Ur came to be as a result of Trade & Taint, an earlier unfinished Illwinter project. I made the first Enkidus and Sobeks for that game. Shame, bone readers and reavers were some of the possible career paths for the Enkidu race. In Dominions 5 the Enkidus were given a nation influenced by Mesopotamian history. They had it in Trade & Taint as well, but in Dominions 4 it became more pronounced. After Dominions 4 was released we took up work on Trade & Taint again and ideas on the enkidus were developed. Last summer I found myself reading more on Sumerian cities and culture. The transfer of religious and temporal importance from Eridu to other cities during Sumerian times is an interesting process. Thus Uruk became the first new nation added in Dominions 5.
Hinnom is to some extent Sumerian, but I wanted the backstory of Ur to have a more Sumerian feel. I like the concept of a single center of civilization surrounded by lands inhabited by wild men roaming around tending goats and hunting game. This led to the development of the mechanic where some of a nation's units are recruitable, not in their home or fortresses, but in their surrounding lands. It gave the nation a troop rooster that accentuated the backstory of the nation. And of course, they had to have sirrushes, the wingless dragons of the Ishtar Gate.
The nations' shamans and bone readers are also influenced by some shamanistic concepts, Caananite ideas on veneration of the dead and probably a dose of some old RPGs. Ur develops into Uruk in the middle age and get access to armaments of iron. The Ensi priest king of Eridu will see his power diminished as civilization spreads and Ensis of other cities claim temporal and religious authority. In this new era the Entu of the Moon, inspired by En Hedu'anna, the daughter of Sargon the Great, becomes the unifying power of the kingdom and Uruk turns into a theocracy. - Illwinter
Uruk is a warm plain inhabited by Enkidus, large, hairy wild men with horns and unkempt hair. Since the founding of Eridu, the First City, civilization has spread and the kingdom expanded. Other cities were founded in the image of Eridu, each with its own character. Administrators from the City of Scribes aided local rulers, while traders and merchants from the City of Trade improved the economic infrastructure of the kingdom. But the Ensi of Eridu lost power and petty kings of the new cities rose to power and claimed the Ensi title. Strife and turmoil tore the kingdom apart. One of the new cities, the City of Gods was blessed by the Awakening God and saw the first Entu of the Moon erect a great temple in the city. It soon replaced the First City as religious center and the Entu priestesses of the First City moved to the City of Gods, no longer bound in marriage to the ruling Ensi. With the coming of the Awakening God, the city states have set their differences aside and joined a common cause. In the plains of Uruk the First City still stands as a symbol of civilization, although its temporal and religious power has diminished. Now each city has its own Ensi ruler. The wild men are no longer wild, and the shamans and Bone Readers of old have been replaced by the priests and mages of the cities.
The origin of the Moon Cult seems based on the story of Ennigaldi-Nanna, Nebuchadnezzar's daughter, with parallels to Sargon of Akkad's daughter EnHedu'anna.
Uruk is Ur's transition to the MA, shoring up many of the troop weaknesses of the past. They trade their raw paths to be a communion nation of half-giants which is actually a boon for combat magic. They also fixed their arrow problem by making helmets to accommodate for their horns.
Although mages, troops, and infrastructure demanded a large increase in cost, they are powerful in numbers when back by Communions.
Uruk's god does not lose or gain magic paths when recalled from the dead (Does not work for disciples), and dominion score also cannot decrease. This is the same ability as Ur's, but is not (as of 5.51b) listed in their national summary.
Uruk can rebuild its sister underwater kingdom of Kulullus. Mechanically, you can build forts and recruit national troops and mages in underwater provinces. Uruk needs research to get underwater, and Kulullu are neither amphibious nor particularly strong units. But they are stronger than most underwater independents, and give Uruk a clear advantage in holding underwater territory in comparison to most other land nations.
Special Race Attributes | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Prefer ![]() Enkidu Size 3 Natural Protection 2 +14 HP vs. Humans +5 STR vs. Humans +1 MR vs. Humans -1 DEF vs. Humans Kulullu Aquatic Enkidu Natural Protection 4 +4 HP vs. Enkidu +1 MR vs. Enkidu | Half-giant Medium Infantry Mushussu chariot Underwater half giant Kulullu | ![]() ![]() ![]() ![]() ![]() Heroes: ![]() ![]() ![]() ![]() With ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Strong (![]() All have Magic ![]() | ![]() Temples cost ![]() Can build Underwater Forts |
