Faction Quick Start Guide

The first 15 minutes determine the trajectory of your campaign. Each faction demands specific opening moves, expansion priorities, and early-game tech paths. This guide provides actionable build orders and strategic priorities to maximize your early-game advantage.

Master these opening strategies to establish dominant positions before mid-game power spikes.

House Atreides — Peaceful Expansion

Atreides excels at stable, methodical growth. Use peaceful annexation to secure territory without military losses, leverage Landsraad influence for economic benefits, and build toward an unstoppable late-game military.

First 15 Minutes

Build Order & Priorities

0-15
minutes
1
Minutes 0-3
  • • Scout nearest 2-3 neutral villages
  • • Identify spice fields and village traits
  • • Check for hostile neighbors
2
Minutes 3-7
  • • Begin peaceful annexation on closest village
  • • Build Airfield in main base
  • • Train 2-3 militia for defense
3
Minutes 7-12
  • • First village converts—build Wind Trap
  • • Research: Improved Airfields
  • • Annex second village (with spice field priority)
4
Minutes 12-15
  • • Vote in first Landsraad resolution
  • • Build Refinery on first spice field
  • • Plan third annexation target
KEY ADVANTAGES
No Military Losses-10% Upkeep SavingsFast Landsraad Gains
WATCH OUT FOR
Aggressive NeighborsSlow Map ControlNo Quick Resources
PRIORITY SEQUENCE

Scout → Peaceful Annex → Build Economy → Landsraad Votes → Secure Spice → Military Buildup

Tech Path Priority

TIER 1 (First 5 mins)
  • 1. Improved Airfields
  • 2. Economic Reforms
TIER 2 (Minutes 5-10)
  • 3. Village Defense
  • 4. Spice Processing
TIER 3 (Minutes 10-15)
  • 5. Ginaz Training
  • 6. Diplomatic Relations

House Harkonnen — Aggressive Oppression

Harkonnen demands calculated brutality. Balance oppression timing, pillage neutral villages for quick gains, and leverage espionage to destabilize rivals while managing rebellion risks.

First 15 Minutes

Build Order & Priorities

0-15
minutes
1
Minutes 0-3
  • • Scout and pillage closest neutral village
  • • Gain Intel and Solari burst
  • • Identify next pillage target
2
Minutes 3-7
  • • Annex first village (preferably with resources)
  • • Build Office of Order for auto-oppression
  • • Train militia to +5% production threshold
3
Minutes 7-12
  • • Oppress main base village (200% output)
  • • Research: Covert Operations
  • • Recruit first agent
4
Minutes 12-15
  • • Launch first covert operation on rival
  • • Build Interrogation Center
  • • Annex or pillage second village
KEY ADVANTAGES
Quick Resource BurstsFree Agents from Kills200% Production Spikes
CRITICAL RISKS
Rebellion Cascade-10% Base ProductionEconomy Collapse
⚠️ OPPRESSION MANAGEMENT

Never oppress more than 2 villages simultaneously. Each oppression adds 2% daily rebellion chance. Space out oppression cycles and always have military ready to suppress uprisings. Prioritize high-production villages for oppression timing.

Oppression Timing Strategy

Game PhaseOppression TargetPurposeRisk Level
Early (0-5 min)
Main Base
Quick tech/military fundingLow
Mid (5-10 min)
Spice Villages
Maximum spice for quotasMedium
Late (10-15 min)
Rotating Villages
Sustained production advantageHigh

Smugglers — Hit-and-Run Economics

Smugglers profit from chaos and infiltration. Plant Underworld HQs in rival territories, use superior mobility for constant raids, and leverage black market discoveries while staying lean and agile.

First 15 Minutes

Build Order & Priorities

0-15
minutes
1
Minutes 0-4
  • • Scout all adjacent factions’ villages
  • • Identify high-value infiltration targets
  • • Annex nearest village (no distance penalty!)
2
Minutes 4-8
  • • Plant first Underworld HQ in rival territory
  • • Build Black Market in main base
  • • Train 2-3 Snipers for harassment
3
Minutes 8-12
  • • Pillage isolated enemy village
  • • Discover and cash in Black Market
  • • Plant second Underworld HQ
4
Minutes 12-15
  • • Research: Smuggling Routes
  • • Annex distant resource-rich village
  • • Continue harassment raids
UNDERWORLD HQ TARGET PRIORITY
1st Priority: Faction with strongest economy (often Atreides/Corrino)
2nd Priority: Villages with multiple spice fields
3rd Priority: Distant villages from enemy main bases

