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 The wild men are no longer wild, and the shamans and Bone Readers of old have been replaced by the priests and mages of the cities.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
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Magic Access | Alt. Access | Unit Summary | Core Abilities | Buildings |
---|---|---|---|---|
4 3 2 1 (Rare 2) 1 (Rare 2) 3 | Hero 32 4323 Summons 332422 (req. 5) 3 (req. 3) | Enkidu Infantry Mushussu Chariots Underwater Fort Recruits | Fortune Teller Supply Bonus Swamp Survival Aquatic | Fortified Cities Temples cost 900 |
Capitol Gems: 1121
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).
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 | 117 Sacred Female | Commentary here. | |
Nin 105 1 2 | 11100%7 Sacred Female | Commentary here. | |
Gala 105 1 2 | 117 Sacred Elegist (2) Supply Bonus (10) Spell Singer Female | Commentary here. | |
Gudu 110 2 2 | 11100%7 Sacred | Commentary here. | |
Ashipu 185 1 2 | 1119 Sacred Disease Healer (1) Supply Bonus (10) | Commentary here. | |
Ishib 220 2 2 | 121100%9 Sacred | Commentary here. | |
Ereshdingir 265 1 2 | 12211 Sacred Fortune Teller (5%) Female | Commentary here. | |
Ensi 300 21 2 | 1121100%11 Sacred Supply Bonus (10) | Commentary here. | |
Mashmashu 395 1 4 Capital Only | 311100% 10%15 Sacred Supply Bonus (10) Fortune Teller (15%) | Commentary here. | |
Entu 400 1 4 Capital Only | 1231100% 10%13 Sacred Inspirational (2) Fortune Teller (10%) Old Age Female | Commentary here. | |
Enkidu Shaman 175 2 2 Non-fort Only | 127 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 | 127 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 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. |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
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.
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. 21 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 55 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 55 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 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 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: 457
Bless: MW/Arcane Finesse, Invuln 10, Regen.
Scales: 6203123
What are the nation's weaknesses?
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