-
Arrakis
-
Main Base Buildings
-
Types
-
Military
- Recruitment Center
- Outputs
- 30% Health for military units
- +30% Experience gains for all your military units
- +30% Units Regen
- Barracks
- Outputs
- +30% Health for military units
- +30% Experience gains for all your military units
- +30% Units Regen
- Allows for customization of infantry units
- Prerequesites
- Ground Command
- Command Post
- Outputs
- +12 Command Point
- +20% Power to all military units
- Military units have -20% daily Supply drain
- Prerequesites
- Support Structures
-
Economy
- Research Center
- Outputs
- +3 Knowledge
- +30% Knowledge
- -30% Research Hub Upkeep
- CHOAM Branch
- Outputs
- Applies Solari Upkeep Reduction to all ally villages in neighboring regions
- +30% bonus CHOAM Spice exchange rate
- Agents assigned on CHOAM Infiltration produce 30% more Solari
- Prerequesites
- Economic Lobbying
- Recycling Vats
- Outputs
- +5 Water per building in your main base
- +50 Hegemony for each Water-producing village
- +25% max Supply
- Prerequesites
- Water Trade
-
Statecraft
- Embassy
- Outputs
- -30% Treaty upkeep costs
- +10% Solari per active Trade Agreement
- +10% Knowledge per active Research Agreement
- Administrative Hall
- Outputs
- +25% Authority production
- +15% Hegemony gains
- Gain a portion of your Hegemony as Solari
- Prerequesites
- Local Hubs
- Intelligence Agency
- Outputs
- Agents produce 20% more Intel
- Gain +2 additional operation slots
- +200% Agent recruitment speed
- Prerequesites
- Spying Logistics
-
District Bonuses
-
Military
- District Size
- 1
- Military developments completion speed increased by 20%
- 2
- +2 Power
- 3
- +2 Armor for all military units
-
Economy
- District Size
- 1
- Economy developments completion speed increased by 20%
- 2
- +10% Solari production
- 3
- Atr, Hark, Smug: +20% Hegemony from CHOAM Shares
- Frem: +50% resources received from Sietch trades
-
Statecraft
- District Size
- 1
- Statecraft developments completion speed increased by 20%
- 2
- +100 max Influence
- 3
- Atr, Hark, Smug: +2 Landsraad Standing production
- Frem: +4 Influence production
-
Territory
-
Villages
-
Defeating
- Annexing
- Defensive Militia
- Close Combat
- Suffers Panic under 50% Health
- Ranged
- Suffers Panic under 50% Health
- Suffers Pinned down while engaged in melee combat:
- -50 % Power
- Cannot use ranged attacks
- Demolitions
- Suffers Panic under 50% Health
- Suffers Pinned down while engaged in melee combat:
- -50 % Power
- Cannot use ranged attacks
- Ranged attacks deal area damage
- Ranged attacks have 30% chance to destroy Armor
- Heavy
- Suffers Panic under 50% Health
- Prerequesites
- Call to Arms
- Veteran
- This unit is not affected by Power penalties
- Prerequesites
- Gurney Halleck
- Pillaging
- Gain: Solari
- Liberating
- Gain: Authority
- Destroying Main Bases
-
Building
- Military
- Recruitment Office
- +Manpower production
- Missile Battery
- Automatically attacks enemy units in range
- Military Base
- +20% Power to ally units in region and neighbors
- Economy
- Spice Silos
- Output
- +20% Spice production in ally villages in the Region and its neighbors (x1 max)
- Prerequesite
- Gridex Plane
- Plascrete Factory
- +30 Plascrete production
- Maintenance Center
- -30% buildings Solari Upkeep
- -30% buildings Plascrete Upkeep in ally villages in the region and its neighbors (x1 max)
- Windtrap
- +3 Water for each level of wind in the Region
- Processing Plant
- Output
- +20 Solari production
- Prerequesites
- Advanced Engineering
- Rare Elements or Well of Riches
- Statecraft
- Research Hub
- +1 Knowledge
- Listening Post
- +1 Influence production
- Data Center
- Output
- +2 Intel production
- Higher chance to detect enemy missions in this region
- Prerequesite
- Intelligence Network
- Investment Offices
- Output
- +2 stacks of the village's trait
- Prerequesite
- Outpost Logistics
- Crafts Workshop
- Output
- Generate 5 Hegemony per day
- Prerequesites
- Local Dialect Studies
- Rare Elements or Well of Riches or White Rift
- Major Building (once per faction)
- Missile Factory
- Output
- +25% Power for each Missile Battery
- +1 Missile Battery for each territory in region
- Missile Battery range +50%
- Prerequesites
- 5k Hegemony
- Experimental Alloy Furnace
- Output
- +130 Solari production
- +30% production from Economy buildings
- 300 Plascrete upkeep
- Prerequesites
- 5k Hegemony
- Spacing Guild Branch
- Output
- Allows trade for Guild Favors
- Unlocks Spacing Guild special events
- Allows for deployment of aerial attack units
- Prerequesites
- 5k Hegemony
-
Traits
- Connections
- -5% Authority cost to annex a village
- Desert Miners
- +8 Plascrete production
- Glass Sculptors
- Gain 20% of the village's Plascrete production as Solari production
- Handymen
- New Building slots cost -50% in this Village
- -50% buildings construction cost
- Merchants
- +6 Solari production
- Scavenger Network
- Gain 20 Solari per enemy unit dying in ally territory
- Scientists
- +1 Research Hub limit
- +30% Research Hub resource production
- Strong Network
- +1 Intel production
- Strong-Willed
- +2 Manpower production
- Supply Caches
- Allied units in this Region gain +50 Supply per day outside combat
