1. Arrakis
    1. Main Base Buildings
      1. Types
        1. Military
          1. Recruitment Center
          2. Outputs
          3. 30% Health for military units
          4. +30% Experience gains for all your military units
          5. +30% Units Regen
          6. Barracks
          7. Outputs
          8. +30% Health for military units
          9. +30% Experience gains for all your military units
          10. +30% Units Regen
          11. Allows for customization of infantry units
          12. Prerequesites
          13. Ground Command
          14. Command Post
          15. Outputs
          16. +12 Command Point
          17. +20% Power to all military units
          18. Military units have -20% daily Supply drain
          19. Prerequesites
          20. Support Structures
        2. Economy
          1. Research Center
          2. Outputs
          3. +3 Knowledge
          4. +30% Knowledge
          5. -30% Research Hub Upkeep
          6. CHOAM Branch
          7. Outputs
          8. Applies Solari Upkeep Reduction to all ally villages in neighboring regions
          9. +30% bonus CHOAM Spice exchange rate
          10. Agents assigned on CHOAM Infiltration produce 30% more Solari
          11. Prerequesites
          12. Economic Lobbying
          13. Recycling Vats
          14. Outputs
          15. +5 Water per building in your main base
          16. +50 Hegemony for each Water-producing village
          17. +25% max Supply
          18. Prerequesites
          19. Water Trade
        3. Statecraft
          1. Embassy
          2. Outputs
          3. -30% Treaty upkeep costs
          4. +10% Solari per active Trade Agreement
          5. +10% Knowledge per active Research Agreement
          6. Administrative Hall
          7. Outputs
          8. +25% Authority production
          9. +15% Hegemony gains
          10. Gain a portion of your Hegemony as Solari
          11. Prerequesites
          12. Local Hubs
          13. Intelligence Agency
          14. Outputs
          15. Agents produce 20% more Intel
          16. Gain +2 additional operation slots
          17. +200% Agent recruitment speed
          18. Prerequesites
          19. Spying Logistics
      2. District Bonuses
        1. Military
          1. District Size
          2. 1
          3. Military developments completion speed increased by 20%
          4. 2
          5. +2 Power
          6. 3
          7. +2 Armor for all military units
        2. Economy
          1. District Size
          2. 1
          3. Economy developments completion speed increased by 20%
          4. 2
          5. +10% Solari production
          6. 3
          7. Atr, Hark, Smug: +20% Hegemony from CHOAM Shares
          8. Frem: +50% resources received from Sietch trades
        3. Statecraft
          1. District Size
          2. 1
          3. Statecraft developments completion speed increased by 20%
          4. 2
          5. +100 max Influence
          6. 3
          7. Atr, Hark, Smug: +2 Landsraad Standing production
          8. Frem: +4 Influence production
    2. Territory
      1. Villages
        1. Defeating
          1. Annexing
          2. Defensive Militia
          3. Close Combat
          4. Suffers Panic under 50% Health
          5. Ranged
          6. Suffers Panic under 50% Health
          7. Suffers Pinned down while engaged in melee combat:
          8. -50 % Power
          9. Cannot use ranged attacks
          10. Demolitions
          11. Suffers Panic under 50% Health
          12. Suffers Pinned down while engaged in melee combat:
          13. -50 % Power
          14. Cannot use ranged attacks
          15. Ranged attacks deal area damage
          16. Ranged attacks have 30% chance to destroy Armor
          17. Heavy
          18. Suffers Panic under 50% Health
          19. Prerequesites
          20. Call to Arms
          21. Veteran
          22. This unit is not affected by Power penalties
          23. Prerequesites
          24. Gurney Halleck
          25. Pillaging
          26. Gain: Solari
          27. Liberating
          28. Gain: Authority
          29. Destroying Main Bases
        2. Building
          1. Military
          2. Recruitment Office
          3. +Manpower production
          4. Missile Battery
          5. Automatically attacks enemy units in range
          6. Military Base
          7. +20% Power to ally units in region and neighbors
          8. Economy
          9. Spice Silos
          10. Output
          11. +20% Spice production in ally villages in the Region and its neighbors (x1 max)
          12. Prerequesite
          13. Gridex Plane
          14. Plascrete Factory
          15. +30 Plascrete production
          16. Maintenance Center
          17. -30% buildings Solari Upkeep
          18. -30% buildings Plascrete Upkeep in ally villages in the region and its neighbors (x1 max)
          19. Windtrap
          20. +3 Water for each level of wind in the Region
          21. Processing Plant
          22. Output
          23. +20 Solari production
          24. Prerequesites
          25. Advanced Engineering
          26. Rare Elements or Well of Riches
          27. Statecraft
          28. Research Hub
          29. +1 Knowledge
          30. Listening Post
          31. +1 Influence production
          32. Data Center
          33. Output
          34. +2 Intel production
          35. Higher chance to detect enemy missions in this region
          36. Prerequesite
          37. Intelligence Network
          38. Investment Offices
          39. Output
          40. +2 stacks of the village's trait
          41. Prerequesite
          42. Outpost Logistics
          43. Crafts Workshop
          44. Output
          45. Generate 5 Hegemony per day
          46. Prerequesites
          47. Local Dialect Studies
          48. Rare Elements or Well of Riches or White Rift
          49. Major Building (once per faction)
          50. Missile Factory
          51. Output
          52. +25% Power for each Missile Battery
          53. +1 Missile Battery for each territory in region
          54. Missile Battery range +50%
          55. Prerequesites
          56. 5k Hegemony
          57. Experimental Alloy Furnace
          58. Output
          59. +130 Solari production
          60. +30% production from Economy buildings
          61. 300 Plascrete upkeep
          62. Prerequesites
          63. 5k Hegemony
          64. Spacing Guild Branch
          65. Output
          66. Allows trade for Guild Favors
          67. Unlocks Spacing Guild special events
          68. Allows for deployment of aerial attack units
          69. Prerequesites
          70. 5k Hegemony
        3. Traits
