Factions

## 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.

### Faction Bonuses

* Can use the Peaceful Annexation on neutral Villages.
* Other factions lose no Authority from treaties with House Atreides.
* Other factions lose 100% more Landsraad Standing when breaking a Truce with House Atreides.
* Cannot pillage neutral Villages.

### At 5k Hegemony

* Gains +10% Solari production while under the effect of a positive targeted Resolution.
* Gains +10% Military Unit Power while under the effect of a negative targeted Resolution.

### At 10k Hegemony

* Ignores all Charters prerequisites except for the necessary Landsraad Standing.
* Permanently gains +2% resource production upon being elected for a positive Resolution (x20 max).

## 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.

### Faction Bonuses

* Can use Oppression on Harkonnen Villages.
* Can sacrifice an Agent to reduce a mission's cost and preparation time.
* Villages gain +5% resource production per active militia.
* Villages suffer -10% resource production.

### At 5k Hegemony

* Gain 50 Intel by pillaging a Village.
* Killing an enemy non-mechanical unit gives 5% chance to receive a Brainwashed Agent.

### At 10k Hegemony

* Sacrificed Agents give a change to not consume an operation on use.
* Grants +1 additional Agent slot in each non-faction field.

## 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.

### Faction Bonuses

* Can install Underworld Headquarters in opponents' Villages.
* Units +10% Speed outside combat
* Authority cost to Annex a Village suffers no penalty from distance to Sietch Tuek.
* Authority cost to Annex a Village is increased 50% more by owned Villages.

### At 5k Hegemony

* Can place Bounty on Landsraad resolutions.
* Join the Landsraad Council with 50 Votes.

### At 10k Hegemony

* Installs a Major Underworld Headquarters in every enemy Main Base.
* Gain +50% resources from pillaging a Village.

## 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.

### Faction Bonuses

* Spice Field in neutral and controlled region can be harvested by Harvesting Teams, a mobile unit.
* Can form alliances with Sietches outside of territory.
* Can use Thumpers to perform Wormriding.
* Villages have -1 maximum Building slot.

### At 5k Hegemony

* Surrounding a Deep Desert grants control over it.
* Thumpers are generated passively and attract larger Sandworms that can travel farther.

### At 10k Hegemony

* Grants knowledge of enemy alliances with Sietches.
* Allied Sietch have a Settlement, capable of hosting a specialized Industry.

## Corrino

Imperial House Corrino has ruled the galaxy for ten millennia, 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.

### Faction Bonuses

* Villages have +1 Building slot.
* Can use Imperial Edict on Landsraad Resolutions to switch their scope.
* Other factions have to spend +100% influence to cancel a Non-aggression Pact with House Corrino
* Authority cost to Annex a Village is increased 200% more by distance from Imperial Base.

### 5k Hegemony

* Can use Main Base Deployment on Corrino and neutral Villages once.
* Can offer Imperial Mandate, giving Sardaukar to another faction, as part of a trade.

### At 10k Hegemony

* Military Unites gain +5% Power per faction with less CHOAM Shares.
* Gain +1 Guild Favor production per faction with less CHOAM Shares.

## 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.

### Faction Bonuses

* Surrounded neutral villages become Sanctuary, that cannot be attacked by other factions.
* Gain 1 Authority production per Sanctuary
* Villages adjacent to a Sanctuary gain +1 instance of the Village's traits.
* Cannot betray a faction in Truce.

### At 5k Hegemony

* A single Ecazi Village can be turned into a Garden Resort.
* A single Ecazi non-mechanical unit can be named Champion, who raises Hegemony by killing other factions' units.

### At 10k Hegemony

* Turn 0.2% of your Hegemony into Solari production.
* The first 50 votes placed on each resolution are free.