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* InstantWinCondition: Reaching a certain amount of Hegemony will automatically win you the game. Getting Hegemony is something that you'll do automatically as you play the game with everything from paying your taxes to destroying enemy units to annexing villages generating it.

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* InstantWinCondition: Reaching a certain amount of Hegemony The Hegemony, Economic and Governorship victories will automatically instantly win you the game when the conditions are met, regardless of the status of the other factions still left in the game. Getting Hegemony is something that you'll do automatically as you play While the game with everything other factions can slow down all three (Hegemony depends on your territory, so it is vulnerable to hostile factions conquering it from paying your taxes you, Economic can be slowed down by other factions buying CHOAM stocks to drive the price up and certain Landsraad interactions and Governorship requires you stay alive for a month after winning a Landsraad vote), they cannot be stopped except by destroying enemy units to annexing villages generating it.you first. By contrast, winning a Domination or Assassination victory requires the defeat of the other factions.



* OpposingCombatPhilosophies: Almost all the faction militaries vary in small, but subtle manners (due to unit and available development differences) that gives you an indication on how their units should be mixed and how their combat works. This is especially noticeable in their choice of drone units, each of whom is a microcosm of the whole faction: The Atreides, being an EliteArmy, has [[LeaveNoManBehind an expensive medical drone that rescues almost-dead military units and allows you to evacuate them safely]] but is in itself not much of a combat unit. By contrast, the WeHaveReserves Harkonnen drone is a cheap and easily disposable assassin drone that can be upgraded with stealth or to self-destruct on death. The Smugglers, [[ProudMerchantRace who avoid open combat and prefer going to war specifically in order to profit]], has a drone that loots nearby corpses for their equipment and sells it back at Smuggler villagers, greatly increasing money gain. House Corrino, preferring unsubtle, straight offensives supported by overwhelming firepower, has [[StuffBlowingUp a deployable artillery piece that bombards opposing forces to smithereens from a long distance]]. House Ecaz, fitting into their 'noble knights and artists' image, fields a drone that is a floating propaganda platform and inspires nearby Ecaz units with heroic propaganda while debuffing enemy units (it also has a grenade launcher, the only Ecaz unit to carry explosive attacks as their infantry prefer more 'civilized' weapons). The Fremen, finally, have no drone as they lack the heavy industry necessary to make fuel cells for mechanical units.

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* OpposingCombatPhilosophies: Almost all the faction militaries vary in small, but subtle manners (due to unit and available development differences) that gives you an indication on how their units should be mixed and how their combat works. This is especially noticeable in their choice of drone AttackDrone units, each of whom is a microcosm of the whole faction: The Atreides, being an EliteArmy, has [[LeaveNoManBehind an expensive medical drone that rescues almost-dead military units and allows you to evacuate them safely]] but is in itself not much of a combat unit. By contrast, the WeHaveReserves Harkonnen drone is a cheap and easily disposable assassin drone that can be upgraded with stealth or to self-destruct on death. The Smugglers, [[ProudMerchantRace who avoid open combat and prefer going to war specifically in order to profit]], has a drone that loots nearby corpses for their equipment and sells it back at Smuggler villagers, greatly increasing money gain.gain but also taking a large amount of Supply to field and thus limiting your human forces. House Corrino, preferring unsubtle, straight offensives supported by overwhelming firepower, has [[StuffBlowingUp a deployable artillery piece that bombards opposing forces to smithereens from a long distance]]. House Ecaz, fitting into their 'noble knights and artists' image, fields a support drone that is a floating propaganda platform and inspires nearby Ecaz units with heroic propaganda while debuffing enemy units (it also has a grenade launcher, the only Ecaz unit to carry explosive attacks as their infantry prefer more 'civilized' weapons). The Fremen, finally, have no drone as they lack the heavy industry necessary to make fuel cells for mechanical units.
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* OpposingCombatPhilosophies: Almost all the faction militaries vary in small, but subtle manners (due to unit and available development differences) that gives you an indication on how their units should be mixed and how their combat works. This is especially noticeable in their choice of drone units, each of whom is a microcosm of the whole faction: The Atreides, being an EliteArmy, has [[LeaveNoManBehind an expensive medical drone that rescues almost-dead military units and allows you to evacuate them safely]] but is in itself not much of a combat unit. By contrast, the WeHaveReserves Harkonnen drone is a cheap and easily disposable assassin drone that can be upgraded with stealth or to self-destruct on death. The Smugglers, [[ProudMerchantRace who avoid open combat and prefer going to war specifically in order to profit]], has a drone that loots nearby corpses for their equipment and sells it back at Smuggler villagers, greatly increasing money gain. House Corrino, preferring unsubtle, straight offensives supported by overwhelming firepower, has [[StuffBlowingUp a deployable artillery piece that bombards opposing forces to smithereens from a long distance]]. House Ecaz, fitting into their 'noble knights and artists' image, fields a drone that is a floating propaganda platform and inspires nearby Ecaz units with heroic propaganda while debuffing enemy units (it also has a grenade launcher, the only Ecaz unit to carry explosive attacks as their infantry prefer more 'civilized' weapons). The Fremen, finally, have no drone as they lack the heavy industry necessary to make fuel cells for mechanical units.
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** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Assassination and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Lashon Hara buffs your information gathering and political ability by granting influence by running operations, and Stakkanov buffs smuggler villagers who are not connected to any other smuggler territories. Their Hero Units are Bannerjee and Drisq, the former a powerful melee warrior that aids in the smugglers' ability to fight outside their territory, and the latter a sniper who synergizes the smugglers' military with their operations game.
** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building headquarters buildings in allied Sietches, but they also suffer from one less building slot in their villages and their home base has the lowest district count in the game outside of House Corrino. Their councillors either support the Fremen in their Water production (Shimoom), boost their military units and aid in liberation of territories annexed by others (Jamis), allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Mother Ramalllo), or immediately reveal all Sietches on the map (Stilgar Ben Fifrawi). Their Hero Units are Otheym and Chani Kynes, both sniper units (the former with a rocket launcher) who provide long-range support to the melee-centric Fremen military.

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** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Assassination and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Lashon Hara buffs your information gathering and political ability by granting influence by running operations, and Stakkanov buffs smuggler villagers who are not connected to any other smuggler territories. Their Hero Units are Bannerjee and Drisq, the former a powerful melee warrior that aids in the smugglers' ability to fight outside their territory, and the latter a sniper who synergizes the smugglers' military with their gives discounts on operations game.
and detects stealthed units at range.
** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building headquarters buildings in allied Sietches, but they also suffer from one less building slot in their villages and their home base has the lowest district count in the game outside of House Corrino. Their councillors either support the Fremen in their Water production (Shimoom), boost their military units and aid in liberation of territories annexed by others (Jamis), allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Mother Ramalllo), or immediately reveal all Sietches on the map (Stilgar Ben Fifrawi). Their Hero Units are Otheym Otheym, a support sniper who uses a rocket launcher and buffs your units at range, and Chani Kynes, both sniper units (the former with a rocket launcher) who provide long-range melee support to assassin who detects other assassins (protecting the melee-centric Fremen military.from Assassination) and gives you intel for every faction unit you kill.
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** House Harkonnen: A mixture of Brute Force/Berserker, Espionage and Spammer that favours Economic or Assassination wins. The Harkonnen have a naturally nerfed economy, which they buff using their unique Oppression ability and by adding militia garrisons, and can sacrifice agents to immediately finish espionage missions. Their later bonuses grant them disposable agents and intel used for operations by killing people. The Harkonnen playstyle depends upon frequent use of pillaging neutral and enemy territories using masses of cheap, disposable units and strategically using Oppression to supercharge their economy before using operations to finish off their opponents, but their heavy dependence on Manpower for both these strategies can leave them in a lurch. Their councillors either aid further in using Oppression to boost their economic build-up (Cron Vatia and Feud-Ratha Harkonnen), buff their military recruitment speed and provide a synergy between offensive operations and military invasions (Umman Kudu), or buff their later-game operations game (Pieter de Vries). Their Hero Units are Glossu "The Beast" Rabban and Lakin Nefud, which aid in Oppression and conquest of villages.
** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Assassination and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Lashon Hara buffs your information gathering and political ability by granting influence by running operations, and Stakkanov buffs smuggler villagers who are not connected to any other smuggler territories. Their Hero Units are Bannerjee and Drisq.

