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dom6:uruk-ma

MA Uruk, City States

Lore

Uruk is a warm plain inhabited by Enkidus, large, hairy wild men with horns and unkempt hair. Since the founding of Eridu, the First City, civilization has spread and the kingdom expanded. Other cities were founded in the image of Eridu, each with its own character. Administrators from the City of Scribes aided local rulers, while traders and merchants from the City of Trade improved the economic infrastructure of the kingdom. But the Ensi of Eridu lost power and petty kings of the new cities rose to power and claimed the Ensi title. Strife and turmoil tore the kingdom apart. One of the new cities, the City of Gods was blessed by the Awakening God and saw the first Entu of the Moon erect a great temple in the city. It soon replaced the First City as religious center and the Entu priestesses of the First City moved to the City of Gods, no longer bound in marriage to the ruling Ensi. With the coming of the Awakening God, the city states have set their differences aside and joined a common cause. In the plains of Uruk the First City still stands as a symbol of civilization, although its temporal and religious power has diminished. Now each city has its own Ensi ruler. The wild men are no longer wild, and the shamans and Bone Readers of old have been replaced by the priests and mages of the cities.

"Last summer I found myself reading more on Sumerian cities and culture. The transfer of religious and temporal importance from Eridu to other cities during Sumerian times is an interesting process. Thus Uruk became the first new nation added in Dominions 5. Ur develops into Uruk in the middle age and gets access to armaments of iron. The Ensi priest king of Eridu will see his power diminished as civilization spreads and Ensis of other cities claim temporal and religious authority. In this new era the Entu of the Moon, inspired by En Hedu'anna, the daughter of Sargon the Great, becomes the unifying power of the kingdom and Uruk turns into a theocracy." -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
astral 44
water 33
nature 22
air 11 (Rare 2)
earth 11 (Rare 2)
holy 33
Hero
nature 33holy 22
water 44earth 33nature 22holy 33
Summons
air 33water 33earth 22astral 44nature 22holy 22
(req. astral 55)
air 33
(req. air 33)
Enkidu Infantry
Mushussu Chariots
Underwater Fort Recruits
Fortune Teller
Supply Bonus
Swamp Survival
Aquatic
Fortified Cities
Temples cost 900

Capitol Gems: 1watergem1earthgem2astralpearl1naturegem

National Special Features

Order Limit + 1
Heat Limit + 1
Prefers Heat Scale + 1

Excellent Recall: MA Uruk priests can recall a dead god faster. Recalled god doesn't lose magic skills.

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).

National Units

Commanders

Sprite Unit Name Special Attributes Comments
Enkidu Scout
40
7
1
Stealthy(40)
Mountain Survival
Forest Survival
Commentary here.
Enkidu Commander
60
26
1
Commentary here.
Naditu
100
1
2
astral 11holy 11rp 77
Sacred
Female
Commentary here.
Nin
105
1
2
holy 11random1100%rp 77
Sacred
Female
Commentary here.
Gala
105
1
2
nature 11holy 11rp 77
Sacred
Elegist (2)
Supply Bonus (10)
Spell Singer
Female
Commentary here.
Gudu
110
2
2
holy 11random1100%rp 77
Sacred
Commentary here.
Ashipu
185
1
2
astral 11nature 11holy 11rp 99
Sacred
Disease Healer (1)
Supply Bonus (10)
Commentary here.
Ishib
220
2
2
water 11holy 22random1100%rp 99
Sacred
Commentary here.
Ereshdingir
265
1
2
water 11astral 22holy 22rp 1111
Sacred
Fortune Teller (5%)
Female
Commentary here.
Ensi
300
21
2
water 11nature 11holy 22random1100%rp 1111
Sacred
Supply Bonus (10)
Commentary here.
Mashmashu
395
1
4
Capital Only
astral 33nature 11random1100%
10%
rp 1515
Sacred
Supply Bonus (10)
Fortune Teller (15%)
Commentary here.
Entu
400
1
4
Capital Only
water 11astral 22holy 33random1100%
10%
rp 1313
Sacred
Inspirational (2)
Fortune Teller (10%)
Old Age
Female
Commentary here.
Enkidu Shaman
175
2
2
Non-fort Only
earth 11nature 22rp 77
Supply Bonus (20)
Beastmaster (2)
Commentary here.
Kulullu Commander
60
11
1
Underwater Fort Only
Aquatic Commentary here.
Kulullu King
200
11
2
Underwater Fort Only
water 11holy 22rp 77
Sacred
Aquatic
Commentary here.
Kulullu Sage
265
1
2
Underwater Fort Only
water 22random1100%rp 1515
Aquatic
Commentary here.
Kuliltu Queen
270
1
2
Underwater Fort Only
water 11nature 11holy 22random1100%rp 1111
Sacred
Aquatic
Supply Bonus (10)
Female
Commentary here.

