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ur-ea [2023/01/05 01:35]
ajr [Table] typos and capitalization
ur-ea [2023/01/05 13:57] (current)
joste update formate
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 ==== Commanders ==== ==== Commanders ====
  
-Ur has a lot of mages; A lot. They all (except one underwater one) have priests levels. This means that they are generally more expensive than mages with similar paths on other nations. However, being priests means that all the mages are also sacred, allowing all the mages to bless themselves and benefit from Ur's bless. It also means reduced upkeep, making it more feasible to mass mages late game.+Ur has a lot of mages. They all (except one underwater one) have priest levels. This means that they are generally more expensive than mages with similar paths on other nations. However, being priests means that all the mages are also sacred, allowing all the mages to bless themselves and benefit from Ur's bless. It also means reduced upkeep, making it more feasible to mass mages late game.
  
 ===Forts=== ===Forts===
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 ===Underwater=== ===Underwater===
-Building a fort to Recruit them has been described as "Throwing a Briefcase of Gold into the Ocean". You can make gear like ??Ring of Water Breathing?? to thug your way underwater but there is no incentive to bring these commanders on land. Still nice to profit from  Underwater Resources if no other decent water nation is in-game.+Building a fort to recruit them has been described as "Throwing a briefcase of gold into the ocean". You can make gear like ??Ring of Water Breathing?? to thug your way underwater but there is no incentive to bring these commanders on land. Still nice to profit from  underwater resources if no other decent water nation is in-game.
 ^  Img                                             ^ Unit Name                                                                                                                                                                            ^ Abilities                                                                                                                                                                     ^ Comments                                                                                  ^ ^  Img                                             ^ Unit Name                                                                                                                                                                            ^ Abilities                                                                                                                                                                     ^ Comments                                                                                  ^
 | {{:nations:ea:ur:kulullu_commander.png?nolink}}  | **??Kulullu Commander??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ +Rec Underwater Only  | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                              | Cheap underwater commander with more HP than most Indies.\\ Don't need a lab or temple.   | | {{:nations:ea:ur:kulullu_commander.png?nolink}}  | **??Kulullu Commander??**\\ {{:misc:gui:gold.png?15&nolink}} 45\\ {{:misc:gui:resources.png?15&nolink}} 10\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 1\\ +Rec Underwater Only  | {{:abilities:aquatic.png?20&nolink}} [[Aquatic]]                                                                                                                              | Cheap underwater commander with more HP than most Indies.\\ Don't need a lab or temple.   |
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 === Foreign Infantry === === Foreign Infantry ===
  
-Ur can recruit several infantry units from every province it owns. This means that in a pinch, Ur can very quickly create a large army of light infantry. However, these units have poor stats, arms, and armor while not cheaper than the units recruitable from forts. One interesting point is that Ur only nation ranged unit is a foreign recruit.+Ur can recruit several infantry units from every province it owns. This means that in a pinch, Ur can very quickly create a large army of light infantry. However, these units have poor stats, arms, and armor while not being cheaper than the units recruitable from forts. One interesting point is that Ur'only national ranged unit is a foreign recruit.
  