          1. Connections
          2. -5% Authority cost to annex a village
          3. Desert Miners
          4. +8 Plascrete production
          5. Glass Sculptors
          6. Gain 20% of the village's Plascrete production as Solari production
          7. Handymen
          8. New Building slots cost -50% in this Village
          9. -50% buildings construction cost
          10. Merchants
          11. +6 Solari production
          12. Scavenger Network
          13. Gain 20 Solari per enemy unit dying in ally territory
          14. Scientists
          15. +1 Research Hub limit
          16. +30% Research Hub resource production
          17. Strong Network
          18. +1 Intel production
          19. Strong-Willed
          20. +2 Manpower production
          21. Supply Caches
          22. Allied units in this Region gain +50 Supply per day outside combat
          23. Way of the Desert
          24. +20% Experience gains for all your military units
        4. Native Resources
          1. Minerals = +Plascrete
          2. Rare Elements = +Solari
          3. Energy Sources = +Fuel Cells
          4. Wind speed = +Water
        5. Special Regions (hegemony + bonuses)
          1. +1000 Hegemony
          2. Unique Bonuses
    3. Sietches
      1. Trade
      2. Relation level
      3. Alliance
    4. Deep Deserts
      1. Dramatically drain Supply over time
      2. Only "controllable" by the Fremen
    5. Points of interest (unique loot)
    6. Ornithopters (recon, harvesting)
    7. 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. Renegade
          1. Attributes
          2. Gain +15% Health regen per day (5x max) until end of combat whenever enemy unit dies
        2. Demolition Renegade
          1. Attributes
          2. Gain +15% Health regen per day (5x max) until end of combat whenever enemy unit dies
        3. Renegade Drone
          1. Attributes
          2. Nearby allies gain +50 Supply per day
        4. Renegade Ship
          1. Attributes
          2. Nearby ally units gain +10% Power
      4. Rebellion
        1. Rebel units spawn, halt production, and defend the village
        2. Rebel
          1. Attributes
          2. Suffers Panic under 50% Health
      5. Exchanges
        1. Special timed offers that are presented to the player from various organizations
  2. Resources
    1. Spice
      1. Exchange for Solari
      2. Use for bribes
    2. Solari
      1. Buy and upkeep everything
    3. Water
      1. Support villages
      2. Support units
    4. Plascrete
      1. Build and upkeep buildings
    5. Fuel Cells
      1. Supply vehicles
      2. Supply harvesters
    6. Manpower
      1. Used to hire units and some buildings
    7. Authority
      1. Annexing villages
    8. Guild Favor
      1. Buy aerial combat units
    9. Influence
      1. Supplement Landsraad votes
    10. Intel
      1. Execute spy missions
    11. Knowledge
      1. Progress on Development tree
    12. Hegemony
      1. Measure of total control
  3. Warfare
    1. Building armies
      1. Command points
        1. Dictates maximum military size
      2. Experience
        1. Veterancy
          1. Level
          2. XP to Next Level
          3. Total XP
          4. Bonus
          5. 0
          6. 100
          7. 100
          8. 1
          9. 200
          10. 300
          11. +5% Health
          12. +5% Power
          13. 2
          14. 300
          15. 600
          16. +10% Health
          17. +10% Power
          18. 3
          19. 600
          20. +15% Health
          21. +15% Power
      3. Gear customization via Barracks
        1. Heavy Armor
          1. Effects
          2. +2 Armor
          3. -2 Power
        2. Upper Armor
          1. Effects
          2. +2 Armor
          3. +5 Solari upkeep
        3. Light Armor
          1. Effects
          2. +2 Armor
          3. No Stealth
        4. Better Protection
          1. Effects
          2. +15% max Health
          3. +5 Solari upkeep
        5. Handgun
          1. Effects
          2. Can attack flying units at short range with half power
          3. +5 Solari upkeep
        6. Tempered Sword
          1. Effects
          2. +2 Armor
          3. +5 Solari upkeep
        7. Concentrated Explosives
          1. Effects
          2. +20% chance to destroy Armor at range
          3. -2 Power
        8. Additional Bags
          1. Effects
          2. +50% max Supply
          3. -2 Armor
        9. Better Ammunition
          1. Effects
          2. +15% Power
          3. +5 Solari upkeep
      4. For-hire units
        1. Assassin
          1. Attributes
          2. One-shots all units
          3. Is one-shot by any unit
        2. Landsraad Guard
          1. Attributes
          2. Disbands after 20 days
          3. Not affected by debuffs
        3. Landsraad Judge
          1. Attributes
          2. Disbands after 20 days
          3. Not affected by debuffs
          4. Ranged attacks deal area damage
          5. Ranged attacks 30% chance to destroy Armor
          6. Melee attacks only deal 50% damage
          7. Cannot use ranged attacks in melee combat
        4. Mercenary
          1. Attributes
          2. Killing enemy grants +10% Power, 1 Armor (up to 5x)
          3. Melee attacks only deal 50% damage
          4. Cannot use ranged attacks in melee combat
        5. Fremen Mercenary
          1. Attributes
          2. Enemy units suffer -10% Power and Speed
          3. Disbands after 10 Days
    2. Combat
      1. Power
        1. Attack power
      2. Armor
        1. Damage resistance
      3. Health
        1. Hit points
      4. Supply
        1. Survival points in non-allied territory
    3. Moving armies
      1. Airfields
  4. Espionage
    1. Agents
      1. Assignments
        1. Faction
          1. Outputs
          2. +5 Intel
          3. +10 Faction Infiltration
        2. Arrakis
          1. Outputs
          2. +1 Authority
          3. +1 Intel
          4. +10 Arrakis Infiltration
          5. +30% Sietch detection speed
        3. Spacing Guild
          1. Outputs
          2. +2 Manpower
          3. +1 Intel
          4. +10 Spacing Guild Infiltration
        4. CHOAM
          1. Outputs
          2. +6 Solari
          3. +1 Intel
          4. +10 CHOAM Infiltration
        5. Landsraad
          1. Outputs
          2. +1 Influence
          3. +1 Intel
          4. +10 Landsraad Infiltration
        6. Counterintelligence
          1. Outputs
          2. +2 Command Points
          3. +1% daily chance to capture an enemy agent assigned on your faction
          4. 10% chance to detect an operation targeting you
          5. 10% chance to capture an agent when an operation against you has been detected