Raid Timing Matrix

✓ RAID WHEN
  • ✓ Enemy army is engaged elsewhere
  • ✓ Target village has no militia
  • ✓ You can reach safety in 2-3 seconds with +10% speed
  • ✓ Pillage will fund next expansion
✗ AVOID RAIDING WHEN
  • ✗ Enemy has fast-response units nearby
  • ✗ Multiple faction armies can converge
  • ✗ You’re behind on tech/military
  • ✗ Raid won’t generate profit after losses

Fremen — Desert Insurgency

Fremen thrive on guerrilla warfare and desert mastery. Use worm riding for strategic mobility, ally with Sietches for support, and harass enemies constantly while avoiding direct confrontations until favorable.

First 15 Minutes

Build Order & Priorities

0-15
minutes
1
Minutes 0-3
  • • Deploy Harvesting Team on nearest spice field
  • • Scout all Sietch locations
  • • Identify villages to liberate vs. annex
2
Minutes 3-7
  • • Ally with first Sietch
  • • Annex village adjacent to Sietch
  • • Train Fedaykin squad
3
Minutes 7-12
  • • Build Thumper production facility
  • • Research: Desert Watchers (stealth)
  • • Begin harassment raids on rivals
4
Minutes 12-15
  • • First Thumper available—scout worm routes
  • • Ally with second Sietch
  • • Launch “Awaken the People” operation
WORM RIDING TACTICS
Offensive Use: Bypass defenses to attack exposed harvesters or rear villages
Defensive Use: Evade enemy doomstacks by relocating entire army instantly
Strategic Use: Fast-travel to contest objectives or reinforce distant Sietches

Sietch Alliance Priority

PrioritySietch TypeBenefitWhen to Ally
1stNear Enemy TerritoryProvides harassment & visionMinutes 3-5
2ndHigh Resource OutputTrade bonuses & economic buffsMinutes 7-10
3rdStrategic LocationsMap control & worm accessMinutes 12-15

House Corrino — Imperial Consolidation

Corrino plays the long game with imperial authority. Focus on nearby high-value territories, leverage spice tax income for rapid tech advancement, and prepare for the devastating dual-base strategy at 5k hegemony.

First 15 Minutes

Build Order & Priorities

0-15
minutes
1
Minutes 0-3
  • • Scout only adjacent 2-3 regions (distance penalties are harsh)
  • • Identify closest spice field
  • • Note which villages are within 1-2 distance
2
Minutes 3-7
  • • Annex closest spice village (priority #1)
  • • Build extra building in main base (+1 slot advantage)
  • • Train 2 Sardaukar units
3
Minutes 7-12
  • • Collect first Imperial Spice Tax payments
  • • Research: Military Efficiency
  • • Build duplicate economic building in main base
4
Minutes 12-15
  • • Use Imperial Edict on favorable resolution
  • • Annex second nearby village (resource-rich)
  • • Build toward 5k hegemony for second base
KEY ADVANTAGES
Tax Income Windfall+1 Building SlotsElite Sardaukar
CRITICAL CONSTRAINTS
+100% Distance CostsHeavy Guild TributeSlow Early Map Control
CORRINO GOLDEN RULE

Quality over quantity. Aim for 2-3 perfectly developed territories with maxed building slots rather than sprawling expansion. Save authority for the 5k hegemony second base deployment—that’s when Corrino truly dominates.

Building Slot Optimization

LocationBuilding Priority 1Building Priority 2Extra Slot Use
Main BaseMilitary AcademyEconomic HubDuplicate for stacking bonuses
Spice VillageRefineryWind TrapSpice Silo (extra storage)
Resource VillageProcessing FacilityDefense StructureIntelligence Center

House Ecaz — Championship Rush

Ecaz aims for mid-game championship dominance. Establish sanctuaries for safe borders, invest in masterpieces for Landsraad favor, and rush to 5k hegemony to unlock devastating champion units.