-^  Img                                         ^ Unit Name                                                                                                                                                                     ^ Abilities                                                                                                                                                                                                  ^ Comments                                                                                                                                                                +^  Img                                               ^ Unit Name                                                                                                                                                                         ^ Abilities  ^ Comments                                                                                                                                                                                                                                                                                                        
-|  {{:nations:ea:ur:enkidu.png?nolink}}  | **??Enkidu#2162??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Foreign only                    | The two Warriorsand the Enkidu are lightly armed and armored infantry. They are all fragile units for their gold cost but cheap in terms of resources recruitment points.\\                                                      +|  {{:nations:ea:ur:enkidu.png?nolink}}              | **??Enkidu#2162??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 2\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Foreign only                     | The two Warriors and the Enkidu are lightly armed and armored infantry. They are all fragile units for their gold cost but cheap in terms of resources and recruitment points.\\                                                                                                                                
-|  {{:nations:ea:ur:enkiduwarrior1.png?nolink&25 |}}  | **??Enkidu Warrior#2165??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Foreign only                    | :::                                                      +|  {{:nations:ea:ur:enkiduwarrior1.png?25&nolink }}  | **??Enkidu Warrior#2165??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Foreign only             | :::                                                                                                                                                                                                                                                                                                             
-|  {{:nations:ea:ur:enkiduwarrior2.png?nolink&25 |}}  | **??Enkidu Warrior#2164??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Foreign only                    | :::                                                      +|  {{:nations:ea:ur:enkiduwarrior2.png?25&nolink }}  | **??Enkidu Warrior#2164??**\\ {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 5\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Foreign only             | :::                                                                                                                                                                                                                                                                                                             
-|  {{:nations:ea:ur:enkiduarcher.png?nolink&25 |}}  | **??Enkidu Archer??**\\  {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Foreign only                    | The  archer is Ur's only recruitable dedicated ranged unit. The high strength shared by all Enkidu means their bows do a reasonable amount of damage. These units are difficult to amass because they cannot be recruited in forts but can be useful against enemies that are weak against missile weapons. \\                                                     |+|  {{:nations:ea:ur:enkiduarcher.png?25&nolink }}    | **??Enkidu Archer??**\\  {{:misc:gui:gold.png?15&nolink}} 16\\ {{:misc:gui:resources.png?15&nolink}} 7\\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 9\\ Rec Foreign only                  | The  archer is Ur's only recruitable dedicated ranged unit. The high strength shared by all Enkidu means their bows do a reasonable amount of damage. These units are difficult to amass because they cannot be recruited in forts but can be useful against enemies that are weak against missile weapons. \\  |
    
  
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 ^ Sprite                                             ^ Unit Name                                                            ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                               ^ ^ Sprite                                             ^ Unit Name                                                            ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               ^ Comments                                                                                                                                                                               ^
-| {{:nations:ea:ur:entu_of_the_moon.png?30&nolink}}  | **??EnHedu'anna - Entu of the Moon??**                               | {{path>W1E1S3H3}}  {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (2)\\ {{:abilities:elegist.png?20&nolink}} [[elegist]](3)\\ [[Female]]                                                                                                                                                                                                                                                                                | a resone to take luck scales, as she is a way to forege Astral booster to cast ??Call Apkallu?? and other {{path>S5}} spells.                                                          |+| {{:nations:ea:ur:entu_of_the_moon.png?30&nolink}}  | **??EnHedu'anna - Entu of the Moon??**                               | {{path>W1E1S3H3}}  {{:misc:gui:research.png?15&nolink}} 15\\ {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (2)\\ {{:abilities:elegist.png?20&nolink}} [[elegist]](3)\\ [[Female]]                                                                                                                                                                                                                                                                                | A reason to take luck scales, as she is a way to forge Astral boosters to cast ??Call Apkallu?? and other {{path>S5}} spells.                                                          |
 | {{:nations:ea:ur:Favored_of_Enki.png?30&nolink}}   | **??Utnapishtim - Favored of Enki??**\\ Hero Turn Arrival Limite: 5  | {{path>N3H2}}{{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (-1)\\  {{:abilities:immortal.png?15&nolink}}[[immortal]]\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]](5)\\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](30)                                                                                                                                                              | Immortal nature mage. Make use of that Immortality as a thug but look out for ??Soul Slay??                                                                                          | | {{:nations:ea:ur:Favored_of_Enki.png?30&nolink}}   | **??Utnapishtim - Favored of Enki??**\\ Hero Turn Arrival Limite: 5  | {{path>N3H2}}{{:misc:gui:research.png?15&nolink}} 11\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[inspirational]] (-1)\\  {{:abilities:immortal.png?15&nolink}}[[immortal]]\\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]](5)\\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](30)                                                                                                                                                              | Immortal nature mage. Make use of that Immortality as a thug but look out for ??Soul Slay??                                                                                          |
-| {{:nations:ea:ur:Apkallu.png?30&nolink}}           | **??U'an - Apkallu??**\\ Hero Turn Arrival Limite: 10                | {{path>W4E3N2H3}}{{:misc:gui:research.png?15&nolink}} 33\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\  {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](7)\\ {{:abilities:disease_healer.png?20&nolink}} [[Disease Healer]](1)\\ {{:abilities:inspiring_researcher.png?15&nolink}} [[Inspiring Researcher]] (1)\\ {{:abilities:adept_researcher.png?15&nolink}} [[adept researcher]] (10)\\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](20)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] Power house researcher, Likly to zoom through some of your Reaserch goals when he shows up.\\ Also a powerful mage in water and earth, getting to {{path>W6E5}} spells with boosters.  |+| {{:nations:ea:ur:Apkallu.png?30&nolink}}           | **??U'an - Apkallu??**\\ Hero Turn Arrival Limite: 10                | {{path>W4E3N2H3}}{{:misc:gui:research.png?15&nolink}} 33\\ {{:abilities:sacred.png?15&nolink}}[[Sacred]]\\  {{:abilities:resist_cold.png?20&nolink}} [[resist cold]](7)\\ {{:abilities:disease_healer.png?20&nolink}} [[Disease Healer]](1)\\ {{:abilities:inspiring_researcher.png?15&nolink}} [[Inspiring Researcher]] (1)\\ {{:abilities:adept_researcher.png?15&nolink}} [[adept researcher]] (10)\\ {{:abilities:supply_bonus.png?15&nolink}}[[Supply Bonus]](20)\\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] Powerhouse researcher, likely to zoom through some of your research goals when he shows up.\\ Also a powerful mage in water and earth, getting to {{path>W6E5}} spells with boosters.  |
  
