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
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.
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 (Rare 5) 3 3 (Rare 4) 2 2 1 3 | Hero 1133 4323 Summons 332422 (req. 5) 3 (req. 3) | Enkidu infantry Recruit shamans and infantry anywhere Special recruits in swamps Underwater fort recruits Mushussu dragons | Stealthy Supply Bonus Swamp Survival Aquatic Grand Communicant | Fortified cities |
Capitol Gems: 213
Order Limit + 1
Heat Limit + 1
Prefers 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) |
---|---|---|---|
3 (2 off-capital) 3 (2 off-capital) 2 2 (1 off-capital) 3 (2 off-capital) | 3 2 1 1 2 | 4 (rare 5) 3 (rare 4) 2 1 (rare 2) | 4 (rare 5) 3 (rare 4) 1 (rare 2) 1 (rare) |
Enkidu are Size 5 beings (two-to-a-square) with moderate fuzz. An average Enkidu has 24 HP, 2 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%.
Underwater, the Enkidu can find Kulullu, Size 5 beings (two-to-a-square) who are half-fish. An average Kulullu has 28 HP, 4 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).
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Enkidu Scout 40 2 1 Non-fort Recruit Available | Stealthy(40) Mountain Survival Forest Survival | Commentary here. | |
Enkidu Elder 20 2 1 | Old Age (71/50) Uninspiring (1) Defence Organizer (1) Tax Collector | Commentary here. | |
Enkidu Commander 60 14 1 | Commentary here. | ||
Gala 105 1 2 | 11 7 Sacred Elegist (2) Supply Bonus (10) Spell Singer Grand Communicant Female | If going with an awake expander, recruit plenty of Galas early on. Their Elegist ability means they count as a 3 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. | |
Sal-Me 140 1 2 | 111 9 Sacred Supply Bonus (10) Grand Communicant Female | Casts Mossbody if you want thugs and Super Combatants. Casts Frozen Heart if your enemy is bringing thugs instead. | |
Gudu 220 2 2 | 12200% 9 Sacred Grand Communicant | Comes in either 2 or 2 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, Gudus pair up well with a Mushussu 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 Enkidus. |
|
Ishib 275 2 2 | 221100% 11 Sacred Grand Communicant | 2 if you don’t have time to recruit a 2 Ensi. Earth random Ishibs are also good for summoning Anzus if you give them Earth Boots. Air randoms can cast Freezing Mist with a booster or water gem. | |
Entu 385 1 4 Capital Only | 2131100% 13 Sacred Inspirational (2) Supply Bonus (10) Grand Communicant Female | Entus may seem superfluous compared to the Enkidu Shaman, 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 and an Ensi 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. | |
Ensi 425 9 4 Capital Only | 2131100% 13 Sacred Inspirational (1) Supply Bonus (10) Grand Communicant | The only leader who can make Enkidus stand in lines. Also your only 3 access on land. Earth randoms can be given Earth Boots to summon Anzus (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 casting relief to keep your lads awake. | |
Enkidu Chief 60 4 1 Non-fort Only | Beastmaster (1) | Commentary here. | |
Enkidu Shaman 385 2 2 Non-fort Only | 231100% 10% 13 Poison Resistance (5) Supply Bonus (30) 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. | |
Enkidu Hunter Chief 70 4 1 Non-fort Swamp Only | Stealthy (40) Berserker (2) Swamp Survival | Commentary here. | |
Enkidu Head Hunter 85 2 1 Non-fort Swamp Only | Stealthy (40) Berserker (4) Pillager (5) Swamp Survival | Commentary here. | |
Enkidu Bone Reader 170 2 2 Non-fort Swamp Only | 111100% 7 Stealthy (40) Fortune Teller (10%) Swamp Survival | Your only death access and worth it for that alone. Only 1 in 3 are 2, but that’s still enough to climb to 4 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 can summon Vine Ogres very easily. A 2 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. |
