[Updated according to the info gathered about E:TW modding since release so far]
Hiring:
- Modellers: Units, buildings, carry-alls and ornithopters("ships") design
- Texturers: Water textures. Make them different shades of brown. Make water spray and spume look like sand moving in the wind.
- Artists: Concept art. Inspired by knowledge of the books first, the Lynch movie and the series second, the games released so far (Cryo...) tertiary.
Dune - Total War
The title says it all.
Since some people are vividly discussing a Star Wars mod, why not? In Dune there's at least still (or rather again?) melee combat.
For those who haven't read Frank Herbert's books nor have seen David Lynch's movie or even never heard of "Dune": Wikipedia holds huge amounts of info about it.
There is no sea on Arrakis, but the deep desert areas could be used as that.
The layout of the campaign map is available in great detail . You can clearly see what deep desert areas would constitute "water" in this scenario:
Spoiler Alert, click show to read:
Fremen sandworm riders and low-altitude carry-alls (a kind of huge airship; from "ship of the line" to "galleons, fluyts") and ornithopters (small low-altitude aircraft using a mechanical and wind-dependent wing-beat engine; from "briggs" to "galleys") can duke it out there on top of eternal sandstorms.
Small Colonies can be used for setting up Spice harvesting and processing bases.
The info we all have learnt about E:TW's trade mechanics so far (blocking "sea" lanes etc.) are very useful here. All factions will be able to hinder each other from making big bucks from spice production.
Factions:
Major Factions:
House Atreides:
Major House. Begins smallish, comes with a big amount of saved money, however. Noble, righteous, just.
Beginning Diplomacy:
At war with: Vlad. Harkonnen and Rabban, later, after a certain event, Corrino/Imperial House.
trade agreement with: Smugglers, one or two Fremen tribes, CHOAM.
Units:
"civilians with muskets": Standard militia. Simple projectile weapons a.k.a. guns.
"Militia": Local garrison forces, low movement points.
"Grenadiers/Light inf."; Field infantry. Officers could be dressed like Patrick Steward to the left of the pic:
"Elite infantry": Well, elite. Also the generals' units will be infantry.
Here's a pic showing how generals and royalty are dressed in House Atreides:
This depiction in Lynch's movie is actually pretty accurate. They are wearing buffalo pelt around their shoulders in remembrance to an heir of Duke Leto who killed one single-handedly.
Agents:
"Gentlemen": Representants of minor houses and the Landsraad; can duel and spy, but not sabotage and assassinate. Medium spawn count.
"rakes": Mentats. "Thufir Hawat" for Atreides. Have high counter-espionage skills.
Low spawn count.
House Harkonnen:
Major House. Small and heavily fortified regions. Brutal. Always keeps a strong eye on Rabban's Administration.
Beginning Diplomacy:
At war with: Atreides, Fremen, allied to House Corrino. They have no hope of gaining trading agreements with the Fremen and Smugglers.
Trade agreement with: Rabban's Admin., CHOAM, Corrino.
Grants unlimited mil. access to: Corrino
Units:
"civilians with muskets": Standard militia. Simple projectile weapons a.k.a. guns. Slaves and penal conscripts. Massive cannon fodder..
"Militia": Local garrison forces, low movement. Conscripts. Low morale.
"Grenadiers/Light inf.": Field infantry. Mediocre.
"Line Infantry": Field Infantry; massive bulks. These are heavy barriers. Officers have metal shoulder plates like in the series.
"Elite infantry": The generals' units will be infantry.
Harkonnen royalty in bad shape:
Agents:
"Gentlemen": Representants of minor houses; "Feyd Rautha" and "Count Fenring" for Harkonnen; can duel and spy, but not sabotage and assassinate. Medium spawn count. Feyd Rautha:
"rakes": Mentats. "Pieter de Vries" for Harkonnen. Have high counter-espionage skills.
Low spawn count.
