Dune Spice Wars: House Atreides - faction features Dune Spice Wars guide, tips
On this page of the Dune Spice Wars tutorial you will learn a detailed description of the Atreides faction. You will find out how to play them, what advisors and faction bonuses they have, as well as the unit list. You will also read what Peaceful Annexation is.
Last update: 22 June 2022
In this section we will focus on introducing you to the House Atreides faction in Dune Spice Wars. You will learn what their strengths and weaknesses are and what sort of victory options are the easiest for them. Also, we have prepared an overview of their units, faction bonuses and councilors.
Faction features and tips
The Atreides are a relatively peaceful faction - they prefer to stick to alliances and cooperation rather than engage in a direct offensive. The faction gets most of its profits and goals by doing politics. They have a high proportion of Influence and Votes, which gives them a high Rank in Landsraad Standing. They can easily obtain Charters in Landsraad. The Atreides don't stand out from other factions - their main focus is on defense and politics.
- It's a faction with a very high defense potential (4 slots per militia and the optional Veterans' Militia from the Councilor, the ability to use two rocket turrets).
- Proper economy allows you to obtain and use large amounts of Water . This allows you to maintain a good relationship with Sietches, and specific research can provide even more benefits from this title.
- Some researches reward you additionally for Special Regions .
- The main way to earn money is to exchange Spice into CHOAM (bonuses from Research and high Landstraad Standing will apply).
- This faction can easily become victorious through the Dune's Governorate or the Hegemony. They receive nearly 200 points of Hegemony for the resolutions they voted in (a unique faction trait).
- There are 10 slots available for the construction of Base buildings.
- Army : not one of the strongest, but the units have interesting bonuses and a high level of Armor - because of this, destroy the enemy's ballistic units first.
- You can use Mercenaries when it comes to building an army, as they only cost 250 Solari for the Atreides, compared to 500 for the other factions.
The Atreides are a faction that may have problems at the beginning of gameplay, but they do perform pretty well later in the game. Initially, you can try to speed up the game by using strong political power (Votes and Influence).
A good idea to start playing as Atreides is to take full advantage of two features: strong defense and faction skills : Peaceful Annexation . Why? This way, you can take over any regions on the map - even those where your troops would not reach. This will allow you to create another front, but also to take over the most valuable resource deposits and special regions (which can often pay off, even if you were to lose them later). However, with a high level of defense and the use of Air Fields, creating a dispersed structure will not be so problematic.
In addition: the faction can benefit heavily from Special Regions. This way, you can also control the largest Spice fields and amass large supplies. Additionally, the use of treaties ( Open Borders Agreement and Military Pressure ) may partially dissuade other factions from attacking you - they will then lose their Landsraad Position (not applicable to Fremen).
Faction bonuses and traits
House Atreides has the following bonuses:
- Peaceful Annexation - allows you to take over any neutral village anywhere on the planet. Additionally, you keep the militia units stationed there. Disadvantage - The takeover takes 15 days. The annexation will be interrupted when enemy or our own units attack the village.
- Other factions do not lose Power points for signed treaties with Atreides - so everyone will gladly agree to sign treaties with you.
- They start with the highest Landsraad Standing - 200 points, which allows them to shine in politics from the very beginning and have a strong influence on adopted resolutions.
- You cannot pillage neutral villages - the only option is to capture them. However, you can still pillage attacked enemy villages.
- 5k Hegemony - Any positive resolution in your favor increases the production of Solari from all sources by 10% and the units have 10% more power.
- 10k Hegemony - The Charters depend solely on the Landsraad Standing, other requirements are ignored. Moreover, after exceeding 10k points, each positive Resolution in favor of the Atreides increases their resource production by 2%, up to a maximum of 20%.
Councilors
House of Atreides has the following Councilors to choose from:
- Lady Jessica - allows you to force (for 50 Influence) other factions to accept the treaty. They can refuse when they have 100 points of Power. At low difficulty levels and in the early stages of the game, most opponents will be willing to accept treaties as they bring benefits to both sides. Open Borders Agreement - no loss of resources when traversing regions occupied by an opponent with whom a treaty has been signed - but if the opponent breaks it, he will lose significant amounts of Landsraad Standing.
