[[..ur-ea|{{:wiki:dom6_version.png?100 }}]]{{ :nations:flags:ea_ur.png?nolink|}}
====== EA Ur, The First City ======
===== Lore =====
Ur is a warm plain inhabited by Enkidus, large, hairy wild men with horns and unkempt hair. Once upon a time all Enkidus lived in the wild, frolicking with feral beasts, but when the Enkidus met with the Avvim, some Enkidus adopted their ways of life. Now there are three Enkidu tribes. The members of the first tribe live pastoral lives and are led by shamans of remarkable power. The second one is a ferocious, swamp dwelling hunter-gatherer society led by Head Hunters and Bone Readers. The third tribe are the ones who adopted the Avvite way of life, of agriculture and metalworking. It is they who founded Eridu, the First City. In the city a great temple was built and the kings of Eridu were inaugurated as priest-kings and rulers of the young nation. In the cities of Ur, where metalworking is common, medium and heavy infantry is raised. On the plains and in the swamps of the nation nomadic Enkidus gather and form quickly levied raiding parties. In the Swamps of Ur, near Eridu, live ancient dragon-kin known as Mushussus. They are benevolent and powerful beings sacred to the Enkidus.
//"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. . . .\\ \\
"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 nations 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 TTRPGs. -Illwinter//
===== General Overview =====
Ur’s Enkidus are about 50% larger, stronger, and more expensive than equivalent humans. This lowers their attack density somewhat, but gives them an easier time of cutting through high armor and protection. Their lack of helmets is somewhat of a vulnerability from arrows and long weapons, but less so in Dominions 6 than it was in Dominions 5 due to size changes.
Still, they may underperform expectations in melee against equivalent gold of other nations’s troops. But one standout where they overperform is their archery. Enkidu archers wield range 45, damage 16 longbows, and the Ur mage corps can add Trueshot (precision) and Poison Arrows (poison damage) fairly reliably to that. Enkidu archers have excellent utility in an early war.
Finally, Ur has very broad path access with high ranks in Earth, Nature, and Water, plus Air from a summon. This gives them access to a very wide array of buffs, debuffs and evocations. But be warned that with the exception of your cap-only Ensi, all of Ur’s Fort-recruited mage corps has a piddling 9 morale. Get an unforted lab ASAP to recruit Enkidu Shamans and Bone Hunters for big fights and thugging.
===== National Features =====
^ Magic Access ^ Alt. Access ^ Unit Summary ^ Core Abilities ^ Buildings ^
| {{path>N4}} (Rare 5)\\ {{path>W3}} \\ {{path>E3}} (Rare 4)\\ {{path>A2}} \\ {{path>D2}} \\ {{path>S1}} \\ {{path>H3}} | **Hero** \\ {{path>W1E1S3H3}} \\ {{path>W4E3N2H3}} \\ **Summons** \\ {{path>A3W3E2S4N2H2}} \\ (req. {{path>S5}}) \\ {{path>A3}} \\ (req. {{path>A3}}) | Enkidu infantry \\ Recruit shamans and infantry anywhere \\ Special recruits in swamps \\ Underwater fort recruits \\ Mushussu dragons | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] \\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] \\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] | Fortified cities |
**Capitol Gems: **{{gems>2W1E3N}}
==== National Special Features ====
**Order Limit + 1** \\
**Heat Limit + 1**
**Prefers {{:misc:scales:heat.png?15&nolink}} Heat Scale + 1**
**Excellent Recall:** Ur priests can recall a dead God faster. Recalled God doesn't lose magic skills.
**Marginal Magic:** Some of Ur's magic access is not found in its land forts. The following table shows the sort of magic access it can find on its national mages in different terrains, and with-or-without forts:
^ Land Forts ^ Underwater Forts ^ Off-Fort Swamps ^ Off-Fort (other) ^
| {{path>W3}} ({{path>W2}} off-capital) \\ {{path>E3}} ({{path>E2}} off-capital) \\ {{path>A2}} \\ {{path>N2}} ({{path>N1}} off-capital) \\ {{path>H3}} ({{path>H2}} off-capital) | {{path>W3}} \\ {{path>N2}} \\ {{path>A1}} \\ {{path>S1}} \\ {{path>H2}} | {{path>N4}} (rare 5) \\ {{path>E3}} (rare 4) \\ {{path>D2}} \\ {{path>W1}} (rare 2) | {{path>N4}} (rare 5) \\ {{path>E3}} (rare 4) \\ {{path>W1}} (rare 2) \\ {{path>D1}} (rare) |
{{:nations:ea:ur:enkidu.png?nolink }} **Enkidu** are **Size 5** beings (two-to-a-square) with moderate fuzz. An average Enkidu has **24 HP**, **2 [[protection|Natural Protection]]**, **11 [[Magic Resistance]]**, **11 [[Morale]]**, **15 [[Strength]]**, and **9 [[Defence Skill]]** naked. They have average mobility for their size (16 Map Movement and 14 Combat Speed naked). \\ No Enkidu troops wear helmets. In melee, this is of lesser concern against smaller opponents (such as humans), and of greater concern against bigger opponents (such as full giants). At range, the chance of being headshot is a flat 10%.
