Buildings
"Growth is limited by the necessity which is present in the least amount. And naturally, the least favorable condition controls the growth rate."
List of Contents
- 1.0 | Village Buildings
- 1.1 | Economy
- Refinery
- Spice Silos
- Plascrete Factory
- Maintenance Center
- Wholesale Market
- Processing Plant
- Dew Collector
- Windtrap
- Water Extractor
- Neural Node
- Masterpiece Economy
- Experimental Furnace
- Trafficking Station
- Shai-Hulud Temple
- 1.2 | Military
- Recruitment Office
- Fuel Cell Factory
- Missile Battery
- Military Base
- Airfield
- Military Factory
- Nuclear Silo
- Ceremonial Caves
- 1.3 | Statecraft
By default, every Village can construct 2 buildings. However, this limit can be increased by spending additional Plascrete:
- + 3rd Building: 100 Plascrete
- + 4th Building: 200 Plascrete
- + 5th Building: 400 Plascrete
- As a general rule, you can only construct 1 of each Building in every Village
Village Buildings
Economy
Refinery
- Cost: 2 Water | 400 Plascrete
- Upkeep: 12 Solari
- Construction time: 4 Days
- Development required: None
- Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz | Vernius
- Allows deployment of a Harvester to a Spice Field within the same region
Refining is a second step to Spice harvesting. It allows the extraction of the pure and precious substance by extracting trace quantities out of large masses of rocks and sand
Spice Silos
- Cost: 2 Water | 150 Plascrete
- Upkeep: 8 Solari
- Construction time: 4 Days
- Development required: Modular Parts
- Factions: All
- +20% Spice production in ally Villages in the Region and its neighbors (x1 max)
Spice silos hold harvested spice. When the Refinery completes the conversion process, it automatically distributes the spice evenly among the silos
Plascrete Factory
- Cost: 2 Water | 50 Plascrete
- Upkeep: 20 Solari
- Construction time: 4 Days
- Development required: None
- Factions: All
- +10 Plascrete production
Plascrete is a hard material to come by, and a dedicated factory is still necessary for its production
Maintenance Center
- Cost: 2 Water | 150 Plascrete
- Upkeep: None
- Construction time: 4 Days
- Development required: Composite Materials
- Factions: All
- -20% Solari Upkeep in ally Villages in this region and its neighbors (x1 max)
Centralizes supplies for all buildings but also streamlines their logistics and uses, making upkeep easier and more efficient
Wholesale Market
- Cost: 50 Plascrete
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Factions: All
- +4 Solari production
While Spice and Water are the most important resources on Arrakis, there is always money to be made with less glamorous wares
Processing Plant
- Cost: 2 Water | 150 Plascrete
- Upkeep: 4 Solari
- Construction time: 4 Days
- Development required: None
- Factions: All
- +20 Solari production
- Can only be built in a Region containing Rare Elements or the Well of Riches
The excavator ultimately generates Solaris by extracting Rare Elements from the ground
Dew Collector
- Cost: 50 Plascrete
- Upkeep: 4 Solari
- Construction time: 4 Days
- Development required: None
- Factions: All
- +1 Water per wind level in the Region
Collect the morning dew to produce a small amount of clean Water
Windtrap
- Cost: 150 Plascrete
- Upkeep: 8 Solari
- Construction time: 4 Days
- Development required: None
- Factions: Fremen
- +2 Water per wind level in the Region
Captures humidity from the air and produces a small amount of clean water out of it
Water Extractor
- Cost: 300 Plascrete
- Upkeep: 10 Solari
- Construction time: 4 Days
- Development required: None
- Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz
- +25 Water production
- Can only be built in the Polar Sink
Gathers ice, melts it and filters it to produce clean water in large quantities
Neural Node
- Cost: 50 Plascrete
- Upkeep: None
- Construction time: 1 Days
- Development required: None
- Factions: Vernius
- Connects the Region to the Nodal Network
- Can only be built where exactly 1 neighboring region is already connected to the Nodal Network
The whole is more than the sum of its parts
Masterpiece Economy
- Cost: 100 Plascrete
- Upkeep: None
- Construction time: 2 Days
- Development required: None
- Factions: Ecaz
- Counts as 2 buildings for Village Quirks
- Not destroyed on Liberation
- Destroying this building costs the attacker -10 Authority and -10 Landsraad Standing
A true expression of beauty, pure and untainted
Experimental Furnace
- Cost: 1000 Solari | 5 Water | 500 Plascrete | 10 Fuel Cells
- Upkeep: 20 Solari
- Construction time: 8 Days
- Development required: None
- Prerequisite: 5k Hegemony
- Factions: All
- +30% resource production for other Economy buildings in this region and its neighbours (x1 max)
- Major Building: Can only be built ONCE per faction
Under certain pressure and temperature conditions, regular mineral can be turned into exotic and valuable alloys
Trafficking Station
- Cost: 2 Water | 150 Plascrete
- Upkeep: 8 Solari
- Construction time: 4 Days
- Development required: Tinkerer Teams
- Factions: Smugglers
- -20% Spice production in neighboring regions
- Gain 80% of neighboring regions' Spice production as Solari
So much is lost during refining. Would anyone notice if more went missing?