Uncommon is 1-in-4 for 4 &
3, but 1-in-2 for
1. Rare is 1-in-160.
Great Temple of the Moon | The Swamps of Ur | The House of Water |
---|---|---|
![]() * Enables recruitment of ![]() * Enables recruitment of ![]() * Enables recruitment of ![]() * Produces 2 ![]() | ![]() * Enables recruitment of Mushussu Chariot ![]() * Produces 1 ![]() | ![]() * Produces 1 ![]() * Produces 1 ![]() |
Uruk likely have more mages than any other nation, which can be a bit overwhelming. Fortunately, they have many traits in common. All of them are half giants with high strength, map movement, and hp (generally 24 hp for male Enkidu, 19 hp for female), average stats, and generally low but wide magic paths. Aside from the foreign recruit only Enkidu Shaman and the underwater Kulullu Sage, Uruk's mages are all sacreds with priests levels. A key weakness is that Uruk's mage-priests all have terrible morale (9 or even 8 on the Gala), with the exception of the Ensi and underwater Kulullu King, who are also the nation's only good commanders.
The fact that Uruk's city mages are all priests means they all benefit from a bless and have low sacred upkeep, making it a nation whose mage corps scales well as the game progresses. However, Uruk can't recruit any of its national mages in a land fort without an expensive (600 gold) temple. As a result, you need 1850 gold of infrastructure to start recruiting 70 gold Naditu. The foreign recruit Enkidu Shaman provide a critical way to recruit mages without making that investment.
Image | Unit Name | Abilities | Comments |
---|---|---|---|
![]() | Enkidu Scout![]() ![]() ![]() + Foreign Rec | ![]() ![]() ![]() | The Enkidu Scout guarantees Uruk scout recruitment outside of forts, but is more expensive and less stealthy than the generic Scout; these two issues result in Enkidu Scouts being less economical when gathering intelligence on other nations, making them squarely a backup option. 24 upkeep (2 gold per turn). |
![]() | Enkidu Commander![]() ![]() ![]() | The generic Indie Commander in an Enkidu's body. Like with the Enkidu Scout, the Enkidu Commander is more expensive than its alternative, but his meatier body gives him far more reliability (though it also makes him more of a target for ranged combat). 36 upkeep (3 gold per turn). |
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![]() | Gala![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | The Gala are lamenters, and priests of Inanna in real life. They even sing their spells, giving a 50% delay to their non-Divine spellcasting but also 50% less fatigue. For example, they can cast Swarm without passing out. They do have the lowest Morale in Uruk, though, so they're liable to routing early or getting stolen by Troubadours. Outside of battle, Gala are easily the most-efficient option for recalling your Pretender, with those matching their talent costing more than three times their price. 30 upkeep (2.5 gold per turn). |
![]() | Naditu![]() ![]() ![]() | ![]() ![]() ![]() ![]() Female | The Naditu were Temple slaves in Sumer, and are (relatively) cheap Communion Slaves in Dominions. Ignoring infrastructure costs, they are also Uruk's cheapest source of Research Points. They notably lack any leadership, however, and cannot have bodyguards or ferry troops. 28 upkeep (2.33 gold per turn). |
![]() | Nin![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | The Nin ("Ladies" in Akkadian) are a varied lot: → 25% are Gala who don't sing or lament, → 25% are Naditu (with lower MR) who can ferry troops, → 25% are weaker Earth-Gudus who can still "fluff" and summon Bull-Men, → and 25% are less-powerful Ishibs who can still do basic Water things. 30 upkeep (2.5 gold per turn). |
![]() | Gudu![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | The Gudus, "god-servers", are a bit weaker than they used to be. On the other hand, they still serve their Ur-given role as your most-reliable Air access, and/or as cheap Earth; which role they serve depends on a coin flip. Do you like your light thugs flying, or iron-clad? 32 upkeep (2.67 gold per turn). |
![]() | Ashipu![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The Ashipu, exorcist-doctors (since the roles were the same in Mesopotamia), are good general-use Mages if your budget allows them. They cure diseases, spam Healing Light in battle (if allowed), and serve as good Communion Slaves for the Mashmashu; having more than 20 HP makes Personal Regeneration heal 3 HP per turn (compared to the Naditu's 2), so they can handle quite a bit of use if given a little prep. 52 upkeep (4.33 gold per turn). |
![]() | Ishib![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The Ishibs, like the Gudus, have suffered a bit from the turning of the Ages. That being said, they're your most-reliable option for getting underwater; whether that's through crafting a Ring of Water Breathing for your Pretender, or through gearing a ![]() 62 upkeep (5.17 gold per turn). |
![]() | Ereshdingir![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() female | The Ereshdingir, "queens of a god" (essentially meaning "priestesses") in Akkadian, are among the best Mages your off-capital forts can provide. They have one of the few crosspaths that doesn't offer some sort of combat magic, but the paths on their own have uses; ![]() ![]() 76 upkeep (6.33 gold per turn). |
![]() | Ensi![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The Ensi, King of his city and not much else, is Uruk's best commander of troops. 80 leadership, take it or leave it. He can also cast Mossbody, and his Water/Earth/Astral/Nature random might let him cast something equally snazzy for thugging, such as Personal Regeneration. If your main concern with him is spellcasting, then consider replacing his Scale Mail with something lighter. 86 upkeep (7.17 gold per turn). |
![]() | Entu![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | The Entu are the Highest Priestesses of Uruk, as in Mesopotamia. Having ![]() Magically speaking, Ereshdingir mesh best with Entu for Communions; piling up Entu can be difficult, given their high recruitment-point cost and their Old Age. Using Entu just for their magic is a bit debatable, since Mashmashu exist and have their own fitting Communion Slaves as well (the Ashipu), but sometimes you just need sky-high Water or Holy levels. For example, a ![]() ![]() 110 upkeep (9.17 gold per turn). |
![]() | Mashmashu![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The Mashmashu are the in-house experts for the Moon Cult, though they sell directions to the Ashipu too. Having ![]() ![]() ![]() ![]() 112 upkeep (9.33 gold per turn). |
![]() | Enkidu Shaman![]() ![]() ![]() +Rec Foreign Only | ![]() ![]() ![]() ![]() ![]() | The Enkidu Shaman is a very important Mage, requiring 1350 less Gold in infrastructure to procure than everyone else. Deciding when to switch from these rustic Communion-less fellows to the urban power-pyramids is crucial; while you never want to run short on steam/cash for expanding, you certainly won't want to be out-numbered or out-Mage'd. The Shamans (or Shamen) themselves have better physical stats, MR, and Morale than most urban Enkidu, and great Magic paths for thugging; without Empowerment or Ring-buying, these can be boosted to ![]() ![]() 100 upkeep (8.33 gold per turn). |
![]() | Kulullu Commander![]() ![]() ![]() +Rec Underwater Only | ![]() | Basic underwater Commander. |
![]() | Kulullu King![]() ![]() ![]() +Rec Underwater Only | ![]() ![]() ![]() ![]() ![]() | Your best underwater leader and priest. |
![]() | Kulullu Sage![]() ![]() ![]() +Rec Underwater Only | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | An expensive mage with reliable ![]() |
![]() | Kuliltu Queen![]() ![]() ![]() +Rec Underwater Only | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Expensive low level mage with similar paths to the Ensi except with Air instead of Earth on the random. All are useful as Mossbody point buffers, and the ![]() ![]() ![]() ![]() ![]() |
Image | Unit Name | Abilities | Comments |
---|---|---|---|
![]() | Enkidu Archer![]() ![]() ![]() | Being half-giants, their arrows inflict significant damage at a far range but only human accuracy. Wind Guide fixes that problem. Has the option for more Armor to protect themselves from projectiles. |
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![]() | Enkidu Heavy Archer![]() ![]() ![]() | ||
![]() | Enkidu Spearman![]() ![]() ![]() | Your early lineman for expantions before the fort has the resources to give them hats. | |
![]() | Enkidu Soldier![]() ![]() ![]() | Spearman with better armor and hat. A preferred choice of Uruk Linemen if resources allow it. | |
![]() | Enkidu Warrior![]() ![]() ![]() Rec Foreign Only | Helemtless warriors with high damage axes. may only get 3-4 from most provinces but the best way to mass additional troops with how expensive making new forts are for Uruk. |
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![]() | Enkidu Royal Guard![]() ![]() ![]() | ![]() | Enkidu Best used to guard your mages. |
![]() | Enkidu Iron Warrior![]() ![]() ![]() | ![]() | Your elite damage-dealing troops, Bezerking with an Axe. Gets by a lot of prot. |
![]() | Maiden of the Moon![]() ![]() ![]() ![]() | ![]() ![]() Female | Sacred Hoplites, able to fit 3 half-giantess in a square. Primes them to be a defensive wall with a giant bless and they take point buffing very well. |
![]() | Mushussu Chariot![]() ![]() ![]() ![]() Limited recrutment(1) | ![]() ![]() ![]() ![]() Female | Expensive monster chariot, helpful when dealing with problem indies that are not barbarians or human sized sacred ruches. They cost you a lot and hard to mass so only seen in small quantities. |
![]() | Kulullu![]() ![]() ![]() +Rec Underwater Only | ![]() | Uruk has a set of underwater infantry (and mages) called Kullulu, similar to their terrestrial counterparts: Lots of HP and strength, not much else. However, these troops are not strong enough to compete with any other amphibious nation. |
![]() | Kulullu Soldier![]() ![]() ![]() +Rec Underwater Only | ![]() |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Utnapishtim - Favored of Enki Minimum hero arrival turn: 5 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Immortal nature mage. Make use of that immortality as a thug but look out for Soul Slay. |
![]() | U'an - Apkallu Minimum hero arrival turn: 10 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | A powerful mage in water and earth, getting to ![]() ![]() |
Uruks strongest and most plentiful path is Astral, able to Go up to 5 with boosters or
6 if you reach Conj 8. Enkidu Shamans give
2 and with available boosters can be a resting
4. Uruk may not have immediate access to high-level rituals but Uruks main combat power during wars is powering up with communions
Water, Air, and Earth are low level but have a place in spamming magic to stop rushes or being ramped up by communions.