      2. Traits
        1. Bene Gesserit
          1. This agent produces 100% more Infiltration.
        2. Brainwashed
          1. An enemy faction's agent that has been corrupted by the Harkonnens
        3. Charistmatic
          1. Influence global production is increased by 2% per Infiltration level
        4. Council Agent
          1. +100% Agent recruitment speed
        5. Engineer
          1. Plascrete global production is increased by 1% per Infiltration level
        6. Ghost
          1. This agent produces 50% more Intel
        7. Intendant
          1. This agent produces 20% of every resource but Infiltration
        8. Mentat
          1. This agent produces 50% of every resource but Infiltration
        9. Merchant
          1. Solari global production is increased by 1% per Infiltration level
        10. Political Mastermind
          1. +5% Influence production
        11. Psychologist
          1. This agent produces 20% more Intel
        12. Recruiter
          1. +20% Agent recruitment speed
        13. Suk Doctor
          1. Knowledge global production is increased by 2% per Infiltration level
      3. Missions
        1. Easy
          1. Probe Setup
          2. Outputs
          3. Reveals all information and units in the region.
          4. Advances detection of any Sietch in the region
          5. Gear Sabotage
          6. Outputs
          7. Reduces enemy units Power and Speed in the Region
          8. Scavenger Team
          9. Outputs
          10. Converts 50% of Power of dying military into Solari
          11. +50% resources from pillaging a Village
        2. Medium
          1. Supply Drop
          2. Outputs
          3. Gives supply and health regeneration to allied units in the Region
          4. Decoy Thumper
          5. Outputs
          6. Calls a Sandworm to the region, protecting neighboring regions from Sandworm attacks
        3. Hard
          1. Cease Fire
          2. Outputs
          3. Interrupts and prevents battles in target Region for 2 days
          4. Defense Sabotage
          5. Outputs
          6. -50% Power for the target Main Base
          7. +50% damage received by the target Main Base
          8. Crowd Manipulation
          9. Outputs
          10. The selected Village starts a rebellion
        4. Epic
          1. Atomics
          2. Outputs
          3. Fires your Atomics in the selected region, damaging all units and devastating Villages
          4. Reduces Landsraad Standing by 300
        5. Special
          1. CHOAM Shares
          2. Outputs
          3. Buy CHOAM shares to increase your Hegemony by 500
        6. Assassination
          1. Protocols Survey
          2. Outputs
          3. Sets up the assassination of the target faction leader
          4. Infiltration Cells
          5. Prerequesite
          6. Protocols Survey completed
          7. Outputs
          8. Sets up the assassination of the target faction leader
          9. Proximity Infiltration
          10. Prerequesite
          11. Infiltration Cells completed
          12. Outputs
          13. Allows for the assassination of the target faction leader
          14. Assassination
          15. Prerequesite
          16. Proximity Infiltration completed
          17. Outputs
          18. Assassinate the leader of the target faction (eliminating them from the game)
  5. Imperium
    1. 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
    2. CHOAM
      1. CHOAM Market
        1. CHOAM Shares
      2. CHOAM Exchange Rate
        1. Sell Spice for Solari at a default 1:2 rate
        2. Can be manipulated by Developments and amount of Spice in the market
    3. Landsraad
      1. Landsraad Standing
        1. Pariah
          1. Range
          2. 0-9
          3. Effects
          4. -50% CHOAM Spice exchange rate
          5. -100% Votes
          6. -5 Influence
          7. Targeted by Landsraad Soldiers every 10 days
        2. Very Low
          1. Range
          2. 10-99
          3. Effects
          4. -25% CHOAM Spice exchange rate
          5. -50 Votes
          6. -5 Influence
        3. Low
          1. Range
          2. 100-199
          3. Effects
          4. -20% CHOAM Spice exchange rate
          5. -20 Votes
          6. -2 Influence
        4. Medium
          1. Range
          2. 200-299
          3. Effects
          4. +200 Hegemony
        5. High
          1. Range
          2. 300-399
        6. Very High
          1. Range
          2. 400-500
          3. Effects
          4. +20% CHOAM Spice exchange rate
          5. +30 Vote
          6. +3 Influence production
          7. +1400 Hegemony
      2. Charters
        1. Speaker of the Council
          1. Unlock Requirements
          2. 2000 Influence globally spent in votes
          3. 20 Resolutions accepted
          4. Election Prerequesites
          5. 200 Landsraad standing
          6. 800 Influence spent in votes by player
          7. Effects
          8. Allows rerolling 1 resolutions during the proposition phase
        2. Judge of the Council
          1. Unlock Requirements
          2. 6 Resolutions passed
          3. 30 total military units trained
          4. Election Prerequesites
          5. 200 Landsraad standing
          6. 25 Command Points used by player
          7. Effects
          8. Allows the training of Landsraad Guard
        3. Water Seller's Union
          1. Unlock Requirements
          2. Polar Sink is controlled
          3. 8000 total Water is produced
          4. Election Prerequesites
          5. 200 Landsraad standing
          6. 200 Water produced by player
          7. Effects
          8. Solari production increases by 100% of the available Water
        4. Eye of the Council
          1. Unlock Requirements
          2. Polar Sink is controlled
          3. 8000 total Water is produced
          4. Election Prerequesites
          5. 200 Landsraad standing
          6. 200 Water produced by player
          7. Effects
          8. Solari production increases by 100% of the available Water
        5. Dune Governorship
          1. Unlock Requirements
          2. 38 Regions controlled
          3. 4 Sietches are allied
          4. Election Prerequesites
          5. 400 Landsraad standing
          6. 2 Sietches are allied to player
          7. Effects
          8. Staying Governor for 40 days results in a Political Victory
      3. Resolutions
        1. Architectural Surveys
          1. Scope
          2. Targeted
          3. Effects
          4. Main Base +100% Damage Received
          5. Main Base cannot attack
        2. CHOAM Contracts
          1. Scope
          2. Global
          3. Effects
          4. +10% Solari production
        3. Controlled Markets
          1. Scope
          2. Targeted
          3. Effects
          4. -30% bonus CHOAM Spice exchange rate
        4. De-escalation
          1. Scope
          2. Global
          3. Effects
          4. All factions infiltration levels are reduced by 2
