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Fremen can ally sietch anywhere on the map (other factions must own the tile where sietch is located, the only exception being Corrino with the Princess as an advisor) - as well, at 10k Hegemony, Fremen can build a special building in each allied sietch
Fremen cannot have or use airfields - however they have Worm Riding which allows military in a desert area to call a worm and ride it to an area connected by desert several tiles away. This ability starts with 3 charges; at 5k Hegemony you will get a long cooldown on the charge replenishment (they do not replenish until you get to 5k Hegemony), the ability can be improved through techs and a special sietch building. As well, Fremen have a special operation 'Hidden Thumpers' which allows free worm riding to or from the region the operation is placed, for a limited duration. Because of the charge limitations, it is considered that Fremen lack overall mobility compared to other factions that have saturation of airfields... however if this is managed well Worm Riding can be as effective or even superior to airfields
Fremen can harvest spice on spice nodes without harvester buildings - instead, they use a Harvester Team that will cost Manpower, recruited from the HQ building. The Harvester Team can harvest spice on any neutral or Fremen-owned tile, making the Fremen spice economy very flexible as it is not directly tied to tiles you own. When deployed to harvest spice, the team is immobile and cannot attack; when it is not deployed, it can of course move and has a weak ranged attack. It can be filled with additional workers at the cost of manpower much like regular mechanical Harvesters
Fremen also do not use Fuel Cells - instead, on tiles where Fuel Cells can be built, Fremen instead can build the military building Ceremonial Caves, which gives an overall +% attack power buff to all military units, at the cost of -% spice production... multiple Ceremonial Caves buildings do stack
A final strength I would mention about Fremen is that they are not tied to a technology to build Wind Traps- all other factions have to have a t3 economy tech unlocked to build Wind Traps, until then they are reliant on Dew Collectors for water (or an extractor at the polar sink... or some underworld buildings Smugglers have... or techs/buffs that give water, which are few and not nearly as effective as Wind Traps). Having a good stockpile of water is essential for Fremen to be able to operate in the desert and away from their own bases for extended periods
Supply Drop and Decoy Thumper are extremely useful operations for Fremen (same as any faction really) as they allow the military to of course operate through deserts in enemy territory without fear of running out of supply or worm attack - these are two operations that Fremen should not leave their home bases without having them, though keep in mind too that Worm Riding can be used to evacuate units low on supply
I would say the most dangerous aspect of Fremen especially in multiplayer is that if they are allowed to expand and grow without much pressure in early-to-mid game, they can field an unstoppable military force before any of the other factions have time to react. I've seen this happen enough times where Fremen sets up their basic economy (remember, theirs is not tied to the tiles they own... they will literally have Harvesters all over the place, and can have an early surplus on water), then concentrates on military and blitzkriegs one of their neighbors, causes them to concede, and the remaining two players even when combining their force are not enough for the Fremen. I've even seen lobby games explicitly saying 'No Fremen' because of this haha
Adding to the strength of this offensive style will be having Chani as an advisor and using 'Incite Rebellion' on Landsraad votes, using the Fremen special op 'Incite Rebellion' to cause even more rebellions, and a t3 military tech unlock that the Fremen have which sends a raid from an allied sietch every time the Fremen goes to liberate a player village - using all three of these in conjunction, the Fremen soon have much of the map swarming with neutral units attacking the enemy players while the actual Fremen military does precision strikes from the backs of their worms wherever the enemy is weak. Destroying airfields to limit enemy mobility, destroying Recruiting Centers to limit enemy reinforcements, and of course destroying Refineries to cripple enemy spice production
TL;DR - Fremen Stronk... Fremen OP
I think I figured out that issue what I initially called a bug is related to the sietch buildings.
So basically if the AI fremen are currently building in a sietch, the game wont tell you, instead you just get the inaccessible status, even whilst allied, and hence me filing a bug report. Well I figured it out now, it means they currently building in there, and if check later their building appears, the game isnt coded to let you build in a sietch if they get to it before you.