suchomimus
Chieftain
Once you own some Spice you can start to build some nifty units. Fremen can always build Thumpers. The Wind-Thumper needs no Spice to build, it comes with discovery of Stillsuits (level 3 on the Fremen branch, free to them).
Other civ's can build the Spice-Thumper (level 1 in branch for Houses, with 'warrior') once they have a source of Spice. In the novels the Worm ate the thumper. For the mod I think we should have the Thumper(s) last for 10 to 20 turns, with the possibility of attacting six to eight Worms. Why? So you can work unmolested as close as three squares away. Be smart, place the thumper further from where you want to be. The Thumper will be a 'Built' item, like a fortification or Radar Tower. Fremen warriors (and their upgrades) can build them, then move away unseen by Worms. Other warriors can build them, too, at their own risk. They would not be safe until the following move. Light Ornithopters can bulid them even in mid-flight, in effect "dropping" the thumper, then still having a space or two to move during that turn. "Flight" should not be a new concept to a space-faring civ, so all civ's other than Fremen have the L-O as a level-1 tech, along with the thumper and warrior. Each civ will start with one L-O in their starting group. Atreides' L-O is a special unit with a longer range and move-rate. To build more, you need the Spice. Let's not dwell too much of the logic behind that, other than that Spice is all that Arrakis is about, and no faction would be more than homebodies without it.
With Spice and (oh, let's say) Iron you can make the Carrier, which can also build the thumper, but at the end of its turn. So the big, expensive Carrier (2,2,3) is at risk until the next turn if there are no active thumpers nearby. It can see four spaces, so you can make a thumper safely if you move right. Carriers can also (guess what?) carry four small units. Load a settler, a worker, and two 'guards', and your next city is as good as built. Just need a new source of Spice? Load a collector and some guards.
Other civ's can build the Spice-Thumper (level 1 in branch for Houses, with 'warrior') once they have a source of Spice. In the novels the Worm ate the thumper. For the mod I think we should have the Thumper(s) last for 10 to 20 turns, with the possibility of attacting six to eight Worms. Why? So you can work unmolested as close as three squares away. Be smart, place the thumper further from where you want to be. The Thumper will be a 'Built' item, like a fortification or Radar Tower. Fremen warriors (and their upgrades) can build them, then move away unseen by Worms. Other warriors can build them, too, at their own risk. They would not be safe until the following move. Light Ornithopters can bulid them even in mid-flight, in effect "dropping" the thumper, then still having a space or two to move during that turn. "Flight" should not be a new concept to a space-faring civ, so all civ's other than Fremen have the L-O as a level-1 tech, along with the thumper and warrior. Each civ will start with one L-O in their starting group. Atreides' L-O is a special unit with a longer range and move-rate. To build more, you need the Spice. Let's not dwell too much of the logic behind that, other than that Spice is all that Arrakis is about, and no faction would be more than homebodies without it.
With Spice and (oh, let's say) Iron you can make the Carrier, which can also build the thumper, but at the end of its turn. So the big, expensive Carrier (2,2,3) is at risk until the next turn if there are no active thumpers nearby. It can see four spaces, so you can make a thumper safely if you move right. Carriers can also (guess what?) carry four small units. Load a settler, a worker, and two 'guards', and your next city is as good as built. Just need a new source of Spice? Load a collector and some guards.