        5. Diplomatic Committee
          1. Scope
          2. Global
          3. Effects
          4. Statecraft developments completion speed is increased by 50%
        6. Diplomatic Congresses
          1. Scope
          2. Targeted
          3. Effects
          4. -30% Influence production
        7. Gear Regulations
          1. Scope
          2. Targeted
          3. Effects
          4. -30% military units Power
        8. Imperial Audit
          1. Scope
          2. Targeted
          3. Effects
          4. Gain 30 Landsraad Standing
        9. Imperial Intelligence
          1. Scope
          2. Targeted
          3. Effects
          4. +100% agent capture chance when an operation is detected
          5. +30% daily chance of agent capture when assigned on a faction
        10. Imperial Propaganda
          1. Scope
          2. Targeted
          3. Effects
          4. +30% Authority
        11. Infrastructure Control
          1. Scope
          2. Targeted
          3. Effects
          4. -50% buildings construction costs
        12. Labor Rights
          1. Scope
          2. Global
          3. Effects
          4. +30% Manpower Upkeep
        13. Landsraad Support
          1. Scope
          2. Targeted
          3. Effects
          4. 3 Landsraad Guards will appear next to the Main Base, they will last for the duration of the Resolution
        14. Military Service
          1. Scope
          2. Global
          3. Effects
          4. -50% unit recruitment costs
        15. Research Investments
          1. Scope
          2. Global
          3. Effects
          4. Economy developments completion speed is increased by 50%
        16. Scientific Congress
          1. Scope
          2. Global
          3. Effects
          4. Military developments completion speed is increased by 50%
        17. Tax Negotiations
          1. Scope
          2. Targeted
          3. Effects
          4. -50% Solari Upkeep
        18. Trial of the Great Houses
          1. Scope
          2. Global
          3. Effects
          4. Every faction loses 30 Landsraad Standing
        19. Troop Inventories
          1. Scope
          2. Global
          3. Effects
          4. +200% units recruitment costs
          5. -40% military units Solari Upkeep
        20. Water Regulation
          1. Scope
          2. Global
          3. Effects
          4. Imposes a tax of -5 Solari per available Water
  6. Factions
    1. House Atreides
      1. Bonuses
        1. Peaceful annexation
        2. Other factions lose no Authority from treaties with you
        3. Other factions lose 100% more Landsraad standing when breaking a Truce with you
        4. Cannot pillage neutral villages
        5. +Hegemony from Landsraad resolution wins
        6. 5k Hegemony
          1. Positive Resolution = +10% Solari
          2. Negative Resolution -= +10% unit Power
          3. 10k Hegemony
          4. Ignore Charters prerequisites except for the necessary Landsraad Standing
          5. +2% resource production upon being elected for a positive Resolution (x10 max)
      2. 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
      3. Military
        1. Unique Units
          1. Trooper
          2. Bonuses
          3. Gain 10% Power for each bonus received from an ally unit
          4. Ranger
          5. Bonuses
          6. Ally units attacking same target +5% Power
          7. Melee attacks only deal 50%
          8. Cannot use ranged attacks in melee combat
          9. Heavy Weapon Squad
          10. Prerequesites
          11. Survival Training
          12. Bonuses
          13. Dealing damage to enemy units adds +5% damage received (5x max)
          14. Ranged attacks deal area damage
          15. Ranged attacks have 30% chance to destroy Armor
          16. +30% damage against flying units
          17. Melee attacks only deal 50%
          18. Cannot use ranged attacks in melee combat
          19. Support Drone
          20. Prerequesites
          21. Support Structures
          22. Bonuses
          23. Nearby allied units gain 20% health regeneration
          24. Doesn't attract sandworms
          25. Warden
          26. Prerequesites
          27. Call to Arms
          28. Bonuses
          29. Nearby allied units gain +2 armor
          30. Hawk
          31. Prerequesites
          32. Spacing Guild Branch
          33. Bonuses
          34. Ranged attacks have 30% chance to destroy Armor
          35. +30% damage against flying units
          36. Can't occupy or investigate
          37. Kraken
          38. Prerequesites
          39. Spacing Guild Branch
          40. Bonuses
          41. Can transport up to 10 allied units
          42. Attacks deal damage in large area
          43. Attacks have 50% chance to destroy Armor
          44. Can't occupy or investigate
        2. Unique Upgrades
          1. Medkit
          2. Effects
          3. Recover 10% Health per day outside of combat (if Supply is not empty)
          4. -1 Power
          5. Improved Medicine
          6. Effects
          7. Nearby ally units gain +5% Health per day
          8. -2 Power
          9. Sniper Rifles
          10. Effects
          11. +50% attack range
          12. +1 Power
          13. +10 Solari upkeep
          14. Improved Alloy
          15. Effects
          16. +15% max Health
          17. +5 Solari upkeep
      4. Unique Developments
        1. Military
          1. Surivival Training
          2. Support Structures
          3. Atreides Officers
          4. Ground Command
          5. New Homeland
        2. Economy
          1. Composite Materials
          2. Modular Parts
          3. Gridex Plane
          4. Atreides Foreman
          5. Economic Lobbying
          6. Atreides Merchants
        3. Statecraft
          1. Intelligence Network
          2. Spying Logistics
          3. Atreides Delegations
          4. Atreides Sympathizeres
        4. Arrakis
          1. Local Dialect Studies
          2. Embrace Culture
          3. Thumper Mastery
          4. Outpost Logistics
          5. Understand the Beauty
      5. Unique Main Base Buildings
        1. Arrakeen
          1. Harvester Works
          2. +5% Harvester gathering rate per Economy building in its village
          3. -50% Harvester respawn time
          4. Each Crew grants increased defense
          5. Enhanced Fortifications
          6. +30 Armor
          7. +3 Armor on units in this region
          8. -30% damage received from Atomics
          9. Council Chamber
          10. +30% Landsraad Standing gains
          11. +30% Influence production
          12. Allows spending Influence to cancel resolutions applied on your faction
      6. Unique Village Buildings
        1. Refinery
          1. Output
          2. Allows deployment of a Harvester to the nearest Spice Field
        2. Fuel Cell Factory
          1. Output
          2. +6 Fuel Cell
        3. Water Extractor
          1. Output
