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"Growth is limited by the necessity which is present in the least amount. And naturally, the least favorable condition controls the growth rate."

List of Contents

Village Buildings

By default, every Village can construct 2 buildings. However, this limit can be increased by spending additional Plascrete as seen below:
  • + 3rd Building: 100 Plascrete
  • + 4th Building: 200 Plascrete
  • + 5th Building: 400 Plascrete
  • As a general rule, you can only construct 1 of each Building in every Village
  • Economy

    Refinery

    Refining is a second step to Spice harvesting. It allows the extraction of the pure and precious substance by extracting trace quantities out of large masses of rocks and sand

    Spice Collectors

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: 8 Solari
    • Construction time: 4 Days
    • Developments required: None
    • Factions: Fremen
    • Allows deployment of a Harvesting Team to a Spice Field within the same region
    This camp is set up by the Fremen to gather Spice for local use as well as payment to the Spacing Guild, buying their silence on their activities on other parts of the planet

    Spice Silos

    Spice silos hold harvested spice. When the Refinery completes the conversion process, it automatically distributes the spice evenly among the silos

    Plascrete Factory

    Plascrete is a hard material to come by, and a dedicated factory is still necessary for its production

    Maintenance Center

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: None
    • Construction time: 4 Days
    • Developments required: None
    • Factions: All
    • -25% Solari Upkeep in ally Villages in this region and it's neighbors (x1 max)
    Centralizes supplies for all buildings but also streamlines their logistics and uses, making upkeep easier and more efficient

    Wholesale Market

    • Cost: 50 Plascrete
    • Upkeep: None
    • Construction time: 4 Days
    • Developments required: None
    • Factions: All
    • +4 Solari production
    While Spice and Water are the most important resources on Arrakis, there is always money to be made with less glamorous wares

    Processing Plant

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: 4 Solari
    • Construction time: 4 Days
    • Developments required: None
    • Factions: All
    • +20 Solari production
    • − Can only be built in a Region containing Rare Elements or the Well of Riches
    The excavator ultimately generates Solaris by extracting Rare Elements from the ground

    Dew Collector

    Collect the morning dew to produce a small amount of clean Water

    Windtrap

    • Cost: 150 Plascrete
    • Upkeep: 8 Solari
    • Construction time: 4 Days
    • Developments required: None
    • Factions: All
    • +2 Water per level of wind strength in the Region
    Captures humidity from the air and produces a small amount of clean water out of it

    Water Extractor

    Gathers ice, melts it and filters it to produce clean water in large quantities

    Experimental Furnace

    • Cost: 1000 Solari | 500 Plascrete | 10 Fuel Cells | 5 Water
    • Upkeep: 20 Solari
    • Construction time: 8 Days
    • Prerequisite: 5k Hegemony
    • Factions: All
    • +30% resource production for other Economy buildings in this region and it's neighbours (1x max)
    • − Major Building: Can only be built ONCE per faction
    Under certain pressure and temperature conditions, regular mineral can be turned into exotic and valuable alloys

    Shai-Hulud Temple

    The guidance of Shai-Hulud strengthens the will of the people

    Military

    Recruitment Office

    Recruiting locally is both cheap and efficient for your crews and armies. Knowledge of the desert often makes all the difference

    Fuel Cell Factory

    This building, dedicated to the production of fuel cells, optimizes the process and allows for better productivity

    Missile Battery

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: 10 Solari
    • Construction time: 4 Days
    • Developments required: None
    • Factions: All
    • Automatically attacks enemy units in range within your territory
    • Note: Won't attack while the Village it's built in is under siege
    A well placed Missile Battery can make a big difference in an attack's outcome. An efficiency that also makes it a good deterrent

    Military Base

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: 12 Solari
    • Construction time: 4 Days
    • Developments required: Survival Training
    • Factions: All
    • +20% Power to ally military Units in this Region and it's neighbors (x1 max)
    The military base allows better preparedness for your troops and your militia, allowing for easier defense of your controlled Regions

