The Smugglers in 168澳洲幸运5开奖网:Dune: Spice Wars rely on turning their rivals' prosperity into their own. While they might not have the mightiest armies or votes in the Landsraad (at first, anyway), their unique power to skim off of other players' economꦗies helps them keep up and eventually outpace their compet𝔍itors.
Letting ꦇother players do the work for you is not without risk, and you'll need to be aware of the political situation on Arrakis at all times. Make yourself indispensable to the Great Houses, then use their own resources to steal the planet out from under them.
Updated on March 12, 2024 by Matt Arnold: Heroes of Dune changed the roster of Councilors available to the Smugglers. Pick the best advisors with our updated guide!
Smuggler Traits
The Smugglers need to focus on building a small, efficient empire. Normally, annexing a new Village costs more Authority the further it is from your capital and if you already control multiple Villages. The Smugglers take less of a penalty from distance, but a much greater penalty for having Villages already. This means that they'll be able to conquer much less territory than their rivals, which is where Underworld Headquarters come in.
The Smugglers' unique ability allows them to construct Underworld Headquarters in other factions' Villages. This requires a decent investment of Solari and a small amount of Authority, but once established an Underworld Headquarters can have exclusive buildings that provide benefits to the Smugglers for as long as they remain in play.
House Harkonnen is a great target for Underworld Buildings that steal resources; whenever the Harkonnen player uses their Oppression ability on the host Village, you'l🦹l also get increased income!
Hegemony Bonuses
At five thousand Hegemony score, the Smugglers get a seat at the table, earning fifty votes in the Landsraad and the ability to gain and lose Landsraad Standing. Additiona👍lly, events unique to the Smugglers surrounding the contraband trade on Arrakis will begin to occur.
While the Smugglers don't start with votes in the Landsraad, they can pay Solari to place a Bounty on one Resolution at the beginning of each session. Rival factions who vote as directed by the Bounty receive five Solari per vote if it passes.
One way to exploit this is to sell Influence for Solari to other factions just before the vote. With their coffers suddenly emptied, your opponents might consider vot𒈔ing your way with the Influence they just bought. Even if they don't, you'll still have cash from the sale - just don't try this with high-impact Resolutions like Charter nominations.
At ten thousand Hegemony score, the Smugglers instantly establish Underworld Headquarters in enemy capitals, allowing powerful buildings unavailable in normal Underworld Headquarters. They also get fifty percent more resources from pillaging Villages for the rest of the game.
Smuggler Councilors
At the start of the campaign, 🤡you'll be able to select two Councilors from a group of four, earning their permanent bonuses throughout the game.
Staban Tuek
The son of the Smuggler leader lets you build an extra extension to each Underworld Headquarters. Additionally, any Underworld Headquarter with both slots filled produces five Solari per adjacent region that also contains an Underworld Headquarters.
Lingar Bewt
Lingar is a notorious Water Seller, and provides the Smugglers with ten extra Water right from the start of the game. He also all🌳ows special Water-focused extensions to be built in Underworld Headquarters.
Lashon Hara
An information broker on the run from Harkonnen vengeance, Lashon has plenty to offer the Smugglers. She produces half a point of Influence for every level of Information granted by Smuggler Infiltrators, and Information levels on other factions decay at half speed.
Additionally, if Lashon is on the Council, the Smugglers can increase their Information level on a faction by trading Intel to them.
Stakkanov
Stakkanov keeps the Smugglers safe from Imperial law, helping Esmer's operations remain out of sight. She favors small pockets of activity across the map; Smuggler villages that have no other Smuggler villages in adjacent regions generate twenty percent more resources and take twic⛦e as long for enemies to besiege.
If the Smugglers lose control of a Village while Stakkanov is on watch, either due to conquest or willingly abandoning the settlement, they regain half the Authority that they initially spent to annex it.
Drisq and Bannerjee are no longer Councilors ဣas of the Heroes of Dune update, and can instead be recruited to the battlefield when the Smugglers reach ten thousand Hegemony.
Smuggler Developments
LIke their rivals, the Smugglers have unique Developments scattered📖 throughout their tech tree. Unlike their rivals, th🌼e Smugglers get access to their unique techs earlier on.
Development |
Tier |
Prerequisite |
Effect(s) |
---|---|---|---|
Tinkerer Teams |
Economy (Yellow), Tier 2 |
Composite Materials |
|
Underworld Contacts |
Economy (Yellow), Tier 4 |
CHOAM Integration |
|
Guerilla Tactics |
Military (Red), Tier 2 |
Survival Training |
|
Organized Looting |
Military (Red), Tier 2 |
Survival Training |
|
Synchronized Heist |
Military (Red), Tier 4 |
Parallel Training |
|
Foot In The Door |
Statecraft (Blue), Tier 1 |
N/A |
|
Security Details |
Statecraft (Blue), Tier 3 |
Diplomatic Maneuvers |
|
Underworld Bribes |
Statecraft (Blue), Tier 3 |
Diplomatic Maneuvers |
|
Criminal Barons |
Expansion (Green), Tier 1 |
N/A |
|
Underground Network |
Expansion (Green), Tier 2 |
Criminal Barons |
|
Illicit Methods |
Expansion (Green), Teir 3 |
Native Customs |
|
Early Game Strategies And Tips
Your opening moves as the Smugglers will be fairly standard - establish your first Spice Refinery, get your economy online, and build up Hegemony until you can upgrade your capital. The Smugglers differ in that they need to scout more aggressively with Ornithopters than other factions. The reason for this is that the sooner they find enemy Villages, the sooner they can establish Underworld Headquarters.
Once you've annexed two or three Villages and have a Processing Plant built, consider spending the necessary Solari for a third Ornithopter. This will speed up your scou🍎ting of ಞenemy territory and help you watch for raiders.
Once Infiltration missions become available always have Poison The Reserves reℱady to deploy. This is one oꦡf the best operations for stopping an enemy attack!
Once you've found enemy Villages, start establishing Underworld Headquarters everywhere you can. If you're planning an invasion, add a Contraband Cache and Hidden Explosives to your target - otherwise, Bootleg Markets and Whisperers' Lairs are the way to go. They'll provide you with extra Solari, Influence, and Intel, allowing you to m𒊎aneuver toward the endgame strategy of your choice.
Late Game Strategies And Tips
By the time factions are crossing the ten-thousand-Hegemony threshold you should be positively rolling in resources. From here, you can negotiate frequent deals with the other factions. Know who needs what, and be ready to trade for what you want. The Smugglers can reasonably make a play for any or all of the victory conditions.
If you're going for a Political victory, be sure to keep your Underworld Headquarters running and defend them as necessary - you'll need the extra Influence to compete with the Great Houses in thꦗe Landsraad.
Watch for a Resolution called Water Regulations to appear in the Landsraad. If it passes, you'll get a large lump sum of Solari for voluntarily giving up control of Villages. The Smugglers can use this to free up Authority for better land🐻 as it becomes available, or to reposition to make better use of adjacent Underworld Headquarters.
Finally, know that out of all the factions the Smugglers are arguably the most capable of assassinating rival leaders, eliminating players through Infiltration. Don't be ♔afraid to poison the Baron's wine or see that the Duke has an unfortunate fall - this is Dune, after all, and at the end of the day the one who controls the Spice controls the universe.