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** House Harkonnen: A mixture of Brute Force/Berserker, Espionage and Spammer that favours Economic or Assassination wins. The Harkonnen have a naturally nerfed economy, which they buff using their unique Oppression ability and by adding militia garrisons, and can sacrifice agents to immediately finish espionage missions. Their later bonuses grant them disposable agents and intel used for operations by killing people. The Harkonnen playstyle depends upon frequent use of pillaging neutral and enemy territories using masses of cheap, disposable units and strategically using Oppression to supercharge their economy before using operations to finish off their opponents, but their heavy dependence on Manpower for both these strategies can leave them in a lurch. Their councillors either aid further in using Oppression to boost their economic build-up (Cron Vatia and Feud-Ratha Harkonnen), buff their military recruitment speed and provide a synergy between offensive operations and military invasions (Umman Kudu), or buff their later-game operations game (Pieter de Vries). Their Hero Units are Glossu "The Beast" Rabban and Lakin Nefud, the former of which aid aids in Oppression and conquest buffs himself by feeding combat drugs to his army and the latter of villages.
which aids the Harkonnen in [[WeHaveReserves compensating for their rapid turnover rate]].
** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Assassination and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Lashon Hara buffs your information gathering and political ability by granting influence by running operations, and Stakkanov buffs smuggler villagers who are not connected to any other smuggler territories. Their Hero Units are Bannerjee and Drisq.Drisq, the former a powerful melee warrior that aids in the smugglers' ability to fight outside their territory, and the latter a sniper who synergizes the smugglers' military with their operations game.



** House Vernius: An Elitist Powerhouse Gimmick faction, House Vernius has no innate bonus towards any particular win condition, depending upon their superior research ability to pick a favoured win condition by researching appropriate developments and using their Patent and Obfuscate abilities to block other houses from going down the same avenues of development. House Vernius uses a Nodal Network to connect their units and villages together, and suffer heavy penalties when they are not tethered to their appropriate nodes, and their headquarters, the S-Vault, has unique synergies in district development not available to other factions. Their councillors similarly tend to buff either researches, nodes or the S-Vault itself, with Bolig Avati focusing on S-Vault development and re-development, Bronso Vernius making it easier to spread the Nodal Network, Cammar Pilru using Knowledge to boost Influence and the Landsraad, and Tessia Vernius to boost Intel and espionage.

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** House Vernius: An Elitist Powerhouse Gimmick faction, House Vernius has no innate bonus towards any particular win condition, depending upon their superior research ability to pick a favoured win condition by researching appropriate developments and using their Patent and Obfuscate abilities to block other houses from going down the same avenues of development. House Vernius uses a Nodal Network to connect their units and villages together, and suffer heavy penalties when they are not tethered to their appropriate nodes, and their headquarters, the S-Vault, has unique synergies in district development not available to other factions. Their councillors similarly tend to buff either researches, research, nodes or the S-Vault itself, with Bolig Avati focusing on S-Vault development and re-development, Bronso Vernius making it easier to spread the Nodal Network, Cammar Pilru using Knowledge to boost Influence and the Landsraad, and Tessia Vernius to boost Intel and espionage.
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** House Atreides: A Balanced/Diplomat faction that favours Governorship/Hegemony wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages anywhere on the map for an extra Influence cost mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad standing opens up the path to a quick governorship, and their stacking economy bonuses from Landsraad resolutions makes their economy extremely powerful later on. Depending on their councillors, the Atreides can reliably ally with Fremen sieches (Paul Atreides), force other factions to leave them alone (Lady Jessica), boost their knowledge production and unit regeneration (Dr. Wellington Yueh) or play a builder/espionage game using money (Thufir Havat). Their Hero Units are Gurney Halleck and Duncan Idaho, both powerful melee warriors.

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** House Atreides: A Balanced/Diplomat faction that favours Governorship/Hegemony Governorship or Domination wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages anywhere on the map for an extra Influence cost mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad standing opens up the path to a quick governorship, and their stacking economy bonuses from Landsraad resolutions makes their economy extremely powerful later on. Depending on their councillors, the Atreides can reliably ally with Fremen sieches (Paul Atreides), force other factions to leave them alone (Lady Jessica), boost their knowledge production and unit regeneration (Dr. Wellington Yueh) or play a builder/espionage game using money (Thufir Havat). Their Hero Units are Gurney Halleck and Duncan Idaho, both powerful melee warriors.warriors who improvide different aspects of the Atreides' EliteArmy (Gurney boosting armour, XP gain and movement speed, and Duncan Idaho boosting offenses and the power of allied/mercenary units).



** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building support buildings in allied Sietches, but they also suffer from one less building slot in their villages. Their councillors either support the Fremen in their Water production (Shimoom), boost their military units and aid in liberation of territories annexed by others (Jamis), allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Mother Ramalllo), or immediately reveal all Sietches on the map (Stilgar Ben Fifrawi). Their Hero Units are Otheym and Chani Kynes, both sniper units (the former with a rocket launcher) who provide long-range support to the melee-centric Fremen military.

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** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building support headquarters buildings in allied Sietches, but they also suffer from one less building slot in their villages.villages and their home base has the lowest district count in the game outside of House Corrino. Their councillors either support the Fremen in their Water production (Shimoom), boost their military units and aid in liberation of territories annexed by others (Jamis), allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Mother Ramalllo), or immediately reveal all Sietches on the map (Stilgar Ben Fifrawi). Their Hero Units are Otheym and Chani Kynes, both sniper units (the former with a rocket launcher) who provide long-range support to the melee-centric Fremen military.

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* AscendedExtra: Drisq, the leader of the Smugglers, is a very minor character from the novel.

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* AscendedExtra: Lots of them, as most of the councillors and Hero Units represent actual named characters from the ''Dune'' franchise. Drisq, the leader of the Smugglers, is a very minor character from the novel.novel.


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* MythologyGag: Wensicia Corrino fights as TheBeastmaster, using a pistol and a pair of tigers to attack foes. In ''Literature/ChildrenOfDune'' [[spoiler:she attempts to assassinate Leto II and Ghanima using a pair of tigers.]]

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* EliteArmy: House Atreides have the most expensive basic infantry in the game, with their units costing on average 10 manpower and 1 more supply than the other factions and having the statline to show for it. They're not quite the equal of the EliteMooks of the late game, but they will win early-game conflicts with the other houses with ease. Their units also have synergy with each other, encouraging you both to keep individual units alive and to keep a balanced roster of different units.
* EliteMooks: All factions unlock their elite infantry when reaching 10,000 Hegemony. There are also the neutral House Guards and House Judges that can be obtained through certain Landsraad interactions.

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* EliteArmy: House Atreides have the most expensive basic infantry in the game, with their units costing on average 10 manpower and 1 more supply than the other factions and having the statline to show for it. They're They also lack an EliteMooks unit, with their Wardens being simply a more defensive version of their basic Trooper. House Atreides units are not quite the equal of the other factions' late-game EliteMooks of the late game, individually, but they will win early-game conflicts with the other houses with ease. Their units also have synergy with each other, other and gain additional bonuses from gaining experience levels, encouraging you both to keep individual units alive and to keep a balanced roster of different units.
* EliteMooks: All non-Atreides factions unlock their elite infantry when reaching 10,000 Hegemony. There are also the neutral House Guards and House Judges that can be obtained through certain Landsraad interactions.


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* WarriorPoet: Gurney Halleck. Not only does his unit quotes sound like he's reciting poetry, his special ability is a marching song that lets nearby Atreides infantry cross distances faster when they're not actively in combat.


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** House Corrino has an unusual variant of this ; their Conscript units can heal each other in combat by sacrificing their own health as long as it is above half, representing the Corrino leadership shuffling Conscripts between formations as they weaken to keep them functional. Wensicia can also heal nearby conscripts by directly using Manpower to restore their formations, ignoring the normal logistics of healing units while doing so.
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* EliteArmy: House Corrino's units are generally more expensive but also more powerful than most other faction equivalents, and that's not counting the Sadaukar.
* EliteMooks: All factions unlock their elite infantry when reaching 10,000 Hegemony. There are also the neutral House Guards and House Judges that can be obtained through certain Landsraad interactions..

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* EliteArmy: House Corrino's units are generally more Atreides have the most expensive but also basic infantry in the game, with their units costing on average 10 manpower and 1 more powerful supply than most the other faction equivalents, factions and that's having the statline to show for it. They're not counting quite the Sadaukar.
equal of the EliteMooks of the late game, but they will win early-game conflicts with the other houses with ease. Their units also have synergy with each other, encouraging you both to keep individual units alive and to keep a balanced roster of different units.
* EliteMooks: All factions unlock their elite infantry when reaching 10,000 Hegemony. There are also the neutral House Guards and House Judges that can be obtained through certain Landsraad interactions..interactions.

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* BaldHeadOfToughness: Captain Aramsham, House Corrino's Sardaukar HeroUnit, is depicted as bald and is one of the strongest single fighters in the game.



* BaldOfToughness: Captain Aramsham, House Corrino's Sardaukar HeroUnit, is depicted as bald and is one of the strongest single fighters in the game.

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* BaldOfEvil: Like in the 2022 ''Dune'' films, both Baron Harkonnen, Glossu Rabban and Pieter de Vries are depicted as bald. Due to the game pre-dating the second film, however, Feud-Ratha averts this and has the red hair he is described with in the books.