Rabban's Administration:
Widespread on the map, especially among the continental settlements, but prone to rebellions. Greedy, brutal, loves exterminating or at least sacking settlements after having conquered them. Their area contain several settler subcultures that may revolt and emerge to a Minor House.
Rabban tries to defend the spice harvesting colonies against both Atreides and Fremen.
Beginning Diplomacy:
Protectorate to: House Harkonnen
At war with: Atreides, Fremen. They have no hope of gaining trading agreements with the Fremen and Smugglers.
Trade agreement with: Harkonnen, CHOAM, Corrino.
Grants unlimited mil. access to: Corrino
House Corrino -> Emperor Shaddam IV.:
Major House. The Imperial House. Liege to Harkonnen and Atreides. A major faction on Arrakis, if, however, only in possession of a few economically relevant regions besides one heavy fortified region and some abandoned bio-labs; they ought to be absolutely undefended or only a safe haven for criminals or whatever. Possesses the best military unit - the Sardaukar.
Units:
Imperial Units:
"Line Infantry": Sardaukar Lines. Heavy but still not slow, good accuracy
"Grenadiers/Light Infantry": Sardaukar Elite. And I mean it.
House Corrino Units:
"civilians with muskets": Standard militia. Simple projectile weapons a.k.a. guns; elite squads: Imperial House Guards, Corrino House Guards
"Militia": Inspection and Police Forces. Large movement rate (ancillary: "ornithopter squad"). Long visibility range.
"Gentlemen": Representants of the Royal House, Corrino family members, visitors from the Landsraad; "Liet Kynes" for Imperial House; can duel and spy, but not sabotage and assassinate. Medium spawn count.
"rakes": "Princess Irulan" for Imperial House. Have high counter-espionage skills.
Low spawn count.
Oh, and:
- NO Ordos!
Minor Factions:
Several Fremen tribes:
Some major but mainly minor factions, somewhat guerilla-like, based on the edges of the map and/or scattered over the whole map in isolated settlements; in sole possession of the most valuable trading commodity besides the Spice - water! (trading commodity in the sense of trading resources according to E:TW's trade mechanic); it should be hard to gain their trust (something the Harkonnen could never hope to achieve), but perfectly loyal allies once having gained it. Some tribes may set certain hopes into outsider factions, others may be completely xenophobic.
A Chrys Knife:
Units:
"armed civilians": Fremen people in different designs per faction:
"Light Infantry": Very elite. The "Fedaykin". General's unit. Wears still-suits under cloth and can hide in open desert.
The Smugglers:
Have only a handful of settlements or rather camps. Very secretive, but also in possession of assorted valuable trade resources. Gain their trust and along with that a trade agreement, and you'd have a good source of trade income. They have good spies.
The smugglers are logical enemies of CHOAM. If relations to the smugglers get better, relations to CHOAM plummet and vice versa.
Bene Tleilax:
All factions but the Fremen can recruit weird biological terrors as mercenaries from Tleilaxu regions and those adjacent to it.
They are in possession of very small regions all over the Northern Hemisphere; so many that they like to sell such very small regions with a single building on it: A building that spawns unique agent types for each House that possesses a Tleilaxu region.
Agents:
Note that these agent types, if spawned by the Bene Tleilax faction itself, are roaming the whole Northern Hemisphere! Beware!
"gentlemen": Ghouls. Very high spying abilities, above mediore duelling. "Duncan Idaho" for Arrakis or Smugglers.
"rakes": Face-dancers; high assassination ability.
Every major settlement not affiliated with either side:
Most of these and especially rebelling regions that have chased the Harkonnen out emerge as Minor Houses.