    Airfield

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: 12 Solari
    • Construction time: 4 Days
    • Developments required: None
    • Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz
    • Military units can embark on Shuttles to be transported within the range of airfields
    • Note: Your Main Base also counts as an Airfield by default
    A strong network of Airfields is an efficient way to maintain control over your territory or to organize surprise attacks on your enemies

    Military Factory

    • Cost: 1000 Solari | 500 Plascrete | 10 Fuel Cells | 5 Water
    • Upkeep: 20 Solari
    • Construction time: 8 Days
    • Prerequisite: 5k Hegemony
    • Factions: All
    • + Increased Military Unit Power and Health by 15%
    • − Increased Military Unit Solari and Manpower upkeep by 50%
    • − Major Building: Can only be built ONCE per faction
    Serialization of ammunition and aiming accessories improves the efficiency of local defense systems

    Nuclear Silo

    • Cost: 2000 Solari | 1000 Plascrete | 10 Fuel Cells | 5 Water
    • Upkeep: 20 Solari
    • Construction time: 8 Days
    • Factions: All
    • + Allows for the preperation and launch of Nuclear Warheads
    • − Major Building: Can only be built ONCE per faction
    The use of nuclear weapons against humans is forbidden by the Great Convention. There is no greater crime recognised by the Landsraad Council

    Ceremonial Caves

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: 12 Solari
    • Construction time: 2 Days
    • Developments required: None
    • Factions: Fremen
    • +5% unit Power
    • −5% Spice production
    • Must be built in a region with Geothermal Energy or in the Great Volcano
    In deep caves, Fremen have their Spice orgy, a secret ritual communion fueled by powerful narcotics

    Statecraft

    Research Hub

    A provincial lab might find more about life on Arrakis than what we got in the big cities

    Data Center

    Sometimes the best way to spy on your enemies is to stay close to them. This building is made for exactly that purpose

    Listening Post

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: 12 Solari
    • Construction time: 4 Days
    • Developments required: None
    • Factions: All
    • +1 Influence production, must be built in a Village neighbouring an enemy region
    Intercepting and listening to political discussions is often the best way to counter opponents

    Investment Office

    Investing in local infrastructure can bring great rewards

    Crafts Workshop

    Kull Wahad! High quality craftsmanship can fetch a very high price, especially with offworlders

    Concord Chamber

    • Cost: 150 Plascrete | 2 Water
    • Upkeep: 6 Solari
    • Construction time: 4 Days
    • Developments required: None
    • Factions: Atreides
    • Sietches in neighbouring regions gain:
      • +200% to relation level gains
      • +20% resources received from trading
    • Note: Must be built next to a revealed neighbouring sietch
    Long lasting alliances are built on small, practical actions. A local presence helps climb these small steps, day after day

    Research Station

    Coordinates all scientific efforts to allow for better progression in the research of Developments

    Spacing Guild Branch

    • Cost: 1000 Solari | 500 Plascrete | 5 Water
    • Upkeep: 20 Solari
    • Construction time: 8 Days
    • Prerequisite: 5k Hegemony
    • Factions: Atreides | Harkonnen | Smugglers | Corrino | Ecaz
    • Allows trading resouces with Guild Favour
    • Unlocks Spacing Guild Special Events
    • Allows the deployment of your faction's Air Units
    • − Major Building: Can only be built ONCE per faction
    As the only known source of geriatric spice, it's only natural that the Spacing Guild will take special interest into Arrakis

    Recycling Plant

    • Cost: 1000 Solari | 500 Plascrete | 10 Water
    • Upkeep: 20 Solari
    • Construction time: 4 Days
    • Prerequisite: 5k Hegemony
    • Factions: Fremen
    • Allows trading resources with Spaceship Parts
    • Allows the construction of Spire and Altar
    • − Major Building: Can only be built ONCE per faction
    The Fremen have limited industrial capacities. They can however reach a decent output by scrapping and repurposing the invader's machines

    Main Base

    Main base buildings are unlocked at 2500 Hegemony.