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* BaldOfEvil: Like in the 2022 ''Dune'' films, Due to being based on ''Film/Dune2021'', both Baron Harkonnen, Glossu Rabban and Pieter de Vries are depicted as bald. Due to the game pre-dating [[Film/DunePartTwo the second film, film]], however, Feud-Ratha averts this and has the red hair he is described with in the books.books.
* BaldOfToughness: Captain Aramsham, House Corrino's Sardaukar HeroUnit, is depicted as bald and is one of the strongest single fighters in the game.

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* BaldOfEvil: Like in the 2022 ''Dune'' films, both Baron Harkonnen, Glossu Rabban and Pieter de Vries are depicted as bald. Due to the game pre-dating the second film, however, Feud-Ratha averts this and has the red hair he is described with in the books.



** House Corrino: An Elitist Powerhouse Turtle faction that favours the Economic, Governorship or Domination win conditions. Opposite to the Smugglers, House Corrino pays triple cost to annex villages further away from their imperial bases, making them a quintessential "tall" faction that benefits from taking and holding a small core of territories in a ring around their main base that they can build up to become extremely valuable. In the later game they can deploy a second main base, and benefit from singling out a single rival while making truces with the others: Destroying their rival's main base provides even more base destruction, while aiding factions in a Truce gives Influence. They can also use Imperial Mandate to lend out Sardaukar to other factions to support one side or another in a conflict. Their councillors support different playstyles, with Irulan Corrino doubling down on their industrial ability by letting House Corrino build doubles of a single building in each village and doubling the crew available in spice harvesters, Zum Garam improving the Imperial Mandate, Gaius Helen Moiham doubling House Corrino's Landsraad power on specific votes, and Hasimir Fenring allowing you to interact with Discoveries outside your own territory, making your lack of reach less crippling. Their Hero Units are Wensicia Corrino and Captain Aramsham, the former TheBeastmaster who fights with a laspistol and a pair of vicious tigers and the latter a powerful melee tank.
** House Ecaz: A Diplomat/Pacifist faction, the Ecaz are naturally suited for the Governorship and Hegemony victories and their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits. In return, the Ecazi cannot betray a non-aggression treaty (only nullify one with Influence), making it difficult for them to backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors support House Ecaz's Sanctuaries, Masterpieces or Champion units, with Sanya Ecaz using Masterpieces for economy buffs, Rivvy Dinari making House Ecaz's Champion units free upkeep-wise, Ibbo Vipp using Masterpieces to increase the House's Landsraad standing, and Mesa Ecaz allowing you to refund Authority by returning villages to a neutral state and thus allowing you to selectively paint the map to maximize Sanctuary placement (and thus Authority production). Their Hero Units are Whitmore Bludd, a powerful swordmaster who boosts your Champion mechanic, and Ilesa Ecaz, a ranged hero who improves House Ecaz's ability to fight on theri home ground and particularly around their Masterpieces.

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** House Corrino: An Elitist Powerhouse Turtle faction that favours the Economic, Governorship or Domination win conditions. Opposite to the Smugglers, House Corrino pays triple cost to annex villages further away from their imperial bases, making them a quintessential "tall" faction that benefits from taking and holding a small core of territories in a ring around their main base that they can build up to become extremely valuable. In the later game they can deploy a second main base, and benefit from singling out a single rival while making truces with the others: Destroying their rival's main base provides even more base destruction, while aiding factions in a Truce gives Influence. They can also use Imperial Mandate to lend out Sardaukar to other factions to support one side or another in a conflict. Their councillors support different playstyles, with Irulan Corrino doubling down on their industrial ability by letting House Corrino build doubles of a single building in each village and doubling the crew available in spice harvesters, Zum Garam improving the Imperial Mandate, Gaius Helen Moiham doubling House Corrino's Landsraad power on specific votes, and Hasimir Fenring allowing you to interact with Discoveries outside your own territory, making your lack of reach less crippling. Their Hero Units are Wensicia Corrino and Captain Aramsham, the former TheBeastmaster an imperial princess who fights with a laspistol and a pair of vicious tigers boosts House Corrino's basic conscripts and the latter a powerful melee tank.
tank who boosts their elite Sardaukar forces.
** House Ecaz: A Diplomat/Pacifist faction, the Ecaz are naturally suited for the Governorship and Hegemony victories and their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits. In return, the Ecazi cannot betray a non-aggression treaty (only nullify one with Influence), making it difficult for them to backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors support House Ecaz's Sanctuaries, Masterpieces or Champion units, with Sanya Ecaz using Masterpieces for economy buffs, Rivvy Dinari making House Ecaz's Champion units free upkeep-wise, Ibbo Vipp using Masterpieces to increase the House's Landsraad standing, and Mesa Ecaz allowing you to refund Authority by returning villages to a neutral state and thus allowing you to selectively paint the map to maximize Sanctuary placement (and thus Authority production). Their Hero Units are Whitmore Bludd, a powerful swordmaster who boosts your Champion mechanic, and Ilesa Ecaz, a ranged hero who improves House Ecaz's ability to fight on theri their home ground and particularly around their Masterpieces.



* ScrewTheRulesIHaveMoney: Smugglers can bribe the Landsraad to vote the way they want them to by putting a 'bounty' on a resolution, benefiting anyone who votes for the smugglers to benefit from it.

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* ScrewTheRulesIHaveMoney: ScrewTheRulesIHaveMoney:
**
Smugglers can bribe the Landsraad to vote the way they want them to by putting a 'bounty' on a resolution, benefiting anyone who votes for the smugglers to benefit from it.it.
** The economic victory is framed as this: Once you are the majority stockholder in CHOAM, you control spice distribution and none of the other Houses can stop you.




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* ZergRush: House Harkonnen are a classic example of this trope, able to use cheap but disposable basic infantry to rush down opponents. House Corrino, meanwhile, can buy upgrades to their basic conscript forces (requiring them to take a development in the military branch) that reduces their supply use to 2, allowing them to use lots of basic infantry as CannonFodder while their more elite units (Incinerators, Artillery Drones, Hammers and Sardaukar) finish off their opponent. Adding Wensicia as a HeroUnit makes this even more effective as she can heal Conscripts outside Corrino territory by directly expending manpower.
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** House Ecaz: A Diplomat/Pacifist faction, the Ecaz are naturally suited for the Governorship and Hegemony victories and their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits. In return, the Ecazi cannot betray a non-aggression treaty (only nullify one with Influence), making it difficult for them to backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors support House Ecaz's Sanctuaries, Masterpieces or Champion units, with Sanya Ecaz using Masterpieces for economy buffs, Rivvy Dinari making House Ecaz' Champion units free upkeep-wise, Ibbo Vipp using Masterpieces to increase the House's Landsraad standing, and Mesa Ecaz allowing you to refund Authority by returning villages to a neutral state and thus allowing you to selectively paint the map to maximize Sanctuary placement (and thus Authority production). Their Hero Units are Whitmore Bludd and Ilesa Ecaz.

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** House Ecaz: A Diplomat/Pacifist faction, the Ecaz are naturally suited for the Governorship and Hegemony victories and their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits. In return, the Ecazi cannot betray a non-aggression treaty (only nullify one with Influence), making it difficult for them to backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors support House Ecaz's Sanctuaries, Masterpieces or Champion units, with Sanya Ecaz using Masterpieces for economy buffs, Rivvy Dinari making House Ecaz' Ecaz's Champion units free upkeep-wise, Ibbo Vipp using Masterpieces to increase the House's Landsraad standing, and Mesa Ecaz allowing you to refund Authority by returning villages to a neutral state and thus allowing you to selectively paint the map to maximize Sanctuary placement (and thus Authority production). Their Hero Units are Whitmore Bludd Bludd, a powerful swordmaster who boosts your Champion mechanic, and Ilesa Ecaz.Ecaz, a ranged hero who improves House Ecaz's ability to fight on theri home ground and particularly around their Masterpieces.
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* SparedByAdaptation: Ilesa Ecaz died in the prequels before the events of the first novel. Here she is still alive, albeit having lost an [[AnArmAndALeg arm]] and an [[EyeScream eye]] to the assassination attempt that killed her in the original timeline.
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* AdaptationalHeroism: Owing to the AlternateContinuity of the game Doctor Yueh is a loyal Atreides retainer in the game, not a relcutant traitor/AntiVillain.

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* AdaptationalHeroism: Owing to the AlternateContinuity of the game Doctor Yueh is a loyal Atreides retainer in the game, not a relcutant traitor/AntiVillain.a, reluctant, AntiVillain.
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* AdaptationalHeroism: Owing to the AlternateContinuity of the game Doctor Yueh is a loyal Atreides retainer in the game, not a relcutant traitor/AntiVillain.

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* HeroUnit: Hero Units were previously unique units who only appeared in Conquest Mode, and represented an already existing councillor. They were added to all factions in the march 2024 update, with each faction getting two of them.

