سأذهب إلى مختلف الفصائل وأعطيك فكرة عامة عما يمكن توقعه منهم وما هي الاستراتيجيات التي يتفوقون عليها.
العثور على فصيل الخاص بك
يمكن أن يكون بدء اللعبة دون أي فكرة عن ميكانيكا اللعبة تحديًا. دعونا نلقي نظرة على نظرة عامة سريعة قبل الذهاب إلى عمق لمساعدتك على تحديد الفصيل الذي يجب اللعب!
هذه الأرقام صالحة لإصدار الوصول المبكر 0.1.19.14531 وسيتم تحديثها مع تطور اللعبة.
نظرة عامة على الفصيل
عندما تبدأ لعبتك لأول مرة, سيتم الترحيب بك من هذا الاختيار.
دون أي معرفة باللعبة, اسمحوا لي أن أعطيك فكرة سريعة وقذرة كيف تلعب هذه الفصائل.
أذير البيت
فصيل الأساس, في رأيي. جيشهم صلب, اقتصادهم قوي, لكن لعبتهم السياسية قوية جدا. إنهم موجهون نحو السيطرة على الأرض والذهاب للهيمنة/الانتصارات السياسية.
منزل Harkonnen
هذا المنزل قادر في الواقع في القطاعين العسكري والسياسي, على الرغم من أن لديهم معركة شاقة لاكتساب ما يكفي. اقتصادهم يدور حول قمع قراهم, السماح لهم بإخراج المباني والموارد. لديهم دائمًا ما يفعلونه ويمكنهم الحصول على الموارد بسرعة كبيرة. لعبة التجسس الخاصة بهم قوية جدا, لذا ابحث عن تلك الفرص.
المهربين
سيتطلب منك هذا الفصيل البحث عن قرى العدو وبناء مقر تحت الأرض لكسب المال من إنتاجها, اكتساب Intel والتأثير أو الآثار الأخرى. واحد منهم يتيح لك أن يرتدي القرية من أجل الفتح في المستقبل. خفية جدا. سيكون جيشك أضعف في مواجهة منتظمة, لكن لديك طرق لالتقاط إمداداتهم واكتساب هواة الضرر بناءً على خصومك’ حالة العرض المفقودة. ستحاول إنشاء مواقف حيث يمكنك إما الفوز على قوات المعارضة أو لعب اللعبة الاقتصادية لتجفيفها.
فريمن
ضرب وركض, الصحراء هو منزلك. لن يتم تحصين حصاد التوابل الخاصة بهم بواسطة ديدان الرملية. سيكون لديك وحدات عسكرية صلبة وقتل خطير يحتاجون إلى بعض مجالسة الأطفال لدغدغة قوتهم الكاملة. ستهاجم عبر زوايا غير عادية بسبب إمدادات فريمن الممتازة. انهم إلى حد كبير العيوب المهربين. ليس أفضل دفاعي, ولكن يمكنك الحفاظ على خصومك على أصابع قدميهم.
أذير البيت
هنا ليتو قديم جيد يمثل منزله.
- يمكن استخدام قدرة الضم السلمية:
هذا هو الأكثر أهمية. كل قرية محايدة تتحكم في منطقة على الخريطة. للوصول إلى الموارد داخل وبناء ما يصل إلى خمسة مبان على أرض صلبة بالقرب منها, يجب عليك إما قهر ميليشياتهم بقواتك أو استخدام قدرة الضم السلمية. هذا سوف يكلف التأثير, الماء والسلطة. المزيد عن الموارد في قسم لاحق. يزيل التغلب على قرية تكلفة التأثير ولكن يبدو أنه يحسب تكلفة السلطة بشكل مختلف. لا توجد أرقام صعبة حول كيفية تحديد هذه التكاليف ولكن نتوقع دفع المزيد للقرى التي تكون أكثر بعيدة عن قاعدة منزلك.
هذا يغير بشكل كبير كيف تتعامل مع التوسع في اللعبة ويسمح لك بتجنب استخدام القوات حتى تتصل بفصيل معادي. أحب ضم بعض القرى بسلام عندما أطفو على التأثير الكافي لأدقي إلى المجلس الأرضي المقبل. يمكن إنفاق التأثير للحصول على المزيد من الأصوات على المقترحات التي سيكون لها آثار مختلفة أو سلبية مختلفة.