Shai-Hulud Temple
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: Spreading the Faith development OR Mother Ramallo as councilor
- Factions: Fremen
- +20% resource production in ally Villages in this region and its neighbors (x1 max)
- Major Building: Can only be built ONCE per faction
The guidance of Shai-Hulud strengthens the will of the people
Military
Recruitment Office
- Cost: 2 Water | 150 Plascrete
- Upkeep: 20 Solari
- Construction time: 4 Days
- Development required: None
- Factions: All
- +3 Manpower production
Recruiting locally is both cheap and efficient for your crews and armies. Knowledge of the desert often makes all the difference
Fuel Cell Factory
- Cost: 2 Water | 150 Plascrete
- Upkeep: 6 Solari
- Construction time: 4 Days
- Development required: None
- Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz
- +10 Fuel Cells production
- Must be built in a region with Geothermal Energy or in the Great Volcano
This building, dedicated to the production of fuel cells, optimizes the process and allows for better productivity
Missile Battery
- Cost: 2 Water | 150 Plascrete
- Upkeep: 10 Solari
- Construction time: 4 Days
- Development required: None
- Factions: All
- Automatically attacks enemy units in range within your territory
- Won't attack while the Village it's built in is under siege
A well placed Missile Battery can make a big difference in an attack's outcome. An efficiency that also makes it a good deterrent
Military Base
- Cost: 2 Water | 150 Plascrete
- Upkeep: 12 Solari
- Construction time: 4 Days
- Development required: Survival Training
- Factions: All
- -20% damage received by ally Military Units in this Region and its neighbors (x1 max)
The military base allows better preparedness for your troops and your militia, allowing for easier defense of your controlled Regions
Airfield
- Cost: 2 Water | 150 Plascrete
- Upkeep: 12 Solari
- Construction time: 4 Days
- Development required: None
- Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz
- Military units can embark on Shuttles to be transported within the range of airfields
- Your Main Base also counts as an Airfield by default
A strong network of Airfields is an efficient way to maintain control over your territory or to organize surprise attacks on your enemies
Military Factory
- Cost: 1000 Solari | 5 Water | 500 Plascrete | 10 Fuel Cells
- Upkeep: 20 Solari
- Construction time: 8 Days
- Development required: None
- Prerequisite: 5k Hegemony
- Factions: All
- +15% Military Unit Power and Health
- -50% Military Unit Solari and Manpower upkeep
- Major Building: Can only be built ONCE per faction
Serialization of ammunition and aiming accessories improves the efficiency of local defense systems
Nuclear Silo
- Cost: 2000 Solari | 5 Water | 1000 Plascrete | 10 Fuel Cells
- Upkeep: 20 Solari
- Construction time: 8 Days
- Development required: None
- Factions: All
- Allows for the preparation and launch of Nuclear Warheads
- Major Building: Can only be built ONCE per faction
The use of nuclear weapons against humans is forbidden by the Great Convention. There is no greater crime recognised by the Landsraad Council
Ceremonial Caves
- Cost: 2 Water | 150 Plascrete
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Factions: Fremen
- +5% military unit Power
- Must be built in a region with Geothermal Energy (Energy Sources) or in the Great Volcano
In deep caves, Fremen have their Spice orgy, a secret ritual communion fueled by powerful narcotics
Statecraft
Research Hub
- Cost: 2 Water | 150 Plascrete
- Upkeep: 16 Solari
- Construction time: 4 Days
- Development required: None
- Factions: All
- +1 Knowledge production
A provincial lab might find more about life on Arrakis than what we got in the big cities
Data Center
- Cost: 2 Water | 150 Plascrete
- Upkeep: 12 Solari
- Construction time: 4 Days
- Development required: None
- Factions: All
- +3 Intel production
Sometimes the best way to spy on your enemies is to stay close to them. This building is made for exactly that purpose
Listening Post
- Cost: 2 Water | 150 Plascrete
- Upkeep: 12 Solari
- Construction time: 4 Days
- Development required: None
- Factions: All
- +1 Influence production
- Must be built in a Village neighbouring an enemy region
Intercepting and listening to political discussions is often the best way to counter opponents
Investment Office
- Cost: 2 Water | 150 Plascrete
- Upkeep: 10 Solari
- Construction time: 4 Days
- Development required: Outpost Logistics
- Factions: All
- +1 instance of this Village's Traits
Investing in local infrastructure can bring great rewards
Crafts Workshop
- Cost: 2 Water | 150 Plascrete
- Upkeep: 25 Solari
- Construction time: 4 Days
- Development required: Local Dialect Studies
- Factions: All
- +8 Hegemony per day
- Must be built in a Special Region
Kull Wahad! High quality craftsmanship can fetch a very high price, especially with offworlders
Concord Chamber
- Cost: 2 Water | 150 Plascrete
- Upkeep: 6 Solari
- Construction time: 4 Days
- Development required: None
- Factions: Atreides
- Sietches in neighbouring regions gain +200% to relation level gains
