Buildings

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.

No Picture yet

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.

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.

No Picture yet

Barracks

Structure for training and equipping infantry.

No Picture yet

Spice Refinery

A place to off-load Spice Harvesters.

No Picture yet

Warfactory

Where vehicles and tanks are constructed.

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

No Picture yet

Hangar

Advanced facility for building aircraft.

No Picture yet

Landing Pad

A special building for resupplying flying units that need to return to base periodically.

No Picture yet

Fortress

The Harkonnen castle that and regional command center. Also contains the launcher for the feared Death’s Hand missile.