DuneWars: Battle for Arrakis

Since 1.6.3 is out we can start already picking settings ..... And post in main post that we still need one, there will be alot of lurkers, and mod is quite new, and if someone will like it (or PL will accept to join in last place) they will join. At least we can start our campaign discussion and may be setup, so people will see already what's this about.
:)
 
My feeling is that we should play with a standard map, probably Monarch difficulty (which will be pretty easy, but good for those who haven't played the mod yet). Epic game speed.
Standard map settings, with 9 players total.

Supposing we use option 1,
We play as Paul Atreides (for flavor), and we include Vladimir Harkonnen and Shaddam, and leave the other 6 slots random.

Note that Paul is NOT aggressive, so an early blitz is quite risky; it can easily fail
So we should probably settle a second city first, and save our first assault for when we have bladesmen or mahdi fighters, and then our second assault if possible when we have hardened bladesmen.
Due to some oversights, Mahdi fighters are incredibly powerful this patch; we forgot to think about nerfing them when we double-nerfed bladesmen with their strength penalty and cost increase. So mahdi fighters are cheap AND high strength.
Paul is spiritual, which I think means cheap mahdi temples, and so rapid access to mahdi fighters.

As for initial strat:
Start with worker, then soldier, then water cache, then double soldier, then settler, then barracks.

Early priority techs (somewhat terrain dependent):
Water conservation
Mysticism
Mining
Water transportation
Arrakis habitation
Defense tactics
Desert trade
Desert plantation
then beeline Jihad for Mahdi religion.

Combat ornithopters can also be nice; hawk thopters are a fantastic way to choke AIs with pillaging, they can start offshore, move onto land, pillage, then move off again. And with the Atreides pilot school, they start with 4 xp, so can take desert warfare, and fight off anything that can attack them.

If we get mysticism early, we could consider building the Aql monument for the GPP points so that we have an early great prophet for the shrine.
Mahdi religion is slow to spread to non-conquered cities, so the extra spread from the shrine will be useful, as well as the gold bonus. Also, it increases the chance of spreading the religion to the Fremen, which would be nice (currently Fremen tend not to get a religion, because they can't adopt Imperium or Landsraad, which we should think about tweaking)
Later settled great prophets will also be useful if we use a specialist economy, which we probably should (Paul = Philosophical).

We should also plan to go Arrakis Paradise civic, both because we're going to have bad relations with most factions anyway, and because we're going to try to get a permanent alliance with the Fremen, so we need to be on good terms with them. This means its ok to build cottages adjacent to cities where we're going to build catchbasins.
And probably turbines elsewhere.
So spice won't be so important this game.

Most of the game we will probably be:
Meritocracy/Kanly/Faufreluches/Mercantilism/Arrakis Paradise.

Late-game, once our cities are large, we could switch to a cottage economy (spiritual is nice for civics switching), and be:
Hereditary rule/kanly/Private property/planned economy/arrakis paradise.
 
Most of the game we will probably be:
Meritocracy/Kanly/Faufreluches/Mercantilism/Arrakis Paradise.

Late-game, once our cities are large, we could switch to a cottage economy (spiritual is nice for civics switching), and be:
Hereditary rule/kanly/Private property/planned economy/arrakis paradise.

I think HR civic earlier, and then Meritocracy - b/c hapiness is necessary early, later in game we will have offworld resources/ more land to provide hapiness resources. So HR is great boost on start. Since we go Paradise way there few water buildings, that will provide us with big excess of water, so unhealthy is not a problemm. Later, when we have alot of hapiness we will just swithc to meritocracy.
 
I think HR civic earlier, and then Meritocracy - b/c hapiness is necessary early

Depends on our bonuses, but the happiness binds much less at a low difficulty like monarch.

But in general HR and serfdom early game, yes. They come from a single cheap tech, and they're good in early game. Meritocracy takes a while longer to get to.
 
Yep thats very map/resource dependant.


So we deicided on scenario 1. Great, i like Mahdi :D

also great idea on shrine, i actually postpone mysti normally, but in this case that will be usefull.
 
probably Monarch difficulty (which will be pretty easy, but good for those who haven't played the mod yet)

Sounds good to me. I'm struggling to win on Prince with the 1.6.3 patch. :blush:

Still hopefully by time my turn comes around we'll already have an unassailable position.