|
Kulullu Commander 60 11 1 Underwater Fort Only | Aquatic | Commentary here. | |
Kulullu King 200 11 2 Underwater Fort Only | 12 7 Sacred Aquatic | Commentary here. | |
Kulullu Sage 265 1 2 Underwater Fort Only | 21100% 15 Aquatic | Commentary here. | |
Kuliltu Queen 270 1 2 Underwater Fort Only | 1121100% 11 Sacred Aquatic Supply Bonus (10) Female | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Enkidu Soldier 16 7 9 | Commentary here. | ||
Enkidu Spear Guard 16 14 9 | Commentary here. | ||
Ur-Guard 19 14 13 | Castle Defence Bonus (1) | Commentary here. | |
Enkidu Horn Blower 35 2 21 | Standard (1) | Commentary here. | |
Enki's Chosen 29 19 18 Capital Only | Sacred Bodyguard (2) | Commentary here. | |
Mushussu 150 1 Limited Recruitment (1/turn) Capital Only | Sacred Resist Poison (15) Fear (5) Unsurroundable (1) Swamp Survival | Commentary here. | |
Enkidu 16 2 9 Non-fort Only | Commentary here. | ||
Enkidu Archer 16 7 9 Non-fort Only | Commentary here. | ||
Enkidu Warrior 16 6 9 Non-fort Only | Commentary here. | ||
Enkidu Warrior 16 6 9 Non-fort Only | Commentary here. | ||
Enkidu Hunter 16 4 9 Non-fort Swamp Only | Stealthy (40) Berserker (1) 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. | |
Enkidu Reaver 26 4 23 Non-fort Swamp Only | Stealthy (40) Berserker (3) Pillager (1) Swamp Survival |
||
Kulullu 16 2 9 Underwater Fort Only | Aquatic | Commentary here. | |
Kulullu Soldier 16 11 9 Underwater Fort Only | Aquatic | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
EnHedu'anna - Entu of the Moon | 1133 15 Sacred Inspirational (2) 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 Sages into true powerhouses by forging the Starshine Skullcap and the Crystal Coin (requires Earth Boots). | |
Utnapishtim - Favored of Enki Earliest Arrival Turn (5) | 32 11 Sacred Poison Resistance (5) Uninspiring (1) Supply Bonus(30) Immortal | Commentary here. | |
U'an - Apkallu Earliest Arrival Turn (10) | 4323 33 Sacred Cold Resistance (7) Disease Healer (1) Inspiring Researcher (1) Supply Bonus (20) Amphibious | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Herd of Buffaloes (Conjuration 3) 2 and 8 | Buffalo x 5 + [1/2 per lvl] | Berserker (+2) Animal Trample | Commentary here. |
Summon Kusarikkus (Conjuration 4) 1 and 4 | Kusarikku x 2 | Sacred Bodyguard (2) Patrol Bonus (+10) Magic Being Need Not Eat 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, 4 for 2 Kusarikku is still a steep price, so make sure you’re getting your gems’ worth out of them. |
Summon Ugallu (Conjuration 5) 3 and 24 | Ugallu | 311 Sacred Shock Resistance (20) Magic Being Flying Storm Immunity Need Not Eat Spirit Sight | An excellent reason to take 3 on your god or empower an Air Gudu. Magic-phasing thugs, Storm Casters, and built-in magic weapons if needed. |
Call Anzus (Conjuration 7) 22 and 4 | Anzu x 2 | Fire Resistance (10) Shock Resistance (15) Siege Bonus (+10) Patrol Bonus (+10) Flying Storm Immunity Mountain Survival | 3 Magic Weapon attacks and 2 breath weapons, all in a flying, storm-immune package. Requires giving a booster to an Ensi, Ishib, or Enkidu Shaman 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) 11 and 12 | Scorpion Man | Sacred Fire Resistance (15) Poison Resistance (15) Fear (+5) Ambidextrous (2) Magic Being Wasteland Survival Spirit Sight | Commentary here. |
Call Apkallu (Conjuration 8) 5 and 60 | Umu-apkallu | 33242243 Sacred Cold Resistance (5) Shock Resistance (20) Disease Healer (1) Inspiring Researcher (1) Supply Bonus (+20) Flying Need Not Eat | Commentary here. |
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) |
---|---|---|---|
3 (2 off-capital) 3 (2 off-capital) 2 2 (1 off-capital) 3 (2 off-capital) | 3 2 1 1 2 | 4 (rare 5) 3 (rare 4) 2 1 (rare 2) | 4 (rare 5) 3 (rare 4) 1 (rare 2) 1 (rare) |
No native access. No simple summons.
