DuneWars: Battle for Arrakis

:wavey: Hello, I just found this thread. I would gladly join. I like the Dune books, but haven't played the mod yet :blush:

Great! Wellcome! Be sure you donwload and isntall 1.6.1 (main download) > 1.6.3 patch (current patch) . Also music patch is hightly reccomended to amplify Dune feel.
Links can be found in starting post or in our signatures.
Also may be it will be good if You try to play SP game by your own to get used to Dune tech tree, terrain, units, and specifics.

So rooster is:
1.Ahriman
2.Slvynn
3.AnotherPacifist.
4.Deliverator <<< NOW
5.negyvenketto
 
I should be able play my turns later today, I hope.

@negyvenketto: Cool! The more the merrier! The links to 1.6.1 and 1.6.3 are both here.
 
After the Greenhouse is finished at Arrakeen I think I'll build a Settler. Building settlers is a good way to deal with the health issues by reducing population.

There are a couple of further possible city sites I have identified. To the NW of the Tleilaxu there is a site with a windtrap and two dew collector resources - if you gave up the Stone you could build two windtraps there. (Founding on the Stone itself is not possible because it is Mesa - and Stone won't help with the Oracle of Hajra as it is speeded with Marble not Stone)

Civ4ScreenShot0134.jpg


There is another site south down to the SE, down by the Ixians. This could have a bumper four windtraps (were it not for the Ixian one which limits it to two), two baradyes and two incense. The baradyes will yield +2 hammer +5 commerce each with insect farms so that's quite tempting, but it is out on a limb and close to the Ixians border.

Civ4ScreenShot0135.jpg


And then there are the blue and cyan sites identified previously:

Civ4ScreenShot0134.jpg


Also, the thopter may discover an even better site to the NE/N of Arrakeen in the next few turns.

So where should I look to build a fourth city? I'll play up until the settler is ready and await feedback before completing my turn.

On using the Oracle to get Air Power - its other requirement is Offworld Trade which is a long way off...
 
I would try to build in Ixian territory. As long as we keep a thorpter shuttling infantry towards it and Mahdi is founded (for culture), we should be OK.
I think we need more military too, that's why I started the barracks. (I'm pretty sure by now we're the weakest and Ecaz has already demanded stuff from us, meaning they will most certainly attack us when we switch to Mahdi and get the diplo penalty)
 
I think We need to grow abit with total of 5 cities.
Sure more 1 city is necessary now. I like White spot - necause we will keep more even spread. doing This will provide resources to us, and much better defence.
I need to remind You that In dune that near Ix city will be very vulnerable, and it wil be hard to defnd it before Mahdi. When We'll have mahdi - we'll take anything.
So keeping our stronger cities on front and not getting too close to potential attackers (how about borders diplo penalty? ) will keep us safer than if we'll settle near IX.
IX is aggressive, and dont fotrget - distant attacking and close attacking are diferent values for aI.
We'll take that stuff later. For now, we better take resources, grow our aquired cities, and build some defences. Noone will attack us till Mahdi if we'll not settle near powerhouses.
If we'll do we have much more chances to provoke them into attack (Lower power rating + Sparking tension at border + AI threating us as close target, not a distant one)


So i think White then Cyan then grow, then mahdi and conquest (and may be more settling on opportunity)

also dont forget - we nowhere near suspensor tech. But we are planning on Ornithopters. That mean:
1. our troop reinforcements to that island city will be very hard mission to success with
2. our ornithopters will cut any threat coming though desert if anyone will launch suspensor attack. Atreides Schools will provide enough XP to get Desert promotions, and that will be enough, even more to fight enemy Gunships/Transport Fleets. That means we can use Thopters as ultimate defence force that will introduce sands of arrakis to many of enemy transported troops (which will be forced to land there dead instead on our landmass alive)

Also we need more workers. Diamonds can provide nice bonus to our science and happiness.
 
"My Duke, our people are malnourished and weak, we need to build mushtamals to provide them with fruit and vegetables"

"Sire, you neglect our defences - we must have more troops to defend our lines!"

"My Lord, we need to establish more settlements before the land is claimed by our rivals!"