The plan sounds good.
 
Sounds good to me. I'm struggling to win on Prince with the 1.6.3 patch. :blush:

I like this vm, seems my moaning and Ahriman fixes working :D Being close to BTS difficulty levels is a good thing / result.
 
It certainly feels much harder than FFH2 on the equivalent difficulty setting. Still it is much better to be hard than too easy.
 
Yeah, there is some challenge. Lesson learned: do not try to blitz Tleilaxu in the early game, before you have mortars, when playing on high difficulty level. Plague will destroy you....
 
Any votes for getting started, and seeing if a 5th player will volunteer over the next week or so?
 
So: still one more slot, PL, hopefully we can bully you into playing this. Or anyone else.

The goals here are:
1) Provide a nice AAR-style writeup, to get people interested in the mod and demonstrate the flavor of the mod. Good screenshots will help too.
2) Have some strategic discussions, to help illustrate some of the mod's unique strategic decisions
3) Conquer Arrakis
....
4) Profit

The scenario restrictions are:
1) Role-play Paul Atreides when possible (so, no slavery civic, no adopting non-Mahdi religions,
2) Found Mahdi religion, destroy the Harkonnens, win a Holy War victory (half the world follows Mahdi, half the world's land is within your borders).

Succ2.jpg


Order is:
1. Ahriman
2. Slvynn
3. AnotherPacifist
4. Deliverator
5. ?

End sessions every 20 turns OR when there is a group decision to be made.

The game will use Dune Wars version 1.6.3.
 
The planet Arrakis... known as Dune. Land of sand, and home of the spice Melange.
Succ1.jpg


A great disaster has struck the planet, destroying the cities and most of the planet's population and severing connections to the rest of the galaxy. Survivors disagree as the cause of this calamity (atomic blasts?, solar flares?). Some blame the Guild, others blame the Emperor, a few blame the planet itself. Remnants of a few of the Great Houses have survived, scattered over the planet's surface.

These remnants must being anew, rebuilding the planet's shattered infrastructure and reforging links to the rest of the galaxy. They must train new soldiers, or pay the Spacing Guild to transport skilled soldiers from their Homeworlds.
They may seek great wealth through harvesting the spice, or may seek to transform Arrakis into a gentler place, where water is so plentiful that it falls from the sky as rain - but risk destroying the spice forever.

Deep in the desert, Paul Atreides survives with a handful of loyal House retainers.
Succ3.jpg

Whispers speak of an ancient prophecy, that the Mahdi will arise and lead the People to the Promised Land. Paul sees this path in his spice-fueled visions - scenes of a bloody jihad, with the advance of dedicated warriors spreading faith by the sword.
Paul sees no other option - the Jihad must take place. Humanity has no other option.

Will this future arise? Or will the other Houses crush the dream in its infancy?

Paul's attention returns to the present, and the pitiful forces at his disposal. The vast armies he envisions in his mind's eye, spreading belief throughout the galaxy, are only a distant memory of what may come.

Sending out scouting parties, he surveys the surrounding terrain and chooses a site for his first city.

succ4.jpg

Where shall we found?

Water access is the most important consideration for city founding, everything else is secondary. Particualrly if we're planning on using a specialist economy.

The two obvious options are:
1W, which will allow 3 windtraps + 1 well + water from several mesa tiles and the (bugged) graben sink tile. The city will gain the incense, but lose the yield from the cereal

1S, which will allow 2 windtraps + 2 wells, and will allow the cereals tile to be worked. It uses fewer desert tiles (which we're not going to get much spice in thanks to the wells and catchbasins), and has more flat-land tiles adjacent to the city, plus it leaves the mesa to the west to be used by another city, and means that the groundwater to the south won't risk being wasted (ie have no good city sites that could use it).

I vote for 1S, but either could work.
 
Dont forget to turn off terraforming victory to prevent gaining it before we get holy war win.

