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 will only start recruiting once you have researched their first Development
  • Captured agents can be traded back from the enemy faction, however they also have a chance to escape every day

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

    Trait Effect
    Bene Gesserit This agent produces 100% more Infiltration
    Charistmatic Influence global production is increased by 2% per Infiltration level
    Council Agent +100% Agent recruitment speed
    Engineer
  • Plascrete global production is increased by 1% per Infiltration level
  • Ghost This agent produces 50% more Intel
    Intendant
  • This agent produces 20% of every resource but Infiltration
  • Mentat This agent produces 50% of every resource but Infiltration
    Merchant Solari global production is increased by 1% per Infiltration level
    Political Mastermind +5% Influence production
    Psychologist This agent produces 20% more Intel
    Recruiter +20% Agent recruitment speed
    Suk Doctor Knowledge global production is increased by 2% per Infiltration level

    Assignments

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

    Assignment Effect
    Enemy Faction
  • +5 Intel
  • +10 Faction Infiltration
  • Arrakis
  • +1 Authority
  • +1 Intel
  • +10 Arrakis Infiltration
  • +30% Sietch detection speed
  • Spacing Guild
  • +2 Manpower
  • +1 Intel
  • +10 Spacing Guild Infiltration
  • CHOAM
  • +10 Solari
  • +1 Intel
  • +10 CHOAM Infiltration
  • Landsraad
  • +1 Influence
  • +1 Intel
  • +10 Landsraad Infiltration
  • 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
  • Operations

    Operations are missions that can be launched by your Spies.

    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:

    Probe Setup

    • Cost: 50 Intel | Difficulty: Easy
    • Infiltration Levels Required: N/A
    • Factions: All

    • + Reveals all information and units in the region
    • + Advances detection of any Sietch in the region

    Gear Sabotage

    • Cost: 100 Intel | Difficulty: Easy
    • Infiltration Levels Required: Spacing Guild 1
    • Factions: All

    • + Reduces enemy units Power and Speed in the Region
    • + -20% Missile Battery Power

    Supply Drop

    • Cost: 100 Intel | Difficulty: Easy
    • Infiltration Levels Required: Arrakis 1
    • Factions: All

    • + Gives supply and health regeneration to allied units in the Region

    Scavenger Team

    • Cost: 100 Intel | 100 Solari | Difficulty: Easy
    • Infiltration Levels Required: Arrakis 1
    • Factions: All

    • + Converts 100% of the Power of dying Military Units in to Solaris
    • + Allies gain 20% more resources when pillaging a Village

    Consolidation

    • Cost: 100 Intel | 100 Solari | Difficulty: Easy
    • Infiltration Levels Required: Spacing Guild 1
    • Factions: Corrino

    • + +3 Armor to units and structures in the region

    Arrakis Diplomacy

    • Cost: 150 Intel | 150 Solari | Difficulty: Medium
    • Infiltration Levels Required: CHOAM 1 | Landsraad 1
    • Factions: Atreides

    • + Disbands the Fremen Raids and increases relations with the Sietches in the region

    Combat Drugs

    • Cost: 150 Intel | 150 Solari | Difficulty: Medium
    • Infiltration Levels Required: Arrakis 1 | Spacing Guild 1
    • Factions: Harkonnen

    • + Their Power and Speed are increased during the effect
    • − Allied units in combat lose health and supply each second

    Poison the Reserves

    • Cost: 150 Intel | 150 Solari | Difficulty: Medium
    • Infiltration Levels Required: Arrakis 1 | Spacing Guild 1
    • Factions: Smugglers

    • + Increases the Supply drain and prevents Supply regeneration for opponents

    Sand Cloak

    • Cost: 150 Intel | 150 Solari | Difficulty: Medium
    • Infiltration Levels Required: Arrakis 1 | Spacing Guild 1
    • Factions: Fremen

    • + Allied military units are invisible for 2 days

    Interdiction Zone

    • Cost: 200 Intel | 200 Solari | Difficulty: Medium
    • Infiltration Levels Required: Spacing Guild 1 | Landsraad 1
    • Factions: Corrino

    • + The use of Carryalls is forbidden and Blocks the Shuttle ability for enemies

    Cease Fire

    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Infiltration Levels Required: CHOAM 2 | Landsraad 2
    • Factions: All

    • + Interrupts and prevents battles in target Region for 2 days

    Crowd Manipulation

    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Infiltration Levels Required: Spacing Guild 2 | Landsraad 2
    • Factions: All

    • + The selected Village starts a rebellion

    Defense Sabotage

    • Cost: 500 Intel | 500 Solari | Difficulty: Hard
    • Infiltration Levels Required: Arrakis 2 | Spacing Guild 2
    • Factions: All

    • + -50% Power for the target Main Base
    • + +50% damage received by the target Main Base

    Atomics

    Assassination Operations

    Protocol Surveys

    • Cost: 200 Intel | 200 Solari | Difficulty: Assassination 1/4
    • Infiltration Levels Required: Target Faction 1 | Arrakis 1 | Spacing Guild 1 | CHOAM 1 | Landsraad 1
    • Factions: All

    • + Gain access to 1 more slot in the target Faction Infiltration
    • + Sets up the assassination of the target faction leader. Can be launched at the same time as other missions

    Infiltration Cells

    • Cost: 500 Intel | 1,000 Solari | Difficulty: Assassination 2/4
    • Infiltration Levels Required: Target Faction 2 | Arrakis 2 | Spacing Guild 2 | CHOAM 2 | Landsraad 2
    • Factions: All

    • + Gain access to 1 more slot in the target Faction Infiltration
    • + Sets up the assassination of the target faction leader. Can be launched at the same time as other missions

    Proximity Infiltration

    • Cost: 500 Intel | 1,000 Solari | Difficulty: Assassination 3/4
    • Infiltration Levels Required: Target Faction 2 | Arrakis 2 | Spacing Guild 2 | CHOAM 2 | Landsraad 2
    • Factions: All

    • + Allows for the assassination of the target faction leader. Can be launched at the same time as other missions

    Assassination

    • Cost: 1000 Intel | 5,000 Solari | Difficulty: Assassination 4/4
    • Infiltration Levels Required: Target Faction 3 | Arrakis 3 | Spacing Guild 2 | CHOAM 2 | Landsraad 2
    • Factions: All

    • + Assassinate the leader of the target faction. The player will be removed from the game

    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

    Smugglers Banner

    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.

    Ecaz Banner

    House Ecaz

    Coming soon...

    Fremen Banner

    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.

    Corrino Banner

    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.