Deliverator
Graphical Hackificator
Here is the current list of Dune Wars Civilizations and Leaders.
Leaders: Duke Leto Atreides (Philosophical/Financial); Paul Atreides (Philosophical/Spiritual); Alia of the Knife (Aggressive/Spiritual); Leto II (Philosophical/Imperialistic)
* Hawk Thopter, a UU replacement for Vulture Thopter with +1 move.
* Pilot School, a UB replacement of Aerie which gives more XP for starting thopter and hornet units.
* Bee interceptor, UU replacement of Wasp with longer range and better intercept.
* Owns Caladanian Wine UR, +2 happiness
Leaders: Baron Vladimir Harkonnen (Aggressive/Organized); Beast Rabban (Aggressive/Protective); Feyd Rautha (Aggressive/Charismatic);
* Can generate slave units on combat victory.
* Devastator Tank, UU of Heavy Scorpion.
* Slave Pit, UB of courthouse which has no real effect since slavery "whip" is temporarily removed.
* Inkvine Regiment UU of Heavy Trooper.
* All initial units, and some later foot units, start with double speed desert movement.
* Several powerful melee UR units unlocked by Water Debt unique resource, which the Fremen control.
* Imperial Trooper UU replaces heavy trooper
* Laza Tiger UU replaces master guardsman; a HN unit intended to pick off isolated enemy units.
* Selamlik, UB of courthouse building which gives -50% war weariness.
* Several powerful melee units unlocked by Sardaukar Cooperation UR.
* Sayyadina UU, teaches combat/drill promotions to units in stack.
* Line of 4 Kwisatz Haderach UUs, each one is irreplaceable and gives bonuses to all units in stack. For example, the ultimate unit gives +50% attack strength, two first strikes, and immunity to first strikes.
* Reverend Mother, a late game spy type unit with access to diplomatic missions. These include +1 diplomatic bonus, convert city, and destabilize civilization. Requires Sisterhood Covenant UR, so other civs may build it.
* Plague effect on combat result which gives -25% strength and is easily passed from one unit to another. If an infected unit enters a city, the city receives -2 health.
* Axlotl tank, late game building to provide ghola (clone) unit commanders with high experience.
* Face Dancer, UU of spy, has access to Poisoner spy promotion. Can assassinate settled great people.
* Four walker UR units unlocked by Thinking Machines UR
* Three UB which are variants of the late game automated factory and research center; these use thinking machines, and the Ixian variant avoids the happiness penalty.
* Spy units gain 1 XP per turn.
* Trike, UU of Quad with +1 movement.
* Chemical trooper, UU of Grenade Trooper with more collateral damage.
* Saboteur, UU of spy. At present this has no special effect.
* Elaccan Gladiator, UU of hardened bladesman; high strength, but automatically dies after any combat win or lose.
* Smuggler: has trade mission like Great Merchant but less powerful.
* Smuggler's Haven: replaces Landing STage; same effect, but Ecaz can build three instead of two.
* Sculptor's Garden: UB of Mushtamel; +1 trade route.
* Owns Opafire and Semuta UR (+2 happiness)
(As of Dune Wars 1.6.5)
This thread is to discuss the different factions and leaders in general, but there are also some specific things it would be interesting to discuss.
1. How do we make the different factions play differently? One of the great strengths of Fall from Heaven II is that each faction is so different to play that there is massive replay value.
2. Should we have new Dune specific traits? If so what? For example, the Bene Gesserit could have a Prescient trait giving them Espionage advantages and their units First Strike promotions.
3. Are there any ideas for new civs that are different enough from the current ones?
4. What traits should each leader have?
5. Are there new leaders we could add to get two leaders per civ?
Try to be constructive in any criticism, and offer alternatives.
Leaders: Duke Leto Atreides (Philosophical/Financial); Paul Atreides (Philosophical/Spiritual); Alia of the Knife (Aggressive/Spiritual); Leto II (Philosophical/Imperialistic)
* Hawk Thopter, a UU replacement for Vulture Thopter with +1 move.
* Pilot School, a UB replacement of Aerie which gives more XP for starting thopter and hornet units.
* Bee interceptor, UU replacement of Wasp with longer range and better intercept.
* Owns Caladanian Wine UR, +2 happiness
Leaders: Baron Vladimir Harkonnen (Aggressive/Organized); Beast Rabban (Aggressive/Protective); Feyd Rautha (Aggressive/Charismatic);
* Can generate slave units on combat victory.
* Devastator Tank, UU of Heavy Scorpion.
* Slave Pit, UB of courthouse which has no real effect since slavery "whip" is temporarily removed.
* Inkvine Regiment UU of Heavy Trooper.
* All initial units, and some later foot units, start with double speed desert movement.
* Several powerful melee UR units unlocked by Water Debt unique resource, which the Fremen control.
* Imperial Trooper UU replaces heavy trooper
* Laza Tiger UU replaces master guardsman; a HN unit intended to pick off isolated enemy units.
* Selamlik, UB of courthouse building which gives -50% war weariness.
* Several powerful melee units unlocked by Sardaukar Cooperation UR.
* Sayyadina UU, teaches combat/drill promotions to units in stack.
* Line of 4 Kwisatz Haderach UUs, each one is irreplaceable and gives bonuses to all units in stack. For example, the ultimate unit gives +50% attack strength, two first strikes, and immunity to first strikes.
* Reverend Mother, a late game spy type unit with access to diplomatic missions. These include +1 diplomatic bonus, convert city, and destabilize civilization. Requires Sisterhood Covenant UR, so other civs may build it.
* Plague effect on combat result which gives -25% strength and is easily passed from one unit to another. If an infected unit enters a city, the city receives -2 health.
* Axlotl tank, late game building to provide ghola (clone) unit commanders with high experience.
* Face Dancer, UU of spy, has access to Poisoner spy promotion. Can assassinate settled great people.
* Four walker UR units unlocked by Thinking Machines UR
* Three UB which are variants of the late game automated factory and research center; these use thinking machines, and the Ixian variant avoids the happiness penalty.
* Spy units gain 1 XP per turn.
* Trike, UU of Quad with +1 movement.
* Chemical trooper, UU of Grenade Trooper with more collateral damage.
* Saboteur, UU of spy. At present this has no special effect.
* Elaccan Gladiator, UU of hardened bladesman; high strength, but automatically dies after any combat win or lose.
* Smuggler: has trade mission like Great Merchant but less powerful.
* Smuggler's Haven: replaces Landing STage; same effect, but Ecaz can build three instead of two.
* Sculptor's Garden: UB of Mushtamel; +1 trade route.
* Owns Opafire and Semuta UR (+2 happiness)
(As of Dune Wars 1.6.5)
This thread is to discuss the different factions and leaders in general, but there are also some specific things it would be interesting to discuss.
1. How do we make the different factions play differently? One of the great strengths of Fall from Heaven II is that each faction is so different to play that there is massive replay value.
2. Should we have new Dune specific traits? If so what? For example, the Bene Gesserit could have a Prescient trait giving them Espionage advantages and their units First Strike promotions.
3. Are there any ideas for new civs that are different enough from the current ones?
4. What traits should each leader have?
5. Are there new leaders we could add to get two leaders per civ?
Try to be constructive in any criticism, and offer alternatives.
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