Dominions 6 - EA UR - National Overview

Ойындар

So what is UR. its the the first city, the wild hunters and herdsman, Civilization attempting to bind the unknown and the legacy of gilgamesh
00:00 Introduction to UR
6:30 Troop Overveiw
19:00 Comander Overview
36:00 Key Spells and Research
48:55 Stratagies
59:40 Pretenders and Blesses
1:09:30 Closing Thoughts

Пікірлер: 12

  • @WilliamRoyNelson
    @WilliamRoyNelson2 ай бұрын

    Is the early Air Shield you were trying to think of "Protective Winds?" Alteration 3, Air 2. It's sorta between Air Shield and Arrow Fend.

  • @topguides6991

    @topguides6991

    2 ай бұрын

    Yeppers that's the one

  • @CaptScrotes
    @CaptScrotes3 ай бұрын

    I never thought to try this kingdom out but they seem way cooler than my initial impression of man-beast savages :p

  • @topguides6991

    @topguides6991

    3 ай бұрын

    Yeah they're quite intriguing and have a variety of fun strategies to try. Let me know what you think

  • @I-ONLY-BUILD-MECHS-AND-DUSTERS
    @I-ONLY-BUILD-MECHS-AND-DUSTERS3 ай бұрын

    I played them recently, super interesting

  • @topguides6991

    @topguides6991

    3 ай бұрын

    What kinda strategy did you go for

  • @WilliamRoyNelson
    @WilliamRoyNelson2 ай бұрын

    17:58 "doodoo"

  • @MrEBear
    @MrEBear3 ай бұрын

    Really have been enjoying these, and they've definitely helped open my eyes to nations I normally overlook, so thanks! I know the videos are already fairly long, but is there any possibility of doing a few turns of expansion too? Personally, one of the areas I tend struggle with the most is figuring out just what I need to make an efficient expansion party, and hearing/seeing what works would be awesome.

  • @topguides6991

    @topguides6991

    3 ай бұрын

    Sure that's a great idea I could do 6-8 turns without adding to much time

  • @TheMelnTeam
    @TheMelnTeam3 ай бұрын

    Ur usually shouldn't do water stuff, but it's legit if there is significant water & no water nations (like the default maps). Kulullu *are* indy troops basically, but you can make forts and recruit water mages UW, so once you take root in an ocean it's almost as difficult to get rid of you as an actual UW nation. Even w/o this, you probably want at least one water fort just for astral. Kulullu can go on land with shambler skin (w1 5 gem item), amulet of the fish should not be made for them. I think you usually don't bring sages out of water unless you can do opportunistic raiding/troll people as a poor man's UW. As you say, longbows are no joke if you can screen for them. Especially in EA. Edit: you're an empowerment or two away from recruiting repeat astral and death guys. Bone readers will search enough death income, and the sages can run arcane probing to get you income early, which you drop an empower or two on an enkidu shaman or something and start making golems in turn 40-50+ range (plus matrix items). Fire and glamour will take more work. Air you can summon more A3...this is less than the Caelums of the world, but way more air than nations that lack it can break into.

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