I forgot what I purchased in this transaction.
We send spies to two fortresses near Arrakeen.
Paul: You know, I’ve been buying stuff almost exclusively from the smuggler near the palace. I think he can afford to spare some free items every now and then. Think of it as a customer loyalty reward. [argue]
Duncan: Hmm… er… I understand that you have more important things to think about now…
Paul: I wonder if he can get me some kielbasa. I’ve been wanting some ever since drinking that worm piss or whatever it was. [talk to me]
Duncan: I hope he’ll wait…
Paul: Considering the way the balance of power is shifting on this planet, I’m sure he will.
[stop talking]
Paul: Don’t you mean “Ya hya chouhada”?
We now control three times as much territory as the Harkonnen and produce more than thrice as much spice. The number of men looks balanced, but once we get seven expert military troops with the best weapons available, nothing can really stop us, since the max number of troops that can go to a sietch or attack a fortress is seven. That’s about 10K-14K men.
We visit Arrakeen-Tuek.
I forgot about him in the last update, but this guy looks like the Fremen chief in Carthag-Tuek at the start of the game.
Paul: Jackpot! I wonder if I can sell some of these extra ornithopthers to the smugglers.
You’ll notice two new weapons next to the mouse cursor: weirding modules and atomics.
The game borrows the weirding modules from the movie, though that yellow bottle-shaped icon doesn’t resemble the maroon boxy pistols from David Lynch’s adaptation. The weirding modules represent one of the biggest differences between the film and the novel.
Weirding modules are sonic-based weapons introduced by the film. The Westwood Dune RTS games would feature sonic tanks for the Atreides as a nod to the film, while Emperor: Battle for Dune also included Fremen fedaykin (death commandos) armed with weirding modules.
While film did technically feature the weirding way of combat in a couple of scenes with Paul and Jessica and it did specifically mention that the weirding modules are only part of the weirding way of combat, it runs counter to the novel's description of the Bene Gesserit as reliant on only their skills and training.
Here is a weirding module in action:
As a neat bonus, Paul’s comment that his name has become a killing word becomes literally true in the movie, since Muad’Dib is used by the Fremen to trigger the wierding modules, whereas in the novel the Fremen simply used it as a battle cry.
Weirding is a term used by Fremen to describe strange or arcane things, and is usually associated with the Bene Gesserit sisterhood. From the Terminology of the Imperium:
“WEIRDING: idiomatic: that which partakes of the mystical or of witchcraft.”
The term “weirding” is only used in the first novel. Fremen usually use the term “weirding way” to refer to Bene Gesserit prana-bindu training (nerve and muscle control). Fremen also refer to the hidden greenhouse as the “weirding room”. As a small aside, Stilgar’s summation of the greenhouse as a waste of water in the previous update is in line with how the Fremen viewed it in the novel (the film omitted it).
David Lynch stated that he didn’t want kung fu on sand and that’s why he used weirding modules instead. I understand his reasons for doing so, since they both basically serve the same purpose in the plot as a means of empowering the Fremen. The whole point of the wierding way is to train one’s body to accomplish seemingly superhuman feats of agility and strength, so it would be understandably difficult to accomplish this with regular actors. Even so, on film it would probably look like wuxia combat.
However, this approach clashes with the rules of Herbert’s universe, since warfare had mostly reverted to close quarters combat due to the existence of the shields, as well as the fact that one of the series’ overarching themes was humanity’s increased abilities due to genetics and intense training (nature and nurture).
Atomic warfare is prohibited by the Great Convention: Use of atomics against humans shall be cause for planetary obliteration. Nevertheless, great houses still maintain an arsenal of family atomics as a means of nuclear deterrence:
“The advent of the Field Process shield and the lasgun with their explosive interaction, deadly to attacker and attacked, placed the current determinatives, on weapons technology. We need not go into the special role of atomics. The fact that any Family in the Empire could so deploy its atomics as to destroy the planetary bases of fifty or more other Families causes some nervousness, true. But all of us possess precautionary plans for devastating retaliation. Guild and Landsraad contain the keys which hold this force in check.” (excerpt from Dune Messiah)
Thus, technically, the Fremen can’t even use the atomics against the Harkonnen, so they shouldn’t increase their fighting ability. By this point, the player is steamrolling the Harkonnens and atomics cannot be purchased, only captured from fortresses, so they probably don’t make much of a difference in combat.
Also, I’m not sure how the game handles Fremen troop strength when a troop has weirding modules, but no crysknives or lasguns. One interesting detail is that when you tell an army troop to search for equipment in nearby sietches, they will only looks for the next weapon tier (ex. if they have crysknives and there are weirding modules or atomics nearby but no lasguns, they will complain there are no weapons in the vicinity). The player can still manually give them weapons out of sequence, though.
Paul: I’m a tough guy period. [stop talking]
I probably bought weirding modules during this transaction and the previous one (for which I did end up paying the smuggler after all), since I’m pretty sure I didn’t need any more ornithopters at this point (especially since I found new ones in conquered fortresses).
We attack the fortress to the south of Arrakeen-Tuek.
Paul: I see you’re still sore about the last shipment being late.
Money has stopped being a real concern a long time ago.
Paul: Dudes, I was thinking what my mom said a few weeks ago. Have you ever experienced deep desert penetration? I mean, penetration in the deep desert? ...that doesn’t sound any better, does it?
