Arrakis
"He who controls the Spice controls the universe."
List of Contents
- 3.0 | Special Regions
- 3.1 | Acid Lakes
- 3.2 | Crescent Ridge
- 3.3 | Great Volcano
- 3.4 | Imperial Basin
- 3.5 | Moon Dew Vale
- 3.6 | Mount Idaho
- 3.7 | Observatory Mountain
- 3.8 | Polar Sink
- 3.9 | Sand Fall
- 3.10 | Shield Wall
- 3.11 | Space Wreck
- 3.12 | The Desolation
- 3.13 | Well of Riches
- 3.14 | White Rift
- 3.15 | Worm Nest
- 4.0 | Sietches
Villages
General Info
- + Villages are located in certain regions and can be attacked with military units
- + Neutral villages further from your Main Base have stronger Militia defenses
- + After defeating a village's militia, you can take one of three actions:
- − Annex: spend Authority to gain control of the village and its region
- − Pillage: plunder it for Resources (mainly Solari)
- − Liberate: return the village to a neutral state (only available on enemy faction villages)
- + Villages have construction slots that can be unlocked with Plascrete:
- − Standard factions: 5 slots (2 unlocked by default; additional slots cost 100, 200, and 400 Plascrete)
- − House Corrino: 6 slots (3 unlocked by default)
- − Fremen: 4 slots (2 unlocked by default; additional slots cost 100 and 200 Plascrete)
- + Each village has 2 random traits providing bonuses (see Village Traits below)
- − Investment Office buildings will apply a village's traits an additional time
- + You may abandon a controlled village at any time (no refund is given)
Village Traits
Each village has 2 of the following traits:
| Trait | Effect(s) |
|---|---|
| Analysts | +2 Intel production with one building of each type |
| Bartering Customs | +3 Solari per Economy building |
| Connections | +30% agent recruitment speed |
| Data Brokers | +3 Solari per Statecraft building |
| Desert Miners | +1 Plascrete per Economy building |
| Former Smugglers | +10% resources from pillaging villages |
| Former Soldiers | +1 Militia slot |
| Glass Sculptors | 50% of the village's Plascrete production as Solari production |
| Handymen | |
| Hardworkers | +10% regional resource production |
| Industrious | |
| Ingenious Mind | +20% Economy building production |
| Local Sourcing | +10 Solari with one building of each type |
| Plunderers | +3 Solari per Military building |
| Scavenger Network | Gain 20 Solari per enemy Unit dying in ally territory |
| Scientists | |
| Scholarly | +20% Statecraft building production |
| Strong Network | +1 Intel per Statecraft building |
| Strong-Willed | +1 Manpower with one building of each type |
| Versatile | +20% resource production with mixed building types |
| Water Traders | 100% of the village's Water production as Solari |
| Way of the Desert | +20% Experience gains for all military Units |
| Well Diggers | +3 Water production |
| Youthful Eagerness | |
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 intermittently
- + If set to Auto-Recall, harvesters will generate -5% Spice but will attempt to automatically recall themselves to the village when attacked by a Sandworm. Note that sometimes the Harvester will still be destroyed even on Auto-Recall.
- + Can be traded with other factions
- + Converts to Solari at a rate of 1.5–2.5 Solari per Spice; the rate recalculates after each Spice Tax cycle
- + The Spice Tax is due every 25 days; missing a payment costs −20 Landsraad Standing
- − No more than 3,000 Spice can be stockpiled at any given time (6,000 with the CHOAM Branch Main Base building)
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:
- −50% Knowledge
- −100% Agent recruitment speed
- −5 Landsraad Standing
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 +30 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:
- +50% Buildings Solari Upkeep
- −50% Buildings construction speed
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 +4 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
- − Fremen cannot obtain Fuel Cells; their major buildings consume additional Water instead
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 Dew Collectors (all factions) or Wind Traps (Fremen only)
- + By default, your Main Base generates +20 Water
- + Village buildings consume 2 Water; major buildings consume 3 Water (10 Water for Fremen)
- + Increases the maximum Supply range of non-mechanical units
- − 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
- + Knowledge determines how quickly a Faction's Developments are researched
- + Gained from building Research Hubs, the Research Center or Research Agreement Treaties
Influence
- + Influence may be spent to grant votes in the Landsraad Council
- + Primarily gained from building Listening Posts and assigning Agents to Landsraad Infiltration
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. Thresholds unlock new abilities and ultimately allow you to win the game
- + 2,500 Hegemony: Unlocks Headquarter Buildings
- + 5,000 Hegemony: Unlocks faction elite ground units, air units, and major buildings
- + 10,000 Hegemony: Unlocks Hero unit
- + 30,000 Hegemony: Victory
