Urkans
- ↳ Urkans
- Urkan Lice
Introduced in the Symbiosis expansion,
Urkans are three giant, powerful, indestructible units that appear over the course of the game.
Mechanics
An Urkan will spawn as a neutral unit hostile to all factions. A faction that defeats the Urkan will tame it, causing it to join the faction. A neutral Urkan may also be bribed to join the faction by giving it a large number of
Luxury Resources. A neutral Urkan will regularly migrate to another neutral region after a number of turns, at which point the required luxury resource will also change.
Once tamed, an Urkan may be upgraded through Training, granting it powerful military and economic bonuses.
By default an Urkan is rooted into a region, claiming it so that no-one may found a city in the region as long as the Urkan is there. An Urkan cannot root in a colonised region. A rooted Urkan will extract visible resources from the region for the controlling empire. Notably, this does not require any extractor technology, only that the deposit has been revealed. Once trained, a rooted Urkan may also affect the
FIDSI yields of adjacent cities. A rooted Urkan can use the Migrate Urkan action to instantly move to another uncolonised region.
An Urkan may also uproot, allowing it to walk around the map like a regular unit. An uprooted Urkan may root itself again in any uncolonised region.
An Urkan has its own garrison or army that moves along with it. Urkan Lice will regularly spawn in the garrison, up to a limit of four lice. Otherwise units cannot be added to, or removed from, this garrison, with one exception. A neutral Urkan will also regularly spawn roaming armies of lice that patrol the region.
An Urkan or spawned lice will automatically equip an Iron or
Dust weapon corresponding to the current global technological era (that is, the highest era reached by any empire in the world). All Urkans and lice will equip claws, except for Chaka, who instead equips a quarterstaff. Urkans and spawned lice have no other equipment.
Every empire has visibility of each Urkan and a one-tile radius around it. It is recommended to position Urkans away from cities, since this vision can allow other factions to send spies to a visible city.
An Urkan has
Dust upkeep ten times that of a regular unit.
List of Urkans
Kazar![]() The largest of the three great beasts, Kazar moves with an unhurried gait that belies its great strength and arrogance. Often crusted with precious ores when emerging from the depths, Kazar is sometimes the target of brave, or foolhardy, adventures who attempt to liberate the valuable stones. |
| ||||||||||||||||||||||||||||||||||||||
Chaka![]() Legends have it that Chaka is the shyest of the Urkans, reputedly roaming Auriga's emptier regions, and enjoying solitude more than conflict. Equally, however, Chaka is said to be the most ferocious of the three beasts, and there are many tales of its rage and destruction. |
| ||||||||||||||||||||||||||||||||||||||
Fakir![]() Of the three Urkans who are the eternal adversaries of the Mykara, Fakir is the one who strikes the greatest fear into the fungal collective. Blessed with a extremely keen olfactory senses, legend has it that Fakir can track subterranean rhizome paths for leagues upon leagues. |
| ||||||||||||||||||||||||||||||||||||||
Training
Urkans can be upgraded via Urkan Training. There are 13 training options, unlocked by controlling one, two, or all of the Urkans. Each training costs
Luxury Resources, with the tier and amount depending on the number of Urkans required:
- Each Urkan has 3 training options, which each cost 15 of a tier 1
luxury. - Controlling a pair of Urkans also unlocks a training option, which costs 25 of a tier 2
luxury. - Controlling all Urkans unlocks the final training option, which costs 35 of a tier 3
luxury.
The specific resources required are randomly determined at the start of the game.
Urkan Agriculture
|
With mycelial networks riddling the land, when a great beast is rooted to a region it can help to process tough nutrients, channeling sustenance from rivals to allies. | |||||||
|
Effects:
While Urkan is rooted to a Region: | ||||||||
Reinforced Carapace
|
Applying a salve concocted from a rare mushroom onto the Urkan carapace gives the great beast and their minions a harder shell and better constitution. | |||||||
|
Effects:
+50% Life | ||||||||
Healing Secretion
|
Urkans secrete a complex pheromone, which when correctly treated can aide nearby armies defenses and regeneration. The effect is thought to be connected to symbiotic relationships between normally-warring bacteria. | |||||||
|
Effects:
While Urkan is in Army Form: | ||||||||
Chymical Warfare
|
Possessed with the unique ability to 'read' and transform chymical markers, while rooted Chaka can disrupt nearby enemies' scientific investigations and pass on genuine research to allies. | |||||||
|
Effects:
While Urkan is rooted to a Region: | ||||||||
Monstrous Watchtower
|
With their towering height, Urkans naturally enjoy a peerless view of the surrounding terrain, but conveying what they see into useful intel can be difficult. Through beast-master training of Chaka, however, such information can be gleaned from all Urkans. | |||||||
|
Effects:
Urkans under your control have +5 Vision Range | ||||||||
Twitch Aura
|
Chaka emanates a natural pheromone that can allow sufficiently prepared allies' nervous systems to be sped-up, boosting response time and movement. | |||||||
|
Effects:
While Urkan is in Army Form: | ||||||||
Dust Leecher
|
While rooted to the earth, Fakir can sense and exploit veins of Dust by piggybacking on existing mycelial webs. By directing the flows, this knowledge can be extremely profitable - and damaging. | |||||||
|
Effects:
While Urkan is rooted to a Region: | ||||||||
Urkan Conditioning
|
With Fakir under control, beast-masters are able to teach the entire Urkan entourage they command to act more independently, raising their dynamism. | |||||||
|
Effects:
Urkans and Lice under your control have +20% Initiative | ||||||||
Berserker Blood
|
Urkan blood - or the equivalent - is potent stuff, and Fakir's ichor is no exception. When mixed with a rare mineral it becomes a fabulous draft of war, turning armies into beasts upon consumption. As it breaks down swiftly, it doesn't travel far. | |||||||
|
Effects:
While Urkan is in Army Form: | ||||||||
Fecund Brood
|
Via a careful chymical procedure, Urkans can be seeded with exotic concoctions that accelerate lice production under the exoskeletal plates. | |||||||
|
Effects:
Urkans under your control spawn Lice 50% faster | ||||||||
Urkan Power
|
Together, Chaka and Fakir can be instructed to perform a display of such intimidating power that nearby friendly populations feel a deep sense of relief, while nearby enemy populations tremble in fear - and lose confidence in their leaders. | |||||||
|
Effects:
While Urkan is rooted to a Region: | ||||||||
Endurance Training
|
Experiments on the lice strains living on Kazar and Fakir have led to a stunning discovery: Their mutual interaction produces natural defenses making Urkans resilient to winter's effects. | |||||||
|
Effects:
Removes penalties on Urkan due to Winter | ||||||||
Coordinated Tremors
|
Careful training by skilled beast-masters allows the Urkans to coordinate earth-shattering 'blows' that superpose over each other, producing long-distance attacks on fortifications. | |||||||
|
Effects:
Urkans gain the "Tremors" Army Action, producing long distance Siege Damage | ||||||||
Notes
- There is currently a bug with weapons equipped by Urkans and their spawned Lice. Each unit should equip an Iron or
Dust weapon corresponding to the global technological era. However, when a new era is reached, the new weapon is added to the unit without removing the previous ones. This causes the unit to have multiple weapons equipped at the same time, potentially greatly increasing its
Attack and
Damage. This bug does not affect the Mykara version of Urkan Lice.


