1. THE BASICS
    1. You can pause the game anytime you want to figure out what the fuck is going on
    2. Your primary way of interfacing with things that happen in the game will be the notification bar
  2. PICK A FACTION
    1. House Atreides
      1. Unique strengths
        1. Allied melee and ranged units stack benefits
        2. Healing-oriented units and upgrades
        3. Can halt enemy attacks and raids
        4. Establishing Truces and Treaties with other factions
        5. Greater benefit from Landsraad resolution wins (positive and negative)
        6. Easier access to charters
        7. Peaceful annexation (in addition to normal military conquest)
        8. +Hegemony from Landsraad resolution wins
      2. Unique weaknesses
        1. Cannot pillage neutral villages
      3. Councelors
        1. Lady Jessica
          1. Allows you to impose any treaty upon other factions for 50 Influence. They will need 100 Authority to refuse.
          2. Starts with the Non-Aggression Pact Treaty unlocked
        2. Duncan Idaho
          1. All relation gains with Sietch are increased by 100%
          2. -10% Authority cost to annex a Village
        3. Thufir Hawat
          1. Your agents have one additional trait
          2. Your villages gain +20% resource production for 2 days when their region is targeted by one or more operations.
        4. Gurney Halleck
          1. Unlocks the Veteran Militia unit
          2. Military units start with 1 more Experience level
    2. House Harkonnen
      1. Unique strengths
        1. Larger militias
        2. Allied units get stronger upon deaths
        3. Units that generate multiple attacking units
        4. Overlock resource production via Oppression
        5. Faster, more beneficial Agent-espionage
        6. Can neutralize some Landsraad resolution benefit with Corruption
      2. Unique weaknesses
        1. Area attacks hurt allies
        2. Less resource production by default
      3. Councelors
        1. Glossu "Beast" Rabban
          1. +1 Militia slot
          2. -20% Militia Power
        2. Iakin Nefud
          1. 50% of Units' costs are refunded upon death
          2. -5% Health for units
        3. Feyd-Rautha Harkonnen
          1. While Village is under Oppression, +10% Influence production and +100% Agent recruitment speed
          2. +10 Influence upon killing Rebel
        4. Piter De Vries
          1. Ornithopters and Stealth Probes have Stealth and generate Intel in enemy territory
          2. 10% chance to convert captured Agents per Agent assigned to Counterintelligence every day
    3. House Corrino
      1. Unique strengths
        1. Larger Missile Battery and Airfield range
        2. Up to two main bases
        3. Infantry units compound in strength
        4. Other factions pay you Spice
        5. Many more Solari-generating opportunities
        6. Start with CHOAM shares
        7. Highly stackable resource production
        8. Control over scope of Landsraad resolutions
        9. Start with more Landsraad votes
        10. Unique assets to trade with other factions
      2. Unique weaknesses
        1. Much larger Authority costs to annex territory
        2. Each main base has less health
        3. Much higher Spice tax
      3. Councelors
        1. Wensicia Corrino
          1. Can build some economic buildings twice
          2. +20% Solari upkeep on buildings
        2. Captain Aramsham
          1. -30% Infantry costs and combat stats
          2. +1 training slot
        3. Princess Irulan
          1. Can spend Solari to cancel negative Resolution
          2. Can use Development Investment on other factions (increases production, gives % cut of resources produced)
        4. Hasimir Fenring
          1. Can resolve discoveries with Agents anywhere
          2. -100% Intel production for enemy agents assigned to Corrino
    4. Smugglers
      1. Unique strengths
        1. Can soften enemy villages and main bases via Underworld HQs
