Developments

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"The mystery of life isn't a problem to solve, but a reality to experience."

General Info

  • Developments are unlocked after claiming your first Village
  • The more Knowledge you have, the faster developments are researched
  • Research time increases exponentially as more developments are completed

Development Trees

Modular Parts

Advanced Engineering

CHOAM Integration

Insulated Valley

Geothermal Condensers

Riches of Arrakis

CHOAM Support

Survival Training

Energy Efficiency

Parallel Training

Parts Production

Military Propaganda

Siege Incentives

Intelligence Network

Diplomatic Maneuvers

Spying Logistic

Counter Measures

Landsraad Support

Stealth Gear

Nefarious Contracts

Insider Trading

Spying Mastery

Local Dialect Studies

Lay of the Land

Local Hubs

Native Customs

Outpost Logistics

Valuable Trinkets

Border Defense

Wonders of the Desert

Shared Developments

These developments are available to all factions. Click a node name in the tree above to jump here.

Economy

Composite Materials [Economy]

  • +10 Plascrete production
  • Unlock Maintenance Center

↑ Back to tree

Modular Parts [Economy]

  • +1 maximum assignable Crew in Harvesters
  • Unlocks Spice Silos Village Building
  • Unlocks the Harvester Works building

↑ Back to tree

Advanced Engineering [Economy]

  • Each Village produces +2% resources per Building constructed
  • Unlocks the Mason Guild in Base Building
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

CHOAM Integration [Economy]

  • See next period's Spice exchange rate in the Spice Report
  • Unlocks the CHOAM branch Building in your Main Base
  • +1 Agent slot in CHOAM Information

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Insulated Valley [Economy]

  • Controlled Village in regions with at most 2 Wind Strength Gain:
  • -30% Building Solari Upkeep
  • Buildings require -1 Water

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Geothermal Condensers [Economy]

  • Fuel cell Factories product +10 Solari
  • Fuel cell Factories produce +5 water
  • +10% resource production in villages with Fuel cell Factory

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Riches of Arrakis [Economy]

  • +10 Solari production per controlled Special Region
  • +2% total Solari production per controlled Special Region

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Crew Training Program [Economy]

  • +2 Maximum Crew in Harvesters
  • +20% Spice production

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CHOAM Support [Economy]

  • -15% CHOAM Share buying price
  • +0.1 Spice exchange rate per 5% CHOAM Share

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Military

Survival Training [Military]

  • Unlock armory to customize unit's equipment
  • Unlocks the Military Base building

↑ Back to tree

Army Logistics [Military]

  • +10 Water
  • Unlock second gear slot in armory

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Mechanization [Military]

  • Unlock Support Drone unit

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Recruitment Initiative [Military]

  • +5 Command Point
  • +20% Manpower Production
  • Unlock Command Post district

↑ Back to tree

Energy Efficiency [Military]

  • +50% Fuel Cell
  • -1 mechanical units Fuel Cell requirement
  • Unlocks the Fusion Plant Building in your main base

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Parallel Training [Military]

  • +2 Training slot
  • Unlock Military Academy
  • +1 Agent slot in Spacing Guild Information

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Parts Production [Military]

  • +20% mechanical units Health
  • +50% mechanical units regeneration speed
  • -30% mechanical units regeneration costs

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Military Propaganda [Military]

  • +10 Command Point
  • +20% Authority production if no other factions use more Command Point

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Siege Incentives [Military]

  • Military units deal +50% damage against Main Bases
  • Military units gives 0.1 solari per damage inflicted on a Main Base

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Statecraft

Intelligence Network [Statecraft]

  • Getting the chosen result on at least one resolution grants 10 Landsraad Standing every Council
  • +100% Agent Recruitment speed

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Diplomatic Maneuvers [Statecraft]

  • Minor Houses deliver a House Gift near Main Base after every Council
  • Unlock Political Agreement Treaty
  • Unlock Embassy district

↑ Back to tree

Spying Logistic [Statecraft]

  • Allow the training of Assassins
  • +200% Agent recruitment speed
  • Unlocks the Intelligence Agency building

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Counter Measures [Statecraft]

  • After every Council 1 Landsraad Guard appear near Main Base per 100 Influence spent up to 3
  • You can assign 1 more Agent to Counterintelligence

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Landsraad Support [Statecraft]

  • +50 max Influence per agent assigned to a Landsraad Information slot
  • +1 Agent slot in Landsraad Information

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Stealth Gear [Statecraft]

  • 20% of an operation's Intel cost is refunded when launched in the territory of a faction in Conflict
  • Enemies have -50% chance to detect missions

↑ Back to tree

Nefarious Contracts [Statecraft]

  • -50% Assassin recruitment costs
  • +1 max Infiltration Cells in each faction's territory

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Insider Trading [Statecraft]

  • -20% CHOAM Share selling price
  • Selling CHOAM shares grants 1 Influence Influence per share and removes CHOAM selling cooldown and max influence during landsraad council

↑ Back to tree

Spying Mastery [Statecraft]

  • -50% impact from number of Agents on the time to recruit a new one
  • +5 max Agents

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Expansion

Local Dialect Studies [Expansion]

  • -15% Authority cost to annex a Village
  • +1 Water per controlled Village

↑ Back to tree

Lay of the Land [Expansion]

  • +0.5 Knowledge per controlled Village
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Local Hubs [Expansion]

  • -15% Village Buildings construction costs
  • Unlocks the Investment Office Village Building

↑ Back to tree

Native Customs [Expansion]

  • +20% Authority from Agents on a Arrakis Information slot
  • -30% Authority cost to Annex a Village in a Region with a revealed Sietch

↑ Back to tree

Civilian Defense Force [Expansion]

  • +1 Militia Slot
  • +150 Militia Health
  • -50% Airfield Upkeep

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Outpost Logistics [Expansion]

  • Owned Villages Authority penalty to annex a new Village is reduced by 30%
  • +1 Agent slot in Arrakis Information

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Valuable Trinkets [Expansion]

  • +100% resources received from trading with an allied Sietch
  • Unlocks the Crafts Workshop Village Building

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Border Defense [Expansion]

  • +1 Missile Battery limit
  • +30% Missile Battery Power
  • +4 Militia Armor

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Wonders of the Desert [Expansion]

  • +30% resource production in Special Regions
  • No penalty Authority cost to Annex a Village in a Special Region

↑ Back to tree

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House Atreides Development Trees

★ nodes are faction-unique replacements.

Local Community ★

Modular Parts

Urban Planning ★

CHOAM Integration

Insulated Valley

Geothermal Condensers

Riches of Arrakis

Atreides Foremen ★

CHOAM Support

Survival Training

Energy Efficiency

Parallel Training

Parts Production

Military Propaganda

Proud Liberator ★

Atreides Sympathizers ★

Diplomatic Maneuvers

Spying Logistic

Political Entente ★

Landsraad Support

Sustainable Spying ★

Active Surveillance ★

Insider Trading

Spying Mastery

Local Dialect Studies

Lay of the Land

Air Network ★

Native Customs

Veteran Militia ★

Cultural Assimilation ★

Valuable Trinkets

Border Defense

Wonders of the Desert

House Atreides Unique Developments

These developments replace their shared counterparts for House Atreides only.

Atreides Sympathizers [Statecraft] Unique

  • +5 Landsraad Standing per Landsraad Information level, on Council opening
  • +2 Influence production

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Political Entente [Statecraft] Unique

  • When another faction betrays a Truce with House Atreides, receive 4 free Landsraad Guard
  • Unlocks the Council Chamber building

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Sustainable Spying [Statecraft] Unique

  • Agents assigned on CHOAM Information, Landsraad Information, or Spacing Guild Information slots produce +50% of their associated resources
  • Agent traits present only once on an Information field apply their effects twice

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Active Surveillance [Statecraft] Unique

  • +1 Influence and Intel production per Agent assigned to Counterintelligence
  • +1 Agent slot in Counterintelligence

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Air Network [Expansion] Unique

  • -70% Airfield construction costs
  • -70% Airfield upkeep
  • Shuttles are +100% faster

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Veteran Militia [Expansion] Unique

  • -15% damage received by Military Units inside Atreides borders
  • +80% Militia Health

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Cultural Assimilation [Expansion] Unique

  • -20% Authority and Influence cost to use Peaceful Annexation
  • Unlocks the Concord Chamber Village Building
  • +1 Agent slot in Arrakis Information

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Local Community [Economy] Unique

  • +5 Plascrete production
  • Unlock Maintenance Center
  • Unlock Investment Office

↑ Back to tree

Urban Planning [Economy] Unique

  • Allow constructing multiple Village Buildings simultaneously
  • Unlocks the Mason Guild building in Arrakeen
  • Unlocks the Trade Agreement Treaty

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Atreides Foremen [Economy] Unique

  • +2 Maximum Crew in Harvesters
  • After successfully paying the Imperial Tax, every Harvesters with full crew gains +15% gathering rate permanently (x3 max)

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Post-Trauma Reintegration [Military] Unique

  • +5 Command Point
  • -30% non-mechanical units regeneration costs
  • Unlocks the Command Post Building

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Proud Liberator [Military] Unique

  • Non-mechanical units get +1% max Health per 20 Landsraad Standing
  • Units Liberating or Annexing a Village from a faction with less Landsraad Standing heal 50% of Health

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Shared Developments

These developments are available to all factions.

