Headquarter Buildings

Scientia potentia est: knowledge is power.  The research center hosts the best scientists and gives them the means of making breakthroughs that will, in turn, serve you as Developments.
* +3 Knowledge
* +30% Knowledge
* -30% Research Hub Upkeep

#### CHOAM Branch

500 Plascrete
 Hosting a CHOAM branch is not mandatory in any way, but a wise leader will quickly find it quite advantageous, as it is sure to give them an edge in their economic endeavors.
* Applies Solari Upkeep Reduction to all ally villages in neighboring regions
* +30% bonus CHOAM Spice exchange rate
 Prerequisites: Economic Lobbying

#### Harvester Works

500 Plascrete
 This structure trains technical harvesting crews and gives them tools to improve their work.  Specialists of spice collection help optimize the process from start to finish.
* +5% Harvester gathering rate per Economy building in its village
* -50% Harvester respawn time
 Prerequisites: Modular Parts

#### Al-Gaib Temple

500 Plascrete
 The temple draws the faithful, strengthening their will to serve Arrakis, either through industrious work or combat against offworlders.
* +20% Spice production
* +40% resource production in ally villages of the neighboring regions
 Prerequisites: Sietch Network

#### Recycling Vats

500 Plascrete
 A complex but streamlined system of used water collection gathers the precious fluids to several recycling stations called "clear nodes," and then re-injects it as clean water into the system.
* +10 Water
* +1 Water per Dew Collector

### Military

#### Recruitment Center

500 Plascrete
 This structure streamlines the process of enrollment for military units as well as makes recruitment easier, ultimately bringing in more manpower for your forces.
* +0.5 Manpower production per controlled Village
* Military units are trained 20% faster
* +2 Training Slot

#### Barracks

500 Plascrete
 Allows your military forces to recover and organize more effectively by giving them a place to fall back to and store their equipment.
* +30% Health for military units
* +30% Experience gains for all your military units
 Prerequisites: Ground Command

#### Fusion Plant

500 Plascrete
 While the usage of atomic weapons is forbidden by the Great Convention, civilian nuclear physics is widely used by the Great Houses for cheap efficient energy production. What they do with that energy is nobody's business.
* +10 Fuel Cell
 Prerequisites: Ground Command

#### Command Post

500 Plascrete
 Optimizes logistics for your armies and improves communication down the chain of command, ultimately making your forces more efficient and dangerous.
* +12 Command Point
* +20% Power to all military units
 Prerequisites: Support Structures

#### Enhanced Fortifications

1500 Plascrete
 Reinforces the main Base's Defense and offensive capabilities, making it harder to take down.
* +30 Armor
* +3 Armor on units in this region
 Prerequisites: Defense Systems

#### Underground Tunnels

500 Plascrete
 A stockpile of weapons is the best thing to have with you when taking a last stand.
* Increase armies' max Supply by 30%
* Gain 30% more resources when pillaging a village
 Prerequisites: Sietch Network

### Statecraft

#### Embassy

500 Plascrete
 An important node of your power, where diplomats and other powerful people exchange information or work on political agreements.
* -30% Treaty upkeep costs
* +10% Solari per active Trade Agreement
* +10% Knowledge per active Research Agreement

#### Landsraad Quarters

500 Plascrete
 A place to host dignitaries and important people during their time in your capital is an essential key to any political play in the Landsraad..
* +200 max Influence
 Prerequisites: Landsraad Whispers

#### Administrative Hall

500 Plascrete
 The city hall centralizes the administrative formalities and acts as a nexus for your civic and political power.
* +25% Authority production
* +15% Hegemony gains
 Prerequisites: Local Hubs

#### Intelligence Agency

500 Plascrete
 The battle for information is best fought with the proper structures, and this agency contains everything you need to conduct proper espionage and counter intelligence missions.
* Agents produce 20% more Intel
* +200% Agent recruitment speed
 Prerequisites: Spying Logistics

#### Council Chamber

500 Plascrete
 The best way to have an influence over the Landsraad is to make sure you are always in the midst of it, ever present and seemingly indispensable.
* +30% Landsraad Standing gains
* +30% Influence production
 Prerequisites: Atreides Delegations

#### Interrogation Center

500 Plascrete
 Like spice, information must flow.  Sadly, said information must more often than not be extracted from human beings like sap is extracted from a tree.  Most abhor the method, but the Harkonnens will never shy away from a proven tool.
* Gain 5 Intel when killing enemy units
* Gain 50 Intel by pillaging a village
 Prerequisites: Cruel Reputation

#### Black Market Branch

500 Plascrete
 Money is not the only thing that can  be earned from commercial exchanges.  Especially when said transactions are on the verge of legality.
* Gain 250% of your Influence production as Solari
* Get 5% of the Bounty's cost as Influence
 Prerequisites: Underworld Bribes

#### Bazaar

500 Plascrete
 The city hall centralizes the administrative formalities and acts as a nexus for your civic and political power.
* Counts as Economy, Military, and Statecraft for the purpose of district bonuses
* Applies the district bonus 1 more time
 Prerequisites: Arrakis Secrets

### Underworld Headquarters

Underworld Headquarters are unique to the Smugglers. Main Base Underworld Headquarters are unlocked at 10k Hegemony.

#### Contraband Hub

200 Intel
 Stealing is only half of the work, you also need an efficient way to resell your goods.
* Gain 30% more resources when pillaging villages owned by this faction

#### Spice Traffickers

200 Intel
 He who controls those who control the spice, controls the universe.
* Produce 5 Spice per active Spice Harvester of this main base's faction

#### Laundering Network

200 Intel
 Paying taxes is for Houses.
* +30 Solari production per level of this main base's biggest completed Economy district

#### Hidden Explosives

100 Intel
 No walls are big enough when they can crumble from their core.
* Destroy 20 Armor from the Main Base upon ally Siege
* This building is destroyed upon ally Siege on the Main Base

#### Beacon Network

200 Intel
 The best way to win a battle against a strong opponent is to exploit your own strengths.
* Ally military units in this faction's territory gain +2 Armor

#### Weapon Dealers

200 Intel
 Weapons always get lost in a conflict.  And also found by clever people.
* +3% unit Power per level of this main base's biggest completed Military district

#### Whisperers Hub

200 Intel
 It's always good to have an escape route, with people to help along the way.
* +10 Infiltration production towards this faction
* Captured Agents have +100% escape chances in this faction

#### Scheme Lodge

200 Intel
 Sometimes the best spies are the most noticeable.
* Gains +5 Intel production per active treaty with this faction

#### Activist Headquarters

200 Intel
 Spreading propaganda directly among their people also lets them know how much you matter.
* +20 max Influence per level of this main base's biggest completed Statecraft district