 ===== Magic ===== ===== Magic =====
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   *Enchantment 3: ??Strength of Giants??, ??Gift of Flight??, ??Cloud Trapeze?? (at Ench4)   *Enchantment 3: ??Strength of Giants??, ??Gift of Flight??, ??Cloud Trapeze?? (at Ench4)
   *Conj 5:   *Conj 5:
-==== National spells and Summons==== 
-  ***??Herd of Buffaloes??:** {{path>N2}} Conj 3 for 10{{:misc:magic:naturegem.png?nolink}} (summon 5+ {{:nations:ea:ur:buffalo.png?nolink}} ??Buffalo??es). Animal tramplers, not the best thing to spend your nature gems on, but sometimes you need more bodies when being rushed. Also evocation magnets. Work well at countering a siege if you properly time when they reach the gates. 
  
-  ***??Summon Kusarikkus??:** {{path>E1}} Conj 4 for 6{{:misc:magic:earthgem.png?nolink}} (summon 2 {{:nations:ea:ur:kusarikku.png?nolink}} ??Kusarikku??s). Powerful Sacreds summon, High HP, and two Attack with one being an anti-demon weapon, They become one of your strongest units when they have a Giants bless and the fact you have many of the buffing spells. +====Magic Access====
  
-  ***??Summon Ugallu??:** {{path>A3}} Conj 5 for 24{{:misc:magic:airgem.png?nolink}} (summon  {{:nations:ea:ur:ugallu.png?nolink}} ??Ugallu??). Need God or spend lot of air gems for empowerment to getGives you A flying {{path>A3}}, for all that important Air utility, will also get Geared to be a ??Storm?? caster for that {{path>A5}} combat magic.+Ur has wide array of mages with variety of requirements - capital-only, fort required, foreign-only, swamp-only, and underwater only Much of their highest-level path access is limited to some subset of these mages.
  