- الفصائل الأخرى لا تفقد أي سلطة من المعاهدات معك:
في كل مرة تقترح فيها معاهدة مع لاعب آخر (اتفاقية عدم التعثر, اتفاقية البحث, اتفاقية التجارة), سيكلف كلا الموقعين سلطة واحدة لكل علامة دخل. مع هذا الميزة, أيا كان يوقع اتفاقا مع أنت لا يحتاج إلى دفع هذا الصيانة. إنه مجاني بالنسبة لهم, مما يجعلها أكثر رغبة في التوقيع على معاهدة معك. ما زلت بحاجة لدفع الصيانة, لكن. اختر شركاء المعاهدة بحكمة.
- يستفيد أكثر من مكانة عالية من الأرض:
يضيع موقفك الأرضي من خلال أنشطة معينة ضد الفصائل, مثل كسر المعاهدات أو استخدام Atomics واكتسب من خلال المشاركة الناجحة في الأصوات الأرضية بالإضافة إلى إدارة ضرائب التوابل الخاصة بك في الوقت المحدد. يمنحك وضع المرتفعات في المرتفعات مكافآت مختلفة. ل atreides, إنها أسعار أفضل لبيع التوابل الخاصة بك, أصوات إضافية دائمة لجلسات المجلس, إيرادات تأثير إضافي, والمزيد من الهيمنة. مكافأة صغيرة ولكنها مفيدة للعب السياسي.
- لا يمكن أن تلبس القرى المحايدة:
هذا الجانب السلبي يميل إلى الأذيني المنزل’ PlayStyle. يمكنك عادة مداهمة قرى محايدة للحصول على مختلف المزايا مثل سولاري والموارد الأخرى التي قد تنتجها. كما atreides, لم يعد هذا الخيار مفتوحًا لك. Not the biggest loss, honestly, but it does fit into the less militaristic playstyle.
At 5k and 10k Hegemony, each faction gains another permanent benefit. Hegemony is the victory score. During a normal game, you will win at 25k Hegemony.
At 5k Hegemony you gain bonuses according to what Resolutions were passed in the Landsraad Council during the last cycle. As Resolutions are reset between cycles (Except for Charters, more on that later), none of these bonuses stick around for too long. Nice to haves, but otherwise forgettable. You may want to bulk up with negative resolutions on yourself to attack, but you’re going to cripple your economy to do so.
At 10k Hegemony, the Charter prerequisites can be ignored by House Atreides. Charters are permanent (until revoked by a Resolution) positions of power that give you additional benefits like rerolling a proposal you don’t like, or getting access to free extra Agents. This one cements the Atreides playstyle, letting you beeline for Charters that are otherwise unavailable at the time. Some of the prerequisites are actually quite stringent.
House Atreides Councilors
To the right of Leto Atreides on the same screen are the four Councilors Lady Jessica, Duncan Idaho, Thufir Hawat and Gurney Halleck, of which you may choose only two per game to gain their bonuses. You cannot change them once your game has started, so this is a decision you need to make now.
- Lady Jessica
She allows you to impose any treaty upon other factions for 50 Influence. They will need 100 Authority to refuse. Stards with Non-Aggression pact unlocked.
Normally you need to research Diplomatic Maneuvers in order to unlock the pact option, she starts with it. Not a big bonus as you will want to research that development regardless, but it’s nice to force your opponent’s hand. Imposing a treaty is interesting and lets you set up advanced strategies by sapping their Authority. Authority is spent to expand, simply put, and without it you cannot expand. Influence on the other hand is much easier to gain. Might be more powerful against human opponents. I’ve seen the AI break treaties even at highest relation scores (which will tank their Landsraad Standing, if they have any!), so your mileage may vary.
- Duncan Idaho
All relation gains with Sietch are increased by 100%.
-10% Authority cost to annex a Village.
Duncan is a good pick for me as Authority is so precious and hard to come by, especially if you play with a lot of treaties. Sietch are hidden communities of the Fremen, guarded by sizable armies. Until you detect them, you cannot interact with them. But once you do, you can trade 10 water for a relations and resource gain. في 100 relations, you can secure an alliance to stop them from raiding you, and gain an additional benefit. Having Sietch allies is a requirement for the Governor of Dune victory condition. Being able to juggle more water around by making the relations trickle faster is definitely useful!
