Dune 2000 – Structures

 

Like in Dune II, structures are functionally identical among the three houses (save for the Harkonnen superweapon). This time around, they are slightly different in the aesthetic aspect. Structures can only be built on dark terrain, and if they are not built upon a concrete foundation, they will be built damaged and will slowly deteriorate due to the corrosive effects of the planet’s sand. All production structures (Construction Yard, Barracks, Light/Heavy Factory) can be upgraded for unlocking additional technologies.

For structures that differ aesthetically between houses, their icons are ordered as Atreides – Ordos – Harkonnen.

Structures

Atreides Construction YardOrdos Construction YardHarkonnen Construction YardConstruction Yard
Cost: $2000 (MCV), $1000 (upgrade) | Power: 0 | Prerequisites: none
The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base, from simple walls to the technologically-advanced High-Tech Factories. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building. Unlike other structures in the game, it does not need a concrete foundation, as it comes with its own when deployed.

Atreides Wind TrapOrdos Wind TrapHarkonnen Wind TrapWind Trap
Cost: $225 | Power: ? | Prerequisites: none
While some of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. Wind Traps put out a good deal of energy, but larger bases will require multiple Wind Traps to operate effectively. They are physically weak and critically important, and they give less power when damaged, so keep them well-guarded.

Atreides RefineryOrdos RefineryHarkonnen RefineryRefinery
Cost:
$1500 | Power: | Prerequisites: Wind Trap
Your Harvesters need somewhere to take the ore they collect. That place is the Refinery, a structure at the very heart of your economic operation. A filled Harvester will return to the Refinery to dump its load of ore before returning to the field. This ore is then converted into credits, which you can use to purchase structures and units. Each Refinery comes with a free Harvester. Build more Harvesters and Refineries to make more money. Each Refinery has the capacity for 1000 credits.

Atreides BarracksOrdos BarracksHarkonnen BarracksBarracks
Cost:
$225, $500 (upgrade) | Power: ? | Prerequisites: Wind Trap
The Barracks is where all infantry are trained. Some advanced / special infantry units will not be available until other structures are built or the Barracks itself is upgraded. Building multiple Barracks decreases the amount of time required to train an infantry unit.

Atreides Light FactoryOrdos Light FactoryHarkonnen Light FactoryLight Factory
Cost:
$500, $400 (upgrade) | Power: ? | Prerequisites: Refinery
This structure is responsible for the building of light ground vehicles. Some advanced / special vehicles will not be available until other structures are built or the Light Factory itself is upgraded. Building multiple Light Factories decreases the amount of time required to create a light vehicle.

Atreides Heavy FactoryOrdos Heavy FactoryHarkonnen Heavy FactoryHeavy Factory
Cost:
$1000, $800 (upgrade) | Power:| Prerequisites: Refinery
This structure is responsible for the building of heavy ground vehicles and Harvesters. Some advanced / special vehicles will not be available until other structures are built or the Heavy Factory itself is upgraded. Building multiple Heavy Factories decreases the amount of time required to create a heavy vehicle.

Atreides OutpostOrdos OutpostHarkonnen OutpostOutpost
Cost:
$750 | Power: ? | Prerequisites: Barracks
The Outpost gives you an overhead view of the battlefield when fully powered.

Repair PadRepair Pad
Cost:
$1000 | Power: ? | Prerequisites: Upgraded Heavy Factory
The Repair Pad repairs any damaged vehicle or aircraft that you move onto it. Mine Layer units can be reloaded by driving them onto the pad. Repairing a unit is much faster than building one, and costs a fraction of the original price, which is a worthy investment. The damaged unit can also be sold here, and a percentage of its purchase value will be returned to the owner.

Atreides High-Tech FactoryOrdos High-Tech FactoryHarkonnen High-Tech FactoryHigh-Tech Factory
Cost:
$1150, $1500 (upgrade) | Power: ? | Prerequisites: Outpost
This structure allows the construction of certain high-tech units like the Carryall, the Sonic Tank, the Ornithopter, the Deviator, or the Devastator.

Ix Research CenterIx Research Center
Cost:
$1000 | Power: ? | Prerequisites: Upgraded Heavy Factory, Outpost
This structure allows the construction of the most advanced units.

Atreides StarportOrdos StarportHarkonnen StarportStarport
Cost:
$1500 | Power: ? | Prerequisites: Outpost
The Starport allows vehicles to be delivered by a CHOAM Merchant’s Guild Frigate at a cheaper price than by directly building them.

Atreides PalaceOrdos PalaceHarkonnen PalacePalace
Cost:
$1600 | Power: ? | Prerequisites: Ix Research Center
The Palace allows the construction of units unique to each house.

 

Support structures

Concrete Slab (2x2)Concrete Slab (2×2)
Cost:
$20 | Power: 0 | Prerequisites: none
Concrete Slabs are used as a foundation for other structures. If structures are built without them, they start out damaged, and take additional damage over time due to the corrosive effects of the planet’s sand.

Concrete Slab (4x4)Concrete Slab (4×4)
Cost:
$50 | Power: 0 | Prerequisites: Upgraded Construction Yard
Concrete Slabs are used as a foundation for other structures. If structures are built without them, they start out damaged, and take additional damage over time due to the corrosive effects of the planet’s sand.

WallsWall
Cost:
$20 | Power: 0 | Prerequisites: none
The wall barrier is good for stopping ground units.

Atreides SiloOrdos SiloHarkonnen SiloSilo
Cost:
$120 | Power: ? | Prerequisites: Refinery
The Silo can hold up to (?) units of processed Spice. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.

Gun TurretGun Turret
Cost:
$550 | Power: ? | Prerequisites: Barracks
A Turret-mounted 105mm cannon. Heavily armoured with good range, this Turret is effective against most armoured threats, but cannot survive on its own against some of the heavier vehicles. Unlike the Rocket Turret, it can function just as well when the base’s power is low.

Rocket TurretRocket Turret
Cost:
$750 | Power: ? | Prerequisites: Barracks
The Rocket Turret attacks ground and air targets from a longer range and with a faster reload time than the standard Gun Turret. It deactivates if the base’s power is low.

 

Support powers

Death HandDeath Hand (Harkonnen only)
Cost: ? | Cooldown: ? | Prerequisites: High-Tech Factory
Launches a devastating missile to the selected location, dealing considerable damage in a wide area. It is known to be imprecise.

 

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