- Sietches in neighbouring regions gain +20% resources received from trading
- Must be built next to a revealed neighbouring sietch
Long lasting alliances are built on small, practical actions. A local presence helps climb these small steps, day after day
Research Station
- Cost: 1000 Solari | 5 Water | 500 Plascrete | 10 Fuel Cells
- Upkeep: 20 Solari
- Construction time: 8 Days
- Development required: None
- Prerequisite: 5k Hegemony
- Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz
- +100% Research Hub resource production
- Research Hub upkeep increased by 50%
- Major Building: Can only be built ONCE per faction
Coordinates all scientific efforts to allow for better progression in the research of Developments
Spacing Guild Branch
- Cost: 1000 Solari | 5 Water | 500 Plascrete
- Upkeep: 20 Solari
- Construction time: 8 Days
- Development required: None
- Prerequisite: 5k Hegemony
- Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz
- Allows trading resources with Guild Favour
- Unlocks Spacing Guild Special Events
- Allows the deployment of your faction's Air Units
- Major Building: Can only be built ONCE per faction
As the only known source of geriatric spice, it's only natural that the Spacing Guild will take special interest into Arrakis
Recycling Plant
- Cost: 1000 Solari | 10 Water | 500 Plascrete
- Upkeep: 20 Solari
- Construction time: 4 Days
- Development required: None
- Prerequisite: 5k Hegemony
- Factions: Fremen
- Allows trading resources with Spaceship Parts (Machine Scraps)
- Allows the construction of Spire and Altar air units
- Major Building: Can only be built ONCE per faction
The Fremen have limited industrial capacities. They can however reach a decent output by scrapping and repurposing the invader's machines
Main Base Buildings
Economy
Administrative Hall
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: Local Hubs
- Factions: All
- +3 Solari production in Villages
- +30% Authority production
The city hall centralizes the administrative formalities and acts as a nexus for your civic and political power
CHOAM Branch
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: All
- Applies Solari Upkeep Reduction to all ally Villages in neighboring regions
- +0.3 CHOAM Spice exchange rate
- Agents assigned on CHOAM Infiltration produce 30% more Solari and Intel
Hosting a CHOAM branch is not mandatory in any way, but a wise leader will quickly find it quite advantageous, as it is sure to give them an edge in their economic endeavors
Harvester Works
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: Modular Parts
- Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz
- +5% Harvester gathering rate per Economy building in its Village
- -50% Harvester respawn time
- Each Crew grants increased defense
This structure trains technical harvesting crews and gives them tools to improve their work. Specialists of spice collection help optimize the process from start to finish
Recycling Vats
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: All
- +25% max Supply
- +5 Water per building in your main base
A complex but streamlined system of used water collection gathers the precious fluids to several recycling stations called "clear nodes," and then re-injects it as clean water into the system
Al-Gaib Temple
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: Sietch Network
- Factions: Fremen
- +20% Spice production
- +40% resource production in ally Villages of the neighboring regions
- +40% received resources when trading with Sietch
The temple draws the faithful, strengthening their will to serve Arrakis, either through industrious work or combat against offworlders
Military
Recruitment Center
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: All
- +2 Training Slots
- Military units are trained 20% faster
This structure streamlines the process of enrollment for military units as well as makes recruitment easier, ultimately bringing in more manpower for your forces
Barracks
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: All
- Gives access to gear customisation for military units
- +30% Experience gains for all military units
Allows your military forces to recover and organize more effectively by giving them a place to fall back to and store their equipment
Command Post
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: All
- +10 Command Points
- +10% Power to your military units
Optimizes logistics for your armies and improves communication down the chain of command, ultimately making your forces more efficient and dangerous
Enhanced Fortifications
- Cost: 500 Solari | 800 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: Atreides | Harkonnen | Fremen
- +20 Armor on Main Base
- -20% damage received from Atomics
Reinforces the main Base's Defense and offensive capabilities, making it harder to take down
Underground Tunnels
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: Underground Network
- Factions: Smugglers
- Increase armies' max Supply by 30%
- Gain 30% more resources when pillaging a Village
- -30% damage received from Atomics
A stockpile of weapons is the best thing to have with you when taking a last stand.
Statecraft
Embassy
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: All
- +10 Landsraad Standing after each Council
- Having at least one Treaty contracted with another faction grants a production bonus of 5% in its associated resource
An important node of your power, where diplomats and other powerful people exchange information or work on political agreements
Research Center
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: All
- +25% Knowledge production
- +15% Hegemony gains
Scientia potentia est: knowledge is power. The research center hosts the best scientists and gives them the means of making breakthroughs that will, in turn, serve you as Developments
Intelligence Agency
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: Spying Logistic
- Factions: All
- +2 additional operation slots
- +200% Agent recruitment speed
The battle for information is best fought with the proper structures, and this agency contains everything you need to conduct proper espionage and counter intelligence missions
Council Chamber
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: None
- Factions: Atreides
- +10% Landsraad Standing gains
- +100% relation gain with Sietches
The best way to have an influence over the Landsraad is to make sure you are always in the midst of it, ever present and seemingly indispensable
Interrogation Center
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: Cruel Reputation
- Factions: Harkonnen
- Gain 5 Intel when killing enemy units
- Gain 50 Intel by pillaging a Village
- +5 Intel per Agent captured by you
Like spice, information must flow. Sadly, said information must more often than not be extracted from human beings like sap is extracted from a tree. Most abhor the method, but the Harkonnens will never shy away from a proven tool
Black Market Branch
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: Underworld Bribes
- Factions: Smugglers
- Gain 250% of your Influence production as Solari
- Get 5% of the Bounty's cost as Influence
- Get 25 Landsraad Standing per positive resolution affecting another faction that you voted on
Money is not the only thing that can be earned from commercial exchanges. Especially when said transactions are on the verge of legality
Bazaar
- Cost: 1000 Solari | 500 Plascrete
- Upkeep: 10 Solari
- Construction time: 8 Days
- Development required: Arrakis Secrets
- Factions: Fremen
- Counts as Economy, Military, and Statecraft for the purpose of district bonuses
- Applies the district bonus 1 more time
- +2 Influence production per ally Sietch
The city hall centralizes the administrative formalities and acts as a nexus for your civic and political power
Underworld Headquarters (Smugglers only)
Economy
Bootleg Market
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- Produce 40% of the Village's Spice production as Solari
- Produce 40% of the Village's Plascrete production as Solari
- Produce 40% of the Village's Water production as Solari
This illegal market can provide small quantities of rare resources
Contraband Cache
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- Stocks 40% of the Village's Solari production, up to 500
- Stocks 40% of the Village's Spice production, up to 500
- Stocks 40% of the Village's Plascrete production, up to 500
- You can retrieve the resources stocked in this Underworld Headquarters with Pillage
Hiding resources over time will be helpful for the day you take over
Worker's Guild
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- Host Village gains +20% Resource production
The Worker's Guild can always provide labor. You just never know who they truly work for
Military
Back-Alley Doctor
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- Regenerates Health for nearby ally units
- Refills Supply for nearby units
Local help can make the difference in a conflict
Support Station
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- Ally military units in the region have -30% Solari upkeep
This illegal market can provide small quantities of rare resources
Hidden Explosives
- Cost: 100 Solari
- Upkeep: None
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- Damages the Village's Militia by 50% of their Health upon ally Siege
- This building is destroyed upon ally Siege on the village
A good way to weaken your enemies before striking
Clandestine Scouts
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- +10% Power to ally military units in the Region
You just never know when a supply of weapons and ammunition will come in handy
Statecraft
Spyware
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- Advances a random Development owned by the Village's faction every day
A bit of industrial spying has never hurt anyone
Whisperers Lair
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- +1 Intel production
- -10% daily chance of agent capture when assigned on this faction
- -10% agent capture chance when an operation on this faction is detected
When you're spying, you can't always choose your fights, but you should always take advantage of circumstances
Activist Quarters
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- +5 more Minor Houses votes are guaranteed on resolutions with a Bounty