2 Gudu (1 in 2) is the only place for recruitable 2. It'll need to empower up to 4.
5 can Call Apkallu, which starts at 3 and can create the unique Tome of High Power. If so, it won't need to be empowered.
An 3 Ensi (1 in 4) is good for going up Water. Water is not a difficult path.
The hero, U'an - Apkallu starts even higher at 4.
Both Entu and Enkidu Shaman can be recruited with 3 (1 in 4 and ~1 in 3, respectively). The Enkidu Shaman doesn't need a booster to create The Tome of Gaia.
The Kulullu Sage and the Kuliltu Queen both can have 1 (1 in 4). Their crosspaths aren't useful though.
The hero EnHedu'anna - Entu of the Moon has 3. With one Earth booster, it can forge Coin of Meteoritic Iron.
2 Enkidu Bone Reader (1 in 3) is the starting point.
4 Enkidu Shaman (~1 in 3) not only starts high up the path, but can create the unique The Tome of Gaia.
No native access. 3 for Summon Spectre gives a 7 in 16 chance of 1. 3 for Forest Troll Tribe gives a 1 in 4 chance of 1.
No native access. 5 for Awaken Treelord gives a 1 in 3 chance of 1.
How to win as the nation. Feel free to use the following sections, or delete them, or change them.
Ur’s god doesn’t lose magic paths when dying and being recalled, and their cheap Galas 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 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.
Enkidu Archers 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 Shamans are the big mage of choice for big Nature and Earth spells like Howl and Strength of Giants. Enkidu Bone Readers (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 Mushussus dead killy in the early game, even in low numbers. With one Gudu, 1 Gudu, and an Enkidu Shaman, 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.
Conjuration is a very good target for Ur’s mid game research. Conjuration 4 gets you summonable Kusarikkus with Magic Weapons. Conjuration 5 nets Howl with Enkidu Shamans and Ugallu thugs/stormcasters. And Conjuration 7 gives flying, storm-flight Anzus 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 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 3+ pretender, you can Thunderstrike spam with your 2 Gudus, 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.
Water and 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 Readers with a Skull Staff can summon Mound Fiends, opening up higher death spells such as Darkness, which your Spirit-Sighted summons don’t mind.
And with very high Nature on your Shamans, you can pull off fatigue plays with Relief. Ensis can cast Quagmire or Grip of Winter (in Cold provinces), Mound Fiends 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.
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. Fire access also opens up Flaming Arrows for early game Enkidu Archers.
High Nature also lets him cast Mother Oak natively, and later on Fire can be leveraged further for summons including King of Elemental Fire if you can trade for the F/D fire booster.
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 and hope it’s an Earth Gudu. On Turn 2, alchemize all your gems to Earth and forge Blacksteel Plate either with the Gudu 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.
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. Kusarikkus, Ugallus, and Anzus 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 (Fire, Astral, Glamour) for the ones you can.
Add links to guides or other overviews for this nation here.
Dominions 6 - EA UR - National Overview- top guide
Dominions 6 National Overview EA Ur Part 1 (Units) - ChazzyBurger
EclecticEel for much of the commentary and the pretender builds.