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Many of the starting missions revolve around forming an alliance with the Fremen. House Atreides' campaign revolves around regaining the trust of the Fremen, with whom they have had an uneasy relationship due to unknown past events.
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While each campaign has the story ultimately culminating up to the battle with the Emperor Worm, the three campaigns have subplots revolving around each faction's intents to conquer Arrakis. Territorial control also becomes more interesting with the enemy AI also capable of wrestling back the land that the player has just conquered in the previous battle, although it can prove repetitive over time. The player is also given "reinforcement" units to move around the world map which can affect the in-game missions. However, in Emperor, the choice of territory can affect mission objectives and alliances. In previous games, the territory chosen from the map screen simply determined the shape of the map to be played on. Emperor expands upon the "territory domination" style gameplay between missions from its predecessors. The single-player game features three campaigns, one for each house. Generally smugglers use a mixture of the three houses light infantry types, possibly to place emphasis on the fact many of them are defectors from the " First Spice War" from Dune 2000, similar to Gurney Halleck and a few of his men in the novels.
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This pseudo faction despite having at least one unique building (smuggler starport and one unique unit (rocket quad) is not a playable subfaction in multiplayer meaning the player can never construct it's building or vehicle. This results in additional funds or reinforcements, or sabotage and smuggler raids respectively. Usually the player will either aid them or anger them. In addition to the five factions listed above there are a few missions that let the player interact with smugglers. However, depending on choices made, the player may also be allied with, or pitted against, one or more of the five initially-neutral factions: In playing each campaign, the player will be pitted primarily against the other two houses. Like the two previous games, Emperor pits three houses against each other: The victorious house then regains control of Arrakis and the Spice Melange and proclaims their side leader Emperor of Dune. Eventually the player destroys the Emperor Worm, and the Guild's plan is foiled. It then becomes clear that a last ditch attempt must be made back on Arrakis to destroy the Emperor Worm before he awakes by using the Smugglers Guild to get back to Arrakis. They also release a mind influencing drug in all the remaining forces' water supply on Arrakis to make them slaves under the Guild. Whichever House wins the war will become the new leader of the Landsraad, and its leader the new Padishah Emperor, emperor of the known universe.Įventually, it becomes clear during the campaign that the Tleilaxu are scouring Arrakis with hidden motives, with various probes spotted collecting flesh samples from dead Sandworms.Īfter the last battle of the Second Spice War with any one of the opponent Houses on their home planet, the Spacing Guild (Guild of Navigators) leaves the victorious House stranded on the enemies' conquered homeworld, attempting to control Arrakis with House Tleilaxu by genetically engineering an Emperor Worm with immense psychic powers empowered by Lady Elara. The Spacing Guild has presented the three remaining Houses (the same as those in the previous games: House Atreides, House Harkonnen and House Ordos) with a unique challenge: a War of Assassins on the planet Arrakis. Emperor Frederick IV Corrino has been killed by his concubine, Lady Elara, and the Landsraad has been thrown into chaos. Emperor is set shortly after the First Spice War of Dune 2000.