    Complete your districts with the same type of buildings to receive their bonuses:

  • Note: all buildings in the district must be the same type to receive a bonus, you cannot mix and match.
  • Additionally, these bonuses can stack. For example, completing two Size 2 Military Districts will give you +4 Power on all military units

    Type District Size 1 District Size 2 District Size 3
    Economy Economy developments completion speed increased by 20% +10% Solari production +20% Hegemony from CHOAM Shares

    Fremen instead receive +50% resources received from Sietch trades

    Military Military developments completion speed increased by 20% +2 Power for all military units +2 Armor for all military units
    Statecraft Statecraft developments completion speed increased by 20% +100 max Influence +2 Landsraad Standing production

    Fremen instead receive +4 Influence production

    Economy

    Administrative Hall

    The city hall centralizes the administrative formalities and acts as a nexus for your civic and political power

    CHOAM Branch

    Hosting a CHOAM branch is not mandatory in any way, but a wise leader will quickly find it quite advantageous, as it is sure to give them an edge in their economic endeavors

    Harvester Works

    This structure trains technical harvesting crews and gives them tools to improve their work. Specialists of spice collection help optimize the process from start to finish

    Recycling Vats

    A complex but streamlined system of used water collection gathers the precious fluids to several recycling stations called "clear nodes," and then re-injects it as clean water into the system

    Al-Gaib Temple

    The temple draws the faithful, strengthening their will to serve Arrakis, either through industrious work or combat against offworlders

    Military

    Recruitment Center

    • Cost: 1000 Solari | 500 Plascrete
    • Upkeep: 10 Solari
    • Construction time: 8 Days
    • Developments required: None
    • Factions: All
    • +2 Training Slot
    • Military units are trained 20% faster
    This structure streamlines the process of enrollment for military units as well as makes recruitment easier, ultimately bringing in more manpower for your forces

    Barracks

    • Cost: 1000 Solari | 500 Plascrete
    • Upkeep: 10 Solari
    • Construction time: 8 Days
    • Developments required: Ground Command
    • Factions: All
    • Gives access to gear customisation for military units
    • +30% Experience gains for all your military units
    Allows your military forces to recover and organize more effectively by giving them a place to fall back to and store their equipment

    Command Post

    Optimizes logistics for your armies and improves communication down the chain of command, ultimately making your forces more efficient and dangerous

    Enhanced Fortifications

    Reinforces the main Base's Defense and offensive capabilities, making it harder to take down

    Underground Tunnels

    A stockpile of weapons is the best thing to have with you when taking a last stand.

    Statecraft

    Embassy

    • Cost: 1000 Solari | 500 Plascrete
    • Upkeep: 10 Solari
    • Construction time: 8 Days
    • Developments required: None
    • Factions: All
    • +10 Landsraad Standing after each Council
    • Having at least one Treaty contracted with another faction grants a production bonus of 5% in it's associated resource
    An important node of your power, where diplomats and other powerful people exchange information or work on political agreements

    Research Center

    Scientia potentia est: knowledge is power. The research center hosts the best scientists and gives them the means of making breakthroughs that will, in turn, serve you as Developments

    Intelligence Agency

    • Cost: 1000 Solari | 500 Plascrete
    • Upkeep: 10 Solari
    • Construction time: 8 Days
    • Developments required: Spying Logistic
    • Factions: All
    • Gain +2 additional operation slots
    • +200% Agent recruitment speed
    The battle for information is best fought with the proper structures, and this agency contains everything you need to conduct proper espionage and counter intelligence missions

    Council Chamber

    The best way to have an influence over the Landsraad is to make sure you are always in the midst of it, ever present and seemingly indispensable