- Way of the Desert
- +20% Experience gains for all your military units
-
Native Resources
- Minerals = +Plascrete
- Rare Elements = +Solari
- Energy Sources = +Fuel Cells
- Wind speed = +Water
-
Special Regions (hegemony + bonuses)
- +1000 Hegemony
- Unique Bonuses
-
Sietches
- Trade
- Relation level
- Alliance
-
Deep Deserts
- Dramatically drain Supply over time
- Only "controllable" by the Fremen
- Points of interest (unique loot)
- Ornithopters (recon, harvesting)
-
Events
-
Sandworm attack
- Triggered by: Ground activity from units and harvesters
- Effect: Destroys everything in its maw
-
Raider attack
-
Raider Artificier
- Attributes
- Gives enemy units -10% Power and Speed
-
Ranged Raider
- Attributes
- Gives enemies -10% Power and Speed
-
Renegade attack
-
Renegade
- Attributes
- Gain +15% Health regen per day (5x max) until end of combat whenever enemy unit dies
-
Demolition Renegade
- Attributes
- Gain +15% Health regen per day (5x max) until end of combat whenever enemy unit dies
-
Renegade Drone
- Attributes
- Nearby allies gain +50 Supply per day
-
Renegade Ship
- Attributes
- Nearby ally units gain +10% Power
-
Rebellion
- Rebel units spawn, halt production, and defend the village
-
Rebel
- Attributes
- Suffers Panic under 50% Health
-
Exchanges
- Special timed offers that are presented to the player from various organizations
-
Resources
-
Spice
- Exchange for Solari
- Use for bribes
-
Solari
- Buy and upkeep everything
-
Water
- Support villages
- Support units
-
Plascrete
- Build and upkeep buildings
-
Fuel Cells
- Supply vehicles
- Supply harvesters
-
Manpower
- Used to hire units and some buildings
-
Authority
- Annexing villages
-
Guild Favor
- Buy aerial combat units
-
Influence
- Supplement Landsraad votes
-
Intel
- Execute spy missions
-
Knowledge
- Progress on Development tree
-
Hegemony
- Measure of total control
-
Warfare
-
Building armies
-
Command points
- Dictates maximum military size
-
Experience
-
Veterancy
- Level
- XP to Next Level
- Total XP
- Bonus
- 0
- 100
- 100
- 1
- 200
- 300
- +5% Health
- +5% Power
- 2
- 300
- 600
- +10% Health
- +10% Power
- 3
- 600
- +15% Health
- +15% Power
-
Gear customization via Barracks
-
Heavy Armor
- Effects
- +2 Armor
- -2 Power
-
Upper Armor
- Effects
- +2 Armor
- +5 Solari upkeep
-
Light Armor
- Effects
- +2 Armor
- No Stealth
-
Better Protection
- Effects
- +15% max Health
- +5 Solari upkeep
-
Handgun
- Effects
- Can attack flying units at short range with half power
- +5 Solari upkeep
-
Tempered Sword
- Effects
- +2 Armor
- +5 Solari upkeep
-
Concentrated Explosives
- Effects
- +20% chance to destroy Armor at range
- -2 Power
-
Additional Bags
- Effects
- +50% max Supply
- -2 Armor
-
Better Ammunition
- Effects
- +15% Power
- +5 Solari upkeep
-
For-hire units
-
Assassin
- Attributes
- One-shots all units
- Is one-shot by any unit
-
Landsraad Guard
- Attributes
- Disbands after 20 days
- Not affected by debuffs
-
Landsraad Judge
- Attributes
- Disbands after 20 days
- Not affected by debuffs
- Ranged attacks deal area damage
- Ranged attacks 30% chance to destroy Armor
- Melee attacks only deal 50% damage
- Cannot use ranged attacks in melee combat
-
Mercenary
- Attributes
- Killing enemy grants +10% Power, 1 Armor (up to 5x)
- Melee attacks only deal 50% damage
- Cannot use ranged attacks in melee combat
-
Fremen Mercenary
- Attributes
- Enemy units suffer -10% Power and Speed
- Disbands after 10 Days
-
Combat
-
Power
- Attack power
-
Armor
- Damage resistance
-
Health
- Hit points
-
Supply
- Survival points in non-allied territory
-
Moving armies
- Airfields
-
Espionage
-
Agents
-
Assignments
-
Faction
- Outputs
- +5 Intel
- +10 Faction Infiltration
-
Arrakis
- Outputs
- +1 Authority
- +1 Intel
- +10 Arrakis Infiltration
- +30% Sietch detection speed
-
Spacing Guild
- Outputs
- +2 Manpower
- +1 Intel
- +10 Spacing Guild Infiltration
-
CHOAM
- Outputs
- +6 Solari
- +1 Intel
- +10 CHOAM Infiltration
-
Landsraad
- Outputs
- +1 Influence
- +1 Intel
- +10 Landsraad Infiltration
-
Counterintelligence
- Outputs
- +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
-
Traits
-
Bene Gesserit
- This agent produces 100% more Infiltration.
-
Brainwashed
- An enemy faction's agent that has been corrupted by the Harkonnens
-
Charistmatic
- Influence global production is increased by 2% per Infiltration level
-
Council Agent
- +100% Agent recruitment speed
-
Engineer
- Plascrete global production is increased by 1% per Infiltration level
-
Ghost
- This agent produces 50% more Intel
-
Intendant
- This agent produces 20% of every resource but Infiltration
-
Mentat
- This agent produces 50% of every resource but Infiltration
-
Merchant
- Solari global production is increased by 1% per Infiltration level
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Political Mastermind
- +5% Influence production
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Psychologist
- This agent produces 20% more Intel
-
Recruiter
- +20% Agent recruitment speed
-
Suk Doctor
- Knowledge global production is increased by 2% per Infiltration level
-
Missions
-
Easy
- Probe Setup
- Outputs
- Reveals all information and units in the region.