Paul's mind drifts as his advisors clamour for his attention. His vision slowly becomes filled with his terrible purpose, the crimson red wave of jihad. He finds himself to driven along this path - whether he wishes it or not. The planet and the universe must be purged.

To the west, the Tleilaxu enclave is suspiciously silent; to the south, those strange traders the Ecazi have established bases; and to the south-east, contact has been made with the heretical machinists of Ix. Finally, the Bene Gesserit witch Mohiam is here on Arrakis. Paul touches his hand as he remembers that long forgotten trial - the pain still lingers.

---------------

An early reminder that we are the poorest of all the factions:

Civ4ScreenShot0137.jpg


I started by switching Kuriya to work on another Worker and Al Yassanah to work on a second Scout Thopter, I thought it might be handy for scouting and transport. Moved worker to build the Diamond mine south of Al Yassanah - we need all the commerce we can get since we are not spice harvesting. The Greenhouse in Arrakeen was completed on turn 102, started work on Settler. Moved worker from Arrakeen down to Kuriya to build a second windtrap.

When diamond mine was built at Al Yassanah, I increased the science rate to 85%, deficit research at -1 per turn. Moved workers to Burro Weed to build dew collectors.

Al Yassanah working Diamond to the south:

Civ4ScreenShot0000.jpg


In turn 113, the Imperialist ideology spreads to our lands. I decline to embrace this suspect passion for the old ways of the Empire. Duke Paul Atreides does not bend the knee so easily!

Civ4ScreenShot0001.jpg


Turn 114: Two thopters, one carrying a Soldier and a Settler, and one carrying the new Worker from Kuriya strike out over the open bled. The mission: to set up an advance base on the edge of Ixian territory. (Sadly I read Slvynn's post too late - nevermind - think of it as an extra challenge - perhaps we can attack the Ix first seeing as they are so cash rich)

Civ4ScreenShot0002.jpg


Al Yassanah finishes barracks on turn 115, I start building an Infantry there. Turn 117, we discover Fanaticism and are now broke. Start on Jihad ~12 turns to go!

Civ4ScreenShot0006.jpg


The first Ornithopter has safely crossed the perilous open desert, narrowly avoid a sandworm.

Civ4ScreenShot0004.jpg


Soon after, Wind Pass is founded, it is accessible on foot only by a thin strip of land from the main Ix landmass it seems. So it may be slightly easier to defend.

Civ4ScreenShot0007.jpg


One of the thopters heads back to the mainland and another goes of scouting around the south of the Ecazi. To the north and east of Arrakeen is mostly open desert which is not surprising - we are situated at the North East of the Arrakis map donut. So most of the land will be found to the west and south of our first three cities.

Arrakeen completes Barracks and starts work on the Oracle of Hajra. It will be finished in ~18 turns so in the next block of 20 turns we should have Jihad plus a free tech to pick. What should it be? (presuming we get the wonder OK). Education seems like a popular choice.

Civ4ScreenShot0009.jpg


Here a view of what we know of Arrakis so far. Cave of Tears in the polar region is the founding city of the Imperial religion.

Civ4ScreenShot0010.jpg


We are lagging in Power to the Tleilaxu, but we can now build Barracks-trained Infantry at Arrakeen and Al Yassanah as a stopgap to the Mahdi Zealot army.

(Oh, and I used Alt-D to change our name from Ahriman to Paul Atreides for some more flavour. We could rename again to Muad'Dib when Jihad is founded.)
 
I think We need to grow abit with total of 5 cities.

Of course, a great way to grow is.... conquest!

We need to start building Bladesmen and then Mahdi fighters asap. Conquest is MUUUCH easier if we can make significant inroads before maula guardsmen start showing up.

Education is ok, but also test whether or not it is possible to research all the prereqs for Air power before the Oracle completes. If so, early falcon thopters would be amazing. (Assuming there is crystal somewhere).

Also, the next settled city should be the close one, which has great terrain, 5N+1E of Kiraya.
Getting those barrel cacti for health will be a lot cheaper than building Mushtamals.

Also, surely the Tleilaxu will have settled the western edge of the island by now?
 
but also test whether or not it is possible to research all the prereqs for Air power before the Oracle completes.

