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
If you are considering picking this nation to play, what should you know?
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 | 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 Female | Commentary here. | |
Sal-Me 140 1 2 | 111 9 Sacred Supply Bonus (10) Female | Commentary here. | |
Gudu 220 2 2 | 12200% 9 Sacred | Commentary here. | |
Ishib 275 2 2 | 221100% 11 Sacred | Commentary here. | |
Entu 385 1 4 Capital Only | 2131100% 13 Sacred Inspirational (2) Supply Bonus (10) Female | Commentary here. | |
Ensi 425 9 4 Capital Only | 2131100% 13 Sacred Inspirational (1) Supply Bonus (10) | Commentary here. | |
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) | Commentary here. | |
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 | Commentary here. | |
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 | Commentary here. | |
Enkidu Reaver 26 4 23 Non-fort Swamp Only | Stealthy (40) Berserker (3) Pillager (1) Swamp Survival | Commentary here. | |
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 | Commentary here. | |
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 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 | Commentary here. |
Summon Ugallu (Conjuration 5) 3 and 24 | Ugallu | 311 Sacred Shock Resistance (20) Magic Being Flying Storm Immunity Need Not Eat Spirit Sight | Commentary here. |
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 | Commentary here. |
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.
Different expansion options.
Early game options.
Mid game options.
Late game options.
Chassis: Awake Titan of Crossroads
Paths: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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