Paul: Chill out, bro. You’re like messing with my aura. You should lay back and do some sun gazing. [stay here]
Paul: Busted. [stop talking]
Paul: Wusses. At least Duncan is a bad enough dude to stay in the desert and outrun a sandworm back to the palace. [stop talking]
The vegetation is starting to spread to the north.
Here is the vegetation viewed from atop a sandworm.
We head back north to the conquered fortress near Arrakeen.
Paul: What up, homes? Got any info you’d like to share? Think of it as an investment in your life expectancy and the quality thereof. [talk to me]
Paul: Right. You’re facing the Kwisatz Haderach, his fighting instructor, and a Fremen who got to the top of the food chain by killing everybody who stood in his way or challenged him. You've gotta ask yourself one question: "Do I feel lucky?" Well, do ya, punk? [talk to me]
Paul: Stilgar? [overpower the prisoner]
Paul: :facepalm:
Paul: You, D’Artagnan. Hog-tie this swine. [overpower the prisoner]
Paul: I’m glad that you and your two thousand men were enough to tie a single Harkonnen captain. You may now have your way with him. Goodbye. What was that? You said something? [stop talking]
Paul: Pardon my manners. Are you more disposed to parleying now? [talk to me]
Paul: I’m all ears. [talk to me]
Paul: Arrakeen-Timin. Heh, that rhymes. [talk to me]
Paul: Well, I guess I’ll have to send ONE TROOPS to deal with it. [talk to me]
Paul: You do see the ten thousand heavily armed and well trained Fremen who handed you your ass, right? Come with me and I’ll introduce you if you haven’t met them yet. [come with me]
Our current results:
Paul: I’m not sure where that it, but good job!
It’s near the Ergsun region. Our main attack was to the north-east to approach the palace, and this fortress was northwest.
Another fortress conquered.
Paul: Be careful where you point that sword, skull-head. You could get pretty badly injured if you’re not careful. [talk to me]
Paul: Snappy comeback, dumbass. Gurney, restrain the prisoner. At least you won’t need help from a Fremen battalion. [overpower the prisoner]
Paul: This is the part where you sing like a canary, Harkonnen scum. [talk to me]
Paul: Fascinating.
Based on the 1540 price, I’d have to say that the past two smuggler transactions I’ve shown were for weirding modules and I simply forgot to take screenshots when weirding modules first became available for purchase or first encountered in a Harkonnen fortress.
Paul: Do you happen to have a twin brother who lived in Stilgar’s sietch? [rally me]
More results. Notice the blue area to the north of the palace has decreased, since keeping a sietch occupied expands the controlled area up to a limit.
The funny thing is that if I were to fly an ornithopther through that Harkonnen territory, they would still shoot it down, even if they don’t have fortresses or troops left in that area. Another interesting thing is that the Harkonnen don’t shoot us down if the flight trajectory passes through Harkonnen territory and we skip to destination.
Attacking another fortress.
We now continue our attack northwest of the Ergsun region.
The worm’s travel route is crooked because I was manually steering it using the arrows in the bottom right corner.
With Chani captured, the maximum motivation is capped at 60%.
Another Fremen “twin” I forgot about in the last update.
Found some more atomics.
Some more results.
Our spice production has dropped considerably, mostly because I forgot to move the harvesters to areas richer in spice, like in this case:
That’s a lot of thopters!
I forgot to use the equipment in this sietch, even though I found it weeks ago.
This is the other half of Dune I generally don’t display. There are fewer sietches and Fremen in this area.
A view of the south pole and southern hemisphere.
A view of the north pole and northern hemisphere.
Paul: I’m sending you all these tons of spice and you can’t afford a decent haircut?
Stilgar is missing since he had to make room for Duncan.
I’m finally attacking Carthag-Tabr to take it back from the Harkonnen.
Paul: Them’s fighting words, pal. [talk to me]
Paul: I'll get that sword at the very least. Do you still steal steel, Stil? [stop talking]
Paul: Dude, you look so heavy metal. Hey, you remember the Harkonnen captain, don’t you? [overpower the prisoner]
For some reason, I found most the Harkonnen captains during the endgame, where they don’t have any information to provide.
Paul: In retrospect, I probably shouldn’t have let spice mining troops work in border sietches once the attacks started. [give orders to troop]
Paul: Talk to the head of my human resources department, Thufir Hawaht. (Or was it Duncan Idaho?) [give orders to troop]
Paul: It’s better than pounding sand.
I haven’t shown the Standard view of the globe in a long time, because it didn’t change from the start of the game. However, now that we’ve started working on ecology projects, you can see vegetation in three distinct clusters.
The vegetation will slowly spread to the north and when it reaches a Harkonnen fortress, it will destroy the spice and the Harkonnen will abandon the territory. Plants cannot grow in rocky terrain, but they will continue growing on the other side.
We got rid of one of those blue spots in our territory.
As you may have noticed in the past few screenshots, this fortress is located just north of an area with vegetation. Here is alternate way of capturing the fortress using ecology, where I simply waited for eight more days.
Paul: Interesting how they left a harvester, ornithopter and two Fremen troops behind.
Harkonnen fortress and vegetation.
Still life with harvester, ornithopter, fortress and vegetation.
The problem is that the Harkonnen troops defending the fortress have simply relocated to another fortress, so we’ll still have to deal with them later.
We now attack Tuono-Harg, the other sietch the Harkonnen have conquered.
Paul:
Paul: