Gameplay

## Resources

### Spice

Harvested from Spice Fields, refined in Villages, and traded for Solari, Spice is an economic staple and primary income source for much of the game. The player must accrue enough Spice monthly to pay either the Imperial Tax (Atr, Hark, Smug) or bribe the Spacing Guild (Frem). All Spice patches are intermittently set upon by Sandworms who will attempt to destroy your Harvester. Spice production may be increased with Ornithopter Support, Spice Silos, and additional Crew members.

### Solari

Solari is the primary currency of the Imperium and is used to pay for myriad things, including units, certain Points of Interest, and some buildings. Solari is typically produced by exchanging Spice, but players may find additional revenue streams in processing plants, Energy Markets, Agents assigned to CHAOM Infiltration, and savvy trading. Players may reduce their Solari upkeep with certain buildings, such as the CHOAM Branch or Maintenance Center.

Deficit:

* -50% Knowledge
* -100% Agent recruitment speed
* -5 Landsraad Standing

### Plascrete

Plascrete is required to build and maintain all buildings. Players may reduce their Plascrete upkeep with the Maintenance Center.

Deficit:

* +50% buildings Solari Upkeep
* -50% buildings construction speed

### Manpower

Manpower is primarily used to field an army. However, the Harkonnen Oppression ability uses Manpower to significantly increase a given Village's production for a short time, at a cost. Manpower is generated by Recruitment Offices and Agents assigned to Spacing Guild Infiltration.

### Fuel Cells

Fuel Cells are only applicable to the Atreides, Harkonnen, and Smugglers. They are used to power Airfields, Missile Batteries, drones, Ornithopters, and Harvesters. Fuel Cells may be monetized using Energy Markets.

### Water

Water is arguably the most important resource on Arrakis. Expansion stagnates, Villages rebel, and armies die of thirst without adequate water supplies. Water is gained through Windtraps or the Polar Sink's Water Extractor. Players may monetize their water supplies with certain Expansion Developments or by trading with discovered Sietches.

Deficit:

* +50% Supply drain
* -50% Manpower production
* Unrest and even rebellion may take place in your Villages

### Authority

Authority is the primary gate to expansion. Villages farther from your Main Base cost more Authority to annex than those that are closer. Authority can be generated by either assigning Agents to Arrakis Infiltration or allying with a certain Sietch. The Atreides may spend Authority to capture a given Village so long as they are able to meet the tile's annexation cost.

### Landsraad Standing

Landsraad Standing is the measure of your political influence. Players in high standing will benefit from greater political and economic bonuses while those in low standing suffer from the same as debuffs and raids by Landsraad Soldiers. Players gain Landsraad Standing by paying the Imperial Tax on time and in full, completing Political Audits, winning certain Resolutions, or completing a three-building Statecraft district in their Main Base. Landsraad Standing is lost by having resource deficits, breaking Non-Aggression Pact Treaties, or using Atomics.

### Hegemony

Hegemony is analogous to your cultural power. Hegemony is gained a number of ways: winning combats, winning Resolutions or elections, controlling Special Regions, paying your taxes, allying with Sietches, or building Crafts Workshops.

### Knowledge

Knowledge directly affects how quickly your Developments research. Knowledge can be increase with the Research Agreement Treaty, the Research Hub, or the Research Center. Knowledge production is significantly reduced if you're experiencing any resource deficits.

### Influence

Influence may be spent on votes in the Landsraad, beyond any votes your faction may already spend (denoted by blue digits when voting). Influence is produced by Listening Posts, Agents assigned to Landsraad Infiltration, and, for the Smugglers, paying the Imperial Tax on time and in full. Influence may also be spent to recruit Landsraad Guards if the player is the Judge of the Change.

Deficit: -5 Landsraad Standing production

### Intel

Intel is used to launch Operations. Intel is produced in varying amounts by Agents, depending on their assignment, and Data Centers.

### Command Points

Command Points govern the total number of military units you can field. Additional Command Points are gained by building certain Main Base buildings or researching specific Military Developments.

Deficit:

* +20% military units Solari Upkeep
* +20% military units Water Upkeep
* +20% military units Manpower Upkeep
* -20% military units Power

## Win Conditions

### Domination

Dominate by eliminating all opposing factions, either by destroying their Main Base or Assassinating their leader.

### Political

Achieve Political victory by being elected Governor of Dune and holding the title for 40 days.

### Hegemony

Satisfy this condition by gaining 30.000 Hegemony before any other win conditions are met.

## Mechanics

Each time a village is Pillaged, it will cost an additional +5% Authority for the player to annex (x5 max).

You cannot pillage your first Spice Field's village.

Developments unlock once you've captured your first village.

Your first agent's time begins once you've completed your first development.

Trading your opponent their desired resources significantly increases your relationship standings with that faction.

## Combat

A unit's Power level equals the total potential damage dealt to an enemy.

Armor reduces incoming damage by the armor’s amount.

Demolition units are key to destroying armored enemies.

Attacks always deal at least one damage.

### Veterancy

 1
 2
 3
* +15% Power