First 15 Minutes

Build Order & Priorities

0-15
minutes
1
Minutes 0-4
  • • Scout and identify 3-4 village cluster
  • • Plan sanctuary placement on periphery
  • • Annex central village in cluster
2
Minutes 4-8
  • • Annex second village to create surround pattern
  • • Establish first Sanctuary (neutral village surrounded)
  • • Train Knights and Squires
3
Minutes 8-12
  • • Build first Masterpiece (Cultural Monument)
  • • Research: Artistic Aspirations
  • • Establish second Sanctuary for authority bonus
4
Minutes 12-15
  • • Engage in Landsraad votes (masterpiece bonuses)
  • • Prepare champion candidate (Knight unit)
  • • Build toward 5k hegemony milestone
KEY ADVANTAGES
Safe Sanctuary Borders+1 Authority per SanctuaryElite Unit Quality
WATCH OUT FOR
Slow Territory GainExpensive MasterpiecesChampion Loss = Disaster
SANCTUARY STRATEGY

Sanctuaries are invulnerable buffer zones. Each sanctuary generates +1 authority and causes adjacent Ecaz villages to double-apply their trait bonuses. Prioritize creating 2-3 sanctuaries early to secure borders and accelerate expansion through authority gains.

Champion Development Path

PHASE 1: Pre-Champion
  • • Train 2-3 Knights early
  • • Keep them together
  • • Avoid major battles
  • • Build to 5k hegemony
PHASE 2: First Champion
  • • Designate strongest Knight
  • • Focus kills on this unit
  • • Each kill = hegemony boost
  • • Protect at all costs
PHASE 3: Snowball
  • • Champion reaches 500+ attack
  • • Deploy second champion
  • • Dominate all engagements
  • • Push for victory

House Vernius — Neural Network Build

Vernius demands perfect infrastructure planning. Connect villages with Neural Nodes for massive production bonuses, race through the tech tree with patent advantages, and field self-repairing drone armies.

First 15 Minutes

Build Order & Priorities

0-15
minutes
1
Minutes 0-3
  • • Scout villages in straight line/cluster from base
  • • Plan Neural Network connection path
  • • Deploy first Tethered Harvester Drone
2
Minutes 3-7
  • • Annex first village (closest to base)
  • • Build Neural Node to connect it to network
  • • Research: Advanced Computation
3
Minutes 7-12
  • • File first patent (economic tech)
  • • Annex second village in chain
  • • Extend Neural Network with another Node
4
Minutes 12-15
  • • Train Fighting Meks and Railgun Drones
  • • Research: Drone Maintenance (self-repair)
  • • All villages should be connected to network
KEY ADVANTAGES
Massive Network BonusesTech Patent MonopoliesSelf-Repairing Units
CRITICAL VULNERABILITIES
-50% if UnconnectedNode Destruction = CascadeEMP Vulnerability
⚠️ NETWORK INTEGRITY WARNING

NEVER leave villages unconnected. An unconnected Vernius village suffers -50% production—worse than useless. Always build Neural Nodes BEFORE annexing distant villages. If an enemy destroys a key Node, multiple villages lose connection simultaneously. Protect your network infrastructure like your life depends on it.

Neural Network Patterns

Pattern TypeExpansion StyleStrengthsWeaknesses
Linear ChainVillages in straight lineSimple to connect, easy defenseSingle point of failure
Star ClusterHub with spokesRedundant connectionsRequires more Nodes
Compact BlockTight territorial clusterMaximum efficiency, secureLimited map control

Universal Early-Game Principles

Regardless of faction, certain strategic principles apply to all successful openings. Master these fundamentals before diving into faction-specific nuances.

🗺️

Scout Aggressively

First 2 minutes should reveal all adjacent villages and faction positions. Information wins wars.

Priority: Spice fields > Hostile neighbors > Village traits

💎

Secure Spice Early

Meeting spice tax is mandatory. Aim for 2-3 spice sources within first 10 minutes.

Target: 150-200 spice/min by minute 10

🛡️

Minimum Defense

Every village needs 2-3 militia by minute 8. More against aggressive factions.

Rule: Never leave annexing villages undefended

🧠

Tech Timing

Don’t hoard Knowledge. Research should be continuous, not batched.

Cadence: New tech every 2-3 minutes early game

⚖️

Authority Management

Expansion speed limited by Authority. Balance village count with development.

Sweet Spot: 3-4 villages by minute 15 (most factions)

👁️

Vision Control

Airfields and scouts prevent surprise attacks. Darkness is death.

Coverage: See all approaches to your territory

Critical Timing Windows

First Spice Tax Deadline~Minute 8-10

Must have spice production established. Failure = severe penalties.

First Landsraad Vote~Minute 12

Early votes establish standing. Participate even if resolution seems neutral.

Early Aggression WindowMinutes 5-10

Vulnerable period before militias establish. Watch for Harkonnen/Smuggler raids.