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?

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Dune Wars: Revival - Ecaz Bribe Unit Ability Dune Wars: Revival Dune Wars: Revival
Blog RSS Feed Post news Report abuse Latest News: Dune Wars: Revival - the sleeper has awakened!

1 comment by Deliverator on Jul 9th, 2015


Dune Wars: Revival is a new modmod of Dune Wars the total conversion mod for Civilization IV: Beyond the Sword. Duneman (Mr M from Civfanatics) has put a lot of work into refining and enhancing the gameplay of the mod in the last year. The result is a much more polished, flavourful and immersive game, so if you played the original Dune Wars or if you're a fan of Frank Herbert's Dune setting, previous Dune games or just 4X strategy in general then you should check it out!

A summary of some of the new features in Dune Wars: Revival:

New Faction! - House Richese
The focus of House Richese is production. Their unique worker can build the Richesian Mirror improvement which provides more hammers than the Solar Farm. They also specialise in Suspensors with the Suspensor Base and unique Suspensor Chaser unit. Later they can build the Sentinel Mech unit and the Suspensor No-Cruiser. The Doubling Line building allows two-for-one when building vehicles and aircraft.



Civ4ScreenShot0200 1

Enhancements to existing factions

Bene Tleilax - Axlotl Tanks that can hatch a ghola based on a 'Genetic Model' stored. Gholas can only be created from the Melee, Guardsman, Vehicle, Thopter and Suspensor combat categories. The Face Dancer, with the 'Genetic Manipulation' tech, has a small chance every turn inside a rival's borders to shapeshift into the corresponding rival spy. The Tleilaxu Master replaces the Great Prophet and has special abilities.

Bene Gesserit - Truthsayers may pass on part of their experience if caught. New Buildings - Sister's Hall and 'Other Memory' Archives.

Fremen - Can build cottages on Caves and have new 'Cave Stealth' promotion. Can reclaim water from units killed nearby if they have a Deathstill.

House Atreides - Fast assimilation of conquered cities as well increased likelihood of retaining buildings. New 'Splash Bombing' promotion.

House Corrino - Can capture War Prisoners, perform emergency conscription and has new 'Noble' and 'Assualt Guardsman' promotions.

House Ecaz - Can hire Mercenary Gladiators, Lasgun Soldiers and Cruisers. Higher chance of units appearing in the offworld unit pool. Can bribe defeated units inside borders.


House Harkonnen - Captured slaves can be put to a variety of uses including put into battle in the Arena. Gain espionage through combat.

Civ4ScreenShot0201 1

House Ordos - Can scavenge science, hire Elite mercenaries and acquire gold from combat.


Ixian Confederacy - Can build the 'No Cloak' tech experiment project.

Other Features

Highly Competitive AI thanks to numerous enhancements - you may need to drop a few difficulty levels!

New 'Water Fat' victory condition - Reach a population of 33 in three cities.

New intro movie and movies for some events such as sandworm attacks and sandstorms

Lots of updated 3D and 2D artwork

... and much much more, you really have to dive in to appreciate everything new!


New Art for Siege Line: Maula Mortars, Rocket Artillery, Missile Launcher and Assault Cannon

seige line

New Art for Scorpions


New Heavy Trooper, Lasgun Soldier and Lascannon Trooper


New Art for Bene Gesserit Acolyte, Great Merchant and Great Spy


CHOAM Emissary spreads his ideology to another city


Updated specialist and great people icons in the city screen

Civ4ScreenShot0206 1

A Harkonnen Death Hand Missile flies towards target and detonates...



Stoneburner Missile explodes...


Sandstorm event movie


Download Link

Dune Wars: Revival 1.0.1

Some background on the original Dune Wars...

Tom vs Bruce - Dune Wars

Tom Chick's Dune Wars diary


Dune Wars: Revival thread on Civfanatics

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Dune Wars: Revival 1.0.1

Dune Wars: Revival 1.0.1

Jul 9, 2015 Full Version 2 comments

Dune Wars: Revival is a new modmod of Dune Wars the total conversion mod for Civilization IV: Beyond the Sword. Duneman (Mr M from Civfanatics) has put...

Dune Wars 1.9.7 (Patch for 1.9.1)

Dune Wars 1.9.7 (Patch for 1.9.1)

Jun 18, 2012 Patch 1 comment

This is the latest patch for Dune Wars and requires the full Dune Wars install 1.9.1.

Dune Wars 1.9.1 (Full Install)

Dune Wars 1.9.1 (Full Install)

Jun 18, 2012 Full Version 0 comments

This is the latest full install version of Dune Wars.

Dune Wars 1.9

Dune Wars 1.9

Nov 21, 2010 Full Version 1 comment

Dune Wars 1.9 is here! There have been a huge number of changes since 1.8 so if you enjoyed that version you should really check out this the latest Dune...