- Advances detection of any Sietch in the region
- Gear Sabotage
- Outputs
- Reduces enemy units Power and Speed in the Region
- Scavenger Team
- Outputs
- Converts 50% of Power of dying military into Solari
- +50% resources from pillaging a Village
-
Medium
- Supply Drop
- Outputs
- Gives supply and health regeneration to allied units in the Region
- Decoy Thumper
- Outputs
- Calls a Sandworm to the region, protecting neighboring regions from Sandworm attacks
-
Hard
- Cease Fire
- Outputs
- Interrupts and prevents battles in target Region for 2 days
- Defense Sabotage
- Outputs
- -50% Power for the target Main Base
- +50% damage received by the target Main Base
- Crowd Manipulation
- Outputs
- The selected Village starts a rebellion
-
Epic
- Atomics
- Outputs
- Fires your Atomics in the selected region, damaging all units and devastating Villages
- Reduces Landsraad Standing by 300
-
Special
- CHOAM Shares
- Outputs
- Buy CHOAM shares to increase your Hegemony by 500
-
Assassination
- Protocols Survey
- Outputs
- Sets up the assassination of the target faction leader
- Infiltration Cells
- Prerequesite
- Protocols Survey completed
- Outputs
- Sets up the assassination of the target faction leader
- Proximity Infiltration
- Prerequesite
- Infiltration Cells completed
- Outputs
- Allows for the assassination of the target faction leader
- Assassination
- Prerequesite
- Proximity Infiltration completed
- Outputs
- Assassinate the leader of the target faction (eliminating them from the game)
-
Imperium
-
Tax/Bribe Systems
-
Imperial Tax
- +/- Landsraad standing
-
Guild Fees
- +/- Solari production
- +/- Landsraad standing
-
Imperial Bribe
- +/- Influence production
-
Guild Bribe
- +/- Authority
-
CHOAM
-
CHOAM Market
- CHOAM Shares
-
CHOAM Exchange Rate
- Sell Spice for Solari at a default 1:2 rate
- Can be manipulated by Developments and amount of Spice in the market
-
Landsraad
-
Landsraad Standing
-
Pariah
- Range
- 0-9
- Effects
- -50% CHOAM Spice exchange rate
- -100% Votes
- -5 Influence
- Targeted by Landsraad Soldiers every 10 days
-
Very Low
- Range
- 10-99
- Effects
- -25% CHOAM Spice exchange rate
- -50 Votes
- -5 Influence
-
Low
- Range
- 100-199
- Effects
- -20% CHOAM Spice exchange rate
- -20 Votes
- -2 Influence
-
Medium
- Range
- 200-299
- Effects
- +200 Hegemony
-
High
- Range
- 300-399
-
Very High
- Range
- 400-500
- Effects
- +20% CHOAM Spice exchange rate
- +30 Vote
- +3 Influence production
- +1400 Hegemony
-
Charters
-
Speaker of the Council
- Unlock Requirements
- 2000 Influence globally spent in votes
- 20 Resolutions accepted
- Election Prerequesites
- 200 Landsraad standing
- 800 Influence spent in votes by player
- Effects
- Allows rerolling 1 resolutions during the proposition phase
-
Judge of the Council
- Unlock Requirements
- 6 Resolutions passed
- 30 total military units trained
- Election Prerequesites
- 200 Landsraad standing
- 25 Command Points used by player
- Effects
- Allows the training of Landsraad Guard
-
Water Seller's Union
- Unlock Requirements
- Polar Sink is controlled
- 8000 total Water is produced
- Election Prerequesites
- 200 Landsraad standing
- 200 Water produced by player
- Effects
- Solari production increases by 100% of the available Water
-
Eye of the Council
- Unlock Requirements
- Polar Sink is controlled
- 8000 total Water is produced
- Election Prerequesites
- 200 Landsraad standing
- 200 Water produced by player
- Effects
- Solari production increases by 100% of the available Water
-
Dune Governorship
- Unlock Requirements
- 38 Regions controlled
- 4 Sietches are allied
- Election Prerequesites
- 400 Landsraad standing
- 2 Sietches are allied to player
- Effects
- Staying Governor for 40 days results in a Political Victory
-
Resolutions
-
Architectural Surveys
- Scope
- Targeted
- Effects
- Main Base +100% Damage Received
- Main Base cannot attack
-
CHOAM Contracts
- Scope
- Global
- Effects
- +10% Solari production
-
Controlled Markets
- Scope
- Targeted
- Effects
- -30% bonus CHOAM Spice exchange rate
-
De-escalation
- Scope
- Global
- Effects
- All factions infiltration levels are reduced by 2
-
Diplomatic Committee
- Scope
- Global
- Effects
- Statecraft developments completion speed is increased by 50%
-
Diplomatic Congresses
- Scope
- Targeted
- Effects
- -30% Influence production
-
Gear Regulations
- Scope
- Targeted
- Effects
- -30% military units Power
-
Imperial Audit
- Scope
- Targeted
- Effects
- Gain 30 Landsraad Standing
-
Imperial Intelligence
- Scope
- Targeted
- Effects
- +100% agent capture chance when an operation is detected
- +30% daily chance of agent capture when assigned on a faction
-
Imperial Propaganda
- Scope
- Targeted
- Effects
- +30% Authority
-
Infrastructure Control
- Scope
- Targeted
- Effects
- -50% buildings construction costs
-
Labor Rights
- Scope
- Global
- Effects
- +30% Manpower Upkeep
-
Landsraad Support
- Scope
- Targeted
- Effects
- 3 Landsraad Guards will appear next to the Main Base, they will last for the duration of the Resolution
-
Military Service
- Scope
- Global
- Effects
- -50% unit recruitment costs
-
Research Investments
- Scope
- Global
- Effects
- Economy developments completion speed is increased by 50%
-
Scientific Congress
- Scope
- Global
- Effects
- Military developments completion speed is increased by 50%
-
Tax Negotiations
- Scope
- Targeted
- Effects
- -50% Solari Upkeep
-
Trial of the Great Houses
- Scope
- Global
- Effects
- Every faction loses 30 Landsraad Standing
-
Troop Inventories
- Scope
- Global
- Effects
- +200% units recruitment costs
- -40% military units Solari Upkeep
-
Water Regulation
- Scope
- Global
- Effects
- Imposes a tax of -5 Solari per available Water
-
Factions
-
House Atreides
-
Bonuses
- Peaceful annexation
- Other factions lose no Authority from treaties with you
- Other factions lose 100% more Landsraad standing when breaking a Truce with you
- Cannot pillage neutral villages
- +Hegemony from Landsraad resolution wins
-
5k Hegemony
- Positive Resolution = +10% Solari
- Negative Resolution -= +10% unit Power
- 10k Hegemony
- Ignore Charters prerequisites except for the necessary Landsraad Standing
- +2% resource production upon being elected for a positive Resolution (x10 max)
-
Councelors
-
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
-
Duncan Idaho
- All relation gains with Sietch are increased by 100%
- -10% Authority cost to annex a Village
-
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.
