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