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Patala is a realm of intelligent apes ruled by Nagas, divine serpent beings of the Underworld Realm of Patala.
In the dense forests of the Bandar realm, apes of uncanny brightness have emerged. Under the influence of semi-divine beings, the apes evolved intelligence and culture. When the former rulers of Bandar Log returned to their Celestial Realms, the apes were left without leadership and innovation in the nation ground to a halt. A warlike hierarchical society was formed with the large Bandar apes at the top. Later, Nagas arrived from the Nether Realm of Patala, from where all rivers spring. The Nagas are divine beings of the Underworld and its rivers and are to the apes what the Yakshas had been in ages past. With mesmerizing stares and dancing serpentine bodies, they entranced the Bandar Log and claimed their empire as their own. Patala is a divided society. Small Markatas are at the bottom of the society. Vanara apes of human size are the most common. Large Bandar apes rule most of the society and form the military. Above all are the sacred Nagas and their kings.
Patala is the last station of the monkey and ape lineup of Lanka and Kailasa in the early ages and Bandar Log in the middle ages.
They keep their troop lineup of Bandar Log with one big difference, the more straightforward and general purpose-killy Tiger Rider is replaced with the more niche naga sacreds.
When it comes to mages the heavy astral access in Kailasa is traded for a superb earth and water access with the capital only Naga mages.
Patala keep their suite of blood monkey and celestial yaksha national summons, but loose Celestial Music to recruit naga.
Special Race Attributes | Military | Magic Access | Priests | Buildings |
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Prefers Heat +2 Monke Likes Forests White Ones: Sacred Base 1 Protection +1 MR vs. Humans Might Reincarnate Bandar Apes: Size 3 Base 3 Protection +8 HP vs. Humans +5 STR vs. Humans +2 MOR vs. Humans +1 ATT vs. Humans -1 DEF & PRE vs. Humans -2 MM & MR vs. Humans Vanara Monkeys: Base 1 Protection -2 MR & MOR vs. Humans Markata Monkeys: Size 1 +4 DEF & CS vs. Humans -2 PRE vs. Humans -3 MR & MOR vs. Humans -5 HP & STR vs. Humans Just Won't Sit Still Nagas: Likes Caves Size 3 +6 HP vs. Humans +3 MR vs. Humans +2 STR vs. Humans +1 MOR & DEF vs. Humans Base 5 Protection Amphibious | Iron Varied Ranged Weapons (less good in high-PROT LA) War Elephants Some Stealthy Troops Naga Sacreds | 4 (rare 5) 4 (rare 5) 2 (rare 3) 2 (rare 3) Summons: 4 (rare 5) (req. 21) 4 (rare 5) (req. 21) 2 (req. 3) 333 (req. 5) | Average (2) Summons: 2 (req. 3) 3 (req. 4) 4 (req. 5) | Citadel |
Reincarnation gives your White Ones a chance to return from death WITHIN YOUR DOMINION, if their Experience is high, but they won't return as their original form if their kill count is too high; they'll appear as a Bandar instead, though those who don't kill still have a roughly 25% chance to come back as a Markata or (if not a Commander) a regular Vanara. White Ones (typically those with extra-high Experience) might achieve Moksha instead, adding a Dominion candle somewhere and occasionally boosting your Pretender's Magic; the Magic-boost only happens in paths that the deceased Commander has, and will not happen if the Pretender's level in that path is the same or higher.
Patala | The Jeweled City | ||
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Enables recruitment of Naga Enables recruitment of Naga Warrior Produces 1 per turn Produces 2 per turn | Enables recruitment of Nagaraja Enables recruitment of Nagarishi Enables recruitment of Nagini Produces 1 per turn |
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.