Dune Wars 1.8

Dune Wars 1.8

Apr 25, 2010 Full Version 4 comments

It's been a long time coming, but it's worth the wait. This is Dune Wars 1.8 based on the Dune novels of Frank Herbert. Lots of new and refined units...

Dune Wars 1.7 Full Version for Steam

Dune Wars 1.7 Full Version for Steam

Feb 24, 2010 Full Version 0 comments

The Dune Wars 1.7 installer did not work for users with Steam or other "non-traditional" setups. It would fail to find a registry key, and fail to install...

Post comment Comments  (30 - 40 of 86)
Yokto May 18 2010, 11:20am says:

Review Part 1: Introduction

OK this is such a great mod that i had to write a review of it! I will try to be fair and i might get a bit critical at times but i hope it will not discourage the project. Rather i hope it will encourage the project to fix those things i did not like.

But first lets look at my Dune background. I must admit i have never read the books. My experience comes form the Westwood games, The first game released form Cryo, The David lynch movie and i have also seen the mini series. I know a bit about the Dune Universe above that but not much. And my view of what dune is is mainly centered around the movie which i think is great and the games based more on the movie then the actual books.


+2 votes     reply to comment
Yokto May 18 2010, 12:55pm replied:

Review Part 6: End notes

This is a really great mod and i enjoy it more then the original Civ 4 game. It explores concepts beyond that Civ 4 does and it captures the feel of Dune great even if it had some minor issues with is presentation. It is a must have mod even if it is a bit unfinished now and i hope more will be be added to this mod. Concepts like using unique resources to let players gain and trade advantages and give religions a uniqueness are things i found missing in the original game but is implemented here.

This is a mod for anyone that like Dune or Civ games. Keep up the good work.

This is my first review so i hope you all liked it. Feel free to comment.

+2 votes     reply to comment
Yokto May 18 2010, 12:46pm replied:

Review Part 5: Bugs and other minor issues

There are a few bugs here and there however in the mod. I have not tested the game in great detail looking for bugs but and this is some of the problems i have experienced.

The biggest problem i have had is that the game frequently crash when loading. This only happens when already running a game so after one restart the game there is no issue with loading. Why this memory management problem exist i do not know. But is annoying.

Annexing cities also crash the game for some reason. Wile i have managed to do so once all subsequent tries crashed the game for me. Wile it did not ruin the game for me i still wish i had the option to do so. Especial considering how much i had invested in my spy network at that time.

When building my second landing stage i was hoping for unlocking one more resource at my disposal. This did not happen.

When starting with advanced start it lets you buy roads and railroads even if the setting do not really support ether. I am not sure if is a bug or not and i sort of can see why you would be allowed to use both in this starting stage but still it might be a reason to lock form start.

The is a lack of text everywhere in the game. This makes it seem a bit unfinished also it could aid the player to have it. Also several times it refers to concepts form the original unmodded Civ 4 game.

There is problem more that i have ether forgotten or not experienced so far but there are some issues here and there and i hope they will get fixed because is a very fun mod to play.

+2 votes     reply to comment
Yokto May 18 2010, 12:31pm replied:

Review Part 4: Game Mechanics

Here is where the game really shines i think. There are many changes and improvements to the game. Resources, Factions and Religions have all have quite a bit of changes done to them. And all for the better.

Each Faction feels more unique having there own twists to them. Not just 1 unit and one building like the original game. They seem fairly balanced to even if i have not gotten a chance to do a test in depth.

The resource system has been greatly improve by adding unique faction resources. This makes for some interesting team ups where you can trade for unique faction resources that allows you to produce the some of the units otherwise only available to that faction. A very interesting dynamic to the game.

Religions are also more unique giving you access to unique buildings and even units. The civics also add to the depth of the game giving you a clear stance on weather you terraform Dune or not. Both having advantages and disadvantages. Both having huge political implications.

You can also call in help form you home planet by buying units transported to dune for a cheep penny. This can give you a clear advantage. But also give you enemy the same advantage. Fits well within the theme of the game.

The terrain is also greatly overhauled. Deserts acts as a sort of sea with suspensor ships as great boats traversing these seas. Great sand worms roam these areas and here you find the spice to mine. A very nice solution that really work great. The rocky highland however is where you build your settlements acting as islands in the waste. The hole thing works great and it makes the game a lot more interesting.

+2 votes     reply to comment
Yokto May 18 2010, 11:49am replied:

Review Part 3: Audio

The sounds are good on average. The music is often lifted form ether the movie, series or form Westwood. Original work would have been nice but at least it capture the mood pretty well. Even if i prefer the music form ether the Westwood games produced by Frank Klepacki, David Arkenstone and Jarrid Mendelson who manage to get a very distinct soundtrack for each of the 3 main factions of that game (Atreides, Harkonnen and Ordos)or the score form the movie by Toto and Brian Eno. Maybe remixes would have been nice to give it both the same feel as games and movie but yet keep it original and fresh.