-
Gurney Halleck
- Unlocks the Veteran Militia unit
- Military units start with 1 more Experience level
-
Military
-
Unique Units
- Trooper
- Bonuses
- Gain 10% Power for each bonus received from an ally unit
- Ranger
- Bonuses
- Ally units attacking same target +5% Power
- Melee attacks only deal 50%
- Cannot use ranged attacks in melee combat
- Heavy Weapon Squad
- Prerequesites
- Survival Training
- Bonuses
- Dealing damage to enemy units adds +5% damage received (5x max)
- Ranged attacks deal area damage
- Ranged attacks have 30% chance to destroy Armor
- +30% damage against flying units
- Melee attacks only deal 50%
- Cannot use ranged attacks in melee combat
- Support Drone
- Prerequesites
- Support Structures
- Bonuses
- Nearby allied units gain 20% health regeneration
- Doesn't attract sandworms
- Warden
- Prerequesites
- Call to Arms
- Bonuses
- Nearby allied units gain +2 armor
- Hawk
- Prerequesites
- Spacing Guild Branch
- Bonuses
- Ranged attacks have 30% chance to destroy Armor
- +30% damage against flying units
- Can't occupy or investigate
- Kraken
- Prerequesites
- Spacing Guild Branch
- Bonuses
- Can transport up to 10 allied units
- Attacks deal damage in large area
- Attacks have 50% chance to destroy Armor
- Can't occupy or investigate
-
Unique Upgrades
- Medkit
- Effects
- Recover 10% Health per day outside of combat (if Supply is not empty)
- -1 Power
- Improved Medicine
- Effects
- Nearby ally units gain +5% Health per day
- -2 Power
- Sniper Rifles
- Effects
- +50% attack range
- +1 Power
- +10 Solari upkeep
- Improved Alloy
- Effects
- +15% max Health
- +5 Solari upkeep
-
Unique Developments
-
Military
- Surivival Training
- Support Structures
- Atreides Officers
- Ground Command
- New Homeland
-
Economy
- Composite Materials
- Modular Parts
- Gridex Plane
- Atreides Foreman
- Economic Lobbying
- Atreides Merchants
-
Statecraft
- Intelligence Network
- Spying Logistics
- Atreides Delegations
- Atreides Sympathizeres
-
Arrakis
- Local Dialect Studies
- Embrace Culture
- Thumper Mastery
- Outpost Logistics
- Understand the Beauty
-
Unique Main Base Buildings
-
Arrakeen
- Harvester Works
- +5% Harvester gathering rate per Economy building in its village
- -50% Harvester respawn time
- Each Crew grants increased defense
- Enhanced Fortifications
- +30 Armor
- +3 Armor on units in this region
- -30% damage received from Atomics
- Council Chamber
- +30% Landsraad Standing gains
- +30% Influence production
- Allows spending Influence to cancel resolutions applied on your faction
-
Unique Village Buildings
-
Refinery
- Output
- Allows deployment of a Harvester to the nearest Spice Field
-
Fuel Cell Factory
- Output
- +6 Fuel Cell
-
Water Extractor
- Output
- +50 Water
- Prerequesites
- Polar Sink
- Airfield
-
Unique Agent Missions
-
Arrakis Diplomacy
- Outputs
- Disbands all rebellions and raids
- +20% relation level with a Sietch in the region
-
Support Intelligence
- Outputs
- Missions launched on zone apply -5% damage to your team
-
Cease Fire
- Outputs
- Halts all combat
-
House Harkonnen
-
Bonuses
-
Can use Oppression on Harkonnen villages
- First 3 Days
- +200% production
- Buildings constructed 200% faster
- Following 10 Days
- -20% production
- Buildings constructed 20% slower
- 3% chance to rebel each day
- Can use Corruption on Landsraad resolutions, causing loss of Standing for elected faction
- +5% Village production per active militia
- -10% Village resource production by default
- +Hegemony from spying operations
-
5k Hegemony
- Can sacrifice an Agent to reduce mission's cost and prep time
- Killing an enemy Unit gives 5% chance to receive a Brainwashed Agent
- 10k Hegemony
- Gives chance not to consume a Mission upon use
- +1 Agent slot in each non-faction Assignment
-
Councelors
-
Glossu "Beast" Rabban
- +1 Militia slot
- -20% Militia Power
-
Iakin Nefud
- 50% of Units' costs are refunded upon death
- -5% Health for units
-
Feyd-Rautha Harkonnen
- While Village is under Oppression, +10% Influence production and +100% Agent recruitment speed
- +10 Influence upon killing Rebel
-
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
-
Military
-
Military Units
- Trooper
- Bonuses
- Gain up to 50% Power depending on missing health
- Gunner
- Bonuses
- 50% of area attacks hurt allies
- Ranged attacks deal area damage
- Ranged attacks have 30% chance to destroy Armor
- +30% damage against flying units
- Melee attacks only deal 50%
- Cannot use ranged attacks in melee combat
- Executioners
- Bonuses
- When any nearby unit dies in combat, gain +10% Power and +2% Unit speed (5x max)
- Speed increases by 20% near combat if using melee weapons
- Only visible from close range
- Stealth Probe
- Bonuses
- Upon death, allies gain +20% Power and +2 armor (5 max)
- Only visible from close range
- Doesn't attract sandworms
- Cerberus
- Prerequesite
- Arrakis Butchers
- Bonuses
- At 10% health, split into 3 smaller units
- Harpy
- Prerequesites
- Spacing Guild Branch
- Bonuses
