Dune Spice Wars is a real-time strategy-based game. This game is in an early access stage right now and to be honest this game is a bit complicated due to real-time decisions. In this guide, we will tell you about the four factions in the game that you can start your game with.
There are four unique factions in Dune Spice Wars, dune will have you choosing from one of four factions to play. Each of them has its own twist on some of the core game mechanics and each faction has four counselors from which you can pick two based on how they’ll impact your approach and overall strategy. These counselors might provide access to additional gameplay mechanics, they might buff your military or economy, or they might provide tools to use against other factions.
House Atreides is able to take a less militaristic approach at times as it’s able to expand its influence without the need for violence. Instead of annexing villages using the influence resource on top of the authority resource, water, and a little bit of extra time. It keeps the soldiers out of harm’s way until needed.
House Harkonnen is the more militant of the factions with more powerful units and access to the use of the corruption. But it comes at the cost of a weaker economy with a lower output. They can use oppression on villages under their control to temporarily bolster their output and their unique tech tree elements focus on reduced military recruitments, upkeep costs, and use of fear tactics to reduce how much authority it costs to acquire a village.
The smugglers take advantage of some of the more unique mechanics in the game, they seem to take advantage of harassment and guerrilla tactics particularly. Some of their units focus on not just reducing enemy health but causing their supply to drop also. Enemy units with low supplies are susceptible to more damage from specific smuggler units while also being more susceptible to damage over time from the environment. The smuggler units are also able to heal mid-battle as long as they kill a single enemy unit at least. By building underworld headquarters and villages owned by other factions, smugglers are acquired to take resources, cause damage, heal, or otherwise take advantage of territory that doesn’t belong to them.
The Fremen, natives of Arrakis have quite a few advantages of their own as they are the only ones who acquire spice without the harvesters or harvesting teams and they never have to worry about the attacks of sandworms as well. They have access to great mobility. Unlike the other factions who need to build airfields for transportation, bumpers allow the Fremen to harness the desert power and travel great distances on the backs of sandworms, practically teleporting from their starting location to a previously explored destination up to a certain reasonable distance. They can transport multiple units at a time and though Fremen only start with three thumpers, they’ll start passively generating more in due time.