Ediyt: Ah nice game is started, xposted with you.
Waiting for screenshots :D
:)
 
Looks like we're going to profit from the water in graben/sink bug. ;)

Settling where you are gets you three windtrap sites, one well and the cereal, but I'm not sure settling on the coast is the best giving that we are going to be going for terraforming rather than spice. Perhaps 1S in the sink or on the goody hut are more attractive sites.

Edit: 1S it is!
 
That salt leave no choices for us, I think 1S is only option.
Thats leave us with quite nice amount of water, alot of sinks with fresh water to build cottages, and mesas for mines.

Also southern soldier can go to check whats going to east.

Starting land is nice, especially i like that NW direction with mesas, cactus and incense. And salt *sigh*.
 
OK, 3 votes for 1S, so 1S it is.

[The 2 soldiers had already moved, to help make the founding decision.]
 
Truly, a sign that Paul is the lisan-al-gaib; our starting position turns out to be excellent, with etching resin within the BFC, and so little land to the south that we would not have been able to get a decent city from that groundwater should we have settled the 1W position.

succ5.jpg


The village is a useless map.

I focus on mining -> water transportation, since we'll need to get the wells sooner, and then I'll grab mysticism.

Wormsign!
The mighty sandworms of Arrakis pose a significant threat for those who venture out into the desert. Beware, weapons are almost useless against these great beasts. Only with significant aerial bombardment can be safely destroyed. And even then, there are always more worms.
For now, we don't have any desert-capable craft anyway, so we can ignore this guy.

succ6.jpg


Some excellent terrain to the west; cactus, spiked paintbrush, and LOTS of water and mesa.

succ7.jpg


Our neighbors, the filthy Tleilaxu. These masters of genetics are not to be trusted - they are xenophobic in the extreme, and already follow some strange faith of their own. We shall have peace for now.

succ8.jpg


The fact that:
a) They are quite some distance away (13 tiles) and
b) The Tleilaxu are incredibly annoying to be at war with because their genetic plagues
mean that a blitz is pretty much out of the question (the plagues weaken our units and spread rapidly through our cities and armies, only by making peace can we recover). So lets focus on expanding in the early game, and maybe snag the Aql Monument for some early great prophet points. Then get Mahdi religion, build a big stack of Mahdi Fighters, and go kick them in.
The one nice thing about the Tleilaxu is that, because of their religion, no-one else likes them either. So people won't complain too hard when we eventually butcher them.

We have also not managed to find *any* tribal villages on our island (apart from the starting one), and only now encounter the Tleilaxu, who will probably already have taken anythnig further west of us.

I send 1 soldier home, in case some smuggler barbarians start showing up, since we're not going to get any tribal villages anyway.

We develop mining, and start working on water transportation.
The Shai-Hulad religion is founded in a distant land - probably the Bene Gesserit. They do so love manipulating native religions...

succ9.jpg


We will have to decide whether to try to found a city at the polar ice-cap. The advantages are that this will give the ice resource, which allows the ice seller building, which is +3 water.
But I suggest we don't; its a long way from where we are (we don't seem to be particularly close to the pole) and takes a long time to get there, which slows early empire expansion, and we'll settle less of our island (and the tlielaxu are already the toughest early foe we could have). Plus, disaster if a thopter with a settler gets eaten by a worm along the way. And the polar cities arent' very useful in the early game, because they are so hammer poor.

Our entire island; if there is anything else, its blocked by the Tleilaxu (or past a very narrow isthmus in the far north).
Looks like we can grab some nice stuff early, and then we'll have to fight or use thopters to get anything else.

succ10.jpg


Our soldier gets trapped by Tleilaxu culture on the west of the island, so I leave him to monitor their expansion. He won't accomplish anything, and eventually will start costing upkeep, at which time we should disband him.

Tech water transportation and mysticism. Built a water cache to speed growth, then queued up a couple of soldiers and a settler.

My suggestions for city sites (red circles):

Succ11.jpg


We'll probably only get 2 of them, the Tleilaxu will frustrate us in the west. Should we found 2 cities before assaulting them, or just one? I think two will probably work.

I retire, leaving Slvynn to found our next city, try for the Monument, and start preparing for conquest. The worker can either mine the mesa, or built the insect farm.
 

Attachments

Back
Top Bottom