{{:nations:ea:ur:kulullu.png?nolink }} Underwater, the Enkidu can find **Kulullu**, **Size 5** beings (two-to-a-square) who are half-fish. An average Kulullu has **28 HP**, **4 [[protection|Natural Protection]]**, **12 [[Magic Resistance]]**, **15 [[Strength]]**, and **9 [[Defence Skill]]** naked. There is no means of letting Kulullu troops leave the sea, but they're quick within it (20 Map Movement and 16 Combat Speed naked).
===== National Units =====
==== Commanders ====
^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^
| {{:nations:ea:ur:enkidu_scout.png?nolink}} | **??Enkidu Scout#2161??**\\ {{:misc:gui:gold.png?15&nolink}} 40\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ //Non-fort Recruit Available// | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]](40)\\ {{:abilities:mountainsurvival.png?20&nolink}} [[Mountain Survival]]\\ {{:abilities:forestsurvival.png?20&nolink}} [[Forest Survival]] | Commentary here. |
| {{:nations:ea:ur:enkidu_elder.png?nolink}} | **??Enkidu Elder#2178??**\\ {{:misc:gui:gold.png?15&nolink}} 20\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | {{:abilities:old_age.png?20&nolink}} [[Old Age]] (71/50)\\ {{:abilities:uninspiring.png?20&nolink}} [[Uninspiring]] (1)\\ {{:abilities:defence_organizer.png?20&nolink}} [[Defence Organizer]] (1)\\ {{:abilities:tax_collector.png?20&nolink}} [[Tax Collector]] | Commentary here. |
| {{:nations:ea:ur:enkidu_commander.png?nolink}} | **??Enkidu Commander#2177??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1 | | Commentary here. |
| {{:nations:ea:ur:gala.png?nolink}} | **??Gala#2182??**\\ {{:misc:gui:gold.png?15&nolink}} 105\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>N1H1}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:elegist.png?20&nolink}} [[Elegist]] (2)\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]] \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] \\ [[Female]] | If going with an awake expander, recruit plenty of ??Gala#2182??s early on. Their [[Elegist]] ability means they count as a {{path>H3}} priest for recalling a dead god. Since Ur’s Pretender God doesn’t lose magic paths when being recalled, this is a great incentive to be aggressive, even reckless with your god. |
| {{:nations:ea:ur:sal-me.png?nolink}} | **??Sal-Me#2179??**\\ {{:misc:gui:gold.png?15&nolink}} 140\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>W1N1H1}} {{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] \\ [[Female]] | Casts ??Mossbody?? if you want thugs and Super Combatants. Casts ??Frozen Heart?? if your enemy is bringing thugs instead. |
| {{:nations:ea:ur:gudu.png?nolink}} | **??Gudu#2268??**\\ {{:misc:gui:gold.png?15&nolink}} 220\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>H1,200%AE}}{{:misc:gui:research.png?15&nolink}} 9\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] | Comes in either {{path>E2}} or {{path>A2}} flavors. Both can buff units with things like ??Stoneskin?? or ??Mistform??. Both can cast evocations like ??Blade Wind?? or ??Thunderstrike??. If you take a heavy morale bless or have a fire indie mage forging Dragon Helmets, they can also pull Thug duty despite their abysmal 9 Morale. \\ \\ Early game, ??Gudu#2268??s pair up well with a ??Mushussu#2962?? or two. Casting ??Ironskin?? and ??Mistform?? gives you a powerful unit with 3 attacks, great survivability, and a [[Fear]] aura that will wade forward and support your line of ??Enkidu#2161??s. |
| {{:nations:ea:ur:ishib.png?nolink}} | **??Ishib#2180??**\\ {{:misc:gui:gold.png?15&nolink}} 275\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2 | {{path>W2,H2,100%AEN}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] | {{path>H2}} if you don’t have time to recruit a {{path>H2}} ??Ensi#2181??. Earth random ??Ishib#2180??s are also good for summoning ??Anzu#3064??s if you give them ??Earth Boots??. Air randoms can cast ??Freezing Mist?? with a booster or water gem. |
| {{:nations:ea:ur:entu.png?nolink}} | **??Entu#2269??**\\ {{:misc:gui:gold.png?15&nolink}} 385\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>E2N1H3,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:inspirational_dom6.png?15&nolink}} [[Inspirational]] (2) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] \\ [[Female]] | ??Entu#2269??s may seem superfluous compared to the ??Enkidu Shaman#2167??, but this is your one mage with access to the Air/Earth crosspath. There’s a few goodies in spells (??Rain of Stones??) and items (??Brightmail??, ??Dancing Shield??) that can’t be gotten anywhere else. Also, consider keeping both an ??Entu#2269?? and an ??Ensi#2181?? in your capital at all times, there’s a random event that will kill your population and disease your mages if you don’t have both of them when the spring comes. |
