Work in Progress! Please don’t worry about how short the list of buildings is, it will be longer with each new building introduced. The names/purpose of the building are also not the final ones and can change during development.
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Command Center
The heart of every base. From hear you can construct all your buildings and undock/build your Base Transporting Vehicle for the creation of additional bases.
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Windtrap
But no base is going to work without power and the only effective way to generate power or capture the moisture needed to survive in the harsh climate of Arrakis is using a Windtrap.
This essential building can rotate in any direction to catch the prevailing winds. The water strained from the air by the Windtrap is necessary for maintaining your armies. More Windtraps will have to be built in order to increase your troop strength. |
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Barracks
Structure for training and equipping infantry. |
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Spice Refinery
A place to off-load Spice Harvesters. |
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Warfactory
Where vehicles and tanks are constructed. |
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Comm Station
Of course, the key to any battle is good communications and intelligence. In order to have that, a Comm Station is an essential part of any base.
This structure allows for access to a radar map of the battlefield and also allows the player to connect to galactic communications networks including the Guild Bank for emergency loans |
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Hangar
Advanced facility for building aircraft. |
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Landing Pad
A special building for resupplying flying units that need to return to base periodically. |
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Fortress
The Harkonnen castle that and regional command center. Also contains the launcher for the feared Death’s Hand missile. |
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