          2. +50 Water
          3. Prerequesites
          4. Polar Sink
        4. Airfield
      7. Unique Agent Missions
        1. Arrakis Diplomacy
          1. Outputs
          2. Disbands all rebellions and raids
          3. +20% relation level with a Sietch in the region
        2. Support Intelligence
          1. Outputs
          2. Missions launched on zone apply -5% damage to your team
        3. Cease Fire
          1. Outputs
          2. Halts all combat
    2. House Harkonnen
      1. Bonuses
        1. Can use Oppression on Harkonnen villages
          1. First 3 Days
          2. +200% production
          3. Buildings constructed 200% faster
          4. Following 10 Days
          5. -20% production
          6. Buildings constructed 20% slower
          7. 3% chance to rebel each day
        2. Can use Corruption on Landsraad resolutions, causing loss of Standing for elected faction
        3. +5% Village production per active militia
        4. -10% Village resource production by default
        5. +Hegemony from spying operations
        6. 5k Hegemony
          1. Can sacrifice an Agent to reduce mission's cost and prep time
          2. Killing an enemy Unit gives 5% chance to receive a Brainwashed Agent
          3. 10k Hegemony
          4. Gives chance not to consume a Mission upon use
          5. +1 Agent slot in each non-faction Assignment
      2. 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. Military
        1. Military Units
          1. Trooper
          2. Bonuses
          3. Gain up to 50% Power depending on missing health
          4. Gunner
          5. Bonuses
          6. 50% of area attacks hurt allies
          7. Ranged attacks deal area damage
          8. Ranged attacks have 30% chance to destroy Armor
          9. +30% damage against flying units
          10. Melee attacks only deal 50%
          11. Cannot use ranged attacks in melee combat
          12. Executioners
          13. Bonuses
          14. When any nearby unit dies in combat, gain +10% Power and +2% Unit speed (5x max)
          15. Speed increases by 20% near combat if using melee weapons
          16. Only visible from close range
          17. Stealth Probe
          18. Bonuses
          19. Upon death, allies gain +20% Power and +2 armor (5 max)
          20. Only visible from close range
          21. Doesn't attract sandworms
          22. Cerberus
          23. Prerequesite
          24. Arrakis Butchers
          25. Bonuses
          26. At 10% health, split into 3 smaller units
          27. Harpy
          28. Prerequesites
          29. Spacing Guild Branch
          30. Bonuses
          31. Attack in large area
          32. 50% of area attacks hurt allies
          33. Ranged attacks deal area damage
          34. Ranged attacks have 30% chance to destroy Armor
          35. +30% damage against flying units
          36. Can't occupy or investigate
          37. Overlord
          38. Prerequesites
          39. Spacing Guild Branch
          40. Bonuses
          41. Generate Sting over time (smaller attacking units), up to 5
          42. Can't occupy or investigate
          43. Sleeper Agent
          44. Prerequesites
          45. Spacing Guild Branch
          46. Bonuses
          47. Speed increases by 20% when only using melee weapons
        2. Unique Upgrades
          1. Food Additives
          2. Effects
          3. +20% max Health
          4. -2 Power
          5. Red Fluid
          6. Effects
          7. +30% Power
          8. -15% Health per day while in combat
          9. Analysis Tools
          10. Effects
          11. +2 Intel when participating in kill
          12. -2 Power
          13. Experimental Weapons
          14. Effects
          15. +2 Power
          16. -2 Armor
          17. Torture Tools
          18. Effects
          19. Attacks in melee only
          20. +200% max Health
          21. Assassin Gear
          22. Effects
          23. +20 Power on first strike
          24. -2 Power
      4. Unique Developments
        1. Military
          1. Surivival Training
          2. Ground Command
          3. Arrakis Butchers
          4. Central Command
        2. Economy
          1. Composite Materials
          2. Modular Parts
          3. Economic Lobbying
          4. Harkonnen Negotiation
          5. Martial Economy
        3. Statecraft
          1. Intelligence Network
          2. Harkonnen Legacy
          3. Cruel Reputation
        4. Arrakis
          1. Local Dialect Studies
          2. Thumper Mastery
          3. Monitoring Networks
          4. Instill Fear
      5. Unique Main Base Buildings
        1. Carthag
          1. Harvester Works
          2. +5% Harvester gathering rate per Economy building in its village
          3. -50% Harvester respawn time
          4. Each Crew grants increased defense
          5. Enhanced Fortifications
          6. +30 Armor
          7. +3 Armor on units in this region
          8. -30% damage received from Atomics
          9. Interrogation Center
          10. Gain 5 Intel when killing enemy units
          11. Gain 50 Intel by pillaging a village
          12. +5 Intel per Agent captured by you
      6. Unique Village Buildings
        1. Refinery
          1. Output
          2. Allows deployment of a Harvester to the nearest Spice Field
        2. Fuel Cell Factory
          1. Output
          2. +6 Fuel Cell
        3. Water Extractor
          1. Output
          2. +50 Water
          3. Prerequesites
          4. Polar Sink
        4. Airfield
      7. Unique Agent Missions
        1. Combat Drugs
          1. Outputs
          2. Allied units get -10% Health, +10% Speed, +30% Power
        2. Sleeper Agent
          1. Outputs
          2. Non-temporary units have a 50% chance to spawn Harkonnen-aligned Sleeper Agents upon death
        3. Toxic Vapers
          1. Outputs
          2. All units don't regenerate health, -20% health per day
    3. House Corrino
      1. Bonuses
        1. +1 free building slot on Villages
        2. +100% Authority to annex Villages
        3. Factions pay Spice to you as tax
        4. +Hegemony from paid Guild fees
        5. Imperial Edicts
          1. Switches scope of Landsraad resolution between "Global" and "Targeted"
        6. Imperial Mandate
          1. Prerequesite
          2. Non-Aggression Pact
          3. Effects
          4. Corrino lends 2 Sardaukar troops
          5. Corrino gains 50 Solari per kill by Sardaukar
          6. Duration
          7. 2 Months
        7. 5k Hegemony
          1. Imperial Favor
          2. Gives other faction 100 Influence
          3. Can establish additional Main Bases at neutral or Corrino-controlled villages
          4. 10k Hegemony
          5. +30% Airfield range from Main Bases
          6. +30% missile range from Main Bases
          7. +30 Landsraad Standing when other factions are elected to charters
      2. 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