I don't think getting Offworld Trade in 18 turns is possible... :)

@negyvenketto: It's your round of 20 turns if you're still interesting in joining in.
 
I don't think getting Offworld Trade in 18 turns is possible...

Ahh, point taken.

Good, my tech tree design prevented this potential exploit then without me even needing to! See, I am still right! See! :-)

@negyvenketto
Welcome! You're very welcome to join the game and take the current save and play it a for 20 turns. Its a crucial time; we want to start building up armies and then assaulting our Tleilaxu neighbors!
Feel free to ask us for detailed advice if you like, or if you'd prefer to be skipped for now.
 
Get a stillsuits after Jihad and then wait for Oracling the Education. Wise choice with sagnificant boost.
Stillsuits - Ornithopters then, methinks.
 
Ok, got it. Will take a look at the save and make a plan later today. Maybe I play a couple more turns in my solo game before this SG turnset.
 
:sad: Something going wrong here, this mod is not easy to load, it crashes to the desktop instead. I couldn't load the neither this save, nor my own solo game's save. :confused:
I will ask for help in the bug report thread, but if I don't report anything in the next 6-7 hours, please feel free to skip me.
 
Are you running Vista? If so, you must run the game in Administrator mode in order to play the mod, because it includes the BUG mod which has this requirement.
 
OK, the plan:
Settle the 5th city (the closest one, cyan)
Research Jihad, Stillsuit
Revolt to Mahdi (is there any missionary unit? I can't see.)
Build some workers, bladesman, temple in the holy city
Conquest is MUUUCH easier if we can make significant inroads before maula guardsmen start showing up.
[\QUOTE]
Ahriman, what is inroad?
 
Are you running Vista? If so, you must run the game in Administrator mode in order to play the mod, because it includes the BUG mod which has this requirement.
It's Win7 RC1, but I used BUG before without any problem :confused:
Anyway it's working in this way (run as Admin), thanks.
 
Revolt to Mahdi (is there any missionary unit? I can't see.)


There is NO missionaries for Mahdi.
To expand mahdi you can:
1. Natural Spread from HC/ Shrine. Shrine is very important for Mahdi. Keep your cities clear of any other religion, using Inquisitors if have them.
2. Conquer cities. Once you conquer city and Mahdi is Your State Religion, city authomatically get Mahdi spread.

I have another suggestion:
What if we Oracle Theocrathy/Inquisitor Tech?
Its pretty expencive, Gives awesome Dune Theocrathy:
+1 XP (+4 from school = lvl 2 ornithopters from oven)
+25% building speed build !!!!
- War Weariness.

Inquisitors which will help us to combat imperial and Shai-Hulud which surely will spread into our cities.
????
 
Conquest is MUUUCH easier if we can make significant inroads before maula guardsmen start showing up.

He means that conquest we be easier if we make good progress (conquer several cities) before Master Guardsmen become available. Master Guardsmen are stronger defensive units.

Don't forget, the Oracle of Hajra is going to be built in your turn which is going to give us a free technology. Will we have the prerequisites for the Theocracy tech?

On getting the Mahdi shrine up the Oracle of Hajra also provides +2 Great Prophet GPPs.

I don't think it is worth building too many bladesmen, since we are going to have Mahdi Zealots soon (hopefully).
 
Don't forget, the Oracle of Hajra is going to be built in your turn which is going to give us a free technology. Will we have the prerequisites for the Theocracy tech?

We are - Fanaticism is only prequisite for Theocrathy.
All we need is to compare beaker cost difference between Education and Theocracy. If Theo equal or more than Edu then Theo better - more xp and faster buildings, thats would be cool.
(cant do that , at job now, i dont remeber exact values , but as i remeber they are more less equal)
 
The only issue with running Technocracy is that it is High Upkeep and our economy is pretty poor right now.

That said, the +25% build time on maintenance free Mahdi Zealots will help us overwhelm our enemies.
 
The only issue with running Technocracy is that it is High Upkeep and our economy is pretty poor right now.

That said, the +25% build time on maintenance free Mahdi Zealots will help us overwhelm our enemies.

MZ not getting bonus, buldings are, but still, thats awesome.
MZ get +1 xp
 
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