| {{:nations:ea:ur:ensi.png?nolink}} | **??Ensi#2181??**\\ {{:misc:gui:gold.png?15&nolink}} 425\\ {{:misc:gui:resources.png?15&nolink}} 9 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 4\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{path>W2N1H3,100%AWEN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:inspirational_dom6.png?15&nolink}} [[Inspirational]] (1) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ {{:abilities:grand_communicant.png?10&nolink}} [[Grand Communicant]] | The only leader who can make ??Enkidu#2162??s stand in lines. Also your only {{path>W3}} access on land. Earth randoms can be given ??Earth Boots?? to summon ??Anzus#3064?? (at Conjuration 7). Water randoms can cast ??Grip of Winter?? or ??Quagmire?? for fatiguing your opponent. These spells pair very well with an ??Enkidu Shaman#2167?? casting relief to keep your lads awake. |
| {{:nations:ea:ur:enkidu_chief.png?nolink}} | **??Enkidu Chief#2166??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ //Non-fort Only// | {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]] (1) | Commentary here. |
| {{:nations:ea:ur:enkidu_shaman.png?nolink}} | **??Enkidu Shaman??**\\ {{:misc:gui:gold.png?15&nolink}} 385\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ //Non-fort Only// | {{path>E2N3,100%WEN,10%WEDN}} {{:misc:gui:research.png?15&nolink}} 13\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5) \\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (30) \\ {{:abilities:beastmaster.png?15&nolink}} [[Beastmaster]] (2) | The biggest, baddest mages of Ur. With high Nature and Earth, they are masters of buffs for your melee enkidus. Water randoms are out of the box ??Foul Vapors?? casters and are worth adding poison resistance to your bless for. And with decent morale, they can do work as thugs or counter-thugs as well. They hate cities so keep an unforted lab around to recruit them game-long. |
| {{:nations:ea:ur:enkidu_hunter_chief.png?nolink}} | **??Enkidu Hunter Chief#2169??**\\ {{:misc:gui:gold.png?15&nolink}} 70\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:swamp.png?20&nolink}} //Non-fort Swamp Only// | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:berserker.png?15&nolink}} [[Berserker]] (2)\\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] | Commentary here. |
| {{:nations:ea:ur:enkidu_head_hunter.png?nolink}} | **??Enkidu Head Hunter??**\\ {{:misc:gui:gold.png?15&nolink}} 85\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:swamp.png?20&nolink}} //Non-fort Swamp Only// | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:berserker.png?15&nolink}} [[Berserker]] (4)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (5)\\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] | Commentary here. |
| {{:nations:ea:ur:enkidu_bone_reader.png?nolink}} | **??Enkidu Bone Reader#2171??**\\ {{:misc:gui:gold.png?15&nolink}} 170\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:swamp.png?20&nolink}} //Non-fort Swamp Only// | {{path>E1D1,100%WED}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (10%)\\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] | Your only death access and worth it for that alone. Only 1 in 3 are {{path>D2}}, but that’s still enough to climb to {{path>D4}} with a ??Skull Staff?? and summoning a ??Mound Fiend??. Require an unforted lab in a swamp in order to be recruited. \\ \\ Note also that ??Enkidu Shamans#2167?? can summon ??Vine Ogre??s very easily. A {{path>D2}} bone reader with a Death gem or ??Skull Staff?? can cast ??Soul Vortex?? with 5 ??Vine Ogre?? bodyguards and then cast ??Hordes of Skeletons?? to fill the battle with chaff. Shamans and Bone Readers can thus defend their unforted labs easily with waves of chaff from Skeletons and ??Howl??. |
| {{:nations:ea:ur:kulullu_commander.png?nolink}} | **??Kulullu Commander#3093??**\\ {{:misc:gui:gold.png?15&nolink}} 60\\ {{:misc:gui:resources.png?15&nolink}} 11\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ {{:misc:gui:sea.png?20&nolink}}{{:misc:gui:fortress.png?20&nolink}} //Underwater Fort Only// | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Commentary here. |