Troops

Sprite Unit Name Special Attributes Comments
Enkidu Archer
16
16
9
Commentary here.
Enkidu Spearman
16
16
9
Commentary here.
Enkidu Heavy Archer
16
24
9
Commentary here.
Enkidu Soldier
16
24
9
Commentary here.
Enkidu Royal Guard
20
26
15
Bodyguard (2) Commentary here.
Enkidu Iron Warrior
22
24
17
Berserker (1) Commentary here.
Mushussu Charioteer
170
31
Limited Recruitment: (1 per turn)
Capital Only
Female Commentary here.
Mushussu Resist Poison (15)
Fear (5)
Supply Size (10)
Unsurroundable (1)
Trample
Cold Blooded
Swamp Survival
Stupid
Commentary here.
Maiden of the Moon Sacred
Formation Fighter (2)
Female
Commentary here.
Enkidu Warrior
16
16
9
Non-fort Recruit Available
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
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.

National Spells and Item

Summons

Ritual
Summon Spell Unit Special Attributes Comments
Herd of Buffaloes
(Conjuration 3)
nature 22 and 8naturegem

Buffalo x 5+[1/2 lvl]
Berserker (2)
Animal
Trample
Commentary here.
Summon Kusarikkus
(Conjuration 4)
earth 11 and 4earthgem

Kusarikku x 2
Sacred
Bodyguard (2)
Patrol Bonus (10)
Magic Being
Need Not Eat
Spirit Sight
Commentary here.
Summon Ugallu
(Conjuration 5)
air 33 and 24airgem

Ugallu
air 33rp 1111
Sacred
Shock Resistance (20)
Magic Being
Flying
Storm Immunity
Need Not Eat
Spirit Sight
Commentary here.
Call Anzus
(Conjuration 7)
earth 22water 22 and 4watergem

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)
fire 11earth 11 and 12earthgem

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)
astral 55 and 60astralpearl

Umu-apkallu
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.

Items

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

Discounted Item

  • Dawn Fang (Construction 9)
    earth 22astral 11 and 8earthgem4astralpearl
    Commentary here.

Magic Access

See Magic Access. These guides supplement the summaries at the top.

astral 55 can Call Apkallu, which, besides having a variety of paths, and, with one more level of Air and two levels of Earth, can make the Staff of Elementary Mastery.

Fire

No Native Access. No simple summons.

Air

There are multiple mages with air 11 but none with useful crosspaths.

astral 55 can Call Apkallu, which has air 33 and might make the unique Tome of High Power.

Water

water 33 Kulullu Sage (1 in 4) is the highest Water mage available. water 22nature 11 Kulullu Sage or Ensi, (both 1 in 4,) with a Water Bracelet, can cast Contact Naiad for a water 33 mage on land.

U'an - Apkallu, the hero, has water 44 and can make the unique Orb of Atlantis.

astral 55 can Call Apkallu, which has water 33 and, with a Water booster, might make the unique Orb of Atlantis.

Earth

Multiple mages have earth 11, but earth 22 is required to make Earth Boots, so empowerment is needed. An empowered Enkidu Shaman with Earth Boots may be able to make the unique The Tome of Gaia. An earth 11 Mashmashu, with a lot of boosters, could reach earth 55astral 55 and might make the unique Atlas of Creation.

U'an - Apkallu, the hero, has earth 33, and can create the unique The Tome of Gaia without any help.

astral 55 can Call Apkallu, which has earth 22, can make Earth Boots and maybe the unique The Tome of Gaia. With boosters, it can create the unique Atlas of Creation.

Astral

astral 44 Mashmashu (1 in 4) is the highest available Astral mage. An earth 11 Entu or Mashmashu (both 1 in 4), with an Earth booster, can forge a Coin of Meteoritic Iron. With a lot of boosters, they could reach earth 55astral 55 and might make the unique Atlas of Creation. Similarly, with astral 11 instead of earth 11, they can make the unique Tome of High Power.

astral 55 can Call Apkallu, which has astral 44, and can make a Coin of Meteoritic Iron and unique Tome of High Power. With boosters, it can create the unique Atlas of Creation.

Death

No Native Access. nature 33 can cast Forest Troll Tribe for at least death 22.

Nature

Multiple mages have a chance of nature 22. An nature 22 Mashmashu (1 in 4), can make a Thistle Mace and then use it to make a Moonvine Bracelet. If an Enkidu Shaman with an Earth booster, (or many other earth 11nature 11 mages with booth an Earth booster and a Nature booster), might make the unique The Tome of Gaia.

U'an - Apkallu, the hero, can Contact Naiad for a nature 33 mage.

Utnapishtim - Favored of Enki, the hero, starts with nature 33.

astral 55 can Call Apkallu, which only has nature 22, but has the crosspaths to immediately Contact Naiad, maybe create a unique The Tome of Gaia, and make a Moonvine Bracelet.

Glamour

No Native Access. nature 33 can cast Forest Troll Tribe for a 1 in 4 chance of glamour 11.

earth 44 can cast Troll King's Court for glamour 11.

Blood

No Native Access. nature 55 can Awaken Treelord for a 1 in 3 chance of stationary blood 11.

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/uruk-ma.txt · Last modified: 2024/04/22 05:05 by johnnydown