-  ***??Call Anzu??:** {{path>A4}} Conj for 4{{:misc:magic:airgem.png?nolink}} (summon  {{:nations:ea:ur:anzu.png?nolink}} ??Anzu??). Needs to climb higher into Air for a ??Great Eagle?? with two breath attacksComes too late in research but can be used in Flying Raider forces.+** Elemental *
 +  * No {{misc:magic:fire.png?14&nolink}} at all. 
 +  * {{path>A2}} in forts on ??Gudu?? Ur has no native way to reach {{path>A3}} other than ??Faerie Court??, but if you can get a single {{path>A3}} mage somehow ??Summon Ugallu?? can provide more. 
 +  * {{path>W3}} underwater on ??Kulullu Sage??, {{path>W2}} in forts on ??Ishib?? and cap-only ??Ensi?? Easily boostable to {{path>W4}} with a ??Water Bracelet?? and ??Robe of the Sea?? or {{path>W5}} underwater, and with water summons {{path>W7}} is achievable.  ??U'an - Apkallu?? provides {{path>W4}} on a hero. 
 +  * {{path>E3}} outside of forts (rare {{path>E4}}) on ??Enkidu Shaman?? and on cap-only ??Entu?? Easily boostable to {{path>E4}} with ??Earth Boots??; at Construction 8 Ur can forge ??The Tome of Gaia?? to reach {{path>E5}} 
 +** Sorceries ** 
 +  * {{path>S1}} only underwater on ??Kulullu Sage?? and ??Kuliltu Queen?? {{path>S3}} is available on the hero ??EnHedu'anna - Entu of the Moon??, who can wear ??Earth Boots?? to forge a ??Crystal Coin?? and ??Starshine Skullcap?? to reach {{path>S5}} for ??Call Apkallu??, which provides a {{path>A3}}{{path>W3}}{{path>E2}}{{path>S4}}{{path>N2}}{{path>H2}} mage. 
 +  * {{path>D2}} only in swamps on ??Enkidu Bone Reader?? Easily boostable to {{path>D3}} with a ??Skull Staff??. 
 +  * {{path>N4}} (rare {{path>N5}}) on ??Enkidu Shaman?? Easily boostable to {{path>N6}} by using a ??Thistle Mace?? to forge a ??Treelord's Staff??, and ??Awaken Treelord?? can provide a native {{path>N5}} mage. 
 +  * No {{misc:magic:blood.png?14&nolink}} at all. 
 +** Notable cross-paths ** 
 +  * {{path>N3}}{{path>W1}} for ??Foul Vapors?? on ??Enkidu Shaman??, who helpfully also has [[Poison Resistance]](5). 
 +  *  
 +==== National spells==== 
 +  ***??Herd of Buffaloes??:** {{path>N2}} Conj for 10{{:misc:magic:naturegem.png?nolink}} (summon 5+ {{:nations:ea:ur:buffalo.png?nolink}} ??Buffalo??es). Animal tramplers, not the best thing to spend your nature gems on, but sometimes you need more bodies when being rushedAlso evocation magnets. Work well at countering a siege if you properly time when they reach the gates.
  
-  ***??Call Apkallu??:** {{path>S5}} Conj for 60{{:misc:magic:astralpearl.png?nolink}} (summon  {{:nations:ea:ur:umu-apkallu.png?nolink}} ??Umu-apkallu??). A powerful Late game mage. An embodiment of all of Ur's magic paths. Just summoning one Greatly improves your chances of reaching your other research goals. Ur can't summon nativly without god specing into a path you don't need. +  ***??Summon Kusarikkus??:** {{path>E1}} Conj for 6{{:misc:magic:earthgem.png?nolink}} (summon {{:nations:ea:ur:kusarikku.png?nolink}} ??Kusarikku??s). Powerful Sacred summon, High HP, and two attacks with one being an anti-demon weapon, they become one of your strongest units when they have Giants bless and the fact that you have many of the buffing spells
-====Magic Access==== +
-They are Nature power Enkidu Shaman can be {{path>N5}} in combat, and go up to {{path>N6}} with ??Treelord's Staff??, {{path>N8}} if you can make ??Moonvine Bracelet??  and ??The Copper Arm??+
  
-They also do Earth with possible {{path>E5}} with random and ??Earth Boots?? in combat.+  ***??Summon Ugallu??:** {{path>A3}} Conj 5 for 24{{:misc:magic:airgem.png?nolink}} (summon  {{:nations:ea:ur:ugallu.png?nolink}} ??Ugallu??). Need a God or spend a lot of air gems for empowerment to get. Gives you a flying {{path>A3}}, for all that important Air utility.  Can also be geared to be a ??Storm?? caster for that {{path>A5}} combat magic.
  
-WIth a ??Skull Staff?? Bone Readers can get you {{path>D3}}.+  ***??Call Anzu??:** {{path>A4}} Conj 7 for 4{{:misc:magic:airgem.png?nolink}} (summon  {{:nations:ea:ur:anzu.png?nolink}} ??Anzu??). Needs to climb higher into Air for a ??Great Eagle?? with two breath attacks. Comes too late in research but can be used in flying raider forces.
  
