This mod based on Frank Herbert's epic Dune saga, features a struggle to control one planet - Dune, Arrakis, a barren desert wasteland which is valuable for one thing only - the spice melange. The spice has the universe addicted to it; it extends life, it allows for the Navigators of the the Spacing Guild to fold space, travel from one point in space to another without moving, it is the basis for the economy and trade of the known universe. The spice is created by Sand Worms, giant creatures that live their whole life in the sand. The mysterious Fremen worship the worms as Shai-Hulud, the Great Makers. Dune Wars is a total conversion of Civilization 4 : Beyond the Sword. Features include: + 9 playable factions + Spice and Harvesters + Massive sandworms roam the desert + Pay the guild to transport troops from your homeworld + Water, Offworld Trade, Unique Civ Abilities, Terraforming and more... Are you ready to become the sole ruler of Dune, and in turn, control the universe?
This is the latest patch for Dune Wars and requires the full Dune Wars install 1.9.1.
This is only a patch and requires the full Dune Wars install 1.9.1. As with the previous patches, this includes all post 1.9.1 patches in it and can be installed directly on a fresh 1.9.1 Installation, or any previously patched version of it.
1.9.7 Patch Notes
+ Fixed viewing Promotions in the pedia
+ New Worker Automation options: Build Spice Harvesters and Upgrade Improvements (e.g. Shallow Well -> Deep Well)
+ Withdrawal from combat logic now looks for the best defended plot with the least enemy threat to it
+ Improvements can now be built on Polar Sink
+ Removed 'Pick Religion' option from the code entirely
+ Salt pan trade enabled.
+ Added scroll bar for Homeworld Screen City list - now you can transport units to latest additions to your empire.
+ No Ship can no longer move into tile with a unit that it is at war with - it may only attack. Also No Ship may no longer enter unguarded cities if you are at war with the owner. This is to prevent weird behaviour with units jumping to a new position.
+ Made some promotions available to the Carryall unit class (Many promotions allowed for other unit classes are not valid since Carryalls cannot attack).
+ Carryalls and Suspensor Transports can no longer pillage
+ Assault Cannon can no longer fortify for defensive bonuses
+ Industrial complex now has 10% production bonus on top of the +5 hammers and free techman.
+ Suspensor destroyers no longer receive defensive bonuses
+ Max Trade Routes raised from 8 to 50 (this is meant to be arbitrarily high, unfortunately due the way the code works setting it too high results in very very very long turn times. 50 should be enough.)
+ Can no longer build the House Shield Generator in a city that already has a Force Shield
+ Must have CHOAM as current State Religion to build Commodities Exchange
+ Implemented zero upkeep for Mahdi Zealot and Mujahid - no longer contribute anything to Unit Cost or Unit Supply
+ Created a few new buttons for buildings so everything should now have a unique icon even if 3D art is shared.
+ Every Non-State Religion present in a city now causes an additional -2 to happiness. The Bene Gesserit's Missionaria Protectiva building negates this. This should discourage religion spamming and make Inquisitors more useful. Note: if you have no State Religion then every religion present in a city will cause an additional -2 happiness.
+ Added religion flavors to Great People to allow more techs to be bulbed - Imperial and CHOAM to Great Nobleman, Thinking Machines to Great Scientist and the remainder to Great Prophet. Disabled the Great Person display in the Tech Screen as it was incorrect and it's not worth the effort to fix it. Probably further reviewing of tech flavours is needed to increase the number of bulbing options available.