| {{:nations:ea:ur:kulullu_king.png?nolink}} | **??Kulullu King#3094??**\\ {{:misc:gui:gold.png?15&nolink}} 200\\ {{:misc:gui:resources.png?15&nolink}} 11\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:sea.png?20&nolink}}{{:misc:gui:fortress.png?20&nolink}} //Underwater Fort Only// | {{path>W1H2}} {{:misc:gui:research.png?15&nolink}} 7\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Commentary here. |
| {{:nations:ea:ur:kulullu_sage.png?nolink}} | **??Kulullu Sage#3091??**\\ {{:misc:gui:gold.png?15&nolink}} 265\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:sea.png?20&nolink}}{{:misc:gui:fortress.png?20&nolink}} //Underwater Fort Only// | {{path>W2,100%AWSN}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Commentary here. |
| {{:nations:ea:ur:kuliltu_queen.png?nolink}} | **??Kuliltu Queen#3092??**\\ {{:misc:gui:gold.png?15&nolink}} 270\\ {{:misc:gui:resources.png?15&nolink}} 1\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 2\\ {{:misc:gui:sea.png?20&nolink}}{{:misc:gui:fortress.png?20&nolink}} //Underwater Fort Only// | {{path>W1N1H2,100%AWSN}} {{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]\\ {{:abilities:supply_bonus.png?20&nolink}} [[Supply Bonus]] (10) \\ [[Female]] | Commentary here. |
==== Troops ====
^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^
| {{:nations:ea:ur:enkidusoldier.png?25&nolink }} | **??Enkidu Soldier#2172??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 7 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Commentary here. |
| {{:nations:ea:ur:enkiduspearguard.png?25&nolink }} | **??Enkidu Spear Guard#2174??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9 | | Commentary here. |
| {{:nations:ea:ur:ur-guard.png?25&nolink }} | **??Ur-Guard#2175??**\\ {{:misc:gui:gold.png?15&nolink}} 19\\ {{:misc:gui:resources.png?15&nolink}} 14 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 13 | {{:abilities:castle_defence_bonus.png?15&nolink}} [[Castle Defence Bonus]] (1) | Commentary here. |
| {{:nations:ea:ur:enkiduhornblower.png?25&nolink }} | **??Enkidu Horn Blower#2173??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 2 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 21 | {{:abilities:standard.png?20&nolink}} [[Standard]] (1) | Commentary here. |
| {{:nations:ea:ur:enki-schosen.png?25&nolink }} | **??Enki's Chosen#2176??**\\ {{:misc:gui:gold.png?15&nolink}} 29\\ {{:misc:gui:resources.png?15&nolink}} 19 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 18 \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:bodyguard.png?20&nolink}} [[Bodyguard]] (2) | Commentary here. |
| {{:nations:ea:ur:mushussu.png?25&nolink }} | **??Mushussu#2962??**\\ {{:misc:gui:gold.png?15&nolink}} 150\\ {{:misc:gui:resources.png?15&nolink}} 1 \\ Limited Recruitment (1/turn) \\ {{:misc:gui:fortress.png?20&nolink}} Capital Only | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_poison.png?20&nolink}} [[Resist Poison]] (15) \\ {{:abilities:fear.png?20&nolink}} [[Fear]] (5) \\ {{:abilities:unsurroundable.png?20&nolink}} [[Unsurroundable]] (1) \\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] | Commentary here. |
| {{:nations:ea:ur:enkidu.png?25&nolink}} | **??Enkidu#2162??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ //Non-fort Only// | | Commentary here. |
| {{:nations:ea:ur:enkiduarcher.png?25&nolink }} | **??Enkidu Archer#2163??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ //Non-fort Only// | | Commentary here. |
| {{:nations:ea:ur:enkiduwarrior1.png?25&nolink }} | **??Enkidu Warrior#2165??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 6\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ //Non-fort Only// | | Commentary here. |
| {{:nations:ea:ur:enkiduwarrior2.png?25&nolink }} | **??Enkidu Warrior#2164??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 6\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ //Non-fort Only// | | Commentary here. |
| {{:nations:ea:ur:enkiduhunter.png?25&nolink}} | **??Enkidu Hunter#2168??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ {{:misc:gui:swamp.png?20&nolink}} //Non-fort Swamp Only// | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:berserker.png?15&nolink}} [[Berserker]] (1)\\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] | The Hunter and Reaver can both act as stealth raiders with a Hunter Chief, Reaver Chief, or Bone Reader leading them. If you mass Hunters, you can also pull off ??Quagmire?? plays more easily since they have [[Swamp Survival]]. |