- Attack in large area
- 50% of area attacks hurt allies
- Ranged attacks deal area damage
- Ranged attacks have 30% chance to destroy Armor
- +30% damage against flying units
- Can't occupy or investigate
- Overlord
- Prerequesites
- Spacing Guild Branch
- Bonuses
- Generate Sting over time (smaller attacking units), up to 5
- Can't occupy or investigate
- Sleeper Agent
- Prerequesites
- Spacing Guild Branch
- Bonuses
- Speed increases by 20% when only using melee weapons
-
Unique Upgrades
- Food Additives
- Effects
- +20% max Health
- -2 Power
- Red Fluid
- Effects
- +30% Power
- -15% Health per day while in combat
- Analysis Tools
- Effects
- +2 Intel when participating in kill
- -2 Power
- Experimental Weapons
- Effects
- +2 Power
- -2 Armor
- Torture Tools
- Effects
- Attacks in melee only
- +200% max Health
- Assassin Gear
- Effects
- +20 Power on first strike
- -2 Power
-
Unique Developments
-
Military
- Surivival Training
- Ground Command
- Arrakis Butchers
- Central Command
-
Economy
- Composite Materials
- Modular Parts
- Economic Lobbying
- Harkonnen Negotiation
- Martial Economy
-
Statecraft
- Intelligence Network
- Harkonnen Legacy
- Cruel Reputation
-
Arrakis
- Local Dialect Studies
- Thumper Mastery
- Monitoring Networks
- Instill Fear
-
Unique Main Base Buildings
-
Carthag
- Harvester Works
- +5% Harvester gathering rate per Economy building in its village
- -50% Harvester respawn time
- Each Crew grants increased defense
- Enhanced Fortifications
- +30 Armor
- +3 Armor on units in this region
- -30% damage received from Atomics
- Interrogation Center
- Gain 5 Intel when killing enemy units
- Gain 50 Intel by pillaging a village
- +5 Intel per Agent captured by you
-
Unique Village Buildings
-
Refinery
- Output
- Allows deployment of a Harvester to the nearest Spice Field
-
Fuel Cell Factory
- Output
- +6 Fuel Cell
-
Water Extractor
- Output
- +50 Water
- Prerequesites
- Polar Sink
- Airfield
-
Unique Agent Missions
-
Combat Drugs
- Outputs
- Allied units get -10% Health, +10% Speed, +30% Power
-
Sleeper Agent
- Outputs
- Non-temporary units have a 50% chance to spawn Harkonnen-aligned Sleeper Agents upon death
-
Toxic Vapers
- Outputs
- All units don't regenerate health, -20% health per day
-
House Corrino
-
Bonuses
- +1 free building slot on Villages
- +100% Authority to annex Villages
- Factions pay Spice to you as tax
- +Hegemony from paid Guild fees
-
Imperial Edicts
- Switches scope of Landsraad resolution between "Global" and "Targeted"
-
Imperial Mandate
- Prerequesite
- Non-Aggression Pact
- Effects
- Corrino lends 2 Sardaukar troops
- Corrino gains 50 Solari per kill by Sardaukar
- Duration
- 2 Months
-
5k Hegemony
- Imperial Favor
- Gives other faction 100 Influence
- Can establish additional Main Bases at neutral or Corrino-controlled villages
- 10k Hegemony
- +30% Airfield range from Main Bases
- +30% missile range from Main Bases
- +30 Landsraad Standing when other factions are elected to charters
-
Councelors
-
Wensicia Corrino
- Can build some economic buildings twice
- +20% Solari upkeep on buildings
-
Captain Aramsham
- -30% Infantry costs and combat stats
- +1 training slot
-
Princess Irulan
- Can spend Solari to cancel negative Resolution
- Can use Development Investment on other factions
- Increases production
- % cut of produces resources
-
Hasimir Fenring
- Can resolve discoveries with Agents anywhere
- -100% Intel production for enemy agents assigned to Corrino
-
Military
-
Unique Units
- Infantry
- Bonuses
- Gain 10% Power for each bonus received from an ally unit
- Ranged Infantry
- Bonuses
- Gain 10% Power for each bonus received from an ally unit
- Melee attacks only deal 50% damage
- Cannot used ranged attacks while in melee combat
- Incinerator
- Prerequesites
- Survival Training
- Bonuses
- Deals damage in frontal cone
- Ignores enemy armor
- Artillery Drone
- Prerequesites
- Support Structures
- Bonuses
- Cannot attack in close range
- Ranged attacks deal damage in big area, have 60% change to destroy Armor
- Doesn't attract sandworms
- Sardaukar
- Prerequesites
- Call to Arms
- Bonuses
- Execute enemies under 20% Health, increasing upon each kill up to 45%
- Hammer
- Prerequesites
- Spacing Guild Branch
- Bonuses
- High armor, low movement speed
- Attacks deal large area damage
- Attacks have 50% chance to destroy armor
- Can't investigate or occupy
- Cronos
- Prerequesites
- Spacing Guild Branch
- Bonuses
- +10% Health per day outside combat
- Can't investigate or occupy
-
Unique Upgrades
- Shotguns
- Effects
- +2 Power
- -50% attack range
- Experimental Combustibles
- Effects
- +10% Power
- -10% max Health
- Better Fuel Pumps
- Effects
- +30% attack range
- +100% Solari upkeep
- Long Cannons
- Effects
- +30% attack range
- +30% minimum attack range
- -3 Armor
- Sardaukar
- Effects
- +5% executing Health threshold
- -5% Power
-
Unique Developments
-
Military
- Surivival Training
- Support Structures
- Imperial Protocols
- Imperial Command
-
Economy
- Solid Materials