Economy

Composite Materials [Economy]

  • +10 Plascrete production
  • Unlock Maintenance Center

↑ Back to tree

Modular Parts [Economy]

  • +1 maximum assignable Crew in Harvesters
  • Unlocks Spice Silos Village Building
  • Unlocks the Harvester Works building

↑ Back to tree

Advanced Engineering [Economy]

  • Each Village produces +2% resources per Building constructed
  • Unlocks the Mason Guild in Base Building
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

CHOAM Integration [Economy]

  • See next period's Spice exchange rate in the Spice Report
  • Unlocks the CHOAM branch Building in your Main Base
  • +1 Agent slot in CHOAM Information

↑ Back to tree

Insulated Valley [Economy]

  • Controlled Village in regions with at most 2 Wind Strength Gain:
  • -30% Building Solari Upkeep
  • Buildings require -1 Water

↑ Back to tree

Geothermal Condensers [Economy]

  • Fuel cell Factories product +10 Solari
  • Fuel cell Factories produce +5 water
  • +10% resource production in villages with Fuel cell Factory

↑ Back to tree

Riches of Arrakis [Economy]

  • +10 Solari production per controlled Special Region
  • +2% total Solari production per controlled Special Region

↑ Back to tree

Crew Training Program [Economy]

  • +2 Maximum Crew in Harvesters
  • +20% Spice production

↑ Back to tree

CHOAM Support [Economy]

  • -15% CHOAM Share buying price
  • +0.1 Spice exchange rate per 5% CHOAM Share

↑ Back to tree

Military

Survival Training [Military]

  • Unlock armory to customize unit's equipment
  • Unlocks the Military Base building

↑ Back to tree

Army Logistics [Military]

  • +10 Water
  • Unlock second gear slot in armory

↑ Back to tree

Mechanization [Military]

  • Unlock Support Drone unit

↑ Back to tree

Recruitment Initiative [Military]

  • +5 Command Point
  • +20% Manpower Production
  • Unlock Command Post district

↑ Back to tree

Energy Efficiency [Military]

  • +50% Fuel Cell
  • -1 mechanical units Fuel Cell requirement
  • Unlocks the Fusion Plant Building in your main base

↑ Back to tree

Parallel Training [Military]

  • +2 Training slot
  • Unlock Military Academy
  • +1 Agent slot in Spacing Guild Information

↑ Back to tree

Parts Production [Military]

  • +20% mechanical units Health
  • +50% mechanical units regeneration speed
  • -30% mechanical units regeneration costs

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Military Propaganda [Military]

  • +10 Command Point
  • +20% Authority production if no other factions use more Command Point

↑ Back to tree

Siege Incentives [Military]

  • Military units deal +50% damage against Main Bases
  • Military units gives 0.1 solari per damage inflicted on a Main Base

↑ Back to tree

Statecraft

Intelligence Network [Statecraft]

  • Getting the chosen result on at least one resolution grants 10 Landsraad Standing every Council
  • +100% Agent Recruitment speed

↑ Back to tree

Diplomatic Maneuvers [Statecraft]

  • Minor Houses deliver a House Gift near Main Base after every Council
  • Unlock Political Agreement Treaty
  • Unlock Embassy district

↑ Back to tree

Spying Logistic [Statecraft]

  • Allow the training of Assassins
  • +200% Agent recruitment speed
  • Unlocks the Intelligence Agency building

↑ Back to tree

Counter Measures [Statecraft]

  • After every Council 1 Landsraad Guard appear near Main Base per 100 Influence spent up to 3
  • You can assign 1 more Agent to Counterintelligence

↑ Back to tree

Landsraad Support [Statecraft]

  • +50 max Influence per agent assigned to a Landsraad Information slot
  • +1 Agent slot in Landsraad Information

↑ Back to tree

Stealth Gear [Statecraft]

  • 20% of an operation's Intel cost is refunded when launched in the territory of a faction in Conflict
  • Enemies have -50% chance to detect missions

↑ Back to tree

Nefarious Contracts [Statecraft]

  • -50% Assassin recruitment costs
  • +1 max Infiltration Cells in each faction's territory

↑ Back to tree

Insider Trading [Statecraft]

  • -20% CHOAM Share selling price
  • Selling CHOAM shares grants 1 Influence Influence per share and removes CHOAM selling cooldown and max influence during landsraad council

↑ Back to tree

Spying Mastery [Statecraft]

  • -50% impact from number of Agents on the time to recruit a new one
  • +5 max Agents

↑ Back to tree

Expansion

Local Dialect Studies [Expansion]

  • -15% Authority cost to annex a Village
  • +1 Water per controlled Village

↑ Back to tree

Lay of the Land [Expansion]

  • +0.5 Knowledge per controlled Village
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Local Hubs [Expansion]

  • -15% Village Buildings construction costs
  • Unlocks the Investment Office Village Building

↑ Back to tree

Native Customs [Expansion]

  • +20% Authority from Agents on a Arrakis Information slot
  • -30% Authority cost to Annex a Village in a Region with a revealed Sietch

↑ Back to tree

Civilian Defense Force [Expansion]

  • +1 Militia Slot
  • +150 Militia Health
  • -50% Airfield Upkeep

↑ Back to tree

Outpost Logistics [Expansion]

  • Owned Villages Authority penalty to annex a new Village is reduced by 30%
  • +1 Agent slot in Arrakis Information

↑ Back to tree

Valuable Trinkets [Expansion]

  • +100% resources received from trading with an allied Sietch
  • Unlocks the Crafts Workshop Village Building

↑ Back to tree

Border Defense [Expansion]

  • +1 Missile Battery limit
  • +30% Missile Battery Power
  • +4 Militia Armor

↑ Back to tree

Wonders of the Desert [Expansion]

  • +30% resource production in Special Regions
  • No penalty Authority cost to Annex a Village in a Special Region

↑ Back to tree

↑ Back to top

House Harkonnen Development Trees

★ nodes are faction-unique replacements.

Work Ethics ★

Modular Parts

Advanced Engineering

CHOAM Integration

Insulated Valley

Geothermal Condensers

CHOAM Support

Survival Training

Arrakis Butchers ★

Energy Efficiency

Parallel Training

Assembly Lines ★

Adrenaline Addiction ★

Siege Incentives

Intelligence Network

Cruel Reputation ★

Spying Logistic

Counter Measures

Landsraad Whispers ★

Enhanced Questioning ★

Nefarious Contracts

Insider Trading

Spying Mastery

Local Dialect Studies

Lay of the Land

Local Hubs

Instill Fear ★

Outpost Logistics

Savage Cleansing ★

Border Defense

Symbols of Authority ★

House Harkonnen Unique Developments

These developments replace their shared counterparts for House Harkonnen only.

Work Ethics [Economy] Unique

  • +5 Plascrete production
  • +3 Manpower production
  • Unlocks the Maintenance Center Village Building

↑ Back to tree

Martial Economy [Economy] Unique

  • +1 Militia slot
  • Unlocks the Office of Order Village Building

↑ Back to tree

Arrakis Butchers [Military] Unique

  • +10 Water
  • +50% damage against Militia and Rebel
  • Gains 5 Manpower upon killing Militia and Rebel

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Assembly Lines [Military] Unique

  • -30% Combat Probe and Harpy recruitment costs
  • -30% Combat Probe and Harpy training time

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Adrenaline Addiction [Military] Unique

  • +10 Command Point
  • Every time a unit dies, ally Military Units that are fighting nearby receive +1% attack speed (x50 max)
  • Unlock the second gear slot in the Armory

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Cruel Reputation [Statecraft] Unique

  • Using an operation on a faction in Conflict grants 25% of its Solari cost as Influence
  • Unlocks the Political Agreement Treaty

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Landsraad Whispers [Statecraft] Unique

  • Agents assigned on a Landsraad Information slot produce +2 Intel
  • Unlocks the Landsraad Quarters Building
  • +1 Agent slot in Landsraad Information

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Enhanced Questioning [Statecraft] Unique

  • Oppressed Villages grant +1 Intel production
  • Unlocks the Interrogation Center Building

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Instill Fear [Expansion] Unique

  • -10% Authority cost to Annex pillaged Villages
  • -50% Authority cost to Annex again a Village owned by Harkonnen in the past

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Savage Cleansing [Expansion] Unique

  • Pillaging a Sietch gives 100 Authority and immediately reveals another Sietch
  • A successful Pillage resupply +25% of max Supply of units in the occupation circle

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Symbols of Authority [Expansion] Unique

  • Oppressed Special Regions grant +1 Authority production
  • Unlocks the Crafts Workshop Village Building

↑ Back to tree

Shared Developments

These developments are available to all factions.

