Just build a refinery and the various harvesters and carryalls will take care of the rest. The game really takes control of the resource harvesting aspects of the game. One big change is the automation of the resource side of the game. Sure, it's cool to have Fremen or Sardaukar, but allying with the subhouses basically just gives you access to two new units. You really feel as if you're making a choice between allying with one subhouse or another but the actual effect of allying with one subhouse seems a little less significant. At least not in the single player campaign. The five subhouses aren't as important to the game as I had originally thought. There's really something to like in each House (although each House seems to have a handful of units that are truly essential, the rest being a little too specialized to be of much use in a general engagement). House Harkonnen is weighted much more towards the force side of the equation while House Ordos relies on a much more delicate approach. Emphasizing a balance between finesse and force, I find them to be the most versatile. Each of the three Houses has a distinct but not overpowering advantage. Resource management, building and unit production, and well considered timing will all be important as players battle to control the all-important Melange "spice" found only on the desolate world of Dune.But let's talk about it as a game. The movement of armies and basic strategies are decided on an encompassing 2D world map, then players join the fight on the battlefield to lead their troops to victory. Battle takes place on five different planets. Each House has unique strengths and liabilities. Players choose to lead one of three Houses, Atreides, Harkonnen, or Ordos, and may form alliances with smaller sub-houses to bolster their power. The environments and units in Emperor: Battle for Dune are rendered in full 3D. Eight years later, Westwood Studios returns to Herbert's distant-future universe for more real-time strategy in Emperor: Battle for Dune. From this humble beginning, the genre has grown to be one of the most popular on the home computer. According to many gamers, real-time strategy was born in 1992 with the release of Westwood Studio's Dune, a somewhat unassuming game based on the works of author Frank Herbert.
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