| {{:nations:ea:ur:enkidureaver.png?25&nolink}} | **??Enkidu Reaver#2183??**\\ {{:misc:gui:gold.png?15&nolink}} 26\\ {{:misc:gui:resources.png?15&nolink}} 4\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 23\\ {{:misc:gui:swamp.png?20&nolink}} //Non-fort Swamp Only// | {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (40)\\ {{:abilities:berserker.png?15&nolink}} [[Berserker]] (3)\\ {{:abilities:pillager.png?15&nolink}} [[Pillager]] (1)\\ {{:abilities:swamp_survival.png?20&nolink}} [[Swamp Survival]] | ::: |
| {{:nations:ea:ur:kulullu.png?50&nolink}} | **??Kulullu#3089??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ {{:misc:gui:sea.png?20&nolink}}{{:misc:gui:fortress.png?20&nolink}} //Underwater Fort Only// | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Commentary here. |
| {{:nations:ea:ur:kulullu_soldier.png?50&nolink}} | **??Kulullu Soldier#3090??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 11\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ {{:misc:gui:sea.png?20&nolink}}{{:misc:gui:fortress.png?20&nolink}} //Underwater Fort Only// | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]] | Commentary here. |
==== Heroes ====
^ Sprite ^ Unit Name ^ Special Attributes ^ Comments ^
| {{:nations:ea:ur:entu_of_the_moon.png?30&nolink}} | **??EnHedu'anna - Entu of the Moon??** | {{path>W1E1S3H3}} {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (2)\\ {{:abilities:elegist.png?20&nolink}} [[Elegist]] (3)\\ [[Female]] | Your only access to Astral if you’re landlocked and your only access to the Astral/Earth crosspath even if you have a lake. The Entu of the Moon can help you turn indie astral mages or ??Kulullu Sage#3091??s into true powerhouses by forging the ??Starshine Skullcap?? and the ??Crystal Coin?? (requires ??Earth Boots??). |
| {{:nations:ea:ur:Favored_of_Enki.png?30&nolink}} | **??Utnapishtim - Favored of Enki??**\\ //Earliest Arrival Turn (5)// | {{path>N3H2}}{{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (5)\\ {{:abilities:uninspiring.png?15&nolink}} [[Uninspiring]] (1)\\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](30)\\ {{:abilities:immortal.png?15&nolink}} [[Immortal]] | Commentary here. |
| {{:nations:ea:ur:Apkallu.png?30&nolink}} | **??U'an - Apkallu??**\\ //Earliest Arrival Turn (10)// | {{path>W4E3N2H3}}{{:misc:gui:research.png?15&nolink}} 33\\ {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:resist_cold.png?20&nolink}} [[Cold Resistance]] (7)\\ {{:abilities:disease_healer.png?20&nolink}} [[Disease Healer]] (1)\\ {{:abilities:inspiring_researcher.png?15&nolink}} [[Inspiring Researcher]] (1)\\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (20)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] | Commentary here. |
===== National Spells and Item =====
==== Summons ====
==Ritual==
^ Summon Spell ^ Unit ^ Special Attributes ^ Comments ^
| **??Herd of Buffaloes??** \\ // (Conjuration 3) // \\ {{path>N2}} and {{gems>8N}} | {{:nations:ea:ur:buffalo.png?nolink}} \\ **??Buffalo#3009??** x 5 + [1/2 per lvl] | {{:abilities:berserker.png?15&nolink}} [[Berserker]] (+2) \\ {{:abilities:animal.png?15&nolink}} [[Animal]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] | Commentary here. |
| **??Summon Kusarikkus??** \\ // (Conjuration 4) // \\ {{path>E1}} and {{gems>4E}} | {{:nations:ea:ur:kusarikku.png?nolink}} \\ **??Kusarikku#3068??** x 2 | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:bodyguard.png?15&nolink}} [[Bodyguard]] (2) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+10) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Summonable magic weapons and [[Spirit Sight]], plus [[Sacred]] and with a second Gore attack. Excellent against anything with [[Glamour]] or [[Invulnerability]], and a reason to leave [[Magic Weapons]] out of your bless without feeling too guilty. Beware their cost though, {{gems>4E}} for 2 ??Kusarikku#3068?? is still a steep price, so make sure you’re getting your gems’ worth out of them. |