Economy

Composite Materials [Economy]

  • +10 Plascrete production
  • Unlock Maintenance Center

↑ Back to tree

Modular Parts [Economy]

  • +1 maximum assignable Crew in Harvesters
  • Unlocks Spice Silos Village Building
  • Unlocks the Harvester Works building

↑ Back to tree

Advanced Engineering [Economy]

  • Each Village produces +2% resources per Building constructed
  • Unlocks the Mason Guild in Base Building
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

CHOAM Integration [Economy]

  • See next period's Spice exchange rate in the Spice Report
  • Unlocks the CHOAM branch Building in your Main Base
  • +1 Agent slot in CHOAM Information

↑ Back to tree

Insulated Valley [Economy]

  • Controlled Village in regions with at most 2 Wind Strength Gain:
  • -30% Building Solari Upkeep
  • Buildings require -1 Water

↑ Back to tree

Geothermal Condensers [Economy]

  • Fuel cell Factories product +10 Solari
  • Fuel cell Factories produce +5 water
  • +10% resource production in villages with Fuel cell Factory

↑ Back to tree

Riches of Arrakis [Economy]

  • +10 Solari production per controlled Special Region
  • +2% total Solari production per controlled Special Region

↑ Back to tree

Crew Training Program [Economy]

  • +2 Maximum Crew in Harvesters
  • +20% Spice production

↑ Back to tree

CHOAM Support [Economy]

  • -15% CHOAM Share buying price
  • +0.1 Spice exchange rate per 5% CHOAM Share

↑ Back to tree

Military

Survival Training [Military]

  • Unlock armory to customize unit's equipment
  • Unlocks the Military Base building

↑ Back to tree

Army Logistics [Military]

  • +10 Water
  • Unlock second gear slot in armory

↑ Back to tree

Mechanization [Military]

  • Unlock Support Drone unit

↑ Back to tree

Recruitment Initiative [Military]

  • +5 Command Point
  • +20% Manpower Production
  • Unlock Command Post district

↑ Back to tree

Energy Efficiency [Military]

  • +50% Fuel Cell
  • -1 mechanical units Fuel Cell requirement
  • Unlocks the Fusion Plant Building in your main base

↑ Back to tree

Parallel Training [Military]

  • +2 Training slot
  • Unlock Military Academy
  • +1 Agent slot in Spacing Guild Information

↑ Back to tree

Parts Production [Military]

  • +20% mechanical units Health
  • +50% mechanical units regeneration speed
  • -30% mechanical units regeneration costs

↑ Back to tree

Military Propaganda [Military]

  • +10 Command Point
  • +20% Authority production if no other factions use more Command Point

↑ Back to tree

Siege Incentives [Military]

  • Military units deal +50% damage against Main Bases
  • Military units gives 0.1 solari per damage inflicted on a Main Base

↑ Back to tree

Statecraft

Intelligence Network [Statecraft]

  • Getting the chosen result on at least one resolution grants 10 Landsraad Standing every Council
  • +100% Agent Recruitment speed

↑ Back to tree

Diplomatic Maneuvers [Statecraft]

  • Minor Houses deliver a House Gift near Main Base after every Council
  • Unlock Political Agreement Treaty
  • Unlock Embassy district

↑ Back to tree

Spying Logistic [Statecraft]

  • Allow the training of Assassins
  • +200% Agent recruitment speed
  • Unlocks the Intelligence Agency building

↑ Back to tree

Counter Measures [Statecraft]

  • After every Council 1 Landsraad Guard appear near Main Base per 100 Influence spent up to 3
  • You can assign 1 more Agent to Counterintelligence

↑ Back to tree

Landsraad Support [Statecraft]

  • +50 max Influence per agent assigned to a Landsraad Information slot
  • +1 Agent slot in Landsraad Information

↑ Back to tree

Stealth Gear [Statecraft]

  • 20% of an operation's Intel cost is refunded when launched in the territory of a faction in Conflict
  • Enemies have -50% chance to detect missions

↑ Back to tree

Nefarious Contracts [Statecraft]

  • -50% Assassin recruitment costs
  • +1 max Infiltration Cells in each faction's territory

↑ Back to tree

Insider Trading [Statecraft]

  • -20% CHOAM Share selling price
  • Selling CHOAM shares grants 1 Influence Influence per share and removes CHOAM selling cooldown and max influence during landsraad council

↑ Back to tree

Spying Mastery [Statecraft]

  • -50% impact from number of Agents on the time to recruit a new one
  • +5 max Agents

↑ Back to tree

Expansion

Local Dialect Studies [Expansion]

  • -15% Authority cost to annex a Village
  • +1 Water per controlled Village

↑ Back to tree

Lay of the Land [Expansion]

  • +0.5 Knowledge per controlled Village
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Local Hubs [Expansion]

  • -15% Village Buildings construction costs
  • Unlocks the Investment Office Village Building

↑ Back to tree

Native Customs [Expansion]

  • +20% Authority from Agents on a Arrakis Information slot
  • -30% Authority cost to Annex a Village in a Region with a revealed Sietch

↑ Back to tree

Civilian Defense Force [Expansion]

  • +1 Militia Slot
  • +150 Militia Health
  • -50% Airfield Upkeep

↑ Back to tree

Outpost Logistics [Expansion]

  • Owned Villages Authority penalty to annex a new Village is reduced by 30%
  • +1 Agent slot in Arrakis Information

↑ Back to tree

Valuable Trinkets [Expansion]

  • +100% resources received from trading with an allied Sietch
  • Unlocks the Crafts Workshop Village Building

↑ Back to tree

Border Defense [Expansion]

  • +1 Missile Battery limit
  • +30% Missile Battery Power
  • +4 Militia Armor

↑ Back to tree

Wonders of the Desert [Expansion]

  • +30% resource production in Special Regions
  • No penalty Authority cost to Annex a Village in a Special Region

↑ Back to tree

↑ Back to top

Smugglers Development Trees

★ nodes are faction-unique replacements.

Tinkerer Teams ★

Advanced Engineering

CHOAM Integration

Insulated Valley

Geothermal Condensers

Riches of Arrakis

Underworld Contacts ★

CHOAM Support

Survival Training

Guerrilla Tactics ★

Organized Looting ★

Industrial Scavenging ★

Parallel Training

Parts Production

Synchronized Heist ★

Siege Incentives

Foot in the Door ★

Diplomatic Maneuvers

Spying Logistic

Security Details ★

Underworld Bribes ★

Stealth Gear

Nefarious Contracts

Insider Trading

Spying Mastery

Criminal Barons ★

Lay of the Land

Underground Network ★

Native Customs

Illicit Methods ★

Valuable Trinkets

Border Defense

Wonders of the Desert

Smugglers Unique Developments

These developments replace their shared counterparts for Smugglers only.

Foot in the Door [Statecraft] Unique

  • -20% Underworld Headquarters installation costs within territories of a faction in Truce
  • 1 Influence and Intel production per faction hosting at least one Underworld Headquarters
  • +100% Agent recruitment speed

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Security Details [Statecraft] Unique

  • Receive 4 free Mercenary after any resolution choice marked by a Bounty passes
  • +1 Agent slot in Counterintelligence

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Underworld Bribes [Statecraft] Unique

  • +15 Landsraad Standing upon successfully paying the Guild Fees
  • Resolutions marked by a Bounty receives 1 more vote from the Houses Minor per 4 Landsraad Standing
  • +1 Agent slot in Landsraad Information

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Guerrilla Tactics [Military] Unique

  • +15 Water
  • At night, Military Units gain +20% damage and +20% Speed outside combat

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Organized Looting [Military] Unique

  • +30% resources from pillaging Villages and Sietches
  • Unlocks the Scavenging Drone unit

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Industrial Scavenging [Military] Unique

  • Non-mechanical units in the same region as at least 1 Scavenging Drone consume -30% Solari upkeep
  • Unlock the second gear slot in the Armory
  • Unlocks the Fusion Plant Building

↑ Back to tree

Synchronized Heist [Military] Unique

  • +10 Command Point
  • On completing a siege, units in the occupation circle gain +20% Speed for 1 day
  • When at least 2 sieges are underway against the same faction, Pillage progress 100% faster

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Criminal Barons [Expansion] Unique

  • -15% Underworld Headquarters installation cost
  • +0.5 Water per Underworld Headquarters

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Underground Network [Expansion] Unique

  • Smuggler Villages produce +5 Solari per Underworld Headquarters in adjacent regions
  • Unlocks the Black Market Branch Building

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Illicit Methods [Expansion] Unique

  • Ignore the cost penalty to Annex pillaged Villages
  • Unlocks the Investment Office
  • +1 Agent slot in Arrakis Information

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Tinkerer Teams [Economy] Unique

  • +1 maximum Crew in Harvesters
  • Unlocks the Trafficking Station Village Building
  • Unlocks the Harvester Works Building

↑ Back to tree

Underworld Contacts [Economy] Unique

  • +2 maximum Crew in Harvesters
  • Underworld Headquarters produce 20% of their Village's Spice
  • Unlocks Contraband Supply special events

↑ Back to tree

Shared Developments

These developments are available to all factions.