- Modular Parts
- Economic Lobbying
- Imperial Taxes
-
Statecraft
- Intelligence Network
- Diplomatic Maneuvers
- Negotiation Tactics
- Emperor Eyes
- Outrageous Wealth
-
Arrakis
- Megalopolis
- Local Hubs
- Imperial Administration
-
Unique Main Base Buildings
-
Imperial Bases
- Less Health
- Longer missile range
- Can be deployed in two places
- Emperor Monument
- Outputs
- Applies district bonus one more time
- Ally Villages in neighboring regions have +1 instance of each trait
- +500 Hegemony per ally Village in neighboring regions
-
Unique Village Buildings
-
Propoganda Office
- Outputs
- +30% resource production
- 1 Authority upkeep
-
Unique Agent Missions
-
Consolidation
- Outputs
- +3 Armor to units and structures
-
Interdiction Zone
- Outputs
- Enemies can't use Carryalls or Airfields
-
Orbital Strike
- Outputs
- Lowers Armor and deals damage to units and buildings
-
Smugglers
-
Bonuses
-
Can install Underworld Headquarters in opponents villages (+Hegemony)
- Building
- Military
- Back-Alley Doctor
- Regenerates Health for nearby ally units
- Refills Supply for nearby units
- Hidden Explosives
- Damages the village's Militia by 50% of their Health up ally Siege
- This building is destroyed upon ally Siege on the village
- Clandestine Scouts
- Ally military units in the Region gain +10% Power
- Economy
- Bootleg Market
- Produce 30% of the village's Spice production as Solari
- Produce 30% of the village's Plascrete production as Solari
- Produce 30% of the village's Water production as Solari
- Contraband Cache
- Stocks 30% of the Village's Solari production, up to 500
- Stocks 30% of the Village's Spice production, up to 500
- Stocks 30% of the Village's Plascrete production, up to 500
- You can retrieve the resources stocked in this Underworld Headquarters with Pillage
- Worker's Guild
- Host village gains +20% resource production
- Statecraft
- Spyware
- Advances a random Development owned by the Village's faction every day
- Whisperers' Lair
- +1 Intel production
- -10% daily chance of agent capture when assigned on this faction
- -10% agent capture chance when an operation on this faction is detected
- Activist Quarters
- +5 more Minor Houses votes are guaranteed on resolutions with a Bounty
- Can spent Solari to place Bounties on Landsraad resolutions, rewarding other factions for voting for them
- Cannot recruit Heavy Militia
-
5k Hegemony
- Smuggler villages under siege do not resupply to occupant
- +200 Landsraad Standing
- +50 Landsraad votes
- Unlocks the Black Market Branch for Main Base
- 10k Hegemony
- +30 Landsraad standing per positive resolution voted on for another faction
- Automatically installs Underworld Headquarters in every enemy Main Base
- Main Bases
- Military
- Hidden Explosives
- Destroy 20 Armor from the Main Base upon ally Siege
- This building is destroyed upon ally Siege on the Main Base
- Beacon Network
- Ally military units in this faction's territory gain +2 Armor
- Weapon Dealers
- 3% unit Power per level of this main base's biggest completed Military district
- Economy
- Contraband Hub
- Gain 30% more resources when pillaging villages owned by this faction
- Spice Traffickers
- Produce 5 Spice per active Spice Harvester of this main base's faction
- Laundering Network
- 30 Solari production per level of this main base's biggest completed Economy district
- Statecraft
- Whisperers Hub
- +10 Infiltration production towards this faction
- Captured Agents have +100% escape chances in this faction
- Scheme Lodge
- Gains +5 Intel production per active treaty with this faction
- Activist Headquarters
- +20 max Influence per level of this main base's biggest completed Statecraft district
-
Councelors
-
Drisq
- +50% Ornithopter travel and recon speed
- Infiltration levels cannot be lower than 1
-
Bannerjee
- +5 Authority and Manpower after pillaging
- Units heal 5% Health after participating in a kill
-
Staban Tuek
- +0.5 Influence per Underworld Headquarters
- Underheadquarters produce +2 Solari per adjacent region containing an Underworld HQ
-
Lingar Bewt
- Water reduces Authority cost to Annex
- Water reduces cost to install Underworld HQ
-
Military
-
Unique Units
- Scavenger
- Bonuses
- +15% Health regen per day (5x max) when enemy unit dies nearby
- Wrecker
- Bonuses
- Damaged enemies lose 2% of Supply, drain 20% Supply daily
- Ranged attacks deal area damage
- Ranged attacks have 30% chance to destroy Armor
- +30% damage against flying units
- Melee attacks only deal 50%
- Cannot use ranged attacks in melee combat
- Sniper
- Prerequesite
- Survival Training
- Bonuses
- Gain up to 50% Power depending on target's missing Supply
- Only visible from close range
- Melee attacks only deal 50%
- Cannot use ranged attacks in melee combat
- Combat Drone
- Prerequesite
- Organized Looting
- Bonuses
- Damaged enemies receive -10% Speed
- Doesn't attract Sandworms
- Melee attacks only deal 50%
- Cannot use ranged attacks in melee combat
- Free Company
- Prerequesite