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* HeroUnit: HeroUnit:
**
Hero Units were previously unique units who only appeared in Conquest Mode, and represented an already existing councillor. They were added to all factions in the march 2024 update, with each faction getting two of them. You are given the choice to hire one once you reach 10,000 Hegemony.
** House Ecaz also has the ability to promote one of their units to a Champion, which is automatically given max experience level, additional armour and attack power, immunity to [[OneHitKill execution attacks]], and gives House Ecaz 100 Hegemony every time it lands a killing blow on a unit belonging to another faction.



** You can recruit Mercenaries once you have established a [=CHOAM=] branch inside your main base. Most of the Smugglers units also qualify.
** House Corrino can also use its influence within the Landsraad to deploy strong House Guards to augment its armies.

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** You can recruit Mercenaries once you have established own a [=CHOAM=] branch inside your main base.10% stake in [=CHOAM=]. Most of the Smugglers units also qualify.
** House Corrino can also use its influence within the Landsraad Imperial Edict to deploy strong House Guards lend out Sardaukar as hired guns to augment its armies.factions they are not at war with, allowing them to back sides in conflicts they're not directly involved in.



* InvisibilityCloak: Fremen and the Smugglers are fond of stealth units. Also, if a Harkonnen player chooses Piter De Vries as a Councilor, he will provide cloaking abilities for their attack drones and ornithopters.

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* InvisibilityCloak: Fremen and the Smugglers are fond of stealth units. Also, if a units, having unit upgrades, operations and developments that cloak their units under specific conditions. The Harkonnen player chooses Piter De Vries as a Councilor, he will provide cloaking abilities for their attack drones and ornithopters. mechanised unit is also stealthed by default.
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** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building industry buildings in allied Sietches. Their councillors either support the Fremen in their Water production (Shimoom), boost their military units and aid in liberation of territories annexed by others (Jamis), allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Mother Ramalllo), or immediately reveal all Sietches on the map (Stilgar Ben Fifrawi). Their Hero Units are Otheym and Chani Kynes.

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** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building industry support buildings in allied Sietches.Sietches, but they also suffer from one less building slot in their villages. Their councillors either support the Fremen in their Water production (Shimoom), boost their military units and aid in liberation of territories annexed by others (Jamis), allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Mother Ramalllo), or immediately reveal all Sietches on the map (Stilgar Ben Fifrawi). Their Hero Units are Otheym and Chani Kynes.Kynes, both sniper units (the former with a rocket launcher) who provide long-range support to the melee-centric Fremen military.
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''Dune: Spice Wars'' is a 2022 RealTimeStrategy game with FourX and GrandStrategy elements developed by Shiro Games, previously known for ''VideoGame/{{Northgard}}''. In-game you currently take on the role of one of the factions fighting for control of Arrakis and the planet's valuable Spice deposits. The game is based on the ''Franchise/{{Dune}}'' franchise, with notable graphical influence from [[Film/Dune2021 the 2021 movie adaptation]]. There are currently six factions to chose from:

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''Dune: Spice Wars'' is a 2022 RealTimeStrategy game with FourX and GrandStrategy elements developed by Shiro Games, previously known for ''VideoGame/{{Northgard}}''. In-game you currently take on the role of one of the factions fighting for control of Arrakis and the planet's valuable Spice deposits. The game is based on the ''Franchise/{{Dune}}'' franchise, with notable graphical influence from [[Film/Dune2021 the 2021 movie adaptation]]. There are currently six seven factions to chose from:
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** House Vernius: An Elitist Powerhouse Gimmick faction, House Vernius has no favoured win condition but depends upon their superior research ability to pick their favoured win condition by researching the appropriate technology and using their Patent and Obfuscate abilities to block other houses from going down the same avenues of development. House Vernius uses a Nodal Network to connect their units and villages together, and suffer heavy penalties when they are not tethered to their appropriate nodes, and their headquarters, the S-Vault, has unique synergies in district development not available to other factions. Their councillors similarly tend to buff either researches, nodes or the S-Vault itself, with Bolig Avati focusing on S-Vault development and re-development, Bronso Vernius making it easier to spread the Nodal Network, Cammar Pilru using Knowledge to boost Influence and the Landsraad, and Tessia Vernius to boost Intel and espionage.
* ColorCodedArmies: Atreides are green, Harkonnen are red, Smugglers are blue, Fremen are yellow, Corrino are white and Ecaz are pink.

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** House Vernius: An Elitist Powerhouse Gimmick faction, House Vernius has no favoured innate bonus towards any particular win condition but depends condition, depending upon their superior research ability to pick their a favoured win condition by researching the appropriate technology developments and using their Patent and Obfuscate abilities to block other houses from going down the same avenues of development. House Vernius uses a Nodal Network to connect their units and villages together, and suffer heavy penalties when they are not tethered to their appropriate nodes, and their headquarters, the S-Vault, has unique synergies in district development not available to other factions. Their councillors similarly tend to buff either researches, nodes or the S-Vault itself, with Bolig Avati focusing on S-Vault development and re-development, Bronso Vernius making it easier to spread the Nodal Network, Cammar Pilru using Knowledge to boost Influence and the Landsraad, and Tessia Vernius to boost Intel and espionage.
* ColorCodedArmies: Atreides are green, Harkonnen are red, Smugglers are blue, Fremen are yellow, Corrino are white and white, Ecaz are pink.pink and Vernius are purple.

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\n* '''House Vernius''' (DLC faction): A technologically advanced house from the planet Ix, who specialise in researching advanced technologies to rapidly buff their economy.



* AdaptedOut: The game's war is loosely based on the first ''Dune'' novel, yet Paul Atreides isn't in the game. House Atreides starts and remains ruled by Duke Leto.



* AlternateContinuity: While it's much closer to the ''Dune'' franchise than the previous RTS games, ''Dune: Spice Wars'' setting still has notable deviations from the canon setting. In the novel, House Atreides are the new official ruler of Arrakis, House Harkonnen has left after losing that title, and the Atreides allied with the Fremen and Smugglers. In the game, the Harkonnens are still here, Houses Corrino and Ecaz take a direct part in the war for Arrakis[[note]]House Harkonnen then House Atreides ruled Arrakis because House Corrino granted the planet to them, then House Harkonnen destroyed House Atreides with House Corrino's approval and support, and House Corrino's return on Arrakis at the end of the first novel is the direct result of chaos caused by the Fremen's guerilla. House Ecaz was invented by Brian Herbert and Kevin Anderson for their ''Dune'' prequels, and thus obviously had no prominent involvement in the events[[/note]], the goal is to compete for becoming Arrakis' ruler, and Atreides-Fremen-Smugglers are hostile to each other.[[note]] While the book does have battles taking place on Arrakis, the whole point is that, as the single most important planet in the universe because it is home to the single most important commodity in the universe, any ruler with a lick of sense will ''absolutely not'' permit it to become a battleground.[[/note]]

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* AlternateContinuity: While it's much closer to the ''Dune'' franchise than the previous RTS games, ''Dune: Spice Wars'' setting still has notable deviations from the canon setting. In the novel, House Atreides are the new official ruler of Arrakis, House Harkonnen has left after losing that title, and the Atreides allied with the Fremen and Smugglers. In the game, the Harkonnens are still here, Houses Corrino and Corrino, Ecaz and Vernius take a direct part in the war for Arrakis[[note]]House Harkonnen then House Atreides ruled Arrakis because House Corrino granted the planet to them, then House Harkonnen destroyed House Atreides with House Corrino's approval and support, and House Corrino's return on Arrakis at the end of the first novel is the direct result of chaos caused by the Fremen's guerilla. House Ecaz was invented by Brian Herbert and Kevin Anderson for their ''Dune'' prequels, and thus obviously had no prominent involvement in the events[[/note]], events, and the Ixians were a side faction who sold technologies to all sides without getting directly involved either[[/note]], the goal is to compete for becoming Arrakis' ruler, and Atreides-Fremen-Smugglers are hostile to each other.[[note]] While the book does have battles taking place on Arrakis, the whole point is that, as the single most important planet in the universe because it is home to the single most important commodity in the universe, any ruler with a lick of sense will ''absolutely not'' permit it to become a battleground.[[/note]]



