Gameplay

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"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."

List of Contents

Victory Conditions

Domination

Achieve a Domination victory by eliminating all opposing Factions, either by destroying their Main Base or through Assassination.

Political

Achieve a Political victory by being elected to the Governor of Dune Charter for 45 days.

Hegemony

Achieve a Hegemony victory by reaching 30,000 Hegemony.

Economical

Achieve an Economical victory by holding 50% of CHOAM Shares.

Espionage

Agents

  • Your first agent begins recruiting after capturing your first village and takes 10 days by default; each subsequent agent recruits progressively slower.
  • Default max is 10 agents, upgradeable to 15 via the Spying Mastery development.
  • Captured agents can be traded back from the enemy faction, and also have a chance to escape on their own each day.
  • Agent trait bonuses (recruitment speed, resource production, etc.) apply regardless of where the agent is assigned.

Each agent will have 1 special trait that modifies their abilities according to the below table:

Trait Effect
Artist +1 Hegemony production
Bene Gesserit Counts as 2 agents for Intelligence Levels
Brainwashed −10% of every resource production
Charismatic Influence global production is increased by 2% per Information level
Council Agent +100% Agent recruitment speed; cannot be captured; does not count toward agent limit
Engineer Plascrete global production is increased by 2% per Information level
Fremen Sibling +5% Intel production; cannot be captured; does not count toward agent limit
Ghost +50% Intel production
Intendant +20% field resource production
Mentat +50% field resource production
Merchant Solari global production is increased by 0.5% per Information level
Psychologist +20% Intel production
Recruiter +20% Agent recruitment speed
Suk Doctor Knowledge global production is increased by 5% per Information level

Assignments

Up to 3 agents can be assigned per spying field (Harkonnen faction gets +1 slot).

Agents can be assigned to one of the following assignments to grant you benefits according to the below table:

Assignment Effect
Enemy Faction +3 Intel
Arrakis +1 Authority
Spacing Guild +1 Manpower
CHOAM +10 Solari
Landsraad +1 Influence
Counterintelligence
  • +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
  • Slows assassination preparation against you
  • Does not generate any resources
  • Intelligence Levels

    Assigning agents to a faction's spying field raises your Intelligence Level with that faction, unlocking progressively more information and capabilities:

    • Level 1 — Reveals borders, village productions, councilors, and development counts; unlocks the Infiltration Cells operation.
    • Level 2 — Reveals main base buildings, command points, units, agent assignments, available operations, and Underworld HQ presence.
    • Level 3 — Unlocks the Assassination operation.

    Operations

    Operations are missions that can be launched by your Spies.

    Operations take 3 days to prepare before deploying. Launching an operation exposes agents assigned to its prerequisite fields to capture risk — temporarily reassigning those agents before launching (and reassigning them back after) mitigates this risk.

    Each operation has a difficulty level that determines several factors according to the table below:

    Difficulty Effect
    Easy
  • 0% chance of complications each day
  • 30% chance of operation detection by the targeted enemy faction
  • 0% chance of agent capture when the operation is detected
  • Medium
  • 5% chance of complications each day
  • 30% chance of operation detection by the targeted enemy faction
  • 20% chance of agent capture when the operation is detected
  • Hard
  • 10% chance of complications each day
  • 30% chance of operation detection by the targeted enemy faction
  • 40% chance of agent capture when the operation is detected
  • Epic
  • 15% chance of complications each day
  • 30% chance of operation detection by the targeted enemy faction
  • 60% chance of agent capture when the operation is detected
  • Special
  • 0% chance of complications each day
  • 0% chance of operation detection by the targeted enemy faction
  • List of Operations

    Common Operations (All Factions)

    Probe Setup
    • Cost: 50 Intel | Difficulty: Easy
    • Information Levels Required: None
    • Factions: All
    • + Reveals all information and units in the region
    • + Advances detection of any Sietch in the region
    Defense Sabotage
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: Arrakis 1
    • Factions: All
    • + Missile Batteries and Main Base suffer −30% Power
    Leave Order
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: Landsraad 1
    • Factions: All
    • + Enemies lose 100 Solari per unit in the region
    Supply Drop
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: Spacing Guild 1
    • Factions: All
    • + Ally non-mechanical units gain +80 Supply daily
    Scavenger Team
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: CHOAM 1
    • Factions: All
    • + Converts 25% of the max Health of dying Military Units into Solari
    • + +20% resources from pillaging a Village
    Decoy Thumper
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: Arrakis 2
    • Factions: All
    • + Calls a Sandworm to the region
    • + Protects neighboring regions from attacks
    EMP Bomb
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: Spacing Guild 2
    • Factions: All
    • + Enemy mechanical units suffer −50% attack speed and −20% Speed
    Administrative Burden
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: CHOAM 2
    • Factions: All
    • + Target faction Military Units are trained at −60% speed
    • + Buildings constructed at −60% speed
    Defense Breaches
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: Landsraad 2
    • Factions: All
    • + +50% damage received by the target Main Base
    • + −3 Armor to the target Main Base

    Faction-Specific Operations

    Support Intelligence (Atreides)
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: Spacing Guild 1
    • + −5% damage received to Atreides and allies per launched operation
    Arrakis Diplomacy (Atreides)
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: Arrakis 2
    • + Disbands rebellions and raids
    • + +200% increased relation gain with Sietches in the region
    Cease Fire (Atreides)
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: Landsraad 2
    • + Interrupts and prevents battles in target region for 2 days
    Combat Drugs (Harkonnen)
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: CHOAM 1
    • + Ally units gain +30% damage and +10% Speed
    • − Ally units lose −10% Health per day
    Sleeper Agent (Harkonnen)
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: Arrakis 2
    • + Any non-temporary non-mechanical unit has a 50% chance to spawn a Sleeper Agent
    Toxic Vapors (Harkonnen)
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: Spacing Guild 2
    • + Enemy non-mechanical units have no Health regeneration
    • + Enemy non-mechanical units lose −30% Health per day
    Poison the Reserves (Smugglers)
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: Arrakis 1
    • + Enemy units losing supply suffer −20% Speed and −5% Health per day
    Extraction Network (Smugglers)
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: Spacing Guild 2
    • + Every unit around the region's Village is extracted to Sietch Tuek instantly
    Communication Jamming (Smugglers)
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: CHOAM 2
    • + Cancels all current and blocks new operations in the region for 3 days
    Hiding Tracks (Fremen)
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: Arrakis 1
    • + Allied units in the region and its neighbors gain Stealth
    • + Enemy units suffer −10% Speed
    Hidden Thumpers (Fremen)
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: Arrakis 2
    • + Riding Sandworms to or from this region does not consume a Thumper
    • + Units gain Stealth
    Awaken the People (Fremen)
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: CHOAM 2
    • + Start a rebellion in the Village
    Consolidation (Corrino)
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: CHOAM 1
    • + +2 Armor to ally mechanical units and structures
    Interdiction Zone (Corrino)
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: Landsraad 2
    • + Enemy Carryalls cannot be used
    • + Enemy Airfield cannot be used
    Orbital Strike (Corrino)
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: Spacing Guild 2
    • + Missiles strike from orbit targeting all ground enemy units, Villages, and Main Bases
    Epic Quest (Ecaz)
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: Arrakis 1
    • + The Military Unit with the most Power in the region deals +100% damage
    Live Performance (Ecaz)
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: Landsraad 2
    • + Gain 5 Influence upon killing enemy units
    • − Lose 5 Influence upon units dying
    Elecca Fog (Ecaz)
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: CHOAM 2
    • + In combat, enemy non-mechanical units cannot be controlled
    Ambient Connection (Vernius)
    • Cost: 100 Intel | Difficulty: Easy
    • Information Levels Required: Landsraad 1
    • + Ally mechanical units are Tethered remotely
    Empirical Data (Vernius)
    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Information Levels Required: CHOAM 2
    • + +1 Knowledge per unit of any faction in combat in the region
    Hidden Backdoor (Vernius)
    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Information Levels Required: Spacing Guild 2
    • + Enemy mechanical units cannot be controlled and attack their allies

    Assassination Operations

    Assassination operations are a special chain of missions leading to the elimination of a rival faction leader. They can be run concurrently with other operations.

    Infiltration Cells
    • Cost: 100 Intel | Difficulty: N/A
    • Information Levels Required: Target Faction 1
    • Factions: All
    • + Install an Infiltration Cell in the target Village
    • + Gain access to 1 more Agent slot in the target faction
    • Cost: 200 Solari | Difficulty: N/A
    • Information Levels Required: None
    • Factions: All
    • + Reveal the presence of Infiltration Cells in the region and its neighbors
    Assassination
    • Cost: 500 Intel | 1,000 Solari | Difficulty: N/A
    • Information Levels Required: Target Faction 3 | Arrakis 1 | Spacing Guild 1 | CHOAM 1 | Landsraad 1
    • Factions: All
    • + Launch the Assassination Countdown to kill the target faction leader
    • + The targeted faction leader will be removed from the game if successful

    Landsraad Council

    Resolutions

    **TO DO**

    Charters

    **TO DO**

    Special Events

    General Info

    **TO DO**

    Event List

    **TO DO**

    Points of Interest

    General Info

    **TO DO**

    Points of Interest List

    **TO DO**

    Factions