Economy

Composite Materials [Economy]

  • +10 Plascrete production
  • Unlock Maintenance Center

↑ Back to tree

Modular Parts [Economy]

  • +1 maximum assignable Crew in Harvesters
  • Unlocks Spice Silos Village Building
  • Unlocks the Harvester Works building

↑ Back to tree

Advanced Engineering [Economy]

  • Each Village produces +2% resources per Building constructed
  • Unlocks the Mason Guild in Base Building
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

CHOAM Integration [Economy]

  • See next period's Spice exchange rate in the Spice Report
  • Unlocks the CHOAM branch Building in your Main Base
  • +1 Agent slot in CHOAM Information

↑ Back to tree

Insulated Valley [Economy]

  • Controlled Village in regions with at most 2 Wind Strength Gain:
  • -30% Building Solari Upkeep
  • Buildings require -1 Water

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Geothermal Condensers [Economy]

  • Fuel cell Factories product +10 Solari
  • Fuel cell Factories produce +5 water
  • +10% resource production in villages with Fuel cell Factory

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Riches of Arrakis [Economy]

  • +10 Solari production per controlled Special Region
  • +2% total Solari production per controlled Special Region

↑ Back to tree

Crew Training Program [Economy]

  • +2 Maximum Crew in Harvesters
  • +20% Spice production

↑ Back to tree

CHOAM Support [Economy]

  • -15% CHOAM Share buying price
  • +0.1 Spice exchange rate per 5% CHOAM Share

↑ Back to tree

Military

Survival Training [Military]

  • Unlock armory to customize unit's equipment
  • Unlocks the Military Base building

↑ Back to tree

Army Logistics [Military]

  • +10 Water
  • Unlock second gear slot in armory

↑ Back to tree

Mechanization [Military]

  • Unlock Support Drone unit

↑ Back to tree

Recruitment Initiative [Military]

  • +5 Command Point
  • +20% Manpower Production
  • Unlock Command Post district

↑ Back to tree

Energy Efficiency [Military]

  • +50% Fuel Cell
  • -1 mechanical units Fuel Cell requirement
  • Unlocks the Fusion Plant Building in your main base

↑ Back to tree

Parallel Training [Military]

  • +2 Training slot
  • Unlock Military Academy
  • +1 Agent slot in Spacing Guild Information

↑ Back to tree

Parts Production [Military]

  • +20% mechanical units Health
  • +50% mechanical units regeneration speed
  • -30% mechanical units regeneration costs

↑ Back to tree

Military Propaganda [Military]

  • +10 Command Point
  • +20% Authority production if no other factions use more Command Point

↑ Back to tree

Siege Incentives [Military]

  • Military units deal +50% damage against Main Bases
  • Military units gives 0.1 solari per damage inflicted on a Main Base

↑ Back to tree

Statecraft

Intelligence Network [Statecraft]

  • Getting the chosen result on at least one resolution grants 10 Landsraad Standing every Council
  • +100% Agent Recruitment speed

↑ Back to tree

Diplomatic Maneuvers [Statecraft]

  • Minor Houses deliver a House Gift near Main Base after every Council
  • Unlock Political Agreement Treaty
  • Unlock Embassy district

↑ Back to tree

Spying Logistic [Statecraft]

  • Allow the training of Assassins
  • +200% Agent recruitment speed
  • Unlocks the Intelligence Agency building

↑ Back to tree

Counter Measures [Statecraft]

  • After every Council 1 Landsraad Guard appear near Main Base per 100 Influence spent up to 3
  • You can assign 1 more Agent to Counterintelligence

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Landsraad Support [Statecraft]

  • +50 max Influence per agent assigned to a Landsraad Information slot
  • +1 Agent slot in Landsraad Information

↑ Back to tree

Stealth Gear [Statecraft]

  • 20% of an operation's Intel cost is refunded when launched in the territory of a faction in Conflict
  • Enemies have -50% chance to detect missions

↑ Back to tree

Nefarious Contracts [Statecraft]

  • -50% Assassin recruitment costs
  • +1 max Infiltration Cells in each faction's territory

↑ Back to tree

Insider Trading [Statecraft]

  • -20% CHOAM Share selling price
  • Selling CHOAM shares grants 1 Influence Influence per share and removes CHOAM selling cooldown and max influence during landsraad council

↑ Back to tree

Spying Mastery [Statecraft]

  • -50% impact from number of Agents on the time to recruit a new one
  • +5 max Agents

↑ Back to tree

Expansion

Local Dialect Studies [Expansion]

  • -15% Authority cost to annex a Village
  • +1 Water per controlled Village

↑ Back to tree

Lay of the Land [Expansion]

  • +0.5 Knowledge per controlled Village
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Local Hubs [Expansion]

  • -15% Village Buildings construction costs
  • Unlocks the Investment Office Village Building

↑ Back to tree

Native Customs [Expansion]

  • +20% Authority from Agents on a Arrakis Information slot
  • -30% Authority cost to Annex a Village in a Region with a revealed Sietch

↑ Back to tree

Civilian Defense Force [Expansion]

  • +1 Militia Slot
  • +150 Militia Health
  • -50% Airfield Upkeep

↑ Back to tree

Outpost Logistics [Expansion]

  • Owned Villages Authority penalty to annex a new Village is reduced by 30%
  • +1 Agent slot in Arrakis Information

↑ Back to tree

Valuable Trinkets [Expansion]

  • +100% resources received from trading with an allied Sietch
  • Unlocks the Crafts Workshop Village Building

↑ Back to tree

Border Defense [Expansion]

  • +1 Missile Battery limit
  • +30% Missile Battery Power
  • +4 Militia Armor

↑ Back to tree

Wonders of the Desert [Expansion]

  • +30% resource production in Special Regions
  • No penalty Authority cost to Annex a Village in a Special Region

↑ Back to tree

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Fremen Development Trees

★ nodes are faction-unique replacements.

Arrakis Secrets ★

Freedom Fighters ★

CHOAM Integration

Sand Brotherhood ★

Riches of Arrakis

CHOAM Support

Survival Training

Sky Grazing ★

Stalwart Alliance ★

Parallel Training

Iday Alakrab ★

Military Propaganda

Siege Incentives

Fremen Solidarity ★

Sand Diplomats ★

Spying Logistic

Sietch Network ★

Landsraad Support

Stealth Gear

Nefarious Contracts

Insider Trading

Spying Mastery

Local Dialect Studies

Heir of Arrakis ★

Desert Wisdom ★

Native Customs

Desert Watchers ★

Outpost Logistics

Valuable Trinkets

Border Defense

Wonders of the Desert

Fremen Unique Developments

These developments replace their shared counterparts for Fremen only.