- Call to Arms
- Bonuses
- Damaged enemies receive -10% Speed
- Doesn't attract Sandworms
- Melee attacks only deal 50%
- Cannot use ranged attacks in melee combat
- Banshee
- Prerequesites
- Spacing Guild Branch
- Bonuses
- Damaged enemies lose 2% of Supply, drain 20% Supply daily
- Ranged attacks deal area damage
- Ranged attacks have 30% chance to destroy Armor
- +30% damage against flying units
- Only visible from close range
- Can't occupy or investigate
- Wraith
- Prerequesites
- Spacing Guild Branch
- Bonuses
- Enemy ground units in the area lose 1% of max Health and Supply every second
- Can activate Toxic Purge
- Can't occupy or investigate
-
Unique Upgrades
- Sharpen Tools
- Effects
- +20% chance to destroy Armor
- -2 Power
- Chemical Weapons
- Effects
- Damaged enemies lose 1% Supply
- -10% Power
- Long Rifles
- Effects
- +50% attack range
- -15% Power
-
Unique Developments
-
Military
- Surivival Training
- Guerilla Tactics
- Organized Looting
-
Economy
- Composite Materials
- Underworld Contacts
- Modular Parts
- Tinkerer Teams
-
Statecraft
- Intelligence Network
- Diplomatic Maneuvers
- Underworld Bosses
- Underworld Bribes
-
Arrakis
- Local Dialect Studies
- Thumper Mastery
- Underground Network
- Illicit Methods
-
Unique Main Base Buildings
-
Sietch Tuek
- Harvestor Works
- Output
- +5% Harvester gathering rate per Economy building in its village
- -50% Harvester respawn time
- Each Crew grants increased defense
- ???
- Black Market Branch
- Output
- Send Manpower instead of Influence in trades
- Get 5% of Bounties' cost as Influence
- Unlocks Contraband Offer special Events
- Underground Tunnels
- Output
- Villages gain 1 free Demolition Militia
- +30% resources from Pillaging
- -30% damage from Atomics
-
Unique Village Buildings
-
Refinery
- Output
- Allows deployment of a Harvester to the nearest Spice Field
-
Fuel Cell Factory
- Output
- +6 Fuel Cell
-
Water Extractor
- Output
- +50 Water
- Prerequesites
- Polar Sink
- Airfield
-
Unique Agent Missions
-
Poison the Reserves
- Outputs
- Increases the Supply drain and prevent armies health regeneration of the opponents
-
Communication Jamming
- Cost
- 50 Intel
- 300 Solari
- Infiltration Levels
- Arrakis
- Spacing Guild
- CHOAM
- Landsraad
- 2
- Outputs
- Blocks all Missions in the zone
-
Pillage Raid
- Outputs
- Launches raid of marauders on a village
-
Fremen
-
Bonuses
- -30% Supply drain on military units
- Can form alliances with Sietches outside of territory
- Can use Thumpers to perform wormriding
- -1 max building slot in controlled villages
- Uses Machine Scraps instead of Guild Favor to build aerial units
- Uses Harvesting Teams instead of Refineries to harvest Spice
- +Hegemony from water production
-
5k Hegemony
- Surrounding a Deep Desert grants control over it
- Thumpers regenerate passively, attract larger worms that can travel farther
- 10k Hegemony
- Grants knowledge of enemy alliances with Sietches
- Allied Sietches have a Settlement, capable of specialist building
- Military
- Thumpers Factory
- +20% Thumper production
- +2 max Thumper
- Raid Gathering Site
- Sietch will raid more frequently
- Desert Training Centers
- Every Sietch and allied or neutral village gains +10% Power and +1 Armor for units
- Master Knife Makers
- +10% Unit Power
- Economy
- Fremen Trade Hub
- +200% trade resources with this Sietch
- Fremen Goldsmithery
- +5% Solari production for you and allies
- Melange Mixing Hall
- +30% Spice production to ally Harvesting teams in the Region and neighbors
- Hidden Plascrete Factory
- +80 Plascrete production
- Statecraft
- Gossip Barterers
- +5 Intel production per neutral Villages in region and neighbors
- Desert Analysis
- +5 Knowledge per neutral Villages in region and neighbors
- Underground Lakes
- +40 Water
- Terraforming Research Hub
- +0.1 Knowledge per positive Water
-
Councelors
-
Mother Ramallo
- Allows construction of Shai-hulud Temple
- Enemy villages have 1% chance to rebel every day per adjacent Fremem region (x5 Max)
-
Otheym
- +10% unit speed
- Units with no allies nearby gain +20% Power and +2 Armor
-
Chani Kynes
- Can use Incite Rebellion on Landsraad resolutions, causing rebellions in enemy villages if passed
- +1 Intel per neighboring neutral region
-
Stilgar Ben Fifrawi
- Every new village capture increases Sietch detection progress
- +1 Authority per exploited Spice Field
-
Military
-
Unique Units
- Warrior
- Bonuses
- -10% Power and Speed to engaged enemies
- Skirmisher
- Bonuses
- +20% damage against enemies with no Armor left
- Only visible at close range
- Ranged attacks deal area damage
- Ranged attacks have 30% chance to destroy Armor
- +30% damage against flying units
- Melee attacks only deal 50%
- Cannot use ranged attacks in melee combat
- Infiltrator
- Prerequesite
- Survival Training
- Bonuses
- +50 Power on first attack
- Speed increases by 20% when using melee
- Only visible at close range
- Mobile Turrent
- Prerequesite
- Support Structures
- Fedaykin
- Prerequesite