| **??Summon Ugallu??** \\ // (Conjuration 5) // \\ {{path>A3}} and {{gems>24A}} | {{:nations:ea:ur:ugallu.png?nolink}} \\ **??Ugallu#3095??** | {{path>A3R11}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (20) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[Storm Immunity]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | An excellent reason to take {{path>A3}} on your god or empower an Air ??Gudu#2268??. Magic-phasing thugs, Storm Casters, and built-in magic weapons if needed. |
| **??Call Anzus??** \\ // (Conjuration 7) // \\ {{path>E2W2}} and {{gems>4W}} | {{:nations:ea:ur:anzu.png?nolink}} \\ **??Anzu#3064??** x 2 | {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (10) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:siege_bonus.png?15&nolink}} [[Siege Bonus]] (+10) \\ {{:abilities:patrol_bonus.png?15&nolink}} [[Patrol Bonus]] (+10) \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:storm_immunity.png?15&nolink}} [[Storm Immunity]] \\ {{:abilities:mountain_survival.png?15&nolink}} [[Mountain Survival]] | 3 Magic Weapon attacks and 2 breath weapons, all in a flying, storm-immune package. Requires giving a booster to an ??Ensi#2181??, ??Ishib#2180??, or ??Enkidu Shaman#2167?? in order to cast, but a small group can tear into an enemy’s back line or alpha-strike a super-combatant before they’ve even started their buff script. |
| **??Contact Scorpion Man??** \\ // (Conjuration 8) // \\ {{path>F1E1}} and {{gems>12E}} | {{:nations:ea:abysia:scorpion_man.png?nolink}} \\ **??Scorpion Man#1649??** | {{:abilities:Sacred.png?20&nolink}} [[Sacred]]\\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:fear.png?15&nolink}} [[Fear]] (+5) \\ {{:abilities:Ambidextrous.png?15&nolink}} [[Ambidextrous]] (2) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:wasteland_survival.png?20&nolink}} [[Wasteland Survival]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] | Commentary here. |
| **??Call Apkallu??** \\ // (Conjuration 8) // \\ {{path>S5}} and {{gems>60S}} | {{:nations:ea:ur:umu-apkallu.png?nolink}} \\ **??Umu-apkallu#2966??** | {{path>A3W3E2S4N2H2R43}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (5) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (20) \\ {{:abilities:disease_healer.png?15&nolink}} [[Disease Healer]] (1) \\ {{:abilities:inspiring_researcher.png?15&nolink}} [[Inspiring Researcher]] (1) \\ {{:abilities:supply_bonus.png?15&nolink}} [[Supply Bonus]] (+20) \\ {{:abilities:Flying.png?15&nolink}} [[Flying]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] | Commentary here. |
==== Items ====
* **??Headdress of the Bull??** {{nations:ea:ur:headdress_of_the_bull.png?15&nolink}} //(Construction 5)// \\ {{path>N1}} for {{gems>5N}} \\ Commentary here.
=== Discounted Item ===
* **??Dawn Fang??** {{:items:dawn_fang.png?20&nolink}} //(Construction 9)// \\ {{path>E2S1}} and {{gems>8E4S}} \\ Commentary here.
=====Magic Access=====
//See [[Magic Access]].// These guides supplement the summaries at the top.
**Marginal Magic:** Some of Ur's magic access is not found in its land forts. The following table shows the sort of magic access it can find on its national mages in different terrains, and with-or-without forts:
^ Land Forts ^ Underwater Forts ^ Off-Fort Swamps ^ Off-Fort (other) ^
| {{path>W3}} ({{path>W2}} off-capital) \\ {{path>E3}} ({{path>E2}} off-capital) \\ {{path>A2}} \\ {{path>N2}} ({{path>N1}} off-capital) \\ {{path>H3}} ({{path>H2}} off-capital) | {{path>W3}} \\ {{path>N2}} \\ {{path>A1}} \\ {{path>S1}} \\ {{path>H2}} | {{path>N4}} (rare 5) \\ {{path>E3}} (rare 4) \\ {{path>D2}} \\ {{path>W1}} (rare 2) | {{path>N4}} (rare 5) \\ {{path>E3}} (rare 4) \\ {{path>W1}} (rare 2) \\ {{path>D1}} (rare) |
=== Fire ===
**No native access.** No simple summons.
=== Air ===
{{path>A2}} ??Gudu?? (1 in 2) is the only place for recruitable {{path>A2}}. It'll need to empower up to {{path>A4}}.
{{path>S5}} can ??Call Apkallu??, which starts at {{path>A3}} and can create the unique ??Tome of High Power??. If so, it won't need to be empowered.
=== Water ===
An {{path>W3}} ??Ensi?? (1 in 4) is good for going up {{:misc:magic:water.png?15&nolink}}Water. {{:misc:magic:water.png?15&nolink}}Water is not a difficult path.
The hero, ??U'an - Apkallu?? starts even higher at {{path>W4}}.
=== Earth ===
Both ??Entu?? and ??Enkidu Shaman?? can be recruited with {{path>E3}} (1 in 4 and ~1 in 3, respectively). The ??Enkidu Shaman?? doesn't need a booster to create ??The Tome of Gaia??.
=== Astral ===
The ??Kulullu Sage?? and the ??Kuliltu Queen?? both can have {{path>S1}} (1 in 4). Their crosspaths aren't useful though.
The hero ??EnHedu'anna - Entu of the Moon?? has {{path>S3}}. With one {{:misc:magic:earth.png?15&nolink}}Earth booster, it can forge ??Coin of Meteoritic Iron??.
=== Death ===
{{path>D2}} ??Enkidu Bone Reader?? (1 in 3) is the starting point.
=== Nature ===
{{path>N4}} ??Enkidu Shaman?? (~1 in 3) not only starts high up the path, but can create the unique ??The Tome of Gaia??.
=== Glamour ===
**No native access.** {{path>D3}} for ??Summon Spectre?? gives a 7 in 16 chance of {{path>G1}}. {{path>N3}} for ??Forest Troll Tribe?? gives a 1 in 4 chance of {{path>G1}}.
=== Blood ===
**No native access.** {{path>N5}} for ??Awaken Treelord?? gives a 1 in 3 chance of {{path>B1}}.
===== Strategy =====
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
==== Expansion ====
Ur’s god doesn’t lose magic paths when dying and being recalled, and their cheap ??Gala#2182??s can recall them very easily. This incentivizes an Awake Monster or even Titan for expansion, as they can be recalled easily if lost. ??Enki’s Chosen#2176?? start with 2 natural protection and no headgear, so a protection bless like Barkskin or Hardskin would also not be amiss as an expansion choice.
However Ur also has excellent scales expansion. The simple ??Enkidu Soldier#2172?? is incredibly cheap in resources and recruitment points. Simply recruiting a huge number of them in the first few turns can help jumpstart your expansion tremendously, after which you can switch to ??Ur-Guard#2175??.
==== Early Game ====
??Enkidu Archer#2163??s make excellent troops for a first war (assuming no air shield blesses), so feel free to start recruiting them early in unforted provinces. Long range, high damage, and can be buffed easily with low to medium level Enchantment research, they tend to be more reliable than ??Ur-Guard?? before AoE20 buffs come out.
Likewise, build an unforted lab ASAP, preferably in a swamp. ??Enkidu Shaman#2167??s are the big mage of choice for big Nature and Earth spells like ??Howl?? and ??Strength of Giants??. ??Enkidu Bone Reader??s (Swamp-recruit only) can also add minor skellyspam to the mix if you’re researching Enchantment for ??Serpent Fang Arrows?? anyway.
Finally, a Hardskin bless can make ??Mushussu#2962??s dead killy in the early game, even in low numbers. With one {{:misc:magic:earth.png?15&nolink}} ??Gudu#2268??, 1 {{:misc:magic:air.png?15&nolink}} ??Gudu#2268??, and an ??Enkidu Shaman#2167??, you can easily buff them with ??Ironskin??, ??Mistform??, and ??Regeneration??, giving a Protection 25 lizard with 3 attacks and a [[Fear Aura]], which can also push through the Enkidus to get to the front. Even without ??Hardskin??, 20 protection is nothing to sneeze at.
==== Mid Game ====
Conjuration is a very good target for Ur’s mid game research. Conjuration 4 gets you summonable ??Kusarikku#3068??s with Magic Weapons. Conjuration 5 nets ??Howl?? with ??Enkidu Shaman#2167??s and ??Ugallu?? thugs/stormcasters. And Conjuration 7 gives flying, storm-flight ??Anzu??s with three magic weapon attacks and two breath weapons.
Another good target is Alteration 5/6 for ??Mother Oak?? plus ??Transformation?? to save upkeep on your expensive Shamans.
If you border a small lake or there are no water nations, getting an underwater fort also nets you your only {{:misc:magic:astral.png?15&nolink}}Astral mages plus a place to cast ??Maelstrom?? much later.
Finally, your battle tactics are highly flexible at this point:
Against non-air nations, buffed Archers can still do work, especially with ??Howl?? and ??Horde of Skeletons?? to make chaff that keeps your enemies at arm’s reach.
With an ??Ugallu?? or an {{path>A3}}+ pretender, you can ??Thunderstrike?? spam with your {{path>A2}} ??Gudus#2268??, especially with a Shock Resist bless for your ??Enki’s Chosen?? to wade in with.
??Wooden Warriors??, ??Giant Strength Warriors??, and ??Earth Shatter Hammers?? will make your melee troops much more effective, especially against smaller foes.
??Foul Vapors?? with ??Serpent’s Blessing?? from your Shamans are a powerful battlefield clearing strategy against non-poison resistant foes.
Against Thugs or Supercombatants, you can cast ??Blood Poisoning??, ??Frozen Heart??, and ??Stream of Life??.
And don’t underestimate your own Thug or Supercombatant potential with either Shamans or a Titan Pretender.