Fremen Solidarity [Statecraft] Unique

  • Immediately gain 60 relation with all Sietches
  • +100% Agent recruitment speed

↑ Back to tree

Sand Diplomats [Statecraft] Unique

  • Each allied Sietch grants +1 Influence production
  • Unlocks the Political Agreement Treaty
  • Unlocks the Al-Gaib Temple Building in Sietch Tabr

↑ Back to tree

Sietch Network [Statecraft] Unique

  • Each allied Sietch grants +5% chance to detect an enemy operation
  • +1 Agent slot in Counterintelligence

↑ Back to tree

Sky Grazing [Military] Unique

  • -20% damage from air units
  • Unlocks the Mobile Turret unit

↑ Back to tree

Desert Trekkers [Military] Unique

  • +10 Water
  • Ground units gain +20% Speed in neutral territory

↑ Back to tree

Stalwart Alliance [Military] Unique

  • During Liberation of an enemy Village, neighboring allied Sietches send a supporting raid
  • Unlock the second gear slot in the Armory
  • Allied Sietches Militia have +50% Health

↑ Back to tree

Iday Alakrab [Military] Unique

  • Wormriding is +100% faster
  • Wormriding cannot be seen
  • On exiting wormriding, units inflict +10 damage on the first attack and gain Stealth for a day

↑ Back to tree

Heir of Arrakis [Expansion] Unique

  • +20% Authority production per controlled Deep Desert
  • Unlocks the Investment Office Village Building
  • Controlled Deep Desert grant neighboring Villages effects:
  • Effects of Village quirks are applied 2 more times
  • +20% Militia Power

↑ Back to tree

Desert Wisdom [Expansion] Unique

  • Windtraps produce +0.1 Knowledge per level of wind strength in the Region
  • Unlocks the Research Agreement Treaty
  • Unlocks the Mason Guild Building in Sietch Tabr

↑ Back to tree

Desert Watchers [Expansion] Unique

  • +1 Militia slot
  • +50 Militia Health per neutral neighboring Village
  • Ally units in Fremen territory have Stealth
  • Fremen units also gain stealth near Allied sietches

↑ Back to tree

Arrakis Secrets [Economy] Unique

  • Reveals the position of all Spice Fields
  • Deployed Harvesting Teams regain Health and Supply
  • When they pack up, Harvesting Teams leave combat immediately and have Stealth for 1 day
  • Unlocks the Spice Silos Village Building

↑ Back to tree

Freedom Fighters [Economy] Unique

  • +0.5 Solari Production per existing neutral or Fremen Village
  • +500 Solari when liberating a Village
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

Sand Brotherhood [Economy] Unique

  • +1% Solari production per ally Sietch
  • +10% resource production in the region of an ally Sietch and its neighbors
  • Unlocks the Bazaar Building in Sietch Tabr

↑ Back to tree

Shared Transcendence [Economy] Unique

  • Ceremonial Caves produce +10 Solari
  • Ceremonial Caves produce +1 Knowledge

↑ Back to tree

Shared Developments

These developments are available to all factions.

Economy

Composite Materials [Economy]

  • +10 Plascrete production
  • Unlock Maintenance Center

↑ Back to tree

Modular Parts [Economy]

  • +1 maximum assignable Crew in Harvesters
  • Unlocks Spice Silos Village Building
  • Unlocks the Harvester Works building

↑ Back to tree

Advanced Engineering [Economy]

  • Each Village produces +2% resources per Building constructed
  • Unlocks the Mason Guild in Base Building
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

CHOAM Integration [Economy]

  • See next period's Spice exchange rate in the Spice Report
  • Unlocks the CHOAM branch Building in your Main Base
  • +1 Agent slot in CHOAM Information

↑ Back to tree

Insulated Valley [Economy]

  • Controlled Village in regions with at most 2 Wind Strength Gain:
  • -30% Building Solari Upkeep
  • Buildings require -1 Water

↑ Back to tree

Geothermal Condensers [Economy]

  • Fuel cell Factories product +10 Solari
  • Fuel cell Factories produce +5 water
  • +10% resource production in villages with Fuel cell Factory

↑ Back to tree

Riches of Arrakis [Economy]

  • +10 Solari production per controlled Special Region
  • +2% total Solari production per controlled Special Region

↑ Back to tree

Crew Training Program [Economy]

  • +2 Maximum Crew in Harvesters
  • +20% Spice production

↑ Back to tree

CHOAM Support [Economy]

  • -15% CHOAM Share buying price
  • +0.1 Spice exchange rate per 5% CHOAM Share

↑ Back to tree

Military

Survival Training [Military]

  • Unlock armory to customize unit's equipment
  • Unlocks the Military Base building

↑ Back to tree

Army Logistics [Military]

  • +10 Water
  • Unlock second gear slot in armory

↑ Back to tree

Mechanization [Military]

  • Unlock Support Drone unit

↑ Back to tree

Recruitment Initiative [Military]

  • +5 Command Point
  • +20% Manpower Production
  • Unlock Command Post district

↑ Back to tree

Energy Efficiency [Military]

  • +50% Fuel Cell
  • -1 mechanical units Fuel Cell requirement
  • Unlocks the Fusion Plant Building in your main base

↑ Back to tree

Parallel Training [Military]

  • +2 Training slot
  • Unlock Military Academy
  • +1 Agent slot in Spacing Guild Information

↑ Back to tree

Parts Production [Military]

  • +20% mechanical units Health
  • +50% mechanical units regeneration speed
  • -30% mechanical units regeneration costs

↑ Back to tree

Military Propaganda [Military]

  • +10 Command Point
  • +20% Authority production if no other factions use more Command Point

↑ Back to tree

Siege Incentives [Military]

  • Military units deal +50% damage against Main Bases
  • Military units gives 0.1 solari per damage inflicted on a Main Base

↑ Back to tree

Statecraft

Intelligence Network [Statecraft]

  • Getting the chosen result on at least one resolution grants 10 Landsraad Standing every Council
  • +100% Agent Recruitment speed

↑ Back to tree

Diplomatic Maneuvers [Statecraft]

  • Minor Houses deliver a House Gift near Main Base after every Council
  • Unlock Political Agreement Treaty
  • Unlock Embassy district

↑ Back to tree

Spying Logistic [Statecraft]

  • Allow the training of Assassins
  • +200% Agent recruitment speed
  • Unlocks the Intelligence Agency building

↑ Back to tree

Counter Measures [Statecraft]

  • After every Council 1 Landsraad Guard appear near Main Base per 100 Influence spent up to 3
  • You can assign 1 more Agent to Counterintelligence

↑ Back to tree

Landsraad Support [Statecraft]

  • +50 max Influence per agent assigned to a Landsraad Information slot
  • +1 Agent slot in Landsraad Information

↑ Back to tree

Stealth Gear [Statecraft]

  • 20% of an operation's Intel cost is refunded when launched in the territory of a faction in Conflict
  • Enemies have -50% chance to detect missions

↑ Back to tree

Nefarious Contracts [Statecraft]

  • -50% Assassin recruitment costs
  • +1 max Infiltration Cells in each faction's territory

↑ Back to tree

Insider Trading [Statecraft]

  • -20% CHOAM Share selling price
  • Selling CHOAM shares grants 1 Influence Influence per share and removes CHOAM selling cooldown and max influence during landsraad council

↑ Back to tree

Spying Mastery [Statecraft]

  • -50% impact from number of Agents on the time to recruit a new one
  • +5 max Agents

↑ Back to tree

Expansion

Local Dialect Studies [Expansion]

  • -15% Authority cost to annex a Village
  • +1 Water per controlled Village

↑ Back to tree

Lay of the Land [Expansion]

  • +0.5 Knowledge per controlled Village
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Local Hubs [Expansion]

  • -15% Village Buildings construction costs
  • Unlocks the Investment Office Village Building

↑ Back to tree

Native Customs [Expansion]

  • +20% Authority from Agents on a Arrakis Information slot
  • -30% Authority cost to Annex a Village in a Region with a revealed Sietch

↑ Back to tree

Civilian Defense Force [Expansion]

  • +1 Militia Slot
  • +150 Militia Health
  • -50% Airfield Upkeep

↑ Back to tree

Outpost Logistics [Expansion]

  • Owned Villages Authority penalty to annex a new Village is reduced by 30%
  • +1 Agent slot in Arrakis Information

↑ Back to tree

Valuable Trinkets [Expansion]

  • +100% resources received from trading with an allied Sietch
  • Unlocks the Crafts Workshop Village Building

↑ Back to tree

Border Defense [Expansion]

  • +1 Missile Battery limit
  • +30% Missile Battery Power
  • +4 Militia Armor

↑ Back to tree

Wonders of the Desert [Expansion]

  • +30% resource production in Special Regions
  • No penalty Authority cost to Annex a Village in a Special Region

↑ Back to tree

↑ Back to top

House Corrino Development Trees

★ nodes are faction-unique replacements.

Modular Parts

Advanced Engineering

CHOAM Integration

Integrated Costs ★

Geothermal Condensers

Riches of Arrakis

CHOAM Manipulation ★

Survival Training

Imperial Command ★

Energy Efficiency

Parallel Training

Parts Production

Imperial Protocols ★

Siege Incentives

Absolute Power ★

Diplomatic Spying ★

Spying Logistic

Emperor Eyes ★

Landsraad Support

Stealth Gear

Nefarious Contracts

Insider Trading

Spying Mastery

Megalopolis ★

Imperial Administration ★

Administrative Consolidation ★

Outpost Logistics

Valuable Trinkets

Border Defense

Wonders of the Desert

House Corrino Unique Developments

These developments replace their shared counterparts for House Corrino only.