- + Primarily gained from controlling Villages (+600 per village on medium map, +1,000 on small map), controlling Special Regions (+1,000 each), paying the Spice Tax (+1,000 per payment), and completing Events (+300 each)
Landsraad Standing
- + Landsraad Standing represents your Faction's current political power and standing within the Landsraad
- + Starting values: Corrino 250, Ecaz 220, Vernius 220, Atreides 210, Harkonnen 200; Smugglers enter the Landsraad at 5,000 Hegemony with 200 Standing; Fremen never obtain Landsraad Standing
- + Can be gained from Discoveries, supporting Council Resolutions favored by House Minors, active Truces, and building an Embassy in your Main Base
- + Can be lost from: missing a Spice Tax payment (−20), betraying a Truce (−100), using Nuclear Warheads (−500), recruiting a Hero Ghola (−30)
- + Dropping below 250 Standing risks losing your Charters
- + The Landsraad Standing tier effects are shown below:
| Landsraad Standing | Effect(s) |
|---|---|
| 0-99 (Pariah) | |
| 100-199 (Low) | |
| 200-299 (Medium) | No special effects |
| 300-399 (High) | |
| 400-500 (Very High) | |
Special Regions
- + All or some of these Special Regions will randomly spawn around the map at the start of the game
- + All owned Special Regions provide +1000 Hegemony
- + Annexing a Special Region costs an extra +30 Authority
- + Crafts Workshops can only be built in Special Regions
Acid Lakes
- Ground units lose -10% Health daily
- +100% Research Hub production
Crescent Ridge
- +100% Dew Collector production
- Fremen only: +100% Windtrap production
Great Volcano
- Allows Fuel Cell Factory construction
- +100% Fuel Cell Factory production
- Fremen only: Allows Ceremonial Caves construction
- Fremen only: +100% Ceremonial Caves production
Imperial Basin
- +100% Recruitment Center production
Moon Dew Vale
- Ground units lose Supply at 50% speed
- Village buildings consume no Water
Mount Idaho
- +200% Plascrete Factory production
Observatory Mountain
- Allows Data Center construction
- Allows Listening Post construction
- +50% Data Center production
- +50% Listening Post production
Polar Sink
- Note: Always located at map center
- Allows Water Extractor construction
Sand Fall
- Converts 6% of Village Solari upkeep into Knowledge
Shield Wall
- -50% Building upkeep in this region
Space Wreck
- Space Craft Wreck discovery appears periodically
- Spacing Guild Branch provides +1 Guild Favor
- Fremen only: Recycling Plant provides +1 Spaceship Parts
The Desolation
- Cannot be owned
- +400% Supply drain
- Ground units lose -40% Health daily
- -40% Ground unit Speed
Well of Riches
- +100% Processing Plant production
White Rift
- +100% Crafts Workshop production
Worm Nest
- Military units attract Sandworms 50% faster
- +25% Spice production in the region
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
Each Sietch can be allied to gain one of the following traits:
| Trait | Category | Effect(s) |
|---|---|---|
| Arrakis Heart | economic | +2% resource production per controlled Special Region |
| Commercial Hub | economic | +10% Solari production |
| Helping Hand | economic | +10% Village production |
| Tool Makers | economic | −20% Building Upkeep |
| Arrakis Harvesters | military | +200% unit power as Solari when units die |
| Heralds of Revolution | military | +50% Militia Health |
| Scouts of Secret Paths | military | +10% Military Unit Health |
| Training Grounds | military | −30% recruitment time |
| Arrakis Collectors | statecraft | +10 Solari per active Treaty |
| Fremen Agents | statecraft | −20% spying cost and preparation time |
| Fremen Brotherhood | statecraft | +2 Agents with Fremen Sibling trait |
| Fremen Scientists | statecraft | +4 Knowledge |
Factions
House Atreides
The stellar reputation of House Atreides owes a lot to its leader's commanding style: firm yet honorable and fair. By imperial decree, the Atreides have just inherited the stewardship of Arrakis and have a lot of work to do to take over from the Harkonnens.
House Harkonnen
House Harkonnen shares its chilling reputation with its leader, Baron Vladimir Harkonnen. They have been called despotic, merciless, scheming and devious. And those are only their finer qualities.
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
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.
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.
House Ecaz
House Ecaz is known for its touristic resorts, its recreational drugs, and its patronage for the Art. But behind this enticing exterior, the refined house and its no less refined ruler, Archduchess Armanda, are ruthless and efficient defenders of their interests.
House Vernius
House Vernius rules over Ix, the subterranean world of marvels where the Imperium's most advanced technology is forged. Driven from their homeworld by Bene Tleilax usurpers and their Sardaukar allies, Earl Rhombur Vernius has never stopped fighting to reclaim Ix — and with it, the unrivalled manufacturing power that made his house great.