** House Atreides: A Balanced/Diplomat faction that favours Governorship/Hegemony wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages anywhere on the map for an extra Influence cost mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad standing opens up the path to a quick governorship, and their stacking economy bonuses from Landsraad resolutions makes their economy extremely powerful later on. Depending on their councillors, the Atreides can reliably ally with Fremen sieches (Duncan Idaho), force other factions to leave them alone (Lady Jessica), boost their military during the lategame (Gurney Halleck) or play a builder/espionage game using money (Thufir Havat).
** House Harkonnen: A mixture of Brute Force/Berserker, Espionage and Spammer that favours Economic or Assassination wins. The Harkonnen have a naturally nerfed economy, which they buff using their unique Oppression ability and by adding militia garrisons, and can sacrifice agents to immediately finish espionage missions. Their later bonuses grant them disposable agents and intel used for operations by killing people. The Harkonnen playstyle depends upon frequent use of pillaging neutral and enemy territories using masses of cheap, disposable units and strategically using Oppression to supercharge their economy before using operations to finish off their opponents, but their heavy dependence on Manpower for both these strategies can leave them in a lurch. Their councillors either aid in this immediate build-up (Glossu "The Beast" Rabban and Lakin Nefud) or buff their later-game operations game (Feud-Ratha Harkonnen and Pieter de Vries).
** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Assassination and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq buffs your information gathering and operations running ability by buffing Ornithopters and granting a free information level with every faction.
** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building industry buildings in allied Sietches. Their councillors either support the Fremen in their Spice production (Mother Ramallo and Stilgar Ben Fifrawi), boost their military units and aid in raiding (Otheym), or allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Chani Kynes)
** House Corrino: An Elitist Powerhouse Turtle faction that favours the Economic, Governorship or Domination win conditions. Opposite to the Smugglers, House Corrino pays triple cost to annex villages further away from their imperial bases, making them a quintessential "tall" faction that benefits from taking and holding a small core of territories in a ring around their main base that they can build up to become extremely valuable. In the later game they can deploy a second main base, and gain powerful bonuses from owning more CHOAM shares than any other faction. They can also lend out Sardaukar to other factions to support one side or another in a conflict. Their councillors support different playstyles, with Wensicia Corrino doubling down on their industrial ability by letting House Corrino build doubles of most production buildings in each village but penalizing you for only having a single copy, Captain Aramsham allowing you to deploy the Imperial Sardaukar from the beginning of the game (and making you more powerful by singling out opponents and making truces with the others), while Irulan Corrino and Hasimir Fenring allow you to interact with Sietches and Discoveries outside your own territory, making your lack of reach less crippling.
** House Ecaz: A Diplomat/Pacifist faction, the Ecaz are naturally suited for the Governorship and Hegemony victories and their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits. In return, the Ecazi cannot betray a non-aggression treaty (only nullify one with Influence), making it difficult for them to backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors all tend to improve masterpieces in their own way, with Sanya Ecaz using them for economy buffs, Mesa Ecaz using them to increase Authority production and allowing you to refund Authority by returning villages to a neutral state provided they keep their masterpieces intact, Ilesa Ecas using them to increase the House's Landsraad standing, and finally Whitmore Bludd breaking the trend by improving House Ecaz' military units instead.

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** House Atreides: A Balanced/Diplomat faction that favours Governorship/Hegemony wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages anywhere on the map for an extra Influence cost mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad standing opens up the path to a quick governorship, and their stacking economy bonuses from Landsraad resolutions makes their economy extremely powerful later on. Depending on their councillors, the Atreides can reliably ally with Fremen sieches (Duncan Idaho), (Paul Atreides), force other factions to leave them alone (Lady Jessica), boost their military during the lategame (Gurney Halleck) knowledge production and unit regeneration (Dr. Wellington Yueh) or play a builder/espionage game using money (Thufir Havat).
Havat). Their Hero Units are Gurney Halleck and Duncan Idaho, both powerful melee warriors.
** House Harkonnen: A mixture of Brute Force/Berserker, Espionage and Spammer that favours Economic or Assassination wins. The Harkonnen have a naturally nerfed economy, which they buff using their unique Oppression ability and by adding militia garrisons, and can sacrifice agents to immediately finish espionage missions. Their later bonuses grant them disposable agents and intel used for operations by killing people. The Harkonnen playstyle depends upon frequent use of pillaging neutral and enemy territories using masses of cheap, disposable units and strategically using Oppression to supercharge their economy before using operations to finish off their opponents, but their heavy dependence on Manpower for both these strategies can leave them in a lurch. Their councillors either aid further in this immediate using Oppression to boost their economic build-up (Glossu "The Beast" Rabban (Cron Vatia and Lakin Nefud) Feud-Ratha Harkonnen), buff their military recruitment speed and provide a synergy between offensive operations and military invasions (Umman Kudu), or buff their later-game operations game (Feud-Ratha Harkonnen (Pieter de Vries). Their Hero Units are Glossu "The Beast" Rabban and Pieter de Vries).
Lakin Nefud, which aid in Oppression and conquest of villages.
** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Assassination and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq Lashon Hara buffs your information gathering and operations running political ability by buffing Ornithopters and granting a free information level with every faction.
influence by running operations, and Stakkanov buffs smuggler villagers who are not connected to any other smuggler territories. Their Hero Units are Bannerjee and Drisq.
** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building industry buildings in allied Sietches. Their councillors either support the Fremen in their Spice Water production (Mother Ramallo and Stilgar Ben Fifrawi), (Shimoom), boost their military units and aid in raiding (Otheym), or liberation of territories annexed by others (Jamis), allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Chani Kynes)
(Mother Ramalllo), or immediately reveal all Sietches on the map (Stilgar Ben Fifrawi). Their Hero Units are Otheym and Chani Kynes.
** House Corrino: An Elitist Powerhouse Turtle faction that favours the Economic, Governorship or Domination win conditions. Opposite to the Smugglers, House Corrino pays triple cost to annex villages further away from their imperial bases, making them a quintessential "tall" faction that benefits from taking and holding a small core of territories in a ring around their main base that they can build up to become extremely valuable. In the later game they can deploy a second main base, and gain powerful bonuses benefit from owning singling out a single rival while making truces with the others: Destroying their rival's main base provides even more CHOAM shares than any other faction. base destruction, while aiding factions in a Truce gives Influence. They can also use Imperial Mandate to lend out Sardaukar to other factions to support one side or another in a conflict. Their councillors support different playstyles, with Wensicia Irulan Corrino doubling down on their industrial ability by letting House Corrino build doubles of most production buildings a single building in each village but penalizing you for only having a single copy, Captain Aramsham allowing you to deploy and doubling the crew available in spice harvesters, Zum Garam improving the Imperial Sardaukar from the beginning of the game (and making you more powerful by singling out opponents and making truces with the others), while Irulan Corrino Mandate, Gaius Helen Moiham doubling House Corrino's Landsraad power on specific votes, and Hasimir Fenring allow allowing you to interact with Sietches and Discoveries outside your own territory, making your lack of reach less crippling.
crippling. Their Hero Units are Wensicia Corrino and Captain Aramsham, the former TheBeastmaster who fights with a laspistol and a pair of vicious tigers and the latter a powerful melee tank.
** House Ecaz: A Diplomat/Pacifist faction, the Ecaz are naturally suited for the Governorship and Hegemony victories and their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits. In return, the Ecazi cannot betray a non-aggression treaty (only nullify one with Influence), making it difficult for them to backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors all tend to improve masterpieces in their own way, support House Ecaz's Sanctuaries, Masterpieces or Champion units, with Sanya Ecaz using them Masterpieces for economy buffs, Mesa Ecaz Rivvy Dinari making House Ecaz' Champion units free upkeep-wise, Ibbo Vipp using them Masterpieces to increase Authority production the House's Landsraad standing, and Mesa Ecaz allowing you to refund Authority by returning villages to a neutral state provided they keep their masterpieces intact, Ilesa Ecas using them and thus allowing you to increase selectively paint the House's Landsraad standing, and finally map to maximize Sanctuary placement (and thus Authority production). Their Hero Units are Whitmore Bludd breaking the trend by improving and Ilesa Ecaz.
**
House Ecaz' military Vernius: An Elitist Powerhouse Gimmick faction, House Vernius has no favoured win condition but depends upon their superior research ability to pick their favoured win condition by researching the appropriate technology and using their Patent and Obfuscate abilities to block other houses from going down the same avenues of development. House Vernius uses a Nodal Network to connect their units instead.and villages together, and suffer heavy penalties when they are not tethered to their appropriate nodes, and their headquarters, the S-Vault, has unique synergies in district development not available to other factions. Their councillors similarly tend to buff either researches, nodes or the S-Vault itself, with Bolig Avati focusing on S-Vault development and re-development, Bronso Vernius making it easier to spread the Nodal Network, Cammar Pilru using Knowledge to boost Influence and the Landsraad, and Tessia Vernius to boost Intel and espionage.



* HeroUnit: Only during certain missions in Conquest mode. If part of the player faction, the hero represents the faction's councilor which must be selected for that particular mission. If part of the enemy faction, the enemy Hero Unit is usually a target which must be defeated before the game can be won.

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* HeroUnit: Only during certain missions Hero Units were previously unique units who only appeared in Conquest mode. If part of Mode, and represented an already existing councillor. They were added to all factions in the player faction, the hero represents the faction's councilor which must be selected for that particular mission. If part march 2024 update, with each faction getting two of the enemy faction, the enemy Hero Unit is usually a target which must be defeated before the game can be won.them.


