Difference between revisions of "Dune II buildings"

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Latest revision as of 07:52, 1 July 2006

Part of the series on the
Dune games

Strategy games

Dune II
Dune 2000
Emperor: Battle for Dune


Adventure games

Dune I
Frank Herbert's Dune


Cancelled video games

Emperor Alliances
Dune Generations
Frank Herbert's Dune: Ornithopter Assault


Board game

Dune (board game)


Factions

House Atreides
House Ordos
House Harkonnen
House Corrino
Minor factions


This page lists all buildings that can be constructed in Dune II.

Construction Yard

This building is built by deploying a Mobile Construction Vehicle.

The Construction Yard is the only building which is present to the player at the start of a new mission. The Construction Yard allows the player to construct new buildings. This building can be built by deploying an MCV to a clear spot, and does not have to be placed on pavement to avoid damage. The Construction Yard the player starts with is the only building that doesn't take damage over time.

Small Concrete Slab

This building serves as pavement for other buildings and can't be selected or repaired.
  • Required building: Construction Yard
  • Building size: 1 tile
  • Cost: 5 credits
  • First available: Mission 1

The Small Concrete Slab is not really a building but serves as pavement for other buildings. New buildings that are only partially placed, or not at all, on pavement start damaged.

Large Concrete Slab

This building serves as pavement for other buildings and can't be selected or repaired.
  • Required building: Construction Yard (must be upgraded once)
  • Building size: 2x2 tiles
  • Cost: 20 credits
  • First available: Mission 4

The Large Concrete Slab is a larger version of the Small Concrete Slab which allows for faster placement of pavement.

Wall

This building can't be selected or repaired.
  • Required building: Outpost
  • Building size: 1 tile
  • Cost: 50 credits
  • First available: Mission 4

The Wall serves as a barricade for all units, and must be destroyed before units can go through it. The Wall does not have to be placed on pavement to avoid damage.

Windtrap

  • Required building: Construction Yard
  • Building size: 2x2 tiles
  • Cost: 300 credits
  • First available: Mission 1
  • Power output: 100

The Windtrap is the only building that provides power. Power is needed for only some buildings to function properly, but most buildings do drain power. The initial power output of a Windtrap is 100 (unit is unknown) but as it gets damaged the power output decreases.

Refinery

  • Reguired building: Windtrap
  • Building size: 3x2 tiles
  • Cost: 400 credits
  • First available: Mission 1
  • Power needed: 30
  • Spice capacity: 1000 credits

When a Refinery is built a free Harvester is delivered. When the Harvester is fully loaded it will return to the Refinery and begin unloading the spice, converting it into credits. When the amount of spice exceeds the total spice capacity of all Refineries and Silo's that spice is lost.

Outpost

  • Required building: Windtrap
  • Building size: 2x2 tiles
  • Cost: 400 credits
  • First available: Mission 2
  • Power needed: 30

Can't function without sufficient power

Silo

  • Required building: Refinery
  • Building size: 2x2 tiles
  • Cost: 150 credits
  • First available: Mission 2
  • Spide capacity: 1000 credits

Barracks

  • Required building: Outpost
  • Building size: 2x2 tiles
  • Cost: 300 credits
  • First available: Mission 2
  • Power needed: 10
  • Upgrades:
    1. Light Infantry Squad: 150 credits

WOR

Light Factory

  • Required building: Refinery
  • Building size: 2x2 tiles
  • Cost: 400 credits
  • First available: Mission 2 (for House Harkonnen it is first available in mission 3)
  • Power needed: 20
  • Upgrades:
    1. Quad: 200 credits

Heavy Factory

Hi-Tech Factory

Cannon Turret

  • Required building: Outpost
  • Building size: 1 tile
  • Cost: 125 credits
  • First available: Mission 5

Rocket Turret

  • Required building: Outpost but also needs an upgraded Construction Yard
  • Building size: 1 tile
  • Cost: 250 credits
  • First available: Mission 6

Can't function without sufficient power

Repair Facility

  • Required building: Light Factory
  • Building size: 3x2 tiles
  • Cost: 700 credits

House of Ix

  • Required building: Starport
  • Building size: 2x2 tiles
  • Cost: 500 credits
  • First available: Mission 7

Starport

  • Required building: Refinery
  • Building size: 3x3 tiles
  • Cost: 500 credits
  • First available: Mission 6
  • Power needed: 30

Palace

  • Required building: Starport
  • Building size: 3x3 tiles
  • Cost: 999 credits
  • First available: Mission 8