==== Late Game ====
{{:misc:magic:watergem.png?15&nolink}}Water and {{:misc:magic:earthgem.png?15&nolink}}Earth gems give Ur a big powerspike thanks to their national summons. ??Earth Blood Deep Well?? and ??Maelstrom?? should thus both be something you look into casting, plus ??Forge of the Ancients?? for the boosters you may need to cast them.
??Enkidu Bone Reader#2171??s with a ??Skull Staff?? can summon ??Mound Fiend??s, opening up higher death spells such as ??Darkness??, which your [[Spirit-Sight]]ed summons don’t mind.
And with very high Nature on your Shamans, you can pull off fatigue plays with ??Relief??. ??Ensi#2181??s can cast ??Quagmire?? or ??Grip of Winter?? (in Cold provinces), ??Mound Fiend??s can cast ??Rigor Mortis??, and, with ??Relief?? up, your troops can stay fighting while the enemy naps. Add in ??Curse of Stones?? if you can trade or make penetration-boosting items.
==== Example Pretender Builds ====
**Tabby** \\
The Lion expands well even without a bless. But a ??Barkskin Bless?? is also good on ??Enki's Chosen?? and helps your priest-mages survive wayward arrows. {{:misc:magic:fire.png?15&nolink}}Fire access also opens up ??Flaming Arrows?? for early game ??Enkidu Archer#2163??s.
High {{:misc:magic:nature.png?15&nolink}}Nature also lets him cast ??Mother Oak?? natively, and later on {{:misc:magic:fire.png?15&nolink}}Fire can be leveraged further for summons including ??King of Elemental Fire?? if you can trade for the F/D fire booster.
{{ :pretenders:golden_lion.png }} \\
**Chassis:** Awake ??Golden Lion?? \\
**Paths:** {{path>F4N6}} \\
**Bless:** Fire Resistance, Barkskin \\
**Scales:** {{scales>dom8T1S2H2G0L0M1}}
**Moderna Major General** \\
You can take her Dormant for a few more points, but the Annunaki expands well as early as turn 3. Lucid’s Trusty Research mod improves things, but your “Turn 3” research targets are Construction 1 and any amount of Alteration you can get.
On Turn 1, recruit a ??Gudu#2268?? and hope it’s an {{:misc:magic:earth.png?15&nolink}}Earth ??Gudu#2268??. On Turn 2, alchemize all your gems to {{:misc:magic:earth.png?15&nolink}}Earth and forge ??Blacksteel Plate?? either with the ??Gudu#2268?? or the Annunaki. Turn 3+, expand. Once you have ??Mistform??, ??Ironskin??, and ??Personal Regen??, she’s essentially immune to independent armies.
Mid Game, her role as a teleporting Super Combatant opens up a new threat vector for Ur. And Late Game she can hold up global spells like ??Earth Blood Deep Well?? and ??Forge of the Ancients??.
{{ :pretenders:annunaki_of_love_and_war.png }} \\
**Chassis:** Awake ??Annunaki of Love and War?? \\
**Paths:** {{path>A3E6N3}} \\
**Bless:** Hard Skin, Poison Resistance, Low Light Vision \\
**Scales:** {{scales>dom7T1S2H2G0L1M2}}
===== Weaknesses =====
Ur units trade attack density for HP and Strength, which isn’t always a good trade in Dominions. Gold for gold, you may find Ur’s melee troops underperforming against enemy elites, especially high defense troops that might otherwise get harassed down by human-sized enemies with 50% more attack density.
Ur may struggle against elemental resistance blesses, as elemental damage from Poison, Cold and Lightning is generally your best way to take down hard targets. An awake or dormant Pretender can help in the early game while you research higher level magic counters.
Finally, Ur is a very gem-hungry nation and can have troubles if site searching is not in your favor. ??Kusarikku#3068??s, ??Ugallu#3095??s, and ??Anzu#3064??s are often much-needed problem solvers with their [[Magic Weapons]] and [[Spirit Sight]], Shaman Thugs want gear and big AoE20 buffs now cost gems as well. In multiplayer games, try to be diligent trading the gems you can’t use ({{:misc:magic:firegem.png?15&nolink}}Fire, {{:misc:magic:astralpearl.png?15&nolink}}Astral, {{:misc:magic:glamourgem.png?15&nolink}}Glamour) for the ones you can.
===== See More =====
Add links to guides or other overviews for this nation here.
[[https://www.youtube.com/watch?v=dMI8edRITXQ&t=1915s|Dominions 6 - EA UR - National Overview]]- top guide
[[https://www.youtube.com/watch?v=9G_8-nu85Ao|Dominions 6 National Overview EA Ur Part 1]] (Units) - ChazzyBurger
==== Thanks ====
EclecticEel for much of the commentary and the pretender builds.
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