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* PacifistRun: House Atreides has an achievement for winning a match without ever attacking a neutral village.
* RapePillageAndBurn: Instead of taking over or liberating a village, the winner of a siege can choose to loot it for money. Doing so makes the village produce much less for its owner (if it is owned) or makes it impossible to annex for a time (if neutral). It also makes it a lot more expensive to annex for the looter. House Atreides cannot loot neutral villages, while the Smugglers and House Harkonnen can research technologies that lets them annex looted villages without the additional cost.
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* HomeGuard: The militia units defending each village are little more than local civilians armed with blades, guns, explosives and whatever they could get their hands on to defend themselves. While individually weaker than most standard faction troops, groups of them can deter enemy raids and hold the line long enough for reinforcements to step in.


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* ToWinWithoutFighting: House Atreides can peacefully integrate villages rather than having to resort to force. They're just as capable of fighting, however, if push comes to shove.
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** House Atreides: A Balanced/Diplomat faction that favours Governorship/Hegemony wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad standing opens up the path to a quick governorship, and their stacking economy bonuses from Landsraad resolutions makes their economy extremely powerful later on. Depending on their councillors, the Atreides can reliably ally with Fremen sieches (Duncan Idaho), force other factions to leave them alone (Lady Jessica), boost their military during the lategame (Gurney Halleck) or play a builder/espionage game using money (Thufir Havat).

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** House Atreides: A Balanced/Diplomat faction that favours Governorship/Hegemony wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages anywhere on the map for an extra Influence cost mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad standing opens up the path to a quick governorship, and their stacking economy bonuses from Landsraad resolutions makes their economy extremely powerful later on. Depending on their councillors, the Atreides can reliably ally with Fremen sieches (Duncan Idaho), force other factions to leave them alone (Lady Jessica), boost their military during the lategame (Gurney Halleck) or play a builder/espionage game using money (Thufir Havat).



** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Hegemony and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq buffs your information gathering and operations running ability by buffing Ornithopters and granting a free information level with every faction.

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** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Hegemony Assassination and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq buffs your information gathering and operations running ability by buffing Ornithopters and granting a free information level with every faction.



* DeadlyGas: Smuggler Demolition Teams are fond of chemical weapons.

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* DeadlyGas: Smuggler Demolition Teams A specialty of the Smugglers, who have three units that attack using gas weapons that deal DamageOverTime. As can be expected, they are fond of chemical weapons.good weapons against enemy infantry but ineffective against buildings, giving the Smugglers a natural handicap if they want to win a Domination victory.
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* EliteArmy: House Corrino's units are generally more expensive but also more powerful than most other faction equivalents, and that's not counting the Sadaukar.

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** House Atreides: A Balanced/Diplomat faction that favours Governorship/Hegemony wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad standing opens up the path to a quick governorship, and their stacking economy bonuses from Landsraad resolutions makes their economy extremely powerful later on. Depending on their councillors can reliably ally with Fremen sieches (Duncan Idaho), force other factions to leave them alone (Lady Jessica), boost their military during the lategame (Gurney Halleck) or play a builder/espionage game using money (Thufir Havat).

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** House Atreides: A Balanced/Diplomat faction that favours Governorship/Hegemony wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad standing opens up the path to a quick governorship, and their stacking economy bonuses from Landsraad resolutions makes their economy extremely powerful later on. Depending on their councillors councillors, the Atreides can reliably ally with Fremen sieches (Duncan Idaho), force other factions to leave them alone (Lady Jessica), boost their military during the lategame (Gurney Halleck) or play a builder/espionage game using money (Thufir Havat).



** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Hegemony and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq buffs your information gathering ability by buffing Ornithopters and information levels.

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** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Hegemony and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq buffs your information gathering and operations running ability by buffing Ornithopters and granting a free information levels.level with every faction.



* ColorCodedArmies: Atreides are green, Harkonnen are red, Smugglers are blue, Fremen are yellow and Corrino are white.

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* ColorCodedArmies: Atreides are green, Harkonnen are red, Smugglers are blue, Fremen are yellow and yellow, Corrino are white.white and Ecaz are pink.



* EliteMooks: House Guards, Landsraad Guards and Mercenaries are a cut above the regular infantry units in terms of health, armor and attack power.

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* EliteMooks: All factions unlock their elite infantry when reaching 10,000 Hegemony. There are also the neutral House Guards, Landsraad Guards and Mercenaries are a cut above the regular infantry units in terms of health, armor and attack power.House Judges that can be obtained through certain Landsraad interactions..



* FictionalUnitedNations: The Landsraad Council. The Council is important/influential due to the Governorship victory condition; the Fremen and Smugglers have a disadvantage here as they must secure every vote by spending Influence or (in the Smugglers's case) Solari by bribing others to vote their way, while the Houses have 100 votes to use before the need to spend Influence.

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* FictionalUnitedNations: The Landsraad Council. The Council is important/influential due to the Governorship victory condition; the Fremen and Smugglers have a disadvantage here as they must secure every vote by spending Influence or (in the Smugglers's case) Solari by bribing others to vote their way, while the Houses have 100 votes to use before the need to spend Influence. The Smugglers later get 50 votes in the Landsraad, while House Ecaz get 30 free votes on every resolution up for voting.



* ScrewTheRulesIHaveMoney: Smugglers can bribe the Landsraad to vote the way they want them to.

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* ScrewTheRulesIHaveMoney: Smugglers can bribe the Landsraad to vote the way they want them to.to by putting a 'bounty' on a resolution, benefiting anyone who votes for the smugglers to benefit from it.


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* StuffBlowingUp: House Corrino is particularly fond of explosives, with three of their lategame units (the artillery drone, their air fighter and the frigate) all having explosive attacks. They also have a unique operation that [[OrbitalBombardment bombards a region from space]].
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** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Hegemony and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. As a direct foil from House Corrino, they pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq buffs your information gathering ability by buffing Ornithopters and information levels.

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** The Smugglers: A mixture of Guerrilla, Espionage and Economist, the Smugglers favour the Hegemony and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. As a direct foil from House Corrino, they They pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek and Lingar Bewt buff the Smugglers' Underworld Headquarters by providing additional Solari or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq buffs your information gathering ability by buffing Ornithopters and information levels.



** House Corrino: An Elitist Powerhouse Turtle faction that favours the Economic, Diplomatic or Domination win conditions. House Corrino pays triple cost to annex villages further away from their imperial bases, making them a quintessential "tall" faction that benefits from taking and holding a small core of territories around the main base that they can build up to become extremely valuable. In the later game they can deploy a second main base, and gain powerful bonuses from owning more CHOAM shares than any other faction. They also gain free counter-intelligence agents, making them extremely difficult to dislodge both militarily and espionage-wise, and can lend out Sardaukar to other factions to support one side or another in a conflict. Their councillors support different playstyles, with Wensicia Corrino doubling down on their industrial ability by letting House Corrino build copies of most production buildings in each village but penalizing you for only having a single copy, Captain Aramsham allowing you to deploy the Imperial Sardaukar from the beginning of the game (and making you more powerful by singling out opponents and making truces with the others), while Irulan Corrino and Hasimir Fenring allow you to interact with Sietches and Discoveries outside your own territory, making your lack of reach less crippling.
** House Ecaz: A Diplomat/Pacifist faction, the Ecaz are naturally suited for the Diplomatic and Hegemony victories and their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits. In return, the Ecazi cannot betray a non-aggression treaty, making it impossible for them to backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors all tend to improve masterpieces in their own way, with Sanya Ecaz using them for economy buffs, Mesa Ecaz using them to increase Authority production and allowing you to refund Authority by returning villages to a neutral state provided they keep their masterpieces intact, Ilesa Ecas using them to increase the House's Landsraad standing, and finally Whitmore Bludd breaking the trend by improving House Ecaz' military units instead.