Bene Gesserit:
They are in possession of a little region from which they had sent their representatives to the Fremen for spreading their self-fulfilling prophecies. I'm not completely sure about a concrete use of them (maybe one-woman-units recruitable as mercs. who can be used like, for example, the druids in vanilla Rome through their mind-manipulating voice, but far more powerful; not at all able to defend against guns, so they are in need of protection), but destroying them would unleash the ultimate wrath of the Fremen (certain scripts come to mind; since the general populace of Arrakis is affiliated with the Fremen, independent settlements would let out a mighty roar; whoever destroys the Bene Gesserit on Arrakis would also have to cope with rebellions)! You need a good standing with them to be able to recruit their witches.
CHOAM:
Combine Honnete Ober Advancer Mercantiles; they possess several small regions scattered across the map near larger settlements and are the sole providers of certain trade resources. Having a trade agreement with them would help filling your treasury in case you have difficulties holding productive "Spice harvesting colonies".
They are officially under control of the Emperor, but practically every house holds shares of CHOAM. Everyone but the Fremen and Smugglers has trade agreements with them.
The Spacing Guild:
In possession of a little region as a presence on Arrakis. Not sure, yet, what they could be used for; they are, however, natural enemies of the Bene Gesserit. The better your relations to the Bene Gesserit, the worse your relations to the Guild and vice versa.
I think the concept of having these organisations as factions on the map, interacting politically with the majors, could make the game interesting.
I have a take on game depth and immersion in mind for this mod that would be quite different from your usual Total-War-campaign, which shall see it's purpose in campaign options two and three as outlined in the projected version history at the end of this post.
All organisations could maybe also work as mission-givers like the Pope in M2:TW and the Senate in R:TW.
Buildings:
- Under construction -
Not too much here, yet. Besides the usual barracks for locally recruited units, the Atreides, Harkonnen, Corrino and some of the organisations would have spaceports as buildings (which, however, shouldn't be able to be built in every region) for the recruitment of their faction specialties.
Mentat schools, an Ixian branch (portrayed rather secretive; the Ixians produce computerised high-tech which is illegal in the Empire), etc.
Projected version history:
0.0-0.9: Experiments, custom battle units, playable custom battles with factions and units; artwork; ui- and campaign textures.
1.0: Map complete; all "classic" warfare factions placed. Classic TW wargaming campaign in the Dune scenario. Canon characters tossed in, but no "plot" progression through scripting implemented. Major trade resource is spice; certain Fremen tribes have access to the even more valuable trade resource of water on the southern hemisphere; defeating those tribes give access to water (as - let me make that clear - a trade resource according to game mechanics! If these regions have access to "the sea a.k.a. water", they have a "trade port"); having a good enough relation to these Fremen tribes as a House for trade agreements at least gives you profits from imported water ("water tax")).
(1.1 - 2.9): Version numbering headroom for bugfixes and misc. improvements.
3.0: Another campaign choice introduced, which have the organisations placed including their special purposes as mentioned in the faction list, which needs a good AoR system together with sophisticated handling of diplomacy. A campaign including the gameplay mechanics that come with the origanisations should be offered as a seperate campaign, since the different relations the organisations have with each other also influence the relations different factions have with the player faction. This depends on whether the player leaves a certain organisation alone, offends or befriends them. This brings the setting closer in detail to the literary template.
(3.1 - 4.9): Version numbering headroom for bugfixes and misc. improvements.
5.0: An additional game mechanic introduced, and with it the third campaign choice. These game mechanics allow the player to play with the actual plotlines of the Dune books. It shall include several forking possibilities for the plot event chains from the books through an event system similar to the Paradox games (EU, HoI), the player's diplomatic choices, the outcomes of certain stand-alone scripted events (the Harkonnen's major attack on the Atreides where Leto dies, for example; in the game, Leto may die, or not. Things like that.) and even adventure game-like "use ancillary on character" mechanics (a general takes a settlement, gathers an ancillary (person or item) and passes it on to another general or the ruler etc. Example: Harkonnen conquer Arrakeen. General gets Yueh. General "gives" Yueh to Vladimir.)
Regards,
-Der Ketzerfreund.