Absolute Power [Statecraft] Unique

  • Proposing a Non-aggression Pact has no cost if no Truce is active
  • Gain 5 Landsraad Standing on Council opening if at least one Truce is active
  • Unlocks the Landsraad Quarters Building in Imperial Base

↑ Back to tree

Diplomatic Spying [Statecraft] Unique

  • +2 Influence production per Agent assigned on a faction in Truce
  • +2 Intel production per Agent assigned on a faction in Conflict
  • Unlocks the Political Agreement Treaty

↑ Back to tree

Emperor Eyes [Statecraft] Unique

  • Fills Counterintelligence slots with 3 unmovable Emperor Eye Agents
  • -50% Military Units costs while the victim of a treason

↑ Back to tree

Imperial Command [Military] Unique

  • Can use Airfields of factions in Truce
  • No Supply drain in regions owned by factions in Truce
  • Unlock the second gear slot in the Armory

↑ Back to tree

Imperial Protocols [Military] Unique

  • +10 Command Point
  • -20% damage received for Military Units in regions where Corrino has numerical superiority

↑ Back to tree

Megalopolis [Expansion] Unique

  • -10% construction costs in Imperial Base
  • Corrino Villages neighbouring Imperial Base get: +3 Water, -10% construction cost

↑ Back to tree

Imperial Researchers [Expansion] Unique

  • +1 Knowledge per completed district
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Imperial Administration [Expansion] Unique

  • Effects of Village quirks are applied 1 more time in ally Villages neighbouring Imperial Bases
  • Unlocks the Investment Office Village Building

↑ Back to tree

Administrative Consolidation [Expansion] Unique

  • -20% Solari Upkeep in ally Villages with 4 or more Buildings of the same type
  • Unlocks the Emperor Monument Building in the Imperial Base

↑ Back to tree

Solid Materials [Economy] Unique

  • +15 Plascrete Production
  • Buildings have +1000 Health

↑ Back to tree

CHOAM Manipulation [Economy] Unique

  • Each 1% of CHOAM Shares grants: +0.5% Military Unit Power, +1% chance of detecting an enemy operation

↑ Back to tree

Integrated Costs [Economy] Unique

  • Ally Villages neighbouring Imperial Base get: +10 Solari production, -30% Major Building Solari upkeeps

↑ Back to tree

Shared Developments

These developments are available to all factions.

Economy

Composite Materials [Economy]

  • +10 Plascrete production
  • Unlock Maintenance Center

↑ Back to tree

Modular Parts [Economy]

  • +1 maximum assignable Crew in Harvesters
  • Unlocks Spice Silos Village Building
  • Unlocks the Harvester Works building

↑ Back to tree

Advanced Engineering [Economy]

  • Each Village produces +2% resources per Building constructed
  • Unlocks the Mason Guild in Base Building
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

CHOAM Integration [Economy]

  • See next period's Spice exchange rate in the Spice Report
  • Unlocks the CHOAM branch Building in your Main Base
  • +1 Agent slot in CHOAM Information

↑ Back to tree

Insulated Valley [Economy]

  • Controlled Village in regions with at most 2 Wind Strength Gain:
  • -30% Building Solari Upkeep
  • Buildings require -1 Water

↑ Back to tree

Geothermal Condensers [Economy]

  • Fuel cell Factories product +10 Solari
  • Fuel cell Factories produce +5 water
  • +10% resource production in villages with Fuel cell Factory

↑ Back to tree

Riches of Arrakis [Economy]

  • +10 Solari production per controlled Special Region
  • +2% total Solari production per controlled Special Region

↑ Back to tree

Crew Training Program [Economy]

  • +2 Maximum Crew in Harvesters
  • +20% Spice production

↑ Back to tree

CHOAM Support [Economy]

  • -15% CHOAM Share buying price
  • +0.1 Spice exchange rate per 5% CHOAM Share

↑ Back to tree

Military

Survival Training [Military]

  • Unlock armory to customize unit's equipment
  • Unlocks the Military Base building

↑ Back to tree

Army Logistics [Military]

  • +10 Water
  • Unlock second gear slot in armory

↑ Back to tree

Mechanization [Military]

  • Unlock Support Drone unit

↑ Back to tree

Recruitment Initiative [Military]

  • +5 Command Point
  • +20% Manpower Production
  • Unlock Command Post district

↑ Back to tree

Energy Efficiency [Military]

  • +50% Fuel Cell
  • -1 mechanical units Fuel Cell requirement
  • Unlocks the Fusion Plant Building in your main base

↑ Back to tree

Parallel Training [Military]

  • +2 Training slot
  • Unlock Military Academy
  • +1 Agent slot in Spacing Guild Information

↑ Back to tree

Parts Production [Military]

  • +20% mechanical units Health
  • +50% mechanical units regeneration speed
  • -30% mechanical units regeneration costs

↑ Back to tree

Military Propaganda [Military]

  • +10 Command Point
  • +20% Authority production if no other factions use more Command Point

↑ Back to tree

Siege Incentives [Military]

  • Military units deal +50% damage against Main Bases
  • Military units gives 0.1 solari per damage inflicted on a Main Base

↑ Back to tree

Statecraft

Intelligence Network [Statecraft]

  • Getting the chosen result on at least one resolution grants 10 Landsraad Standing every Council
  • +100% Agent Recruitment speed

↑ Back to tree

Diplomatic Maneuvers [Statecraft]

  • Minor Houses deliver a House Gift near Main Base after every Council
  • Unlock Political Agreement Treaty
  • Unlock Embassy district

↑ Back to tree

Spying Logistic [Statecraft]

  • Allow the training of Assassins
  • +200% Agent recruitment speed
  • Unlocks the Intelligence Agency building

↑ Back to tree

Counter Measures [Statecraft]

  • After every Council 1 Landsraad Guard appear near Main Base per 100 Influence spent up to 3
  • You can assign 1 more Agent to Counterintelligence

↑ Back to tree

Landsraad Support [Statecraft]

  • +50 max Influence per agent assigned to a Landsraad Information slot
  • +1 Agent slot in Landsraad Information

↑ Back to tree

Stealth Gear [Statecraft]

  • 20% of an operation's Intel cost is refunded when launched in the territory of a faction in Conflict
  • Enemies have -50% chance to detect missions

↑ Back to tree

Nefarious Contracts [Statecraft]

  • -50% Assassin recruitment costs
  • +1 max Infiltration Cells in each faction's territory

↑ Back to tree

Insider Trading [Statecraft]

  • -20% CHOAM Share selling price
  • Selling CHOAM shares grants 1 Influence Influence per share and removes CHOAM selling cooldown and max influence during landsraad council

↑ Back to tree

Spying Mastery [Statecraft]

  • -50% impact from number of Agents on the time to recruit a new one
  • +5 max Agents

↑ Back to tree

Expansion

Local Dialect Studies [Expansion]

  • -15% Authority cost to annex a Village
  • +1 Water per controlled Village

↑ Back to tree

Lay of the Land [Expansion]

  • +0.5 Knowledge per controlled Village
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Local Hubs [Expansion]

  • -15% Village Buildings construction costs
  • Unlocks the Investment Office Village Building

↑ Back to tree

Native Customs [Expansion]

  • +20% Authority from Agents on a Arrakis Information slot
  • -30% Authority cost to Annex a Village in a Region with a revealed Sietch

↑ Back to tree

Civilian Defense Force [Expansion]

  • +1 Militia Slot
  • +150 Militia Health
  • -50% Airfield Upkeep

↑ Back to tree

Outpost Logistics [Expansion]

  • Owned Villages Authority penalty to annex a new Village is reduced by 30%
  • +1 Agent slot in Arrakis Information

↑ Back to tree

Valuable Trinkets [Expansion]

  • +100% resources received from trading with an allied Sietch
  • Unlocks the Crafts Workshop Village Building

↑ Back to tree

Border Defense [Expansion]

  • +1 Missile Battery limit
  • +30% Missile Battery Power
  • +4 Militia Armor

↑ Back to tree

Wonders of the Desert [Expansion]

  • +30% resource production in Special Regions
  • No penalty Authority cost to Annex a Village in a Special Region

↑ Back to tree

↑ Back to top

House Ecaz Development Trees

★ nodes are faction-unique replacements.

Modular Parts

Artistic Aspirations ★

CHOAM Integration

Insulated Valley

Cultural Tourism ★

Riches of Arrakis

CHOAM Support

Survival Training

National Mythos ★

Martial Perfectionism ★

Inspiring Standard ★

Logistical Flourish ★

Parts Production

Military Propaganda

Siege Incentives

Intelligence Network

Diplomatic Maneuvers

Spying Logistic

Counter Measures

Landsraad Support

Stealth Gear

Cosmopolitan Elegance ★

Political Art ★

Influential Plots ★

Local Dialect Studies

Lay of the Land

Native Artists ★

Prideful Crown ★

Outpost Logistics

Valuable Trinkets

Border Defense

Wonders of the Desert

House Ecaz Unique Developments

These developments replace their shared counterparts for House Ecaz only.

