and Contact Naiad improves your magic, with Troll Shamans dipping you into Death and Naiads can get you into nature 55.

Could craft Golem as a hard to kill thugs.

Magic Items

National Items

Headdress of the Bull 5naturegem nature 11. Grant the user +2 strength and a retinue of a Buffalo. Great on a mage as the Buffalos can buy time for the caster and run over any would-be assassin's retinue.

Vajra 10astralpearl astral 22. Shock Damage weapon that can be made by an astral mage. Adds armor ignoring damage on a thug, and even if not a melee guy, a mage can benefit by the Resist Shock(10) and be able to cast Lightning Bolt.

Strategy

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

Pretender

FIXME What kinds of scales dose 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

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

kailasa-ea.1631991256.txt.gz · Last modified: 2021/09/18 18:54 by suki