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** House Corrino: An Elitist Powerhouse Turtle faction that favours the Economic, Diplomatic Governorship or Domination win conditions. Opposite to the Smugglers, House Corrino pays triple cost to annex villages further away from their imperial bases, making them a quintessential "tall" faction that benefits from taking and holding a small core of territories in a ring around the their main base that they can build up to become extremely valuable. In the later game they can deploy a second main base, and gain powerful bonuses from owning more CHOAM shares than any other faction. They can also gain free counter-intelligence agents, making them extremely difficult to dislodge both militarily and espionage-wise, and can lend out Sardaukar to other factions to support one side or another in a conflict. Their councillors support different playstyles, with Wensicia Corrino doubling down on their industrial ability by letting House Corrino build copies doubles of most production buildings in each village but penalizing you for only having a single copy, Captain Aramsham allowing you to deploy the Imperial Sardaukar from the beginning of the game (and making you more powerful by singling out opponents and making truces with the others), while Irulan Corrino and Hasimir Fenring allow you to interact with Sietches and Discoveries outside your own territory, making your lack of reach less crippling.
** House Ecaz: A Diplomat/Pacifist faction, the Ecaz are naturally suited for the Diplomatic Governorship and Hegemony victories and their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits. In return, the Ecazi cannot betray a non-aggression treaty, treaty (only nullify one with Influence), making it impossible difficult for them to backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors all tend to improve masterpieces in their own way, with Sanya Ecaz using them for economy buffs, Mesa Ecaz using them to increase Authority production and allowing you to refund Authority by returning villages to a neutral state provided they keep their masterpieces intact, Ilesa Ecas using them to increase the House's Landsraad standing, and finally Whitmore Bludd breaking the trend by improving House Ecaz' military units instead.

instead.
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* ACommanderIsYou:
** House Atreides: A mixture of Diplomat, Loyal and Economist. They can peacefully annex neutral villages. They also benefit from a higher Landsraad Standing and later gain 10% Solari while under a positive Landsraad resolution. One of their councilors - Lady Jessica – allows them to unilaterally impose a treaty on another faction and another - Duncan Idaho – increases relations with Sietchs and reduces the authority needed to annex a village.
** House Harkonnen: A mixture of Brute Force, Espionage and Spammer. They can use the Oppression ability on villages to increase production and their village gains resource production per active militia unit garrisoned in the village. They later gain bonuses to military unit power and agent recruitment speed. Piter De Vries gives them access to stealth units while Rabban increases the number of militia garrisons and increases oppression effects by 5 seconds per militia in the village. Iakin Nefud refunds 30% of a military unit’s cost upon death, allowing them to spam troops out rapidly despite losses.
** House Corrino: A mixture of Brute Force, Diplomat and Industrial. They gain Hegemony by paying Guild fees, they can use Imperial Edict to modify Landsraad resolutions, and they can lend Sardaukar troops to other factions and gain Solari when these units kill enemy units. At 5,000 Hegemony they can deploy a second main base. At 10,000 Hegemony their airfields and missile batteries get substantial range buffs. They also start with one free building slot on villages and Wensicia Corrino can allow you to build some economic buildings twice at the expense of increased Solari upkeep. Captain Aramsham reduces Infantry units costs by 30% and combat stats by 30% in addition to granting 1 additional training slot. Princess Irulan allows you to use Development Investment on other factions’ villages (Boost production by 20%, House Corrino gains 20% of Village’s total production).
** The Fremen: A mixture of Brute Force, Guerrilla and Ranger. Their military units have -30% daily supply drain and coupled with their ability use thumpers to ride Sand Worms allows them to rapidly move forces across the map. Their military units also gain power as their hegemony increases. They gives 10% unit speed and grants units with no nearby allies 20% power and 2 armor. Mother Ramallo allows you to start with the Shai-hulud Temple which reveals the location of all Spice Fields on the map.
** The Smugglers: A mixture of Guerrilla, Espionage and Economist. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy. They get improved interactions and options from Arrakis Black Markets. They later get access to Mercenaries, which get 20% power and are bought with gold and train incredibly quickly. Staban Tuek allows Underworld Headquarters to produce additional Solari per adjacent region containing an Underworld Headquarters in addition to an influence per Underworld Headquarters. Drisq gives all agents have the merchant trait and ensures infiltration levels can’t be lower than 1. Bannerjee gives you additional resources for plundering villages.
** House Ecaz: A mixture of Elitist, Diplomat, and Generalist. Their sanctuaries gaive authority, allowingh faster expansion, and duplicate village traits which provide a range of bonuses. Unit wise, theirs are simple and fill expected roles, they can get elite versions of units, these are more costly in resources and longer to train, but same command points and more combat power. Diplomatically, they get free votes for landsraad resolutions at high hegemony.

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* ACommanderIsYou:
ACommanderIsYou: Each faction, thanks to their faction bonuses, faction drawback, councillors (you pick two out of four), and their unique technologies, have some things they're better at and some things they're slightly worse at.
** House Atreides: A mixture of Diplomat, Loyal and Economist. They Balanced/Diplomat faction that favours Governorship/Hegemony wins but can reliably take any victory condition. The Atreides have nothing they're particularly bad at, save that their ban on pillaging neutral villages nerfs their money income early on. Their ability to peacefully annex neutral villages. They also benefit from a higher villages mean they can expand on multiple fronts without having to move armies around, their bonus to Landsraad Standing standing opens up the path to a quick governorship, and later gain 10% Solari while under a positive their stacking economy bonuses from Landsraad resolution. One of resolutions makes their councilors - Lady Jessica – allows economy extremely powerful later on. Depending on their councillors can reliably ally with Fremen sieches (Duncan Idaho), force other factions to leave them to unilaterally impose a treaty on another faction and another - Duncan Idaho – increases relations with Sietchs and reduces alone (Lady Jessica), boost their military during the authority needed to annex lategame (Gurney Halleck) or play a village.
builder/espionage game using money (Thufir Havat).
** House Harkonnen: A mixture of Brute Force, Force/Berserker, Espionage and Spammer. They can use the Spammer that favours Economic or Assassination wins. The Harkonnen have a naturally nerfed economy, which they buff using their unique Oppression ability on villages to increase production and their village gains resource production per active by adding militia unit garrisoned in the village. They garrisons, and can sacrifice agents to immediately finish espionage missions. Their later gain bonuses to military unit power and agent recruitment speed. Piter De Vries gives grant them access to stealth disposable agents and intel used for operations by killing people. The Harkonnen playstyle depends upon frequent use of pillaging neutral and enemy territories using masses of cheap, disposable units while and strategically using Oppression to supercharge their economy before using operations to finish off their opponents, but their heavy dependence on Manpower for both these strategies can leave them in a lurch. Their councillors either aid in this immediate build-up (Glossu "The Beast" Rabban increases the number of militia garrisons and increases oppression effects by 5 seconds per militia in the village. Iakin Nefud refunds 30% of a military unit’s cost upon death, allowing them to spam troops out rapidly despite losses.
** House Corrino: A mixture of Brute Force, Diplomat and Industrial. They gain Hegemony by paying Guild fees, they can use Imperial Edict to modify Landsraad resolutions, and they can lend Sardaukar troops to other factions and gain Solari when these units kill enemy units. At 5,000 Hegemony they can deploy a second main base. At 10,000 Hegemony
Lakin Nefud) or buff their airfields later-game operations game (Feud-Ratha Harkonnen and missile batteries get substantial range buffs. They also start with one free building slot on villages and Wensicia Corrino can allow you to build some economic buildings twice at the expense of increased Solari upkeep. Captain Aramsham reduces Infantry units costs by 30% and combat stats by 30% in addition to granting 1 additional training slot. Princess Irulan allows you to use Development Investment on other factions’ villages (Boost production by 20%, House Corrino gains 20% of Village’s total production).
** The Fremen: A mixture of Brute Force, Guerrilla and Ranger. Their military units have -30% daily supply drain and coupled with their ability use thumpers to ride Sand Worms allows them to rapidly move forces across the map. Their military units also gain power as their hegemony increases. They gives 10% unit speed and grants units with no nearby allies 20% power and 2 armor. Mother Ramallo allows you to start with the Shai-hulud Temple which reveals the location of all Spice Fields on the map.
Pieter de Vries).
** The Smugglers: A mixture of Guerrilla, Espionage and Economist. Economist, the Smugglers favour the Hegemony and Economic victories. They can install Underworld Headquarters in opponent’s villages; allowing them to leech off their opponent's economy or provide mutual benefits. As a direct foil from House Corrino, they pay no extra cost to annex villages anywhere on the map but are heavily penalized the more villages they annex, making it imperative to seek out particularly valuable regions no matter where on the map and selectively pillaging the rest to fuel your economy. They get improved interactions In the lategame, the smugglers become powerful enough to join the Landsraad as its own faction, and options from Arrakis Black Markets. They later get access to Mercenaries, which get 20% power and are bought with gold and train incredibly quickly. eventually install major underworld headquarters in the bases of any factions still left standing. Of their councillors, Staban Tuek allows and Lingar Bewt buff the Smugglers' Underworld Headquarters to produce by providing additional Solari per adjacent region containing an Underworld Headquarters in addition to an influence per Underworld Headquarters. Drisq gives all agents have the merchant trait and ensures infiltration levels can’t be lower than 1. or Water production, Bannerjee gives military units stealth when in territories where the smugglers are running an operation, and Drisq buffs your information gathering ability by buffing Ornithopters and information levels.
** The Fremen: A mixture of Brute Force, Guerrilla and Gimmick faction, the Fremen are almost exclusively geared towards the Domination or Hegemony victories and outright ignore several gameplay elements used by the Great Houses. Lacking heavy industry, the Fremen collect spice using harvesting teams that are immune to sandworms and can operate in neutral territory, and ride sandworms using thumpers instead of shuttles. Their units are lightly armoured but powerful and often have stealth. They (unsurprisingly) have huge diplomacy bonuses with neutral Sietches and can ally Sietches outside their own territory (and Sietches allied to other factions), but also have no influence in the Landsraad and have no way to ally with the Spacing Guild. Lategame they can gain powerful faction bonuses by building industry buildings in allied Sietches. Their councillors either support the Fremen in their Spice production (Mother Ramallo and Stilgar Ben Fifrawi), boost their military units and aid in raiding (Otheym), or allow the Fremen to manipulate the Landsraad by making certain resolutions cause planetwide rebellions if they pass (Chani Kynes)
** House Corrino: An Elitist Powerhouse Turtle faction that favours the Economic, Diplomatic or Domination win conditions. House Corrino pays triple cost to annex villages further away from their imperial bases, making them a quintessential "tall" faction that benefits from taking and holding a small core of territories around the main base that they can build up to become extremely valuable. In the later game they can deploy a second main base, and gain powerful bonuses from owning more CHOAM shares than any other faction. They also gain free counter-intelligence agents, making them extremely difficult to dislodge both militarily and espionage-wise, and can lend out Sardaukar to other factions to support one side or another in a conflict. Their councillors support different playstyles, with Wensicia Corrino doubling down on their industrial ability by letting House Corrino build copies of most production buildings in each village but penalizing
you additional resources for plundering villages.
only having a single copy, Captain Aramsham allowing you to deploy the Imperial Sardaukar from the beginning of the game (and making you more powerful by singling out opponents and making truces with the others), while Irulan Corrino and Hasimir Fenring allow you to interact with Sietches and Discoveries outside your own territory, making your lack of reach less crippling.
** House Ecaz: A mixture of Elitist, Diplomat, Diplomat/Pacifist faction, the Ecaz are naturally suited for the Diplomatic and Generalist. Their sanctuaries gaive authority, allowingh faster expansion, Hegemony victories and duplicate their House bonuses are almost laser-focused on those two. House Ecaz can turn neutral villages into 'sanctuaries' by annexing all the land around them, with each sanctuary buffing the entire faction. Sanctuaries cannot be attacked by any other faction without removing House Ecaz from the surrounding regions first. House Ecaz can also build 'masterpieces' in their own villages, which are almost free art installations that provide synergy with village traits which provide traits. In return, the Ecazi cannot betray a range of bonuses. Unit wise, theirs are simple and fill expected roles, they can get elite versions of units, these are more costly in resources and longer non-aggression treaty, making it impossible for them to train, but same command points and more combat power. Diplomatically, they get backstab anyone. In the lategame, House Ecaz gains free votes in the Landsraad, significant Influence gain, and money income scaled to their current Hegemony levels. Their councillors all tend to improve masterpieces in their own way, with Sanya Ecaz using them for landsraad resolutions at high hegemony. economy buffs, Mesa Ecaz using them to increase Authority production and allowing you to refund Authority by returning villages to a neutral state provided they keep their masterpieces intact, Ilesa Ecas using them to increase the House's Landsraad standing, and finally Whitmore Bludd breaking the trend by improving House Ecaz' military units instead.