- Thufir Hawat
Your Agents have 1 additional trait.
Your Villages gain 20% resource production for 2 days when their region is targeted by one or more operations..
Agents are recruited each with a random trait, with Thufir, they have two. Simple as that. Not terrible but since you have no control over what you actually get, this is just rolling the dice twice. لحسن الحظ, there are no negative traits from what I can tell.
The second ability is so-so. Operations are basically spells you prepare by paying Intel (and Solari on higher tiers) to be cast on a region of your choice when they’re ready. Some of the nastier operations like Crowd Manipulation, which spawns a revolt that disables your village for quite some time, force the bonus to run out before it can actually start to produce again, negating this benefit. He might need a second balancing pass. I’d pick him for the extra Agent trait right now, if at all.
- Gurney Halleck
Unlocks the Veteran Militia unit.
Military Units start with 1 more Experience level.
You gain Heavy Militia through research, which do the job I need militia to do. Veteran Militia are nice to have but won’t change the course of battle during a dedicated attack.
Starting with an experience level is actually quite nice, allowing you to punch harder and take more damage as you would expect. Hard to tell if this is worth it, because I tend to attack with overwhelming numbers if I do attack.
منزل Harkonnen
فلاديمير Butterball Harkonnen preparing to gracefully cower beneath the ceiling.
- Can use the Oppression Ability on Harkonnen villages:
As with Atreides’ Peaceful Annexation ability, this one defines Harkonnen’s playstyle greatly. You will use this ability on villages you already own to gain a 200% production and build speed bonus for 60 seconds regularly, I usually boost my first village to get the Spice harvester up and churning away in the opening minutes of a game. Once the initial boost is over, you are saddled with a penalty for a while. You can Oppress the village again once the boost runs out, but the penalties will stack with each expired bonus timer. The penalty also has a chance to spawn rebels, which can be a chore to deal with.
هذا يغير بشكل كبير كيف تتعامل مع التوسع في اللعبة ويسمح لك بتجنب استخدام القوات حتى تتصل بفصيل معادي. أحب ضم بعض القرى بسلام عندما أطفو على التأثير الكافي لأدقي إلى المجلس الأرضي المقبل. يمكن إنفاق التأثير للحصول على المزيد من الأصوات على المقترحات التي سيكون لها آثار مختلفة أو سلبية مختلفة.
- +5% Village resource production per active Militia:
Pretty self-explanatory. What you need to know is that the standard amount of militia units you can have per Village is 3, but it can be increased via research by one.
- Always knows the Influence flows of the other factions:
Normally you need infiltration levels to see the resource income of other factions, this benefit removes that need. Can be useful to gauge how many votes your opponents have access to in the Landsraad, in case there is a Resolution you want to claim for yourself with minimal investment.
- -10% Village resource production:
What it says on the tin. At the time of writing I don’t know if modifers to production are additive or multiplicative. I suspect that this is negated by two militia units in a Village and any extra Militia above that ends up being a resource production bonus for you.
At 5k Hegemony you gain global unit power and double Agent recruitment speed while any Village is currently under Oppression. Negligible benefit, unless you intend to chain-oppress your Villages and hunt down Rebels for the rest of your life.
At 10k Hegemony you can discount your Agent activities by sacrificing one. مفيد, if you want to spam your favorite operation over and over and pairs well with the Oppression spam play.
House Harkonnen Councilors
- Feyd-Rautha Harkonnen
Can use Corruption on Landsraad resolutions, causing a loss of Landsraad Standing for the elected faction.
يكسب 10 Influence upon killing Rebel
Corruption is a hit-and-miss kind of deal since you can’t really tell who will win a vote, but it’s a nice ability to mess with your opponents. If you see Atreides run away with votes, Corruption may be a good way to tank their Landsraad Standing and sabotage their voting power.
The Influence gain on Rebel kills is actually quite nice. If you’re a good Harkonnen and oppress your subjects consistently, you will basically spawn these unhappy, sapient Influence chunks forever. Sure they may ruin some of your Villages, but Influence!
- Piter De Vries
The abilities you unlock for your ornithopters and the probes are quite nice. No supply limit for the probe means it can roam around the map without fear of running out of supplies. The extra intel gain from sitting around in an enemy region is nice when you have nothing better to do with probes and Ornithopters.