- Duncan Idaho - reduces the amount of Authority (by -10%) needed to capture villages, and the growth of relations with Sietches is twice as fast. This is a useful councilor, especially if you want to use treaties (they reduce Power growth) early in the game.
- Thufir Hawat - Agents receive an additional character trait. Two: if a village is the target of an operation (whether yours or an enemy), it increases its production for 2 days. This bonus encourages frequent use of operations on your own territories, offering a slight improvement. Not recommended as an Councilor, especially since espionage matters are not the strongest point of the Atreides.
- Gurney Halleck - unlocks the Veteran Militia - the strongest city defense unit available to Atreides. Additionally: the created army units have 1st experience level (Power 1, Health 20).
Army units
Below is a list of available Atreides military units that you can recruit, along with a description of their characteristics:
Trooper
Basic melee unit. Features:
- 400 health, 17 damage, 4 Armor
- Coordination (10% Power for each buff from an ally).
Recruitment / maintenance costs:
Solari | Manpower | Water | Pts. of command |
200 | 20 | 3 | 3 |
6 | 3 |
Rangers
Ranged units equipped with rifles. Features:
- 300 health, 16 damage, 2 Armor
- Focus Fire (Your units attacking the same target will receive a 5% Power bonus).
- Fire Blast (-50% Melee power).
Recruitment / maintenance costs:
Solari | Manpower | Water | Pts. of command |
200 | 20 | 3 | 3 |
6 | 3 |
Heavy Weapons Squad
Equipped with rocket launchers, they deal area of effect damage. Features:
- 400 health, 12 damage, 5 Armor
- Disruption (the attacked enemy receives a 2% damage penalty for each hit, cumulates up to a maximum of 20%).
- Destroy Enemy Armor (+30% chance to destroy Armor when attacking).
- Fire Blast (-50% Melee power).
- Recruitment Requirements : Survival Training research.
Recruitment / maintenance costs:
Solari | Manpower | Water | Pts. of command |
300 | 20 | 3 | 3 |
6 | 3 |
Support Drone
An aerial unit that can become the target of the enemy. Heals but also attacks. Drones are as slow as infantry units, but they ignore uneven terrain (can fly over rocks) and have large supplies. Features:
- 600 health, 8 damage, 6 Armor
- First aid kits (health regeneration of nearby units by 20% per day, does not stack with more drones).
- This unit does not generate vibrations (does not attract Sandworm).
- Recruitment conditions : Support Buildings research.
Recruitment / maintenance costs :
Solari | Fuel Cell | Pts. of command |
400 | 3 | 4 |
10 |
Warden
It has the highest stats of all units, but the lack of bonuses and high maintenance costs will not encourage you to use them in larger amounts. Features:
- 600 health, 18 damage, 7 Armor
- Bastion (passively increases the Armor of nearby units by 2, does not stack when there are more Wardens in the party).
- Recruitment conditions : Call to Arms research.
Recruitment / maintenance costs :
Solari | Manpower | Water | Pts. of command |
500 | 20 | 5 | 5 |
10 | 5 |
Mercenary
It is not the strongest unit, but it is the cheapest and costs the least Command Points. Additionally, their recruitment is almost instant. However, they have very little supplies. They are ranged units. Mercenaries do not gain experience. Features:
- 400 health, 16 damage, 3 Armor
- Headhunter (+10% Might, +1 Armor (up to a maximum of 5) when a nearby unit dies ( including the enemy ), only for the duration of the fight).
- Fire Blast (-50% Melee power).
- Recruitment conditions : Economic Lobbying research.
Recruitment / maintenance costs:
Solari | Pts. of command |
250 | 2 |
20 |
Veterans Militia
A unique militia unit that deserves a mention here. Features:
- 600 health, 14 damage, 4 Armor
- Steadfast (ignores negative Power modifiers).
- Recruitment conditions : selected Councilor - Gurney Halleck.
Recruitment costs:
Solari | Manpower |
400 | 20 |