          3. Increases production
          4. % cut of produces resources
        4. Hasimir Fenring
          1. Can resolve discoveries with Agents anywhere
          2. -100% Intel production for enemy agents assigned to Corrino
      3. Military
        1. Unique Units
          1. Infantry
          2. Bonuses
          3. Gain 10% Power for each bonus received from an ally unit
          4. Ranged Infantry
          5. Bonuses
          6. Gain 10% Power for each bonus received from an ally unit
          7. Melee attacks only deal 50% damage
          8. Cannot used ranged attacks while in melee combat
          9. Incinerator
          10. Prerequesites
          11. Survival Training
          12. Bonuses
          13. Deals damage in frontal cone
          14. Ignores enemy armor
          15. Artillery Drone
          16. Prerequesites
          17. Support Structures
          18. Bonuses
          19. Cannot attack in close range
          20. Ranged attacks deal damage in big area, have 60% change to destroy Armor
          21. Doesn't attract sandworms
          22. Sardaukar
          23. Prerequesites
          24. Call to Arms
          25. Bonuses
          26. Execute enemies under 20% Health, increasing upon each kill up to 45%
          27. Hammer
          28. Prerequesites
          29. Spacing Guild Branch
          30. Bonuses
          31. High armor, low movement speed
          32. Attacks deal large area damage
          33. Attacks have 50% chance to destroy armor
          34. Can't investigate or occupy
          35. Cronos
          36. Prerequesites
          37. Spacing Guild Branch
          38. Bonuses
          39. +10% Health per day outside combat
          40. Can't investigate or occupy
        2. Unique Upgrades
          1. Shotguns
          2. Effects
          3. +2 Power
          4. -50% attack range
          5. Experimental Combustibles
          6. Effects
          7. +10% Power
          8. -10% max Health
          9. Better Fuel Pumps
          10. Effects
          11. +30% attack range
          12. +100% Solari upkeep
          13. Long Cannons
          14. Effects
          15. +30% attack range
          16. +30% minimum attack range
          17. -3 Armor
          18. Sardaukar
          19. Effects
          20. +5% executing Health threshold
          21. -5% Power
      4. Unique Developments
        1. Military
          1. Surivival Training
          2. Support Structures
          3. Imperial Protocols
          4. Imperial Command
        2. Economy
          1. Solid Materials
          2. Modular Parts
          3. Economic Lobbying
          4. Imperial Taxes
        3. Statecraft
          1. Intelligence Network
          2. Diplomatic Maneuvers
          3. Negotiation Tactics
          4. Emperor Eyes
          5. Outrageous Wealth
        4. Arrakis
          1. Megalopolis
          2. Local Hubs
          3. Imperial Administration
      5. Unique Main Base Buildings
        1. Imperial Bases
          1. Less Health
          2. Longer missile range
          3. Can be deployed in two places
          4. Emperor Monument
          5. Outputs
          6. Applies district bonus one more time
          7. Ally Villages in neighboring regions have +1 instance of each trait
          8. +500 Hegemony per ally Village in neighboring regions
      6. Unique Village Buildings
        1. Propoganda Office
          1. Outputs
          2. +30% resource production
          3. 1 Authority upkeep
      7. Unique Agent Missions
        1. Consolidation
          1. Outputs
          2. +3 Armor to units and structures
        2. Interdiction Zone
          1. Outputs
          2. Enemies can't use Carryalls or Airfields
        3. Orbital Strike
          1. Outputs
          2. Lowers Armor and deals damage to units and buildings
    4. Smugglers
      1. Bonuses
        1. Can install Underworld Headquarters in opponents villages (+Hegemony)
          1. Building
          2. Military
          3. Back-Alley Doctor
          4. Regenerates Health for nearby ally units
          5. Refills Supply for nearby units
          6. Hidden Explosives
          7. Damages the village's Militia by 50% of their Health up ally Siege
          8. This building is destroyed upon ally Siege on the village
          9. Clandestine Scouts
          10. Ally military units in the Region gain +10% Power
          11. Economy
          12. Bootleg Market
          13. Produce 30% of the village's Spice production as Solari
          14. Produce 30% of the village's Plascrete production as Solari
          15. Produce 30% of the village's Water production as Solari
          16. Contraband Cache
          17. Stocks 30% of the Village's Solari production, up to 500
          18. Stocks 30% of the Village's Spice production, up to 500
          19. Stocks 30% of the Village's Plascrete production, up to 500
          20. You can retrieve the resources stocked in this Underworld Headquarters with Pillage
          21. Worker's Guild
          22. Host village gains +20% resource production
          23. Statecraft
          24. Spyware
          25. Advances a random Development owned by the Village's faction every day
          26. Whisperers' Lair
          27. +1 Intel production
          28. -10% daily chance of agent capture when assigned on this faction
          29. -10% agent capture chance when an operation on this faction is detected
          30. Activist Quarters
          31. +5 more Minor Houses votes are guaranteed on resolutions with a Bounty
        2. Can spent Solari to place Bounties on Landsraad resolutions, rewarding other factions for voting for them
        3. Cannot recruit Heavy Militia
        4. 5k Hegemony
          1. Smuggler villages under siege do not resupply to occupant
          2. +200 Landsraad Standing
          3. +50 Landsraad votes
          4. Unlocks the Black Market Branch for Main Base
          5. 10k Hegemony
          6. +30 Landsraad standing per positive resolution voted on for another faction
          7. Automatically installs Underworld Headquarters in every enemy Main Base
          8. Main Bases
          9. Military
          10. Hidden Explosives
          11. Destroy 20 Armor from the Main Base upon ally Siege
          12. This building is destroyed upon ally Siege on the Main Base
          13. Beacon Network
          14. Ally military units in this faction's territory gain +2 Armor
          15. Weapon Dealers
          16. 3% unit Power per level of this main base's biggest completed Military district
          17. Economy
          18. Contraband Hub
          19. Gain 30% more resources when pillaging villages owned by this faction
          20. Spice Traffickers
          21. Produce 5 Spice per active Spice Harvester of this main base's faction
          22. Laundering Network
          23. 30 Solari production per level of this main base's biggest completed Economy district
          24. Statecraft