Lobbying, influence and veiled threats are a perfect recipe for good and healthy relations
Enrollment Station
- Cost: 200 Solari
- Upkeep: 5 Solari
- Construction time: 1 Days
- Development required: None
- Factions: Smugglers
- +50% Agent recruitment speed for you and your allies
Kids who get mixed up with the mob often have many qualities that can be used for higher purpose, if you know how to train them
Enemy Main Base (10k Hegemony)
Contraband Hub
- Cost: 2000 Solari | 200 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- Gain 30% more resources when pillaging Villages owned by this faction
Stealing is only half of the work, you also need an efficient way to resell your goods
Spice Traffickers
- Cost: 2000 Solari | 200 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- Produce 5 Spice per active Spice Harvester of this main base's faction
He who controls those who control the spice, controls the universe
Laundering Network
- Cost: 2000 Solari | 200 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- +30 Solari production per level of this main base's biggest completed Economy district
Paying taxes is for Houses
Hidden Explosives (Main Base)
- Cost: 1000 Solari | 100 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- Destroy 20 Armor from the Main Base upon ally Siege
- This building is destroyed upon ally Siege on the Main Base
No walls are big enough when they can crumble from their core
Beacon Network
- Cost: 2000 Solari | 200 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- Ally military units in this faction's territory gain +2 Armor
The best way to win a battle against a strong opponent is to exploit your own strengths
Weapon Dealers
- Cost: 2000 Solari | 200 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- +3% unit Power per level of this main base's biggest completed Military district
Weapons always get lost in a conflict. And also found by clever people
Whisperers Hub
- Cost: 2000 Solari | 200 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- +10 Infiltration production towards this faction
- Captured Agents have +100% escape chances in this faction
It's always good to have an escape route, with people to help along the way
Scheme Lodge
- Cost: 2000 Solari | 200 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- +5 Intel production per active treaty with this faction
Sometimes the best spies are the most noticeable
Activist Headquarters
- Cost: 2000 Solari | 200 Intel
- Upkeep: 5 Solari
- Construction time: 2 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Smugglers
- +20 max Influence per level of this main base's biggest completed Statecraft district
Spreading propaganda directly among their people also lets them know how much you matter
Sietch Settlements (Fremen, 10k Hegemony)
Economy
Fremen Trade Hub
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- +100% trade resource gains with this Sietch for you and your allies
- Only one of these buildings may exist globally
Sietches are powerful. Keeping good relations with them should be a priority
Melange Mixing Mill
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- +30% Spice production in ally Villages in the Region and its neighbors (x1 max)
- Only one of these buildings may exist globally
A mix of instinct and knowledge from locals can yield great harvests
Hidden Plascrete Factory
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- +80 Plascrete production
- Only one of these buildings may exist globally
Good thing the Empire doesn't know all that can be hidden within a Sietch
Military
Thumpers Factory
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- +20% Thumper production
- +2 max Thumper
- Only one of these buildings may exist globally
Worm riding can be vital in times of conflict
Raid Gathering Site
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- This Sietch will raid more frequently
- Only one of these buildings may exist globally
Whether by charm or false flag operations, locals can easily be convinced to strike their perceived enemy
Master Knife Makers
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- +10% military units Power
- Only one of these buildings may exist globally
Many blades are crafted here, as well as the very invaluable Crysknives
Statecraft
Gossip Barterers
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- +10 Intel production per neutral Village in the region and its neighbors
- Only one of these buildings may exist globally
The Houses like to think they are master spies, and yet in their arrogance they ignore the many ears surrounding them every day
Desert Analysis
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- +2 Knowledge per neutral Village in this region and its neighbors
- Only one of these buildings may exist globally
Arrakis still holds many secrets even the Fremen have not fathomed
Terraforming Research Hub
- Cost: 5 Water | 1000 Plascrete | 20 Authority
- Upkeep: None
- Construction time: 4 Days
- Development required: None
- Prerequisite: 10k Hegemony
- Factions: Fremen
- +100% Hegemony production from Water production
- Only one of these buildings may exist globally
The Fremen have a plan for their planet. That plan must stay a secret
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.