-Though situation less useful You also have ways to climbed water as {{path>W2}} and research into construction is enough, letting you get to Water Queens if other people let you stay in the water.+  ***??Call Apkallu??:** {{path>S5}} Conj 8 for 60{{:misc:magic:astralpearl.png?nolink}} (summon  {{:nations:ea:ur:umu-apkallu.png?nolink}} ??Umu-apkallu??). A powerful late game mage. An embodiment of all of Ur's magic paths. Just summoning one greatly improves your chances of reaching your other research goals. Ur can't summon natively without a god speccing into a path you don't otherwise need.
  
-You have {{path>A2}} but With some Finagling, Pretender Design or luck you can get {{path>A3}} summons. +====Notable Generic Magic==== 
-====Combat Magic==== +===Combat Magic=== 
-Ur has a lot of high path mages in and off the forts.+Ur has a lot of high path mages both in and out of forts.
  
-Your main paths are Earth and Nature, Having a lot of signatures spells army buff and Enemy hindering spells like ??Howl??, ??Marble Warriors??. ??Strength of Giants??, ??Mass Regeneration??.+Your main paths are Earth and Nature, which have a lot of signature army buff and enemy hindering spells like ??Howl??, ??Marble Warriors??. ??Strength of Giants??, and ??Mass Regeneration??.
  
-Bone Readers are your supply of supporting death magic, having ??Horde of Skeletons?? and ??Enfeeble??, even ??Stygian Rains?? for important battles with boosters. Being sneaky makes them are to predict where to find them.+Bone Readers are your death mages, having ??Horde of Skeletons?? and ??Enfeeble??, even ??Stygian Rains?? for important battles with boosters. Being sneaky makes it hard to predict where to find them.
  
-Water is more situational Until late game when you get your late-game research goals. Early on you have a recruitable mage that can shut fire damage down with ??Rain??. With a booster many useful army-wide spell becomes available: ??Fire Resistance??, ??Freezing Mist??, ??Frost Fend??, ??Wave Warriors??, ??Falling Frost?? even ??Grip of Winter?? and ??Quickening??.+Water is more situational until late game when you get your late-game research goals. Early on you have a recruitable mage that can shut fire damage down with ??Rain??. With a booster many useful army-wide spells become available: ??Fire Resistance??, ??Freezing Mist??, ??Frost Fend??, ??Wave Warriors??, ??Falling Frost??, and even ??Grip of Winter?? and ??Quickening??.
  
-you have Air Gudu as thugs with ??Mistform?? and ??Mirror Image?? but they can also cast some non-self-buff spell-like ??Gift of Flight?? and ??Lighting Bolt??. Ugallu Take air farther by Airdroping in with ??Summon Air Elemental??s and fix the national hat problem with ??Arrow Fend?? +Air Gudu can thug with ??Mistform?? and ??Mirror Image?? but they can also cast some non-self-buff spell-like ??Gift of Flight?? and ??Lighting Bolt??. Ugallu take air farther by airdropping in with ??Summon Air Elemental??s and fix the national hat problem with ??Arrow Fend??. 
-====Ritual Magic==== +===Ritual Magic=== 
-You are a contender in EA to get ??Mother Oak??. This will fuel your Nature Expnedature, like putting up other nature globals like ??Gift of Health??.  +You are a contender in EA to get ??Mother Oak??. This will fuel your Nature expenditure, like putting up other nature globals like ??Gift of Health??.  
-Summoning ??Troll Shaman??s can be redundant but gets you that Nature/Death cross paths, like boosting up to ??Lamia Queen?? for Blood access. +Summoning ??Troll Shaman??s can be redundant but gets you Nature/Death cross paths, which allows things like boosting up to ??Lamia Queen?? for Blood access. 
  
-[[Transformation]] on Shamans is up to your luck, removing their high upkeep and my get boost but at the possible cost of losing them and some nature gems.+[[Transformation]] on Shamans is up to your luck - it can remove their high upkeep and may boost their magic paths, but at the cost of nature gems and possibly losing the Shaman.
  
