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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 |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() (req. ![]() | Enkidu infantry Recruit shamans and infantry anywhere Special recruits in swamps Underwater fort recruits Mushussu dragons | ![]() ![]() ![]() ![]() | Fortified cities |
Capitol Gems: 21
3
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) |
---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() |
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![]() ![]() ![]() Non-fort Recruit Available | ![]() ![]() ![]() | Commentary here. |
![]() | Enkidu Elder![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Enkidu Commander![]() ![]() ![]() | Commentary here. | |
![]() | Gala![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | If going with an awake expander, recruit plenty of Galas early on. Their Elegist ability means they count as a ![]() |
![]() | Sal-Me![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() Female | Casts Mossbody if you want thugs and Super Combatants. Casts Frozen Heart if your enemy is bringing thugs instead. |
![]() | Gudu![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Comes in either ![]() ![]() 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![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() |
![]() | Entu![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The only leader who can make Enkidus stand in lines. Also your only ![]() |
![]() | Enkidu Chief![]() ![]() ![]() Non-fort Only | ![]() | Commentary here. |
![]() | Enkidu Shaman![]() ![]() ![]() Non-fort Only | ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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![]() ![]() ![]() ![]() | ![]() ![]() ![]() | Commentary here. |
![]() | Enkidu Head Hunter![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Enkidu Bone Reader![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Your only death access and worth it for that alone. Only 1 in 3 are ![]() ![]() Note also that Enkidu Shamans can summon Vine Ogres very easily. A ![]() |
![]() | Kulullu Commander![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Kulullu King![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Kulullu Sage![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Kuliltu Queen![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Enkidu Soldier![]() ![]() ![]() | Commentary here. | |
![]() | Enkidu Spear Guard![]() ![]() ![]() | Commentary here. | |
![]() | Ur-Guard![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Enkidu Horn Blower![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Enki's Chosen![]() ![]() ![]() ![]() | ![]() ![]() | Commentary here. |
![]() | Mushussu![]() ![]() Limited Recruitment (1/turn) ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Enkidu![]() ![]() ![]() Non-fort Only | Commentary here. | |
![]() | Enkidu Archer![]() ![]() ![]() Non-fort Only | Commentary here. | |
![]() | Enkidu Warrior![]() ![]() ![]() Non-fort Only | Commentary here. | |
![]() | Enkidu Warrior![]() ![]() ![]() Non-fort Only | Commentary here. | |
![]() | Enkidu Hunter![]() ![]() ![]() ![]() | ![]() ![]() ![]() | 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![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() |
|
![]() | Kulullu![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Kulullu Soldier![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | EnHedu'anna - Entu of the Moon | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | U'an - Apkallu Earliest Arrival Turn (10) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Spell | Unit | Special Attributes | Comments |
---|---|---|---|
Herd of Buffaloes (Conjuration 3) ![]() ![]() | ![]() Buffalo x 5+[1/2 lvl] | ![]() ![]() ![]() | Commentary here. |
Summon Kusarikkus (Conjuration 4) ![]() ![]() | ![]() Kusarikku x 2 | ![]() ![]() ![]() ![]() ![]() ![]() | 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![]() |
Summon Ugallu (Conjuration 5) ![]() ![]() | ![]() Ugallu | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | An excellent reason to take ![]() |
Call Anzus (Conjuration 7) ![]() ![]() ![]() | ![]() Anzu x 2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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) ![]() ![]() ![]() | ![]() Scorpion Man | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call Apkallu (Conjuration 8) ![]() ![]() | ![]() Umu-apkallu | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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) |
---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() |
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: 4
5
7
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6
2
0
3
1
2
3
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