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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

If you are considering picking this nation to play, what should you know?

National Features

Magic Access Alt. Access Unit Summary Core Abilities Buildings
nature 44 (Rare 5)
water 33
earth 33 (Rare 4)
air 22
death 22
astral 11
holy 33
Hero
water 11earth 11astral 33holy 33
water 44earth 33nature 22holy 33
Summons
air 33water 33earth 22astral 44nature 22holy 22
(req. astral 55)
air 33
(req. air 33)
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: 2watergem1earthgem3naturegem

National Special Features

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)
water 33 (water 22 off-capital)
earth 33 (earth 22 off-capital)
air 22
nature 22 (nature 11 off-capital)
holy 33 (holy 22 off-capital)
water 33
nature 22
air 11
astral 11
holy 22
nature 44 (rare 5)
earth 33 (rare 4)
death 22
water 11 (rare 2)
nature 44 (rare 5)
earth 33 (rare 4)
water 11 (rare 2)
death 11 (rare)

Enkidu are Size 5 beings on the upper end of size for half-giants, 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 CS and 14 MM naked).

National Units

Commanders

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
nature 11holy 11 7
Sacred
Elegist (2)
Supply Bonus (10)
Spell Singer
Female
Commentary here.
Sal-Me
140
1
2
water 11nature 11holy 11 9
Sacred
Supply Bonus (10)
Female
Commentary here.
Gudu
220
2
2
holy 11random2200% 9
Sacred
Commentary here.
Ishib
275
2
2
water 22holy 22random1100% 11
Sacred
Commentary here.
Entu
385
1
4
Capital Only
earth 22nature 11holy 33random1100% 13
Sacred
Inspirational (2)
Supply Bonus (10)
Female
Commentary here.
Ensi
425
9
4
Capital Only
water 22nature 11holy 33random1100% 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
earth 22nature 33random1100%
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
earth 11death 11random1100% 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
water 11holy 22 7
Sacred
Aquatic
Commentary here.
Kulullu Sage
265
1
2
Underwater Fort Only
water 22random1100% 15
Aquatic
Commentary here.
Kuliltu Queen
270
1
2
Underwater Fort Only
water 11nature 11holy 22random1100% 11
Sacred
Aquatic
Supply Bonus (10)
Female
Commentary here.

Troops

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.

Heroes

Sprite Unit Name Special Attributes Comments
EnHedu'anna - Entu of the Moon water 11earth 11astral 33holy 33 15
Sacred
Inspirational (2)
Elegist (3)
Female
Commentary here.
Utnapishtim - Favored of Enki
Earliest Arrival Turn (5)
nature 33holy 22 11
Sacred
Poison Resistance (5)
Uninspiring (1)
Supply Bonus(30)
Immortal
Commentary here.
U'an - Apkallu
Earliest Arrival Turn (10)
water 44earth 33nature 22holy 33 33
Sacred
Cold Resistance (7)
Disease Healer (1)
Inspiring Researcher (1)
Supply Bonus (20)
Amphibious
Commentary here.

Summons

Sprite Unit Name Special Attributes Comments
Kusarikku
Summon Kusarikkus (Conj. 4)
Sacred
Bodyguard (2)
Patrol Bonus (10)
Magic Being
Need Not Eat
Spirit Sight
Commentary here.
Ugallu
Summon Ugallu (Conj. 5)
air 33rp 1111
Sacred
Shock Resistance (20)
Magic Being
Flying
Storm Immunity
Need Not Eat
Spirit Sight
Commentary here.
Anzu
Call Anzus (Conj. 7)
Fire Resistance (10)
Shock Resistance (15)
Siege Bonus (10)
Patrol Bonus (10)
Flying
Storm Immunity
Mountain Survival
Commentary here.
Scorpion Man
Contact Scorpion Man (Conj. 8)
Sacred
Fire Resistance (15)
Poison Resistance (15)
Fear (5)
Ambidextrous (2)
Magic Being
Wasteland Survival
Spirit Sight
Commentary here.
Umu-apkallu
Call Apkallu (Conj. 8)
air 33water 33earth 22astral 44nature 22holy 22rp 4343
Sacred
Cold Resistance (5)
Shock Resistance (20)
Disease Healer (1)
Inspiring Researcher (1)
Supply Bonus (20)
Flying
Need Not Eat
Commentary here.

National Spells and Items

Ritual

  • Herd of Buffaloes (Conjuration 3) Buffalo x 5+
    nature 22 for 8naturegem
    Commentary here.
  • Summon Kusarikkus (Conjuration 4) Kusarikku x 2
    earth 11 for 4earthgem
    Commentary here.
  • Summon Ugallu (Conjuration 5) Ugallu x 1
    air 33 for 24airgem
    Commentary here.
  • Call Anzus (Conjuration 7) Anzu x 2
    earth 22water 22 for 4watergem
    Commentary here.
  • Contact Scorpion Man (Conjuration 8) Scorpion Man x 1
    fire 11earth 11 for 12earthgem
    Commentary here.
  • Call Apkallu (Conjuration 8) Apkallu x 1
    astral 55 for 60astralpearl
    Commentary here.

Items

  • Headdress of the Bull (Construction 5)
    nature 11 for 5naturegem
    Commentary here.

Strategy

How to win as the nation. Feel free to use the following sections, or delete them, or change them.

Expansion

Different expansion options.

Early Game

Early game options.

Mid Game

Mid game options.

Late Game

Late game options.

Example Pretender Builds

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Format for putting a pretender build in.

Chassis: Awake Titan of Crossroads
Paths: astral 44death 55nature 77
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: Dominion strength6Turmoil2Productivity0Heat3Death1Misfortune2Magic3

Weaknesses

What are the nation's weaknesses?

See More

dom6/ur-ea.1710534775.txt.gz · Last modified: 2024/03/15 20:32 by fenrir