Political Art [Statecraft] Unique

  • Gain 8 Influence upon building a Masterpiece
  • Any Charter claimed by House Ecaz cannot be proposed to vote

↑ Back to tree

Influential Plots [Statecraft] Unique

  • When out of Intel, Influence is used for mission preparation, assassination upkeep, and Assassin recruitment
  • +1 max Infiltration Cells in each faction's territory

↑ Back to tree

Cosmopolitan Elegance [Statecraft] Unique

  • Information levels rise and fall 50% faster
  • Agents on fields at max Information level produce +50% of every resource

↑ Back to tree

National Mythos [Military] Unique

  • Unlocks the War Banner unit
  • -10% damage received by Ecazi units in a large area around the Champion

↑ Back to tree

Inspiring Standard [Military] Unique

  • War Banners produce 2 Manpower
  • Non-mechanical units in the same region as at least 1 War Banner regenerate Health 100% faster
  • Unlocks the Fusion Plant Building in Foliage

↑ Back to tree

Martial Perfectionism [Military] Unique

  • +5 Command Point
  • Units can pay +100% price to recruit in +50% time, gaining +20% Health, +20% Power, +100% Cost to heal permanently
  • Unlocks the Military Academy Building in Foliage

↑ Back to tree

Logistical Flourish [Military] Unique

  • When a Champion dies, get +50% units recruitment speed for 10 days
  • Unlocks the Command Post Building in Foliage
  • +1 Agent slot in Spacing Guild Information

↑ Back to tree

Manichean Propaganda [Expansion] Unique

  • +1 Militia slot
  • Other factions lose 5 Influence when killing an Ecazi Militia

↑ Back to tree

Prideful Crown [Expansion] Unique

  • Villages at a distance of 2 regions from the Garden Resort gain: +40% Authority cost to Annex, +50% Militia Power, +50% Militia Health

↑ Back to tree

Native Artists [Expansion] Unique

  • Masterpieces increase relation with Sietches in the same region
  • Unlocks the Museum of Unbound Arts Building

↑ Back to tree

Artistic Aspirations [Economy] Unique

  • Gain 80 Solari upon building a Masterpiece
  • -50% cost to add a Building slot
  • Unlocks the Mason Guild Building in Foliage

↑ Back to tree

Cultural Tourism [Economy] Unique

  • Each Sanctuary provides +10 Solari production
  • Each Sanctuary provides +5 Water
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

Shared Developments

These developments are available to all factions.

Economy

Composite Materials [Economy]

  • +10 Plascrete production
  • Unlock Maintenance Center

↑ Back to tree

Modular Parts [Economy]

  • +1 maximum assignable Crew in Harvesters
  • Unlocks Spice Silos Village Building
  • Unlocks the Harvester Works building

↑ Back to tree

Advanced Engineering [Economy]

  • Each Village produces +2% resources per Building constructed
  • Unlocks the Mason Guild in Base Building
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

CHOAM Integration [Economy]

  • See next period's Spice exchange rate in the Spice Report
  • Unlocks the CHOAM branch Building in your Main Base
  • +1 Agent slot in CHOAM Information

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Insulated Valley [Economy]

  • Controlled Village in regions with at most 2 Wind Strength Gain:
  • -30% Building Solari Upkeep
  • Buildings require -1 Water

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Geothermal Condensers [Economy]

  • Fuel cell Factories product +10 Solari
  • Fuel cell Factories produce +5 water
  • +10% resource production in villages with Fuel cell Factory

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Riches of Arrakis [Economy]

  • +10 Solari production per controlled Special Region
  • +2% total Solari production per controlled Special Region

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Crew Training Program [Economy]

  • +2 Maximum Crew in Harvesters
  • +20% Spice production

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CHOAM Support [Economy]

  • -15% CHOAM Share buying price
  • +0.1 Spice exchange rate per 5% CHOAM Share

↑ Back to tree

Military

Survival Training [Military]

  • Unlock armory to customize unit's equipment
  • Unlocks the Military Base building

↑ Back to tree

Army Logistics [Military]

  • +10 Water
  • Unlock second gear slot in armory

↑ Back to tree

Mechanization [Military]

  • Unlock Support Drone unit

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Recruitment Initiative [Military]

  • +5 Command Point
  • +20% Manpower Production
  • Unlock Command Post district

↑ Back to tree

Energy Efficiency [Military]

  • +50% Fuel Cell
  • -1 mechanical units Fuel Cell requirement
  • Unlocks the Fusion Plant Building in your main base

↑ Back to tree

Parallel Training [Military]

  • +2 Training slot
  • Unlock Military Academy
  • +1 Agent slot in Spacing Guild Information

↑ Back to tree

Parts Production [Military]

  • +20% mechanical units Health
  • +50% mechanical units regeneration speed
  • -30% mechanical units regeneration costs

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Military Propaganda [Military]

  • +10 Command Point
  • +20% Authority production if no other factions use more Command Point

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Siege Incentives [Military]

  • Military units deal +50% damage against Main Bases
  • Military units gives 0.1 solari per damage inflicted on a Main Base

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Statecraft

Intelligence Network [Statecraft]

  • Getting the chosen result on at least one resolution grants 10 Landsraad Standing every Council
  • +100% Agent Recruitment speed

↑ Back to tree

Diplomatic Maneuvers [Statecraft]

  • Minor Houses deliver a House Gift near Main Base after every Council
  • Unlock Political Agreement Treaty
  • Unlock Embassy district

↑ Back to tree

Spying Logistic [Statecraft]

  • Allow the training of Assassins
  • +200% Agent recruitment speed
  • Unlocks the Intelligence Agency building

↑ Back to tree

Counter Measures [Statecraft]

  • After every Council 1 Landsraad Guard appear near Main Base per 100 Influence spent up to 3
  • You can assign 1 more Agent to Counterintelligence

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Landsraad Support [Statecraft]

  • +50 max Influence per agent assigned to a Landsraad Information slot
  • +1 Agent slot in Landsraad Information

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Stealth Gear [Statecraft]

  • 20% of an operation's Intel cost is refunded when launched in the territory of a faction in Conflict
  • Enemies have -50% chance to detect missions

↑ Back to tree

Nefarious Contracts [Statecraft]

  • -50% Assassin recruitment costs
  • +1 max Infiltration Cells in each faction's territory

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Insider Trading [Statecraft]

  • -20% CHOAM Share selling price
  • Selling CHOAM shares grants 1 Influence Influence per share and removes CHOAM selling cooldown and max influence during landsraad council

↑ Back to tree

Spying Mastery [Statecraft]

  • -50% impact from number of Agents on the time to recruit a new one
  • +5 max Agents

↑ Back to tree

Expansion

Local Dialect Studies [Expansion]

  • -15% Authority cost to annex a Village
  • +1 Water per controlled Village

↑ Back to tree

Lay of the Land [Expansion]

  • +0.5 Knowledge per controlled Village
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Local Hubs [Expansion]

  • -15% Village Buildings construction costs
  • Unlocks the Investment Office Village Building

↑ Back to tree

Native Customs [Expansion]

  • +20% Authority from Agents on a Arrakis Information slot
  • -30% Authority cost to Annex a Village in a Region with a revealed Sietch

↑ Back to tree

Civilian Defense Force [Expansion]

  • +1 Militia Slot
  • +150 Militia Health
  • -50% Airfield Upkeep

↑ Back to tree

Outpost Logistics [Expansion]

  • Owned Villages Authority penalty to annex a new Village is reduced by 30%
  • +1 Agent slot in Arrakis Information

↑ Back to tree

Valuable Trinkets [Expansion]

  • +100% resources received from trading with an allied Sietch
  • Unlocks the Crafts Workshop Village Building

↑ Back to tree

Border Defense [Expansion]

  • +1 Missile Battery limit
  • +30% Missile Battery Power
  • +4 Militia Armor

↑ Back to tree

Wonders of the Desert [Expansion]

  • +30% resource production in Special Regions
  • No penalty Authority cost to Annex a Village in a Special Region

↑ Back to tree

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House Vernius Development Trees

★ nodes are faction-unique replacements.

Entropic Engineering ★

Advanced Engineering

CHOAM Integration

Insulated Valley

Geothermal Condensers

Riches of Arrakis

Spice Enlightenment ★

CHOAM Support

Survival Training

Water Batteries ★

Guild Collaboration ★

Energy Efficiency

Parallel Training

Parts Production

Automated Manufacture ★

Siege Incentives

Technological Exchange ★

Diplomatic Maneuvers

Heretical Computing ★

Counter Measures

Landsraad Support

Stealth Gear

Holistic Thinking ★

Insider Trading

Physical Wiring ★

Sequential Thinking ★

Lay of the Land

Local Hubs

Neural Tropism ★

Outpost Logistics

Valuable Trinkets

Automated Defenses ★

Wonders of the Desert

House Vernius Unique Developments

These developments replace their shared counterparts for House Vernius only.