- Call to Arms
- Bonuses
- For each enemy (5x max) in combat with the unit, gain +10% Power and +1 Armor
- Spire
- Prerequesites
- Recycling Plant
- Bonuses
- Under 50% Health gains +50% Speed
- Can't occupy or investigate
- Altar
- Prerequesites
- Recycling Plant
- Bonuses
- Can activate Deploy Sails (+200% Speed)
- Has access to onboard enhancements (2x max)
- Additional Cannons
- +5 Power, -25% Max Health
- Additional Sails
- +30% Speed, -3 Armor
- Sand Cloud
- Nearby units only visible from close range, -2 Power
- Recon Stations
- Increases vision, detects invisible units 50% further, -2 Armor
- Heavy Armor
- +5 Armor, -25% Speed
- Wind Traps
- +3 Water for each wind level in the Region, +5 Solari upkeep
- Freedom Symbol
- +3 Authority on kills, +5 Solari upkeep
- Listening Devices
- +2 Intel and +2 Influence production while in Region inside or neighboring enemy territory, -2 Armor
- Can't occupy or investigate
-
Unique Upgrades
- Camoflage Fabric
- Effects
- When deployed, gains Stealth and ignores Supply
- -30% max Health
- Fremen Assault Gear
- Effects
- +20 Power on first strike
- -2 Power
- Sharpen Blades
- Effects
- +2 Power
- -20% max Health
-
Unique Developments
-
Military
- Surivival Training
- Support Structures
- True People
- Desert Command
-
Economy
- Composite Materials
- Advanced Engineering
- Spreading the Faith
- Spice Market
- Arrakis Secrets
- Spice Hegemony
-
Statecraft
- Intelligence Network
- Diplomatic Maneuvers
- Sietch Network
- Spying Logistics
- Stealth Gear
- Desert Shadows
-
Arrakis
- Local Dialect Studies
- Sand Brotherhood
- Dune Wanderers
- Thumper Mastery
- Heir of Arrakis
-
Unique Main Base Buildings
-
Sietch Tabr
- Al Gaib Temple
- +20% Spice production
- +40% resource production in ally villages of the neighboring regions
- +40% received resources when trading with Sietch
- Enhanced Fortifications
- +30 Armor
- +3 Armor on units in this region
- -30% damage received from Atomics
- Bazaar
- Counts as Economy, Military, and Statecraft for the purpose of district bonuses
- Applies the district bonus 1 more time
- +2 Influence production per ally Sietch
-
Unique Village Buildings
-
Spice Collectors
- Output
- Allows deployment of a Harvesting Team to the nearest Spice Field
-
Shai-Hulud Temple
- Output
- +20% resource production in ally villages in the Region and its neighbors (x1 max)
-
Ceremonial Caves
- Output
- +5% unit Power
- -5% Spice production
- Prerequesites
- Geothermal Energy or Great Volcano
-
Recycling Plant
- Output
- Loot Machine Scraps on killing mechanical units
- Gain +10 Machine Scraps on pillage a village
- Allows the construction of aerial units
- Prerequesites
- 5k Hegemony
-
Unique Agent Missions
-
Sand Cloak
- Outputs
- Allied military units are invisible for 2 days
-
Hidden Thumpers
- Outputs
- Riding Sandworms to or from this region doesn't consume Thumpers
-
Awake the People
- Outputs
- Start a rebellion in a village
-
Default Development Tree
-
Military
-
Surivival Training
- Defense Systems
-
Support Structures
- Military Threat
- Air Command
-
Ground Command
- Call to Arms
- High Command
- Army Logistics
-
Economy
-
Composite Materials
-
Advanced Engineering
- Energy Markets
-
Modular Parts
- Gridex Plane
- Crew Training Program
- Economic Lobbying
- CHOAM Hegemony
- Riches of Arrakis
-
Statecraft
-
Intelligence Network
-
Diplomatic Maneuvers
- Negotiation Tactics
- Sand Diplomacy
- Political Stance
-
Spying Logistics
- Stealth Gear
- Spying Mastery
- Counter Measures
-
Arrakis
-
Local Dialect Studies
- Paracompass
-
Water Sellers Contract
- Water Trade
-
Thumper Mastery
- Local Hubs
- Lay of the Land
- Outpost Logistics
- Border Defense
-
Trades & Truces
-
Non-Aggression Pact (Truce)
- Creates combat truce with opponent
-
Penalties for breaking
- Lose 100 Landsraad standing
-
20 Days of
- No Landsraad votes
- -5 Influence production
- -50% CHOAM Spice exchange rate
- +10+ damage to betrayed faction
-
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
-
Research Agreement
- Prerequisite: Truce
- Cost: -10% Authority
- +2 Knowledge
- +50% research speed for already discovered development
-
Political Agreement
- Prerequisite: Truce
- Cost: -10% Authority
- +2 Influence production
- +50 max Influence
- Cannot vote for resolution negatively impacted the faction
-
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
-
Victory Outcomes
-
Domination
-
Be the last faction standing
- Destroy Main Bases
- Assassination faction leaders
-
Economical
- Hold 50% of all CHOAM shares
-
Political
- Hold the Dune Governorship Charter for
-
Hegemony
-
Achieve 25,000 points
- Taxes/Fees/Bribes paid
- Controlled regions
- Controlled special regions
- Supported resolutions passed
- Craft Workshop production
- Administrative Hall production
- Recycling Vats production
- Completed events
-
GAME MODES
- Battle for Arrakis (FFA)
- Kanly (1v1)
-
Editor's Notes
- Latest Update: Dec 24 2022
- For feedback and corrections, hit up @Jonson in the Dune: Spice Wars Discord