Arrakis

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"He who controls the Spice controls the universe."

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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
  • -40% Buildings construction cost
  • -40% new Building slot costs in this Village
  • Hardworkers +10% regional resource production
    Industrious
  • +1 Plascrete Factory limit
  • +20% Plascrete Factory production
  • 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
  • +1 Research Hub limit
  • +20% Research Hub production
  • 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
  • +1 Recruitment Office limit
  • +20% Recruitment Office 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 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)
  • No voting rights
  • −3 Influence production
  • +300% CHOAM share buying cost
  • Main Base attacked by Landsraad Guard every 20 days
  • 100-199 (Low)
  • −2 Influence production
  • +100% CHOAM share buying cost
  • 200-299 (Medium) No special effects
    300-399 (High)
  • +100 max Influence
  • +1 Influence production
  • −10% CHOAM share buying cost
  • 400-500 (Very High)
  • +200 max Influence
  • +2 Influence production
  • −15% CHOAM share buying cost
  • 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