        2. Extremely strong drone unit
        3. Multiple stealth units
        4. Long range units
        5. Can launch marauder raids
        6. Leaches resource production off of other factions via Underworld HQs
        7. Larger rewards for PIllaging
        8. Influence Landsraad voting with Solari
      2. Unique weaknesses
        1. Cannot recruit Heavy Militia
        2. Starts with no Landsraad votes
      3. Councelors
        1. Drisq
          1. +50% Ornithopter travel and recon speed
          2. Infiltration levels cannot be lower than 1
        2. Bannerjee
          1. +5 Authority and Manpower after pillaging
          2. Units heal 5% Health after participating in a kill
        3. Staban Tuek
          1. +0.5 Influence per Underworld Headquarters
          2. Underheadquarters produce +2 Solari per adjacent region containing an Underworld HQ
        4. Lingar Bewt
          1. Water reduces Authority cost to Annex
          2. Water reduces cost to install Underworld HQ
    5. Fremen
      1. Unique strengths
        1. Much more resilient supply of units
        2. Can use Thumpers to perform wormriding
        3. Most units are stealthed
        4. Strongest single infantry unit in the game (Fedaykin)
        5. Bonuses for liberating villages
        6. Can control Deep Deserts
        7. Can incite rebellions in other factions' villages
        8. Much more robust, lucrative Sietch relations
      2. Unique weaknesses
        1. Needs Machine Scraps instead of Guild Favor to build aerial units
      3. Councelors
        1. Mother Ramallo
          1. Allows construction of Shai-hulud Temple
          2. Enemy villages have 1% chance to rebel every day per adjacent Fremem region (x5 Max)
        2. Otheym
          1. +10% unit speed
          2. Units with no allies nearby gain +20% Power and +2 Armor
        3. Chani Kynes
          1. Can use Incite Rebellion on Landsraad resolutions, causing rebellions in enemy villages if passed
          2. +1 Intel per neighboring neutral region
        4. Stilgar Ben Fifrawi
          1. Every new village capture increases Sietch detection progress
          2. +1 Authority per exploited Spice Field
  3. STARTing UP
    1. Set ornithopters to auto-recon
    2. Build basic military units
      1. Types
        1. Melee
        2. Range
        3. Demolitions
      2. Stats
        1. Power (damage dealt)
        2. Armor (damage resistance)
        3. Health (hit points)
        4. Supply (time in non-allied territory before health drains)
      3. Units gain better stats over time through combat
    3. Annex and set up on a spice field
      1. Exchanged for Solari
      2. Required for recurring tax
        1. Exchange rate can be manipulated by Developments and amount of Spice in the market
      3. Assigning ornithopters to a Harvester increases Spice yield
    4. Conquer additional villages (costs Authority) to set up production (based on unique village attributes)
      1. Primary resources
        1. Water
          1. Use
          2. Support units
          3. Trade in Sietch alliances
          4. Primary source
          5. Windtrap
          6. Villages held
          7. Determined by
          8. Territory wind speed
        2. Plascrete
          1. Use
          2. Build and upkeep buildings
          3. Primary source
          4. Plascrete Factory
          5. Boosted by
          6. Minerals
        3. Solari
          1. Use
          2. Buy and upkeep everything
          3. Primary source
          4. Processing Plant
          5. Requires:
          6. Advanced Engineering
          7. Rare Elements resource of Well of Riches territory
        4. Fuel Cells
          1. Use
          2. Supply vehicles
          3. Supply harvesters
          4. Primary Source
          5. Fuel Cell Factory
          6. Boosted by
          7. Energy Sources
        5. Manpower
          1. Use
          2. Hiring military units and some buildings
          3. Primary source
          4. Recruitment Office
          5. Spacing Guild-assigned agents
        6. Authority
          1. Use
          2. Annexing villages
          3. Proposing treaties
          4. Primary source
          5. Arrakis-assigned Agents
      2. Secondary resources
        1. Knowledge
          1. Use
          2. Progress on Development tree
          3. Primary Source
          4. Research Hub
        2. Influence
          1. Use
          2. Supplement Landsraad votes
          3. Primary Source
          4. Listening Post
          5. Landsraad-assigned Agents
        3. Intel
          1. Use
          2. Execute missions
          3. Primary Source
          4. Data Center
          5. Assigned Agents
        4. Command points
          1. Use
          2. Dictates maximum military size
          3. Primary Source
          4. Development Tree
      3. Enhancements
        1. Maintenance Center
          1. -30% buildings Solari Upkeep
          2. -30% buildings Plascrete Upkeep in ally villages in the region and its neighbors (x1 max)
        2. Spice Silos
          1. Output
          2. +20% Spice production in ally villages in the Region and its neighbors (x1 max)
          3. Prerequesite
          4. Gridex Plane
        3. Military Base
          1. +20% Power to ally units in region and neighbors
        4. Investment Offices
          1. Output
          2. +2 stacks of the village's trait
          3. Prerequesite
          4. Outpost Logistics
    5. Build village defensive via Militia
      1. Close Combat
        1. Suffers Panic under 50% Health
      2. Ranged
        1. Suffers Panic under 50% Health
        2. Suffers Pinned down while engaged in melee combat (50% Power, no range)
      3. Demolitions
        1. Suffers Panic under 50% Health
        2. Suffers Pinned down while engaged in melee combat (50% Power, no range)
        3. Ranged attacks deal area damage
        4. Ranged attacks have 30% chance to destroy Armor
      4. Missile Battery
        1. Automatically attacks enemy units in range
  4. PATHWAYS TO VICTORY
    1. Domination
      1. Be the last faction standing
        1. Destroy Main Bases
        2. Assassination faction leaders
    2. Economical
      1. Hold 50% of all CHOAM shares
    3. Political
      1. Hold the Dune Governorship Charter for 45 Days
    4. Hegemony
      1. Achieve 25,000 points
        1. Taxes/Fees/Bribes paid
        2. Recycling Vats production
        3. Controlled regions
        4. Controlled special regions
        5. Supported resolutions passed
        6. Administrative Hall production
        7. Crafts Workshop
          1. Output
          2. Generate 5 Hegemony per day
          3. Prerequesites
          4. Local Dialect Studies
          5. Rare Elements or Well of Riches or White Rift
        8. Completed events
  5. ON-GOING IMPERIAL CYCLES
    1. Espionage via Agent-recruitment
      1. Pick assignments
        1. Faction
          1. +5 Intel
        2. Arrakis
          1. +1 Authority
          2. +1 Intel
          3. +30% Sietch detection speed
        3. Spacing Guild
          1. +2 Manpower
          2. +1 Intel
        4. CHOAM
          1. +6 Solari
          2. +1 Intel
        5. Landsraad
          1. +1 Influence
          2. +1 Intel
        6. Counterintelligence
          1. +2 Command Points
          2. +1% daily chance to capture an enemy agent assigned on your faction
          3. 10% chance to detect an operation targeting you
          4. 10% chance to capture an agent when an operation against you has been detected
      2. Infiltration levels (amount learned, missions unlocked)
      3. Set up and run missions
        1. Difficulty levels (% of complications, enemy detection, agent capture)
        2. Categories
          1. Military
          2. Assassination (four stages)
          3. Intelligence
    2. Landsraad voting
      1. Landsraad Standing
        1. 0-500, affects...
