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Construction Yard — The heart of every base is the Construction Yard. This building is responsible for the creation of all other buildings in your base. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In some missions you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building. |
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Windtrap — Windtraps provide power and water by using large aboveground ducts to shunt wind underground into massive turbines. Once moving, the turbines power the internal generators, and humidity extractors. They have only light armor and are easy to destroy, so keep them well guarded. |
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Barracks — The creation and training of infantry units comes from the Barracks. You can upgrade the Barracks, which will allow you to produce more advanced infantry. |
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Wall — Walls are a passive defense system designed to stop enemy infantry and vehicles. To build a wall, click on the map where you want to start the wall and then click where you want it to end. The Construction Yard will then start to manufacture the pieces until the wall is complete. |
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Refinery — The Refinery is the basis of all Spice production on Dune. After collecting Spice, your Harvesters unload it into the Refinery. From there it is converted into Solaris. You must keep a steady flow of incoming Spice in order to have enough money to purchase new buildings or units. For each Refinery built, you will receive one Harvester & Carryall. |
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Factory — In order to build vehicles for your campaign, you will need to build a Factory. All ground vehicles are created at the factory, although many may require the addition of other buildings for production. This building can also be upgraded to produce advanced units. |
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Outpost — When constructed, the Outpost will activate your radar screen. The radar screen allows you to see troop movements, friendly or unfriendly, along the battlefield. You must have sufficient power in order for the Outpost to generate the radar screen. |
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Refinery Ramp — Each Refinery has two extra nodes for expansion, which is where the Refinery Ramp comes in. It is an add-on building that allows another Harvester to dock and unload its Spice. The ramps are also helpful in that they don't take up as much space as a full Refinery, but accomplish the same function. The Refinery Ramp is added to your refinery through the upgrade button instead of being built like other buildings. For each Refinery Ramp built you will receive one Harvester & Carryall. |
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Hangar — The Hangar is where all air-based units are manufactured. This building can also be upgraded to produce advanced air units. |
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Landing Pad — Ornithopters and Gunships must have this building in order to re-arm their weapons. Since the Ordos have no Ornithopters, they do not have the ability to build this building. |
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Starport — The Starport allows you to purchase air and land based vehicles from the CHOAM Merchant's Guild. This facility can be a great asset in your campaign when used wisely. |
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Machinegun Post — This is a defensive structure that is mainly used to stop infantry, but will whittle down vehicles as well. Basically a tower with a gatling gun, it rains down a hail of bullets to any incoming enemy units within range. |
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Rocket Turret — Much more powerful than the Machinegun Post, this defensive weapon will take down the heaviest of opponents, including air-based units. It has a long range, and fires salvos of rockets at its victim. |
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Palace — Like all palaces, the Atreides Palace gives you a super weapon. For the Atreides, it is the Hawk Strike. This powerful weapon rips down from the heavens and manifests itself as a giant bird of prey. It strikes fear into any opponent within its area, causing them to flee uncontrollably off the map, thus allowing your forces to move in and wreak destruction unimpeded. |