-if can't get enough {{gems>A}} gems for {{path>A3}}, you can summon ??Faery Queen?? with nature to summon ??Ugallu??. ??Summon Great Eagles?? to break down walls.+If you can't get enough {{gems>A}} gems to boost to {{path>A3}}, you can summon ??Faery Queen?? with nature to summon ??Ugallu??. ??Summon Great Eagles?? to break down walls.
  
 Gudu also love to ??Cloud Trapeze??. Gudu also love to ??Cloud Trapeze??.
 ====Magic Items====  ====Magic Items==== 
-Alot of your mages have the chassis and paths to thug, not to mention having access to many of the good foring paths(Air, Water, Earth, Death, Natue). ??Kithaironic Lion Pelt?? is a cost-effective helmet/body armor combo. ??Shademail Haubergeon??and ??Shadow Brand?? are strong thug items to remember you can make.+Many of your mages have the chassis and paths to thug, and you have access to many of the good forging paths (Air, Water, Earth, Death, Nature). ??Kithaironic Lion Pelt?? is a cost-effective helmet/body armor combo. ??Shademail Haubergeon?? and ??Shadow Brand?? are strong thug items you can make.
  
  
-===National Dicount Items=== +===National Discount Items=== 
-  ***??Headdress of the Bull??** {{gems>5N}} {{path>N1}}. Grant the user +2 strength and a retinue of a ??Buffalo??. Great on a mage thug as it's a cheap item that boosts their damageand gives them a trampling animal to buy him time for buffing. Also, Buffalos are able to run over any would-be assassin.+  ***??Headdress of the Bull??** {{gems>5N}} {{path>N1}}. Grant the user +2 strength and a retinue of a ??Buffalo??. Great on a mage thug as it's a cheap item that boosts their damage and gives them a trampling animal to buy time for buffing. Also, Buffaloes are able to run over any would-be assassin.
 =====Strategy===== =====Strategy=====
 +
 +====Early Game====
 +FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure 
 +
 +Your troops are not that good against most other more numerous or elite troop types. Ur's ability to more quickly resummon their slain pretender makes an expander Pretender expander or a defensive Titan a more viable early game strategy. 
 + 
 +It will cut into your mage turns, but you should be recruiting several ??Enkidu Elder??s during expansions - not only are they great and super cheap commanders, but they will also save you gold in the long run as they passively raise the PD strength each turn for free.  They should be the guys building forts if possible.
 +
 +You can use 15-ish Ur-Guard with a well-positioned Mushussu for that Fear aura as your initial expansion expeditions. 
 +
 +When making forts you're paying an extra 150{{gold}} and one more turn to build your cities. They suck at defense for the price but you're getting that bonus commander recruitment right away (so actually faster and cheaper in the grand scheme of why you're building forts). You could also upgrade to walled cities to be just as defensive as other fortresses, but that is more money and turns than you need to spend.
 +====Power Curve====
 +//This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.//
 +
 +====Expansion Strategies====
 +//List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.//
  
 ====Pretender==== ====Pretender====
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 </WRAP></WRAP> </WRAP></WRAP>
-====Early Game==== 
-FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure  
- 
-Your troops are not that good agent most other more numerous or elite troops types. Ur's affinity to more quickly resummon their slain pretender makes an Predenter expander or a defensive Titan a more viable Early game strategy.  
-  
-will cut into your mage turns, but should be recruiting several ??Enkidu Elder??s during expansions, not only great and supper cheap commanders, but also will in the long term save you gold as they passively raise the PD strength each turn for free.  They Should be the guys building forts if possible. 
- 
-15-ish Ur-Guard with a well-positioned Mushussu for that Fear aura as your initial expansion expeditions.  
- 
-when making forts your paying an extra 150{{gold}} and one more turn to build your cities. Suck at defense for the price but your getting that bonus commander recruitment right away (so actually faster and cheaper in the grand scheme of why your building forts). You could also upgrade to walled cities to be just as defensive as other fortresses, but that is more money and turns than you need to spend. 
-====Mid Game==== 
-FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for 
- 
- 
-====Late Game==== 
-How do you close out the game if you are in it, is the high level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly 
  
  
ur-ea.1672882551.txt.gz · Last modified: 2023/01/05 01:35 by ajr