    Interrogation Center

    Like spice, information must flow. Sadly, said information must more often than not be extracted from human beings like sap is extracted from a tree. Most abhor the method, but the Harkonnens will never shy away from a proven tool

    Black Market Branch

    Money is not the only thing that can be earned from commercial exchanges. Especially when said transactions are on the verge of legality

    Bazaar

    • Cost: 1000 Solari | 500 Plascrete
    • Upkeep: 10 Solari
    • Construction time: 8 Days
    • Developments required: Arrakis Secrets
    • Factions: Fremen
    • Counts as Economy, Military, and Statecraft for the purpose of district bonuses
    • Applies the district bonus 1 more time
    • +2 Influence production per ally Sietch
    The city hall centralizes the administrative formalities and acts as a nexus for your civic and political power

    Underworld Headquarters

    Underworld Headquarters are unique to the Smugglers and can only be built in enemy Villages

    At 10k Hegemony, you can build unique Underworld Headquarter buildings in each enemy main base

    Underworld Headquarters also provide vision of the Village and the surrounding area.

    Economy

    Bootleg Market

    This illegal market can provide small quantities of rare resources

    Contraband Cache

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • Stocks 40% of the Village's Solari production, up to 500
    • Stocks 40% of the Village's Spice production, up to 500
    • Stocks 40% of the Village's Plascrete production, up to 500
    • You can retrieve the resources stocked in this Underworld Headquarters with Pillage
    Hiding resources over time will be helpful for the day you take over

    Worker's Guild

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • Host Village gains +20% Resource production
    The Worker's Guild can always provide labor. You just never know who they truly work for

    Trafficking Station

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • +1% Solari production for you and your allies
    A secure local presence always benefits a thriving business

    Military

    Back-Alley Doctor

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • Regenerates Health for nearby ally units
    • Refills Supply for nearby units
    Local help can make the difference in a conflict

    Support Station

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • Ally military units in the region have -30% Solari upkeep
    This illegal market can provide small quantities of rare resources

    Hidden Explosives

    • Cost: 100 Solari
    • Upkeep: None
    • Construction time: 1 Day

    • Damages the Village's Militia by 50% of their Health up ally Siege
    • This building is destroyed upon ally Siege on the village
    A good way to weaken your enemies before striking

    Clandestine Scouts

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • Ally military units in the Region gain +10% Power
    You just never know when a supply of weapons and ammunition will come in handy

    Statecraft

    Spyware

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • Advances a random Development owned by the Village's faction every day
    A bit of industrial spying has never hurt anyone

    Whisperers Lair

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • +1 Intel production
    • -10% daily chance of agent capture when assigned on this faction
    • -10% agent capture chance when an operation on this faction is detected
    When you're spying, you can't always choose your fights, but you should always take advantage of circumstances

    Activist Quarters

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • +5 more Minor Houses votes are guaranteed on resolutions with a Bounty
    Lobbying, influence and veiled threats are a perfect recipe for good and healthy relations

    Enrollment Station

    • Cost: 200 Solari
    • Upkeep: 5 Solari
    • Construction time: 1 Day

    • +50% Agent recruitment speed for you and your allies
    Kids who get mixed up with the mob often have many qualities that can be used for higher purpose, if you know how to train them

    Main Base

    The following buildings can be built by the Smugglers in the Main Base of enemy Factions only.