          25. Whisperers Hub
          26. +10 Infiltration production towards this faction
          27. Captured Agents have +100% escape chances in this faction
          28. Scheme Lodge
          29. Gains +5 Intel production per active treaty with this faction
          30. Activist Headquarters
          31. +20 max Influence per level of this main base's biggest completed Statecraft district
      2. 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
      3. Military
        1. Unique Units
          1. Scavenger
          2. Bonuses
          3. +15% Health regen per day (5x max) when enemy unit dies nearby
          4. Wrecker
          5. Bonuses
          6. Damaged enemies lose 2% of Supply, drain 20% Supply daily
          7. Ranged attacks deal area damage
          8. Ranged attacks have 30% chance to destroy Armor
          9. +30% damage against flying units
          10. Melee attacks only deal 50%
          11. Cannot use ranged attacks in melee combat
          12. Sniper
          13. Prerequesite
          14. Survival Training
          15. Bonuses
          16. Gain up to 50% Power depending on target's missing Supply
          17. Only visible from close range
          18. Melee attacks only deal 50%
          19. Cannot use ranged attacks in melee combat
          20. Combat Drone
          21. Prerequesite
          22. Organized Looting
          23. Bonuses
          24. Damaged enemies receive -10% Speed
          25. Doesn't attract Sandworms
          26. Melee attacks only deal 50%
          27. Cannot use ranged attacks in melee combat
          28. Free Company
          29. Prerequesite
          30. Call to Arms
          31. Bonuses
          32. Damaged enemies receive -10% Speed
          33. Doesn't attract Sandworms
          34. Melee attacks only deal 50%
          35. Cannot use ranged attacks in melee combat
          36. Banshee
          37. Prerequesites
          38. Spacing Guild Branch
          39. Bonuses
          40. Damaged enemies lose 2% of Supply, drain 20% Supply daily
          41. Ranged attacks deal area damage
          42. Ranged attacks have 30% chance to destroy Armor
          43. +30% damage against flying units
          44. Only visible from close range
          45. Can't occupy or investigate
          46. Wraith
          47. Prerequesites
          48. Spacing Guild Branch
          49. Bonuses
          50. Enemy ground units in the area lose 1% of max Health and Supply every second
          51. Can activate Toxic Purge
          52. Can't occupy or investigate
        2. Unique Upgrades
          1. Sharpen Tools
          2. Effects
          3. +20% chance to destroy Armor
          4. -2 Power
          5. Chemical Weapons
          6. Effects
          7. Damaged enemies lose 1% Supply
          8. -10% Power
          9. Long Rifles
          10. Effects
          11. +50% attack range
          12. -15% Power
      4. Unique Developments
        1. Military
          1. Surivival Training
          2. Guerilla Tactics
          3. Organized Looting
        2. Economy
          1. Composite Materials
          2. Underworld Contacts
          3. Modular Parts
          4. Tinkerer Teams
        3. Statecraft
          1. Intelligence Network
          2. Diplomatic Maneuvers
          3. Underworld Bosses
          4. Underworld Bribes
        4. Arrakis
          1. Local Dialect Studies
          2. Thumper Mastery
          3. Underground Network
          4. Illicit Methods
      5. Unique Main Base Buildings
        1. Sietch Tuek
          1. Harvestor Works
          2. Output
          3. +5% Harvester gathering rate per Economy building in its village
          4. -50% Harvester respawn time
          5. Each Crew grants increased defense
          6. ???
          7. Black Market Branch
          8. Output
          9. Send Manpower instead of Influence in trades
          10. Get 5% of Bounties' cost as Influence
          11. Unlocks Contraband Offer special Events
          12. Underground Tunnels
          13. Output
          14. Villages gain 1 free Demolition Militia
          15. +30% resources from Pillaging
          16. -30% damage from Atomics
      6. Unique Village Buildings
        1. Refinery
          1. Output
          2. Allows deployment of a Harvester to the nearest Spice Field
        2. Fuel Cell Factory
          1. Output
          2. +6 Fuel Cell
        3. Water Extractor
          1. Output
          2. +50 Water
          3. Prerequesites
          4. Polar Sink
        4. Airfield
      7. Unique Agent Missions
        1. Poison the Reserves
          1. Outputs
          2. Increases the Supply drain and prevent armies health regeneration of the opponents
        2. Communication Jamming
          1. Cost
          2. 50 Intel
          3. 300 Solari
          4. Infiltration Levels
          5. Arrakis
          6. Spacing Guild
          7. CHOAM
          8. Landsraad
          9. 2
          10. Outputs
          11. Blocks all Missions in the zone
        3. Pillage Raid
          1. Outputs
          2. Launches raid of marauders on a village
    5. Fremen
      1. Bonuses
        1. -30% Supply drain on military units
        2. Can form alliances with Sietches outside of territory
        3. Can use Thumpers to perform wormriding
        4. -1 max building slot in controlled villages
        5. Uses Machine Scraps instead of Guild Favor to build aerial units
        6. Uses Harvesting Teams instead of Refineries to harvest Spice
        7. +Hegemony from water production
        8. 5k Hegemony
          1. Surrounding a Deep Desert grants control over it
          2. Thumpers regenerate passively, attract larger worms that can travel farther
          3. 10k Hegemony
          4. Grants knowledge of enemy alliances with Sietches
          5. Allied Sietches have a Settlement, capable of specialist building
          6. Military
          7. Thumpers Factory
          8. +20% Thumper production
          9. +2 max Thumper
          10. Raid Gathering Site
          11. Sietch will raid more frequently
          12. Desert Training Centers
          13. Every Sietch and allied or neutral village gains +10% Power and +1 Armor for units
          14. Master Knife Makers
          15. +10% Unit Power
          16. Economy
          17. Fremen Trade Hub
          18. +200% trade resources with this Sietch
          19. Fremen Goldsmithery
          20. +5% Solari production for you and allies
          21. Melange Mixing Hall
          22. +30% Spice production to ally Harvesting teams in the Region and neighbors
          23. Hidden Plascrete Factory
          24. +80 Plascrete production
          25. Statecraft
          26. Gossip Barterers
          27. +5 Intel production per neutral Villages in region and neighbors
          28. Desert Analysis
          29. +5 Knowledge per neutral Villages in region and neighbors
          30. Underground Lakes
          31. +40 Water
