Fremen

Fremen Banner
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.

List of Contents

Faction Bonuses

  • + Spice Fields in neutral and controlled regions are harvested by Harvesting Teams, a mobile unit
  • + Can form alliances with Sietches outside of your territory
  • + May use Thumpers for Wormriding
  • − Villages have -1 maximum Building slot

At 5k Hegemony

  • + Surrounding a Deep Desert region grants control over it
  • + Thumpers are generated passively and attract larger Sandworms that can travel further

At 10k Hegemony

  • + Grants knowledge of enemy alliances with Sietches
  • + Every allied Sietch automatically has a Settlement on it, allowing you to build unique Sietch Buildings

Councilors

Shimoom

Shimoom

Difficulty: Hard
Abilities
  • Villages producing 12 or more Water reduce their upkeep by 4% and produce +4 Plascrete
  • Empty Village Extension slots generate Water

"Shimoom is a Fremen watermaster deeply devoted to the dream of transforming Arrakis through careful management of its most precious resource. His expertise in water conservation makes even the driest village a productive contributor to the Fremen cause."

Jamis

Jamis

Difficulty: Hard
Abilities
  • Liberating a Village from enemy control grants +70 Authority
  • Military Units deal +10% damage to units outside their home territory
  • Can trade Authority for Manpower

"Jamis is a fierce and aggressive Fremen warrior, renowned for his skill in single combat and his unyielding hatred of all who would dominate Arrakis. His prowess in battle inspires his fellow fighters to push deeper into enemy territory."

Mother Ramallo

Mother Ramallo

Difficulty: Easy
Abilities
  • Can use Incite Rebellion on Landsraad Resolutions, causing rebellions in other factions if the targeted Resolution passes
  • Each active Harvesting Team generates +3 Intel and +0.5 Authority per day

"Ramallo is an elderly Sayyadina, a rogue Bene Gesserit Reverend Mother who successfully changed the Water of Life. She therefore possesses a vast knowledge inherited from her foremothers, and her immense wisdom makes her a reverend mother figure among the Fremen."

Stilgar Ben Fifrawi

Stilgar Ben Fifrawi

Difficulty: Easy
Abilities
  • All Sietches are revealed at the start of the game
  • +1 Authority production

"Stilgar is the Naib—the leader—of Sietch Tabr, one of the most prominent Fremen communities on Arrakis. A wise and honorable leader, he has a soft spot for Chani Kynes, whom he regards as his niece."

Units

Warrior

  • Health: 400 | Power: 15 | Armor: 4 | Supply: 100
  • Recruitment Cost: 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Sand Tactics: Gain +1 Armor per enemy unit targeting this unit (x3 max)
These Fremen fighters are adept at maintaining a high efficiency in the harsh, arid environments of Arrakis. Dune is their homeworld, and they will always defend it

Skirmisher

  • Health: 300 | Power: 5 | Armor: 0 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: 25
  • Abilities:
  • + Grenadier: +20% damage per enemy unit in the damage radius
  • − Ranged: Suffers penalties in melee combat
This demolition squad specializes in destroying enemy vehicles

Infiltrator

  • Health: 300 | Power: 11 | Armor: 0 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Desert Evasion: -30% damage received from ranged attacks
Stealthy units specializing in melee combat, able to exploit weaknesses in the enemies' armor and striking where it hurts most

Mobile Turret

  • Health: 400 | Power: 18 | Armor: 0 | Supply: 100
  • Recruitment Cost: 100 Solari | 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: 35
  • Abilities:
  • + Mobile Battery: Can deploy as an anti-air turret (Power 30, Range 80, Demolition trait; can only attack Flying Units; cannot move while deployed)
  • − Ranged: Suffers penalties in melee combat
Fremen had to adapt their strategies to fight increasingly armored invaders. A small team wielding stolen offworld artillery can wreak havoc into enemies' air units, while remaining discreet and fast enough to evade the retribution

Fedaykin

  • Health: 400 | Power: 22 | Armor: 5 | Supply: 100
  • Recruitment Cost: 100 Solari | 50 Manpower | 5 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 5,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Cleave: Special attack damages all enemy units in front and ignores half of enemy Armor
The elite Fremen warriors are completely fearless and dreaded by all. No unit is better fitted for skirmishes in the desert, even when grossly outnumbered

Spire

  • Health: 150 | Power: 9 | Armor: 3 | Supply: N/A
  • Recruitment Cost: 2 Command Points | 6 Machine Scraps
  • Recruitment Time: 5 Days
  • Upkeep: 9 Solari
  • Development required: None
  • Building required: Recycling Plant
  • Range: 35
  • Abilities:
  • + Invaders Out: +40% damage against units outside of their own territory
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
Made from an ornithopter carcass, the Spire differentiates itself by its superior firepower

Altar

  • Health: 1600 | Power: 22 | Armor: 4 | Supply: N/A
  • Recruitment Cost: 100 Machine Scraps
  • Recruitment Time: 8 Days
  • Upkeep: 50 Solari
  • Development required: None
  • Building required: Recycling Plant
  • Range: 50
  • Abilities:
  • + On-Board Enhancements: Up to 2 active at a time (switching costs 5 Spaceship Parts); options include sky camouflage, scrap harvesting, self-repair, Authority bonuses, sandstorm immunity, extended vision, stealth aura for ground allies, and Supply restoration
  • + Siege Weapons: Fires slowly in large area; 50% Armor destroy chance; +100% vs Flying Units
  • − Frigate: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
Made from odds and ends of many ships, this airship can be customized to meet the needs of its makers

Chani

  • Health: 600 | Power: 18 | Armor: 4 | Supply: 100
  • Recruitment Cost: 1000 Solari | 150 Authority
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Ghost Army: Fremen stealth units gain +40% Speed when undetected and do not attract Sandworms; Chani cannot be seen outside combat; enemy units at Long Range yield 5 Intel upon death
  • + Ambush (2-day duration, 3-day cooldown): Undetected Stealth ally units at Long Range gain +100% Power on their first attack
Daughter of Liet-Kynes and Fremen warrior, Chani moves through the desert like a ghost — unseen, untouchable, and lethal when she strikes

Otheym

  • Health: 600 | Power: 36 | Armor: 3 | Supply: 100
  • Recruitment Cost: 1000 Solari | 150 Authority
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: 35
  • Abilities:
  • + Confusing Assault: Ally ground units with no other unit of the same kind at Long Range deal +50% damage (global); enemy units at Long Range suffer -3% damage per additional enemy unit present; damaged units suffer -30% Speed
  • + Coordinated Strikes (2-day duration, 2-day cooldown): Requires ≤8 ally ground units at Long Range including Otheym; all allied ground Military Units gain +20% attack damage and -20% damage received
A seasoned Fedaykin commander, Otheym turns the Fremen's small numbers into an advantage — striking in precise, coordinated waves that overwhelm enemies before they can react

Fremen Development Tree

Fremen Solidarity ★

Sand Diplomats ★

Spying Logistic

Sietch Network ★

Landsraad Support

Stealth Gear

Nefarious Contracts

Insider Trading

Spying Mastery

Local Dialect Studies

Heir of Arrakis ★

Desert Wisdom ★

Native Customs

Desert Watchers ★

Outpost Logistics

Valuable Trinkets

Border Defense

Wonders of the Desert

Arrakis Secrets ★

Freedom Fighters ★

CHOAM Integration

Sand Brotherhood ★

Riches of Arrakis

CHOAM Support

Survival Training

Sky Grazing ★

Stalwart Alliance ★

Parallel Training

Iday Alakrab ★

Military Propaganda

Siege Incentives

Unique Developments

★ nodes in the tree above are unique to Fremen.

Statecraft

Fremen Solidarity [Statecraft] Unique

  • Immediately gain 60 relation with all Sietches
  • +100% Agent recruitment speed

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Sand Diplomats [Statecraft] Unique

  • Each allied Sietch grants +1 Influence production
  • Unlocks the Political Agreement Treaty
  • Unlocks the Al-Gaib Temple Building in Sietch Tabr

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Sietch Network [Statecraft] Unique

  • Each allied Sietch grants +5% chance to detect an enemy operation
  • +1 Agent slot in Counterintelligence

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Expansion

Heir of Arrakis [Expansion] Unique

  • +20% Authority production per controlled Deep Desert
  • Unlocks the Investment Office Village Building
  • Controlled Deep Desert grant neighboring Villages effects:
  • Effects of Village quirks are applied 2 more times
  • +20% Militia Power

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Desert Wisdom [Expansion] Unique

  • Windtraps produce +0.1 Knowledge per level of wind strength in the Region
  • Unlocks the Research Agreement Treaty
  • Unlocks the Mason Guild Building in Sietch Tabr

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Desert Watchers [Expansion] Unique

  • +1 Militia slot
  • +50 Militia Health per neutral neighboring Village
  • Ally units in Fremen territory have Stealth
  • Fremen units also gain stealth near Allied sietches

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Economy

Arrakis Secrets [Economy] Unique

  • Reveals the position of all Spice Fields
  • Deployed Harvesting Teams regain Health and Supply
  • When they pack up, Harvesting Teams leave combat immediately and have Stealth for 1 day
  • Unlocks the Spice Silos Village Building

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Freedom Fighters [Economy] Unique

  • +0.5 Solari Production per existing neutral or Fremen Village
  • +500 Solari when liberating a Village
  • Unlocks the Trade Agreement Treaty

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Sand Brotherhood [Economy] Unique

  • +1% Solari production per ally Sietch
  • +10% resource production in the region of an ally Sietch and its neighbors
  • Unlocks the Bazaar Building in Sietch Tabr

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Shared Transcendence [Economy] Unique

  • Ceremonial Caves produce +10 Solari
  • Ceremonial Caves produce +1 Knowledge

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Military

Sky Grazing [Military] Unique

  • -20% damage from air units
  • Unlocks the Mobile Turret unit

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Desert Trekkers [Military] Unique

  • +10 Water
  • Ground units gain +20% Speed in neutral territory

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Stalwart Alliance [Military] Unique

  • During Liberation of an enemy Village, neighboring allied Sietches send a supporting raid
  • Unlock the second gear slot in the Armory
  • Allied Sietches Militia have +50% Health

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Iday Alakrab [Military] Unique

  • Wormriding is +100% faster
  • Wormriding cannot be seen
  • On exiting wormriding, units inflict +10 damage on the first attack and gain Stealth for a day

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Unique Buildings

Buildings exclusively available to Fremen.

Village — Economy

Windtrap icon 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

Shai-Hulud Temple icon 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

Village — Military

Ceremonial Caves icon 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

Village — Statecraft

Recycling Plant icon 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 — Economy

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

Main Base — Statecraft

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

Sietch Settlement — 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

Sietch Settlement — 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

Sietch Settlement — 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