Technological Exchange [Statecraft] Unique

  • Gain 5 Landsraad Standing on Council opening per active Truce
  • +2 Knowledge per active Truce

↑ Back to tree

Heretical Computing [Statecraft] Unique

  • Unlock Analytical Machine Agents and get 1 for free
  • Unlocks the Harmless Gadget Treaty
  • Unlocks the Intelligence Agency Building in S-Vault

↑ Back to tree

Holistic Thinking [Statecraft] Unique

  • +1 Knowledge per Information field with at least 1 Analytical Machine
  • Information increases by 1 level in factions that have accepted a Harmless Gadget

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Physical Wiring [Statecraft] Unique

  • Infiltration Cells adjacent to a connected neural node give +2 Knowledge, +5 Solari production, and +1 Intel production per Statecraft building in the Village
  • Allows the training of Assassins

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Water Batteries [Military] Unique

  • When out of Fuel Cells, Water is used in its stead
  • Unlock the second gear slot in the Armory

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Guild Collaboration [Military] Unique

  • +5 Command Point
  • Agents assigned on a Spacing Guild Information slot produce 2 Fuel Cell
  • Unlocks the Command Post Building in S-Vault

↑ Back to tree

Automated Manufacture [Military] Unique

  • +10 Command Point
  • +0.5% recruitment and regeneration speed of all units per Knowledge

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Sequential Thinking [Expansion] Unique

  • The Nodal Network can optionally connect to Neural Nodes across a Deep Desert
  • Each node on the longest path of the Nodal Network gives +0.5 Knowledge and +2% Authority production

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Automated Defenses [Expansion] Unique

  • Villages connected to the Nodal Network gain: +2 free extra Automated Militia
  • Connected Neural Nodes attack enemy units in the region as a rapid-fire single-target defensive building

↑ Back to tree

Neural Tropism [Expansion] Unique

  • Enemy factions pay +30% Authority to Annex a Village neighboring at least 2 regions connected to the Nodal Network
  • Unlocks the Neural Core Building in S-Vault

↑ Back to tree

Entropic Engineering [Economy] Unique

  • Can spend up to 2 Fuel Cell in Combine Harvester Drones to increase their production
  • Unlocks the Spice Silos Village Building
  • Unlocks the Spice Laboratory Building in S-Vault

↑ Back to tree

Spice Enlightenment [Economy] Unique

  • Can spend up to 4 Fuel Cells in Combine Harvester Drones to increase their production
  • +0.5% Spice production per Knowledge

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Shared Developments

These developments are available to all factions.

Economy

Composite Materials [Economy]

  • +10 Plascrete production
  • Unlock Maintenance Center

↑ Back to tree

Modular Parts [Economy]

  • +1 maximum assignable Crew in Harvesters
  • Unlocks Spice Silos Village Building
  • Unlocks the Harvester Works building

↑ Back to tree

Advanced Engineering [Economy]

  • Each Village produces +2% resources per Building constructed
  • Unlocks the Mason Guild in Base Building
  • Unlocks the Trade Agreement Treaty

↑ Back to tree

CHOAM Integration [Economy]

  • See next period's Spice exchange rate in the Spice Report
  • Unlocks the CHOAM branch Building in your Main Base
  • +1 Agent slot in CHOAM Information

↑ Back to tree

Insulated Valley [Economy]

  • Controlled Village in regions with at most 2 Wind Strength Gain:
  • -30% Building Solari Upkeep
  • Buildings require -1 Water

↑ Back to tree

Geothermal Condensers [Economy]

  • Fuel cell Factories product +10 Solari
  • Fuel cell Factories produce +5 water
  • +10% resource production in villages with Fuel cell Factory

↑ Back to tree

Riches of Arrakis [Economy]

  • +10 Solari production per controlled Special Region
  • +2% total Solari production per controlled Special Region

↑ Back to tree

Crew Training Program [Economy]

  • +2 Maximum Crew in Harvesters
  • +20% Spice production

↑ Back to tree

CHOAM Support [Economy]

  • -15% CHOAM Share buying price
  • +0.1 Spice exchange rate per 5% CHOAM Share

↑ Back to tree

Military

Survival Training [Military]

  • Unlock armory to customize unit's equipment
  • Unlocks the Military Base building

↑ Back to tree

Army Logistics [Military]

  • +10 Water
  • Unlock second gear slot in armory

↑ Back to tree

Mechanization [Military]

  • Unlock Support Drone unit

↑ Back to tree

Recruitment Initiative [Military]

  • +5 Command Point
  • +20% Manpower Production
  • Unlock Command Post district

↑ Back to tree

Energy Efficiency [Military]

  • +50% Fuel Cell
  • -1 mechanical units Fuel Cell requirement
  • Unlocks the Fusion Plant Building in your main base

↑ Back to tree

Parallel Training [Military]

  • +2 Training slot
  • Unlock Military Academy
  • +1 Agent slot in Spacing Guild Information

↑ Back to tree

Parts Production [Military]

  • +20% mechanical units Health
  • +50% mechanical units regeneration speed
  • -30% mechanical units regeneration costs

↑ Back to tree

Military Propaganda [Military]

  • +10 Command Point
  • +20% Authority production if no other factions use more Command Point

↑ Back to tree

Siege Incentives [Military]

  • Military units deal +50% damage against Main Bases
  • Military units gives 0.1 solari per damage inflicted on a Main Base

↑ Back to tree

Statecraft

Intelligence Network [Statecraft]

  • Getting the chosen result on at least one resolution grants 10 Landsraad Standing every Council
  • +100% Agent Recruitment speed

↑ Back to tree

Diplomatic Maneuvers [Statecraft]

  • Minor Houses deliver a House Gift near Main Base after every Council
  • Unlock Political Agreement Treaty
  • Unlock Embassy district

↑ Back to tree

Spying Logistic [Statecraft]

  • Allow the training of Assassins
  • +200% Agent recruitment speed
  • Unlocks the Intelligence Agency building

↑ Back to tree

Counter Measures [Statecraft]

  • After every Council 1 Landsraad Guard appear near Main Base per 100 Influence spent up to 3
  • You can assign 1 more Agent to Counterintelligence

↑ Back to tree

Landsraad Support [Statecraft]

  • +50 max Influence per agent assigned to a Landsraad Information slot
  • +1 Agent slot in Landsraad Information

↑ Back to tree

Stealth Gear [Statecraft]

  • 20% of an operation's Intel cost is refunded when launched in the territory of a faction in Conflict
  • Enemies have -50% chance to detect missions

↑ Back to tree

Nefarious Contracts [Statecraft]

  • -50% Assassin recruitment costs
  • +1 max Infiltration Cells in each faction's territory

↑ Back to tree

Insider Trading [Statecraft]

  • -20% CHOAM Share selling price
  • Selling CHOAM shares grants 1 Influence Influence per share and removes CHOAM selling cooldown and max influence during landsraad council

↑ Back to tree

Spying Mastery [Statecraft]

  • -50% impact from number of Agents on the time to recruit a new one
  • +5 max Agents

↑ Back to tree

Expansion

Local Dialect Studies [Expansion]

  • -15% Authority cost to annex a Village
  • +1 Water per controlled Village

↑ Back to tree

Lay of the Land [Expansion]

  • +0.5 Knowledge per controlled Village
  • Unlocks the Research Agreement Treaty

↑ Back to tree

Local Hubs [Expansion]

  • -15% Village Buildings construction costs
  • Unlocks the Investment Office Village Building

↑ Back to tree

Native Customs [Expansion]

  • +20% Authority from Agents on a Arrakis Information slot
  • -30% Authority cost to Annex a Village in a Region with a revealed Sietch

↑ Back to tree

Civilian Defense Force [Expansion]

  • +1 Militia Slot
  • +150 Militia Health
  • -50% Airfield Upkeep

↑ Back to tree

Outpost Logistics [Expansion]

  • Owned Villages Authority penalty to annex a new Village is reduced by 30%
  • +1 Agent slot in Arrakis Information

↑ Back to tree

Valuable Trinkets [Expansion]

  • +100% resources received from trading with an allied Sietch
  • Unlocks the Crafts Workshop Village Building

↑ Back to tree

Border Defense [Expansion]

  • +1 Missile Battery limit
  • +30% Missile Battery Power
  • +4 Militia Armor

↑ Back to tree

Wonders of the Desert [Expansion]

  • +30% resource production in Special Regions
  • No penalty Authority cost to Annex a Village in a Special Region

↑ Back to tree

↑ Back to top

Factions