          32. Terraforming Research Hub
          33. +0.1 Knowledge per positive Water
      2. 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. Military
        1. Unique Units
          1. Warrior
          2. Bonuses
          3. -10% Power and Speed to engaged enemies
          4. Skirmisher
          5. Bonuses
          6. +20% damage against enemies with no Armor left
          7. Only visible at close range
          8. Ranged attacks deal area damage
          9. Ranged attacks have 30% chance to destroy Armor
          10. +30% damage against flying units
          11. Melee attacks only deal 50%
          12. Cannot use ranged attacks in melee combat
          13. Infiltrator
          14. Prerequesite
          15. Survival Training
          16. Bonuses
          17. +50 Power on first attack
          18. Speed increases by 20% when using melee
          19. Only visible at close range
          20. Mobile Turrent
          21. Prerequesite
          22. Support Structures
          23. Fedaykin
          24. Prerequesite
          25. Call to Arms
          26. Bonuses
          27. For each enemy (5x max) in combat with the unit, gain +10% Power and +1 Armor
          28. Spire
          29. Prerequesites
          30. Recycling Plant
          31. Bonuses
          32. Under 50% Health gains +50% Speed
          33. Can't occupy or investigate
          34. Altar
          35. Prerequesites
          36. Recycling Plant
          37. Bonuses
          38. Can activate Deploy Sails (+200% Speed)
          39. Has access to onboard enhancements (2x max)
          40. Additional Cannons
          41. +5 Power, -25% Max Health
          42. Additional Sails
          43. +30% Speed, -3 Armor
          44. Sand Cloud
          45. Nearby units only visible from close range, -2 Power
          46. Recon Stations
          47. Increases vision, detects invisible units 50% further, -2 Armor
          48. Heavy Armor
          49. +5 Armor, -25% Speed
          50. Wind Traps
          51. +3 Water for each wind level in the Region, +5 Solari upkeep
          52. Freedom Symbol
          53. +3 Authority on kills, +5 Solari upkeep
          54. Listening Devices
          55. +2 Intel and +2 Influence production while in Region inside or neighboring enemy territory, -2 Armor
          56. Can't occupy or investigate
        2. Unique Upgrades
          1. Camoflage Fabric
          2. Effects
          3. When deployed, gains Stealth and ignores Supply
          4. -30% max Health
          5. Fremen Assault Gear
          6. Effects
          7. +20 Power on first strike
          8. -2 Power
          9. Sharpen Blades
          10. Effects
          11. +2 Power
          12. -20% max Health
      4. Unique Developments
        1. Military
          1. Surivival Training
          2. Support Structures
          3. True People
          4. Desert Command
        2. Economy
          1. Composite Materials
          2. Advanced Engineering
          3. Spreading the Faith
          4. Spice Market
          5. Arrakis Secrets
          6. Spice Hegemony
        3. Statecraft
          1. Intelligence Network
          2. Diplomatic Maneuvers
          3. Sietch Network
          4. Spying Logistics
          5. Stealth Gear
          6. Desert Shadows
        4. Arrakis
          1. Local Dialect Studies
          2. Sand Brotherhood
          3. Dune Wanderers
          4. Thumper Mastery
          5. Heir of Arrakis
      5. Unique Main Base Buildings
        1. Sietch Tabr
          1. Al Gaib Temple
          2. +20% Spice production
          3. +40% resource production in ally villages of the neighboring regions
          4. +40% received resources when trading with Sietch
          5. Enhanced Fortifications
          6. +30 Armor
          7. +3 Armor on units in this region
          8. -30% damage received from Atomics
          9. Bazaar
          10. Counts as Economy, Military, and Statecraft for the purpose of district bonuses
          11. Applies the district bonus 1 more time
          12. +2 Influence production per ally Sietch
      6. Unique Village Buildings
        1. Spice Collectors
          1. Output
          2. Allows deployment of a Harvesting Team to the nearest Spice Field
        2. Shai-Hulud Temple
          1. Output
          2. +20% resource production in ally villages in the Region and its neighbors (x1 max)
        3. Ceremonial Caves
          1. Output
          2. +5% unit Power
          3. -5% Spice production
          4. Prerequesites
          5. Geothermal Energy or Great Volcano
        4. Recycling Plant
          1. Output
          2. Loot Machine Scraps on killing mechanical units
          3. Gain +10 Machine Scraps on pillage a village
          4. Allows the construction of aerial units
          5. Prerequesites
          6. 5k Hegemony
      7. Unique Agent Missions
        1. Sand Cloak
          1. Outputs
          2. Allied military units are invisible for 2 days
        2. Hidden Thumpers
          1. Outputs
          2. Riding Sandworms to or from this region doesn't consume Thumpers
        3. Awake the People
          1. Outputs
          2. Start a rebellion in a village
  7. Default Development Tree
    1. Military
      1. Surivival Training
        1. Defense Systems
        2. Support Structures
          1. Military Threat
          2. Air Command
        3. Ground Command
          1. Call to Arms
          2. High Command
          3. Army Logistics
    2. Economy
      1. Composite Materials
        1. Advanced Engineering
          1. Energy Markets
        2. Modular Parts
          1. Gridex Plane
          2. Crew Training Program
          3. Economic Lobbying
          4. CHOAM Hegemony
          5. Riches of Arrakis
    3. Statecraft
      1. Intelligence Network
        1. Diplomatic Maneuvers
          1. Negotiation Tactics
          2. Sand Diplomacy
          3. Political Stance
        2. Spying Logistics
          1. Stealth Gear
          2. Spying Mastery
          3. Counter Measures
    4. Arrakis
      1. Local Dialect Studies
        1. Paracompass
        2. Water Sellers Contract
          1. Water Trade
        3. Thumper Mastery
          1. Local Hubs
          2. Lay of the Land
          3. Outpost Logistics
          4. Border Defense
  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
  9. Victory Outcomes
    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
    4. Hegemony
      1. Achieve 25,000 points
        1. Taxes/Fees/Bribes paid
        2. Controlled regions
        3. Controlled special regions
        4. Supported resolutions passed
        5. Craft Workshop production
        6. Administrative Hall production
        7. Recycling Vats production
        8. Completed events
  10. GAME MODES
    1. Battle for Arrakis (FFA)
    2. Kanly (1v1)
  11. Editor's Notes
    1. Latest Update: Dec 24 2022
    2. For feedback and corrections, hit up @Jonson in the Dune: Spice Wars Discord