Arrakis

Villages Banner
"He who controls the Spice controls the universe.”

List of Contents

Villages

General Info

  • + There is always one village in each region (except for Deep Desert)
  • + The villages closest to the main base will have less Militia than those further away
  • + The closer a village is to the Main Base, the less Authority required to capture it
  • + If the village is held by an enemy faction, you can instead choose to Liberate the village, thus returning it to a neutral state
  • + You may also choose to Pillage a village to receive various Resources (mainly Solari)
    • − Pillaging a village will increase the Authority cost to capture that village by 10% (stacks up to 5 times)

Village Traits

Each village has 1 of the following traits:

Trait Effect(s)
Connections -5% Authority cost to annex a village
Desert Miners +8 Plascrete production
Glass Sculptors Gain 20% of the village's Plascrete production as Solari production
Handymen
  • -50% Buildings construction cost
  • New Building slots cost -50% in this Village
  • Scavenger Network Gain 20 Solari per enemy Unit dying in ally territory
    Scientists
  • +1 Research Hub limit
  • +30% Research Hub resource production
  • Strong Network +1 Intel production
    Strong-Willed +2 Manpower production
    Way of the Desert +20% Experience gains for all your military Units
    Merchants +6 Solari production

    Resources

    Spice

    • + The most valuable resource in the game - used to both generate Solari at a variable exchange rate and pay the Imperial Spice Tax
    • + Spice Fields with harvesters on them will generate Spice, but will also be attacked by Sandworms intermittedly
    • + If set to Auto-Recall, harvesters will generate -5% Spice but will attempt to automatically recall itself to the village when attacked by a Sandworm. Note that sometimes it will still be destroyed even on Auto-Recall.
    • + Can be traded with other factions

    Solari

    • + Solari is the main currency on Arrakis and is used to pay for a variety of things including Units and Buildings.
    • + Primarily gained from selling Spice
    • + By default, your Main Base generates +30 Solari
    • + Can be traded with other factions
    • − When a faction goes in to a Solari deficit, they receive the following effects:

    Plascrete

    • + Plascrete is required to build and maintain all Buildings within Villages and Main Bases.
    • + Primarily gained from Plascrete Factories
    • + By default, your Main Base generates +20 Plascrete
    • + Can be traded with other factions
    • − No more than 5000 Plascrete can be stockpiled at any given time
    • − When a faction goes in to a Plascrete deficit, they receive the following effects:

    Manpower

    • + Manpower is required to recruit and maintain Units
    • + Primarily gained from Recruitment Offices and Agents assigned to Spacing Guild Infiltration
    • + By default, your Main Base generates +10 Manpower
    • − No more than 500 Manpower can be stockpiled at any given time
    • − When a faction goes in to a Manpower deficit, they receive the following effects:
      • -100% health regeneration on Units

    Fuel Cells

    • + Fuel Cells are the main power source used on Arrakis. They are used to operate vehicles such as Harvesters and Drones, as well as some Buildings
    • + Primarily gained by building Fuel Cell Factories
    • + By default, your Main Base generates +10 Fuel Cells

    Water

    • + Water is essential for life, and a rare resource on Arrakis. It is mainly used to supply controlled Villages as well as recruit and maintain Units
    • + Primarily gained by building Wind Traps
    • − When a faction goes in to a Water deficit, they receive the following effects:
      • +50% Supply drain
      • -50% Manpower production
      • Unrest and Rebellion may take place in your Villages

    Authority

    • + Authority represents a Faction's leadership and reach over the regions of Arrakis
    • + Primarily gained by assigning Agents to Arrakis Infiltration
    • + Used to take control of Villages
    • + By default, your Main Base generates +4 Authority
    • − No more than 500 Authority can be stockpiled at any given time

    Knowledge

    Influence

    Intel

    • + Intel is used to launch Espionage Operations
    • + Primarily gained from Agents and building Data Centers
    • − No more than 1000 Intel can be stockpiled at any given time