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Added DiffLines:

* CulturedWarrior: Ecaz's theme. Combat units are named after heroic story archetypes, voice lines lean into this archetype heavily.
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* AlternateContinuity: While it's much closer to the ''Dune'' franchise than the previous RTS games, ''Dune: Spice Wars'' setting still has notable deviations from the canon setting. In the novel, House Atreides are the new official ruler of Arrakis, House Harkonnen has left after losing that title, and the Atreides allied with the Fremen and Smugglers. In the game, the Harkonnens are still here, Houses Corrino and Ecaz take a direct part in the war for Arrakis[[note]]House Harkonnen then House Atreides ruled Arrakis because House Corrino granted the planet to them, then House Harkonnen destroyed House Atreides with House Corrino's approval and support, and House Corrino's return on Arrakis at the end of the first novel is the direct result of chaos caused by the Fremen's guerilla. House Ecaz was invented by Brian Herbert and Kevin Anderson for their ''Dune'' prequels, and thus obvious had no prominent involvement in the events[[/note]], the goal is to compete for becoming Arrakis' ruler, and Atreides-Fremen-Smugglers are hostile to each other.[[note]] While the book does have battles taking place on Arrakis, the whole point is that, as the single most important planet in the universe because it is home to the single most important commodity in the universe, any ruler with a lick of sense will ''absolutely not'' permit it to become a battleground.[[/note]]

to:

* AlternateContinuity: While it's much closer to the ''Dune'' franchise than the previous RTS games, ''Dune: Spice Wars'' setting still has notable deviations from the canon setting. In the novel, House Atreides are the new official ruler of Arrakis, House Harkonnen has left after losing that title, and the Atreides allied with the Fremen and Smugglers. In the game, the Harkonnens are still here, Houses Corrino and Ecaz take a direct part in the war for Arrakis[[note]]House Harkonnen then House Atreides ruled Arrakis because House Corrino granted the planet to them, then House Harkonnen destroyed House Atreides with House Corrino's approval and support, and House Corrino's return on Arrakis at the end of the first novel is the direct result of chaos caused by the Fremen's guerilla. House Ecaz was invented by Brian Herbert and Kevin Anderson for their ''Dune'' prequels, and thus obvious obviously had no prominent involvement in the events[[/note]], the goal is to compete for becoming Arrakis' ruler, and Atreides-Fremen-Smugglers are hostile to each other.[[note]] While the book does have battles taking place on Arrakis, the whole point is that, as the single most important planet in the universe because it is home to the single most important commodity in the universe, any ruler with a lick of sense will ''absolutely not'' permit it to become a battleground.[[/note]]
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** Harkonnen military units and spies use this. They can sacrifice an agent to speed up missions, and military units and upgrades provide bonuses on death, gain combat power from low heath, losing health, or having units die nearby. One advisor has units return resources when they die, The amount of resources returned increases with experience rather than combat power under this advisor. It all fits with the Harkonnen's generally dark themes.

to:

** Harkonnen military units and spies use this. They can sacrifice an agent to speed up missions, and military units and upgrades provide bonuses on death, gain combat power from low heath, losing health, or having units (friendly or enemy) die nearby. One advisor has units return resources when they die, The amount of resources returned increases with experience rather than combat power under this advisor.die. It all fits with the Harkonnen's generally dark themes.
Is there an issue? Send a MessageReason:
None


* AlternateContinuity: While it's much closer to the ''Dune'' franchise than the previous RTS games, ''Dune: Spice Wars'' setting still has notable deviations from the canon setting. In the novel, House Atreides are the new official ruler of Arrakis, House Harkonnen has left after losing that title, and the Atreides allied with the Fremen and Smugglers. In the game, the Harkonnens are still here, Houses Corrino and Ecaz didn't took part in the war for Arrakis[[note]]House Harkonnen then House Atreides ruled Arrakis because House Corrino granted the planet to them, then House Harkonnen destroyed House Atreides with House Corrino's approval and support, and House Corrino's return on Arrakis at the end of the first novel is the direct result of chaos caused by the Fremen's guerilla. House Ecaz was invented by Brian Herbert and Kevin Anderson for their ''Dune'' prequels[[/note]], the goal is to compete for becoming Arrakis' ruler, and Atreides-Fremen-Smugglers are hostile to each other.[[note]] While the book does have battles taking place on Arrakis, the whole point is that, as the single most important planet in the universe because it is home to the single most important commodity in the universe, any ruler with a lick of sense will ''absolutely not'' permit it to become a battleground.[[/note]]

to:

* AlternateContinuity: While it's much closer to the ''Dune'' franchise than the previous RTS games, ''Dune: Spice Wars'' setting still has notable deviations from the canon setting. In the novel, House Atreides are the new official ruler of Arrakis, House Harkonnen has left after losing that title, and the Atreides allied with the Fremen and Smugglers. In the game, the Harkonnens are still here, Houses Corrino and Ecaz didn't took take a direct part in the war for Arrakis[[note]]House Harkonnen then House Atreides ruled Arrakis because House Corrino granted the planet to them, then House Harkonnen destroyed House Atreides with House Corrino's approval and support, and House Corrino's return on Arrakis at the end of the first novel is the direct result of chaos caused by the Fremen's guerilla. House Ecaz was invented by Brian Herbert and Kevin Anderson for their ''Dune'' prequels[[/note]], prequels, and thus obvious had no prominent involvement in the events[[/note]], the goal is to compete for becoming Arrakis' ruler, and Atreides-Fremen-Smugglers are hostile to each other.[[note]] While the book does have battles taking place on Arrakis, the whole point is that, as the single most important planet in the universe because it is home to the single most important commodity in the universe, any ruler with a lick of sense will ''absolutely not'' permit it to become a battleground.[[/note]]

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