    Contraband Hub

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • Gain 30% more resources when pillaging Villages owned by this faction
    Stealing is only half of the work, you also need an efficient way to resell your goods

    Spice Traffickers

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • Produce 5 Spice per active Spice Harvester of this main base's faction
    He who controls those who control the spice, controls the universe

    Laundering Network

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • +30 Solari production per level of this main base's biggest completed Economy district
    Paying taxes is for Houses

    Contraband Hub

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • Gain 30% more resources when pillaging Villages owned by this faction
    Stealing is only half of the work, you also need an efficient way to resell your goods

    Hidden Explosives

    • Cost: 1000 Solari | 100 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • Destroy 20 Armor from the Main Base upon ally Siege
    • This building is destroyed upon ally Siege on the Main Base
    No walls are big enough when they can crumble from their core

    Beacon Network

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • Ally military units in this faction's territory gain +2 Armor
    The best way to win a battle against a strong opponent is to exploit your own strengths

    Weapon Dealers

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • +3% unit Power per level of this main base's biggest completed Military district
    Weapons always get lost in a conflict. And also found by clever people

    Whisperers Hub

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • +10 Infiltration production towards this faction
    • Captured Agents have +100% escape chances in this faction
    It's always good to have an escape route, with people to help along the way

    Scheme Lodge

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • Gain +5 Intel production per active treaty with this faction
    Sometimes the best spies are the most noticeable

    Activist Headquarters

    • Cost: 2000 Solari | 200 Intel
    • Upkeep: 5 Solari
    • Construction time: 2 Days

    • +20 max Influence per level of this main base's biggest completed Statecraft district
    Spreading propaganda directly among their people also lets them know how much you matter

    Sietch Settlements

    Sietch Settlements are unique to the Fremen and can only be built in Allied Sietches upon reaching 10k Hegemony

    Only one of these buildings may exist globally

    Economy

    Fremen Trade Hub

    • Cost: 1000 Plascrete | 20 Authority | 5 Water
    • Upkeep: None
    • Construction time: 4 Days

    • +100% trade resources gains with this Sietch for you and your allies
    Sietches are powerful. Keeping good relations with them should be a priority

    Melange Mixing Mill

    A mix of instinct and knowledge from locals can yield great harvests

    Hidden Plascrete Factory

    Good thing the Empire doesn't know all that can be hidden within a Sietch

    Military

    Thumpers Factory

    • Cost: 1000 Plascrete | 20 Authority | 5 Water
    • Upkeep: None
    • Construction time: 4 Days

    • +20% Thumper production
    • +2 max Thumper
    Worm riding can be vital in times of conflict

    Raid Gathering Site

    Whether by charm or false flag operations, locals can easily be convinced to strike their perceived enemy

    Master Knife Makers

    Many blades are crafted here, as well as the very invaluable Crysknives

    Statecraft

    Gossip Barterers

    • Cost: 1000 Plascrete | 20 Authority | 5 Water
    • Upkeep: None
    • Construction time: 4 Days

    • +10 Intel production per neutral Village in the region and its neighbors
    The Houses like to think they are master spies, and yet in their arrogance they ignore the many ears surrounding them every day

    Desert Analysis

    Arrakis still holds many secrets even the Fremen have not fathomed

    Terraforming Research Hub

    The Fremen have a plan for their planet. That plan must stay a secret

    Factions

    Ecaz Banner

    House Ecaz

    House Ecaz is known for it's touristic resorts, it's recreational drugs, and it's patronage for the Art. But behind this enticing exterior, the refined house and it's no less refined ruler, Archduchess Armanda, are ruthless and efficient defenders of their interests.

    Smugglers Banner

    Smugglers

    There’s a fine line between smugglers and full-fledged bandits, and Esmar Tuek is adept at walking that line. Smugglers can provide anything to anyone, provided they put the price… and do not look at the specifics too closely.

    Fremen Banner

    Fremen

    Fremen are the only people native to Arrakis and will do anything to protect their way against the offworlders. While their leader, Liet-Kynes, doesn’t originally come from Dune, she is every bit as determined and attached to the planet as the next Fremen.

    Corrino Banner

    House Corrino

    Imperial House Corrino has ruled the galaxy for ten millenia, and Shaddam IV intends to keep it that way. The situation on Arrakis calls for the direct intervention of the Padishah Emperor, who will use all His wit and the might of His administration to turn the war to His benefit.