A complete soundtrack to listen to wile playing it would be nice to but yes i know i can as well play my own soundtrack to the mod.

Sound effects works well in general. Some sound effects seems to be missing like Lasers not making any sounds (Which is realistic in many ways i know but still.) making sure that everything has some sort of aural output would be nice.

+2 votes     reply to comment
Yokto May 18 2010, 11:36am replied:

Review Part 2: Visual Presentation

The game looks very dune like. The terrain graphics are great. This is exactly how i view Arrakis. Nice variation of terrain features that adds to make the world living. It is great to see the world turn green when you terraform it.

Smiler the cities for the most part look very good. Maybe adding a bit of visual distinctivenesses to each era would be nice but is more of a nitpicking. Most buildings looks very nice. Ether fitting in with the old desert theme or looking rather futuristic.

Units are a bit hit or miss. Some are clearly placeholders. Some are a bit hard to see if they are intended placeholders. Some are excellent. It was nice to see that some factions have there unique look to there units. The Harkonen Heavy Trooper looks very nice. The generic one looks a bit out of place. Sadly the bad examples here are the units that looks like they where lifted form a different setting. The late game ornithopter looks out of place. Not only do they look like they come form a different setting. They do look more primitive then the old ornithopter. That just annoyed me. I think the No-ship could have had a better model but at least i looks original. The suspensor ships looks excellent with the exception of the carrier placeholder of course.

My suggestion is that more original and more style fitting models (With correct coloring scheme) should be added but that which looks good looks really good.

+2 votes     reply to comment
Yokto May 18 2010, 1:03pm replied:

Oh. Sidenote. I just notice that the suspensor ships where taken form Homeworld 2. A game i have not played. (I have played the original but thats a other story.) I still think there fit well in to the setting as they do look like floating desert ships and there color scheme is dead on. But it would be nice to have original ships in the same style. Floating futuristic battleships traversing the desert.

+2 votes     reply to comment
Kriegsherr May 9 2010, 1:06pm says:

I lol'd when I saw the flak frigate from HW2

+2 votes     reply to comment
Fox_Commando May 4 2010, 4:54am says:

WTF!!! Hiigaran Flak Frigate from homeworld 2! You guys stole it!

+1 vote     reply to comment
Deliverator Creator
Deliverator May 4 2010, 5:12am replied:

Yes. It's strange that people around here seem to have an issue with using content from other games. It doesn't exist over at Civfanatics. Fall from Heaven II, the most successful CivIV mod of all time, uses the Dawn of War Bloodletter and no-one seems to mind...

+2 votes   reply to comment
Fox_Commando May 4 2010, 5:18am replied:

Aren't you afraid of a Lawsuit by Relic Entertainment for using they'r models?

+2 votes     reply to comment
Deliverator Creator
Deliverator May 6 2010, 11:57am replied:

Compare the download count of the Fall from Heaven II mod on this site with that of Dune Wars. If there not worried with including content from other games, then you can understand why we are not.

+2 votes   reply to comment
Mars_3K May 5 2010, 9:15am replied:

They're not making profit from this mod or the models they've borrowed, so they're not liable. Nor are they passing off the work of others as their own. It's really not that complicated.

Incidentally, I just discovered this mod and it rocks my world! It's like being on arrakis! Thankyou so much. :)

+2 votes     reply to comment
Deliverator Creator
Deliverator May 6 2010, 11:58am replied:

Glad you're enjoying it. :)

+2 votes   reply to comment
Freakydemon May 2 2010, 2:42pm says:

I like this mod, however the usage of models from other mods/stuff are sometimes far from the Dune atmosphere, the Heavy Trooper for example is just some marine with a G36, and the pre-upgrade Heavy Trooper (blabla guard something something...) is just a WO I/II flametrooper with machinegun sounds, the Mongol(?) Troopers are soldiers with RPGs.... srsly guys xD? I hope these are placeholders but they are seriously a mood breaking element.
Still like the mod though, Dune is awesome.

+3 votes     reply to comment
Deliverator Creator
Deliverator May 6 2010, 11:52am replied:

It takes a long time to make unique art for all units. There are some units like the Fedaykin, etc that I have made and am pretty happy with, but there is still a lot I consider placeholder. The Heavy Trooper and Master Guardsman are certainly in that list. I think some of the missionaries are probably more mood breaking though.

I am more or less a one man dev team right now, so I can't promise whether all the art will get replaced, but the intention is there. I'll try and chip away at it in each release.

+2 votes   reply to comment
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Released Sep 2009
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