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 The wild men are no longer wild, and the shamans and Bone Readers of old have been replaced by the priests and mages of the cities.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
If you are considering picking this nation to play, what should you know?
Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() | Hero ![]() ![]() ![]() ![]() ![]() ![]() Summons ![]() ![]() ![]() ![]() ![]() ![]() (req. ![]() ![]() (req. ![]() | Enkidu Infantry Mushussu Chariots Underwater Fort Recruits | ![]() ![]() ![]() ![]() ![]() | Fortified Cities ![]() |
Capitol Gems: 11
2
1
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).
The Enkidus in Middles Ages finally invented helmets that has holes for their horns, removing their headshot weakness for their fort-only recruits. The foreign-recruit troops still don't 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![]() ![]() ![]() | ![]() ![]() ![]() | The Enkidu Scout guarantees Uruk scout recruitment outside of forts, but is more expensive and less stealthy than the generic Scout; these two issues result in Enkidu Scouts being less economical when gathering intelligence on other nations, making them squarely a backup option. |
![]() | Enkidu Commander![]() ![]() ![]() | The Enkidu Commander is a meaty basic commander. They're squarely a backup/cheap option to move armies for your Ensi's. 50 leadership combined with basic formations keeps them on the less used end of Uruks roster. At least they won't die to a stray arrow. | |
![]() | Naditu![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() Female | The Naditu were Temple slaves in Sumer, and are (relatively) cheap Communion Slaves in Dominions. Ignoring infrastructure costs, they are also Uruk's cheapest source of Research Points. They notably lack any leadership, however, and cannot have bodyguards or ferry troops. |
![]() | Nin![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Gala![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Gudu![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ashipu![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ishib![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Ereshdingir![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Ensi![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Mashmashu![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Entu![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
![]() | Enkidu Shaman![]() ![]() ![]() Non-fort Only | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Kulullu Commander![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Kulullu King![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Kulullu Sage![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Kuliltu Queen![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Female | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Enkidu Archer![]() ![]() ![]() | Commentary here. | |
![]() | Enkidu Spearman![]() ![]() ![]() | Commentary here. | |
![]() | Enkidu Heavy Archer![]() ![]() ![]() | Commentary here. | |
![]() | Enkidu Soldier![]() ![]() ![]() | Commentary here. | |
![]() | Enkidu Royal Guard![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Enkidu Iron Warrior![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Mushussu Charioteer![]() ![]() Limited Recruitment: (1 per turn) ![]() | Female | Commentary here. |
![]() | Mushussu | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
![]() | Maiden of the Moon | ![]() ![]() Female | Commentary here. |
![]() | Enkidu Warrior![]() ![]() ![]() Non-fort Recruit Available | Commentary here. | |
![]() | Kulullu![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
![]() | Kulullu Soldier![]() ![]() ![]() ![]() ![]() | ![]() | Commentary here. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | 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 per lvl] | ![]() ![]() ![]() | Commentary here. |
Summon Kusarikkus (Conjuration 4) ![]() ![]() | ![]() Kusarikku x 2 | ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Summon Ugallu (Conjuration 5) ![]() ![]() | ![]() Ugallu | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
Call Anzus (Conjuration 7) ![]() ![]() ![]() | ![]() Anzu x 2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Commentary here. |
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.
5 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.
No Native Access. No simple summons.
There are multiple mages with 1 but none with useful crosspaths.
5 can Call Apkallu, which has
3 and might make the unique Tome of High Power.
3 Kulullu Sage (1 in 4) is the highest
Water mage available.
2
1 Kulullu Sage or Ensi, (both 1 in 4,) with a Water Bracelet, can cast Contact Naiad for a
3 mage on land.
U'an - Apkallu, the hero, has 4 and can make the unique Orb of Atlantis.
5 can Call Apkallu, which has
3 and, with a
Water booster, might make the unique Orb of Atlantis.
Multiple mages have 1, but
2 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
1 Mashmashu, with a lot of boosters, could reach
5
5 and might make the unique Atlas of Creation.
U'an - Apkallu, the hero, has 3, and can create the unique The Tome of Gaia without any help.
5 can Call Apkallu, which has
2, can make Earth Boots and maybe the unique The Tome of Gaia. With boosters, it can create the unique Atlas of Creation.
4 Mashmashu (1 in 4) is the highest available
Astral mage. An
1 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
5
5 and might make the unique Atlas of Creation. Similarly, with
1 instead of
1, they can make the unique Tome of High Power.
5 can Call Apkallu, which has
4, and can make a Coin of Meteoritic Iron and unique Tome of High Power. With boosters, it can create the unique Atlas of Creation.
No Native Access. 3 can cast Forest Troll Tribe for at least
2.
Multiple mages have a chance of 2. An
2 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
1
1 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 3 mage.
Utnapishtim - Favored of Enki, the hero, starts with 3.
5 can Call Apkallu, which only has
2, but has the crosspaths to immediately Contact Naiad, maybe create a unique The Tome of Gaia, and make a Moonvine Bracelet.
No Native Access. 3 can cast Forest Troll Tribe for a 1 in 4 chance of
1.
4 can cast Troll King's Court for
1.
No Native Access. 5 can Awaken Treelord for a 1 in 3 chance of stationary
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.