    Command Points

    • + Command Points limit the size of your army
    • + By default, your Main Base grants you 22 Command Points
    • + This cap is mainly increased by researching Military Developments

    Hegemony

    • + Hegemony is the reflection of a Faction's overall power over Dune. Some thresholds will unlock new abilities and ultimate allow you to win the game!
    • + A high Landsraad Standing will grant your Faction several buffs while a low Landsraad Standing can have severe penalties
    • + The exact Landsraad Standing effects can be seen below:

    Landsraad Standing

    • + Landsraad Standing represents your Faction's current political power
    • + A high Landsraad Standing will grant your Faction several buffs while a low Landsraad Standing can have severe penalties
    • + The exact Landsraad Standing effects can be seen below:
    Landsraad Standing Effect(s)
    0-49
  • -50% CHOAM Spice exchange rate
  • 100% Votes
  • -5 Influence
  • Targeted by Landsraad Guard every 10 days
  • 50-99
  • -25% CHOAM Spice exchange rate
  • -50 Votes
  • -5 Influence
  • 100-199
  • -20% CHOAM Spice exchange rate
  • -20 Votes
  • -2 Influence
  • 200-299 +200 Hegemony
    300-399
  • +10% CHOAM Spice exchange rate
  • +20 Votes
  • +2 Influence
  • +600-800 Hegemony
  • 400-500
  • +20% CHOAM Spice exchange rate
  • +30 Votes
  • +3 Influence
  • +1400 Hegemony
  • Special Regions

    All or some of these Special Regions will randomly spawn around the map at the start of the game

    Acid Lakes

    • -10% Health per day
    • +100% Research Hub resource production
    • +1000 Hegemony

    Crescent Ridge

    • +100% Windtrap resource production
    • +1000 Hegemony

    Great Volcano

    Moon Dew Vale

    • Gain 20% Supply daily
    • +1000 Hegemony

    Mount Idaho

    Observatory Mountain

    Polar Sink

    • Note: Always spawns in the middle of the map
    • Allows the construction of a Water Extractor
    • +1000 Hegemony

    Shield Wall

    • -50% Building upkeep in this region
    • +1000 Hegemony

    Well of Riches

    White Rift

    Worm Nest

    • Military Units are 50% more likely to attract Sandworms
    • +25% Spice production in the region
    • +1000 Hegemony

    Sietches

    General Info

    • + Sietches will randomly spawn somewhere on the map when the game is created
    • + Sietches will periodically send raiders to attack nearby Villages owned by players (the lower the relation level, the more frequent the raids)
    • + Initially, Sietches are competely invisible. However, players can increase their Sietch detection speed through various means
    • + Once a Sietch is discovered, players can choose to trade them 10 Water in exchange for another Resource determined by the Sietch
    • + Trading with a Sietch slowly raises your relations. At 100 relation level, you can ally the Sietch to gain their unique trait

    Sietch Traits

    **TO DO**

    Factions

    Ecaz Banner

    House Ecaz

    House Ecaz is known for it's touristic resorts, it's recreational drugs, and it's patronage for the Art. But behind this enticing exterior, the refined house and it's no less refined ruler, Archduchess Armanda, are ruthless and efficient defenders of their interests.

    Smugglers Banner

    Smugglers

    There’s a fine line between smugglers and full-fledged bandits, and Esmar Tuek is adept at walking that line. Smugglers can provide anything to anyone, provided they put the price… and do not look at the specifics too closely.

    Fremen Banner

    Fremen

    Fremen are the only people native to Arrakis and will do anything to protect their way against the offworlders. While their leader, Liet-Kynes, doesn’t originally come from Dune, she is every bit as determined and attached to the planet as the next Fremen.

    Corrino Banner

    House Corrino

    Imperial House Corrino has ruled the galaxy for ten millenia, and Shaddam IV intends to keep it that way. The situation on Arrakis calls for the direct intervention of the Padishah Emperor, who will use all His wit and the might of His administration to turn the war to His benefit.