- Rabban Harkonnen
+1 Militia slot.
Oppression duration increased by +5s per militia in the village.
At base level, Oppression lasts for 60 ثواني. With the extra militia slot from research and Rabban’s bonus, you get up to 25 seconds on top of that. He also helps with the basic faction bonus of extra resources per militia in a village.
- Iakin Nefud
50% of all your Military Units costs is refunded upon their death.
-50% Combat Drugs mission cost.
Your units will die. Especially if you play fast and loose with your army. Iakin helps a lot with this strategy.
فريمن
The true ruler of Dune.
- Military units have -30% Supply drain:
Very powerful to start with. While you can improve your supply drain via research, starting out with extra Supply means you can reach more distant villages more easily. It also allows you to survive through deep desert and similar tiles that are very harsh on supply, opening up new angles of attack.
- Allows you to form alliances with Sietch outside of your territory:
عادة, to ally with a Sietch you need to actually own the region they’re in. This is a very powerful benefit as you can cherry-pick which bonuses to grab from alliances, ignoring others. This makes you less dependant on map generation.
- May use Thumpers for Worm Riding:
While other factions can build Airfields for fast travel between them, the Fremen call upon the Sandworms to fast travel from one location to another. Allows for precision strikes with your forces.
- Limited access to the Landsraad:
This is a big downside. You do not have Landsraad Standing and thus cannot gain votes naturally. All your voting power comes from your banked influence in between sessions. With some good building management and techs, you can save enough to make a difference in votes. You are also not allowed to gain Charters, except the governorship of Dune, which is one of the victory conditions of the game.
At 5k Hegemony you start gaining Thumpers passively. Until you reach this threshold, you have only three Thumpers available, so plan very carefully. It’s possible to be left high and dry without a fast travel option until you hit this threshold.
At 10k Hegemony, you start scaling your army towards your victory score. This is where I go on the offensive and start causing trouble.
Fremen Councilors
- Chani Kynes
Can use Incite Rebellion on Landsraad resolutions, generating rebellions in other factions if the targeted resolution passes.
+0.5 Intel per adjacent neutral Region.
Incite Rebellion is similar to Harkonnen’s Corruption ability. It costs precious Authority to do it, and the benefits are just as unreliable as the Harkonnen’s ability. Not a fan.
The intel gain is negligible starting mid-game when there are precious few neutral regions left. Overall not a good choice.
- Stilgar Ben Fifrawi
Every new village capture increases Sietch detection progress.
+1 Authority per exploited Spice Field.
Stilgar is as amazing as you would expect. In order to befriend and ally with a Sietch, you need to first detect them. Normally you get raided by them and each wave you clear gives you invisible progress towards detecting that Sietch. With Stilgar you can be proactive and find them without having to wait for raids. +1 Authority per Spice field is fantastic. Authority is precious.
- Mother Ramallo
Start with the Shal-hulud Temple unlocked.
Reveals the position of all Spice Fields.
The temple alone is worth picking Ramallo up. You will have Ornithopters scouting out tiles and the first spice field is always visible to you at game start, so her second bonus is not all that urgent. The Shal-hulud Temple is an economic building that boots resource production on its tile and all tiles that surround it. I spread those around to cover as many regions as possible. It is locked behind a late technology that is otherwise not as useful at that stage of the game, so having Ramallo unlock this early is an incredible boon.
- Otheym
+10% units Speed
Units gain Sand Killers when no allies are nearby.
Normally you will march your armies in a blob, because for Atreides and Harkonnen, there are good synergies between them but for the Fremen, you will want to space out your units. Sand Killers makes them stronger but it’s not always clear when the bonus is active and what radius it has, so your mileage may vary. Very nasty on Fedaykin and Infiltrators that were buffed by the Desert Command technology, which allows them to practically ignore supply issues while standing still.
Extra unit speed is always useful to intercept raids and attacks, and to get through deep deserts quicker.
هذا كل ما نشاركه اليوم من أجل هذا الكثبان الرملية: حروب التوابل مرشد. تم إنشاء هذا الدليل وكتابته في الأصل بواسطة ديسيبل. في حالة فشلنا في تحديث هذا الدليل, يمكنك العثور على آخر تحديث باتباع هذا وصلة.