If you can get a 3 you can then create more
3 Ugallus.
Boosting Water needs particular randoms on some above land commanders. Some may get 2 which is the first step towards for Sea King and Naiads. Can later turn into Water Queens if you can secure a lake.
Earth is at 1 unless you luck into a rare double Earth random so he can make Earth Boots to make himself
3, then climbed with Troll Kings for a boosted
4.
Troll Shamans can give you Death, and some with Skull Staffs are 3.
Can cast Stellar Focus
Have the paths to make thug items for your mages with Half-giant bodies. Kithaironic Lion Pelt is an efficient thug armor. give a Crystal Matrix to an indie mage you find so they can Communion.
It's Expensive but can make a Ring of Sorcery to make a Ring of Wizardry. Lots of boosting and likely only going to make the two.
Headdress of the Bull 5
1. Grant the user +2 strength and a retinue of a Buffalo. Great on a mage thug as it's a cheap item that boosts their damage, and gives them a trampling animal to buy him time for buffing. Also, Buffalos are able to run over any would-be assassin.
Uruk's troops are relatively cheap in recruitment points, so resources will determine how much you can recruit in the early game. Uruk archers are too resource-intensive to be useful for expansion. Uruk better infantry have high HP, decent protection, and shields, and thus are not threatened by independent archer fire (though note that the cheaper Enkidu spearman and Enkidu warrior don't have helmets and thus are vulnerable to archers!). Their weaknesses are low attack/defense stats and attack density; as a result, your easiest provinces in expansion will be those with a lot of archers and you will have trouble expanding into 50 mixed indie infantry and of course barbarians.
That said, Uruk infantry are tough enough that in decent numbers (~15; you can split into too squads or have an Ensi leader for line formation) they can expand with essentially no losses. Smaller groups tend to get surrounded and die.
Mushussu Chariot can be used to expand against many independent types when supported by 5-10 infantry. This requires some practice, but can be quite reliable and can be your best option if not taking scales. A few details are worth understanding about monster chariot expansion:
Infrastructure. Uruk has some interesting options for how to do early game infrastructure. Its forts take 750 gold and 5 turns, but come with 30 admin (same as a Fortress!) and 2 commander points. They have two downsides: only 100 siege defense, and you can't recruit national mages without also buying a 600 gold temple (Enkidu Shaman don't like cities). You can upgrade Uruk forts twice, at an expensive 450 gold for 100 siege defense and 10 administrative each time.
Because Enkidu Shaman are an affordable battle mage who just require a lab to recruit, it's an option to just build labs in year 1 and start scaling mage recruitment without building new forts. The investment is just 500 gold, vs. 750+600+500 (and 5 turns of delay) to make battle mages. So there's a valid strategy of taking scales (which often gets you some free labs), building 2-3 early labs, and doing a mage recruitment rush. If you're going with this strategy, you may want your first research target to be Evocation 3 so your shamans can cast Sleep Cloud, possibly even before Alteration 3.
The main downside of not building forts is that it's hard to mass an army capable of conquering land and forts in an early war. Options for Uruk include foreign recruiting Enkidu Warrior and building forts whose job is to just make troops for their first several turns (and build your labs elsewhere).
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
Link here to guides for the nation, on and off(?) the wiki. This should likely include things like suggested pretender designs as well as strategy guides.
Nations | |
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Early Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Middle Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |