Gameplay
"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 | |
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 | |
| Medium | |
| Hard | |
| Epic | |
| Special |
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
Cell Search
- 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
House Atreides
The stellar reputation of House Atreides owes a lot to its leader's commanding style: firm yet honorable and fair. By imperial decree, the Atreides have just inherited the stewardship of Arrakis and have a lot of work to do to take over from the Harkonnens.
House Harkonnen
House Harkonnen shares its chilling reputation with its leader, Baron Vladimir Harkonnen. They have been called despotic, merciless, scheming and devious. And those are only their finer qualities.
Smugglers
There's a fine line between smugglers and full-fledged bandits, and Esmar Tuek is adept at walking that line. Smugglers can provide anything to anyone, provided they put the price… and do not look at the specifics too closely.
Fremen
Fremen are the only people native to Arrakis and will do anything to protect their way against the offworlders. While their leader, Liet-Kynes, doesn't originally come from Dune, she is every bit as determined and attached to the planet as the next Fremen.
House Corrino
Imperial House Corrino has ruled the galaxy for ten millenia, and Shaddam IV intends to keep it that way. The situation on Arrakis calls for the direct intervention of the Padishah Emperor, who will use all His wit and the might of His administration to turn the war to His benefit.
House Ecaz
House Ecaz is known for its touristic resorts, its recreational drugs, and its patronage for the Art. But behind this enticing exterior, the refined house and its no less refined ruler, Archduchess Armanda, are ruthless and efficient defenders of their interests.
House Vernius
House Vernius rules over Ix, the subterranean world of marvels where the Imperium's most advanced technology is forged. Driven from their homeworld by Bene Tleilax usurpers and their Sardaukar allies, Earl Rhombur Vernius has never stopped fighting to reclaim Ix — and with it, the unrivalled manufacturing power that made his house great.