          1. Influence production
          2. Number of votes
          3. +20% CHOAM Spice exchange rate
          4. Threat of attack from Landsraad soldiers
      2. Resolutions (voted on buffs/debuffs)
        1. Scope types: Selected faction or every faction
          1. Selected faction
          2. Every faction
          3. Charters (major resolutions with multiple unlock requirements)
          4. Holding Dune Governership for 45 days results in a Political Victory
        2. Categories
          1. Military
          2. Economics
          3. Statecraft
    3. Progressing on Development Tree
      1. Military unlocks
        1. Higher troop stats
        2. Higher tier troops
        3. More Militia slots
        4. New building types
        5. More Command points
        6. More Manpower production
        7. Greater Pillage retuns
      2. Economy unlocks
        1. Lower building costs
        2. Faster build speeds
        3. New building types
        4. Greater resource production
        5. Better CHOAM Spice exchange rate
        6. More Solari production
      3. Statecraft unlocks
        1. Greater Agent production
        2. Faster Agent recruitment
        3. More agents
        4. New building types
        5. Better sietch relations
        6. Better camouflage detection
      4. Arrakis unlocks
        1. Lower annexation costs
        2. Ornithopter speed
        3. POI detection
        4. Greater water efficiency
        5. Faster sietch detection
    4. Tax/Bribe Systems
      1. Imperial Tax
        1. +/- Landsraad standing
      2. Guild Fees
        1. +/- Solari production
        2. +/- Landsraad standing
      3. Imperial Bribe
        1. +/- Influence production
      4. Guild Bribe
        1. +/- Authority
    5. CHOAM Shares market
      1. Buy and sell shares (50% wins the game)
    6. Exchanges
      1. Special timed offers that are presented to the player from various organizations
  6. OPPORTUNITIES ON Arrakis
    1. Annexing neutral / enemy villages
    2. Pillaging villages
      1. Rewards Solari and Plascrete
      2. Nerfs production temporarily
    3. Liberating villages from other factions
      1. Rewards Authority
    4. Special Regions (hegemony + bonuses)
      1. +1000 Hegemony for holding
      2. Unique production bonuses
    5. Sietches
      1. Trade 10 Water for resource to build relation level
      2. Alliance available at 100 relation level
    6. Events
      1. Sandworm attack
        1. Triggered by: Ground activity from units and harvesters
        2. Effect: Destroys everything in its maw
      2. Raider attack
        1. Raider Artificier
          1. Attributes
          2. Gives enemy units -10% Power and Speed
        2. Ranged Raider
          1. Attributes
          2. Gives enemies -10% Power and Speed
      3. Renegade attack
        1. Renegades occupy a specific neutral village and will keep attacking until defeated
      4. Rebellion
        1. Rebel units spawn during a resource deficit, halt production, and defend the village
    7. Points of interest (unique loot)
      1. Spice exchange
      2. Temporary Soldier recruitment
      3. Resource production
      4. Salvaged ornithopters
      5. Sietch detection
  7. MID-GAME OPPORTUNITIES
    1. (at 2k Hegemony) Can build Main Base buildings
      1. Categories
        1. Military
        2. Economics
        3. Statecraft
      2. District bonuses given for sections of the same type
    2. (at 5k Hegemony) Can building major buildings (one of each)
      1. Missile Factory
      2. Experimental Alloy Furnace
      3. Spacing Guild Branch (allows for ship-building)
        1. Can trade a resource for Guild Favor (uses to buy ships)
  8. Trades & Truces
    1. Non-Aggression Pact (Truce)
      1. Creates combat truce with opponent
      2. Penalties for breaking
        1. Lose 100 Landsraad standing
        2. 20 Days of
          1. No Landsraad votes
          2. -5 Influence production
          3. -50% CHOAM Spice exchange rate
          4. +10+ damage to betrayed faction
    2. Trade Agreement
      1. Prerequisite: Truce
      2. Cost: -10% Authority
      3. +40 Solari Production
      4. Units do not lose Supply while moving through enemy territory
      5. Regenerate supply near other factions' villages
    3. Research Agreement
      1. Prerequisite: Truce
      2. Cost: -10% Authority
      3. +2 Knowledge
      4. +50% research speed for already discovered development
    4. Political Agreement
      1. Prerequisite: Truce
      2. Cost: -10% Authority
      3. +2 Influence production
      4. +50 max Influence
      5. Cannot vote for resolution negatively impacted the faction
    5. Tribute
      1. +10% of other faction's Solari and Influence go to you
      2. Breaking a Truce has no cost
      3. If other faction refuses, relationship Truce is broken with no cost