Img | Unit Name | Abilities | Comments |
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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. |
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Vanara Captain 35 17 1 | Animal Forest Survival | Your better 60ld choice. | |
Bandar Commander 75 25 1 | Animal Forest Survival | An 80Ld commander. More expensive but gives that +1 morale boost for the monkeys who could really use it. | |
Brahmin 45 2 1 | 1 Sacred reincarnation(50) Animal Forest Survival | Your temple builders, and blesser of your sacred mages and Naga troops when you don't want the naga mages waste their spell casting time. | |
Yogi 55 1 2 | 1 7 Sacred reincarnation(50) Animal Forest Survival | Literal research monkeys. Most gold efficient mage in every way, good at research, communions, and turbo communions. Extremely useful Suicide monkey with Magic Duel with how many mages in LA have a path in astral. |
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Guru 160 1 2 | 21 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 can make up the bulk of your communions as slaves and masters. |
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Naga Chief 55 8 1 Cave Rec Only | Sacred Resist Poison(10) magic-being cold-blooded spirit-sight amphibious Swimming swamp-survival | Exists if you want to lead an expedition underwater and had found a cave, so you recruit him from the cave instead of wasting cap turns. | |
| Nagaraja 175 35 2 Capital Only | 2112 13 Sacred Resist Poison(10) Supply Bonus(10) Shapechanger(Nagaraja) Unsurroundable(1) magic-being cold-blooded spirit-sight amphibious Swimming swamp-survival | Your Ld80 mage commander. His armour, paths, naga traits, and second shape Gandharva form make him tanky and Ld120 (Gandharva also lets him wear boots but will be destroyed if he reverts). The H2 doesn't make him a gold efficient commander but monkeys would like that another +1 morale from Sermon of Courage You could light thug him. |
| Nagini 235 1 2 Capital Only | 21111100% 15 Sacred Resist Poison(10) Supply Bonus(10) Shapechanger(Nagini) Unsurroundable(1) Stealth(40; Second shape only) seduction(Moral vs 9; Second shape only ) magic-being cold-blooded spirit-sight amphibious Swimming swamp-survival | Your dedicated but still expensive mage for more diverse paths outside of astral communion spam. Your mass-produced Big Water, Earth, and Nature casters and Forgers (when given boosters, or random astral to contribute in communions). A trait you should not forget is her Second shape human form, not only can wear Earth boots for boosting but also is a stealthy seducer. not only giving you an element of unpredictable mages but also (though expensive) and Assassin when needed with the paths to dual other strong mages, Able to cast Swarm, Howl, and elementals, or even just outright steal the command if you get lucky. |
| Nagarishi 390 2 4 Capital Only | 331111100% 10% 23 Sacred Resist Poison(10) Supply Bonus(10) Shapechanger(Nagarishi) Unsurroundable(1) magic-being cold-blooded spirit-sight amphibious Swimming swamp-survival | The superior mage to the Nagini but less efficient when it comes to mage and fort turns (so only recruit a small number for big jobs). The Big Water and Earth. and Crosspaths with Nature and astral, with the latter guarantees the ability to make crystal gear and path diversity to communions. |
Img | Unit Name | Abilities | Comments |
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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 deficiencies, their best job is lance catching and holding up enemies as 6 Def Skill 14 per square is hard to hit. |
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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 longbow attack. The light Bandar archer will struggle if it is trading fire with other archers due to no armor. The armored version takes hits fair but it doesn't do better against crossbows bolts. In the early game, Light vs late age crossbows, armored when facing only bowmen. Many mid to late-game AOE spells bypass most protection, so Light is your better investment in most matchups. |
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Bandar Archer 16 23 9 | Animal Forest Survival |
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Vanara Archer 8 14 6 | Animal Forest Survival | Professional Monkey with a shortbow and a iron hat. Situational in mid game for higher resources when you need mass archers but also enemy is casting head shot spell like Rain of Stones. | |
Vanara Chakram Thrower 8 15 6 | Animal Forest Survival | Dec | |
Vanara Infantry 8 14 6 | Animal Forest Survival | Dec | |
Vanara Swordsman 11 17 13 | Animal Forest Survival | Dec | |
Light Bandar Warrior 16 13 9 | Animal Forest Survival | Dec | |
Bandar Warrior 16 20 9 | Animal Forest Survival | Dec | |
Bandar Warrior 16 20 9 | Animal Forest Survival | Dec | |
War Elephant 100 20 33 | Trample Animal Forest Survival | Dec | |
Naga 20 2 17 Capital and Cave Rec Only | Sacred Resist Poison(10) magic-being cold-blooded spirit-sight amphibious Swimming swamp-survival | Dec | |
Naga Warrior 27 35 22 Capital Only | Sacred Resist Poison(10) magic-being cold-blooded spirit-sight amphibious Swimming swamp-survival | Dec |
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.
Sacred Summons:
After Lanka fell, the monkeys keep their blood arts just in case. Some Good summons but you are not a native blood nation, so this is a side path, diverting resources from the nation's main strengths in hopes of more late-game diversity, assuming your opponents don't take advantage of the power lag caused by this major diversion. This is research path is best made before pretender design. LA's large population makes it easier for non-blood mages to collect slaves but Patala does also want usable spells right away to stay comparative with the ages improved infantry.
Patala has effectively four paths, despite what its national summons might say:
We can now go over the national summons. If you have the patience to reach 3, you can then summon a Kinnara for 2. If you have the patience to reach 4, you can summon Siddhas somewhat late in the game to climb the Astral ladder another level, and then your 5 can summon a Rudra for 333. Your 5 can also summon 4's who spread Dominion and raise local Magic Scales.
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
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 5.
Could craft Golem as a hard to kill thugs.
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Dominions 5 Nation Intro by Perun (2021) (dose forget the naga mages have a second shape that have feet slots.)
Maerlande's Monkey Madness by Maerlande
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |