Developments

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“The mystery of life isn't a problem to solve, but a reality to experience.”

List of Contents

General Info

  • + Developments are unlocked after claiming your first Village
  • + The more Knowledge you have, the faster the developments are researched
  • + The amount of time it takes to research a Development increases exponentially as more Developments are completed
  • Full Development Trees by Faction: Atreides | Harkonnen | Smugglers | Fremen
  • Statecraft

    Intelligence Network

    Allows all agents on the field to input and have access to information, creating an ever-expanding web of knowledge to which all can connect

    Diplomatic Maneuvers

    • Unlocks the Non-Aggression Pact Treaty
    • You can assign 1 more Agent to Landsraad Infiltration
    • Agents assigned on opposing factions produce 10 Solari
    Diplomacy is a complex game, one that can be played only by those who accept and even enjoy such interactions

    Spying Logistic

    Not everybody is born a natural spy. Most have to train hard to become one

    Negotiation Tactics

    • Minor Houses deliver Dump Box near your base every 20 days
    • You can assign 1 more Agent to CHOAM Infiltration
    • Agents assigned on CHOAM Infiltration produce 100% more Solari
    If you cannot take down an enemy, befriend them. Negotiation has always been the shortest way to compromise

    Political Stance

    • 10% of the votes you assign on resolutions that do not pass are refunded as Influence
    • +10 Solari production per active treaty
    • +1 Influence production per active treaty
    The deep spiral of politics can be overwhelming to newcomers

    Stealth Gear

    • -1% daily chance of Agent capture when assigned on a faction
    • -10% daily Supply drain of units in enemy territory
    • +10 Intel when ally Agents escape capture
    The best way not to get caught is to not be seen at all

    Counter Measures

    • +150% Agent recruitment speed
    • Detect units with Camouflage from 50% further
    • You can assign 1 more Agent to Counterintelligence
    Sometimes, the best offense is defense. This is particularly true in espionage

    Sand Diplomacy

    • All relation gains with Sietch are increased by 50%
    • +50% received resources when trading with Sietch
    • Agents assigned on Arrakis Infiltration produce 25% more Authority
    A strong reputation, deserved or not, is a powerful tool at the negotiation table

    Spying Mastery

    • Using an operation in a Region gives Tactical Advantage to that region for 1 day
    • +3 Intel production per Agent assigned on a Sietch
    • +5 max Agents
    Secrets are best kept by fewer guardians, and a strong encryption code

    Expansion

    Local Dialect Studies

    Efforts in social and cultural integration always help assuaging the pyon's fears

    Paracompass

    A Paracompass is the best navigation tool on a planet with an unstable magnetic field

    Water Sellers Contacts

    Good relations with the Water Sellers Guild can greatly alleviate the needs and risks associated with water on the desert planet

    Local Hubs

    Further fostering local ties helps when it comes to surviving on a planet like Arrakis

    Water Trade

    Setting up your own water exploitation infrastructure can be a safe and very rewarding strategy

    Lay of the Land

    • You can assign 1 more Agent to Arrakis Infiltration
    • Agents assigned on Arrakis Infiltration produce 20% more Authority
    • +100% Sietch detection speed
    To the layman, Dune is only a pile of dust. Only those who know the land see the deadly traps and abundant opportunities

    Outpost Logistics

    Setting up a solid netowrk of outposts generally requires defensive installations, the right people, and convincing gifts

    Border Defense

    These small stations are usually built within villages, allowing for better communication with remote places

    Airfield Network

    • -40% Airfield construction costs
    • -40% Airfield upkeep costs
    • Shuttles are 40% faster
    A vast territory requires a solid and efficient transport network

    Economy

    Composite Materials

    • -15% Village buildings construction costs
    • Buildings are contructed 15% faster in Villages
    • +15% Village buildings repair speed
    Dune's harsh environment makes composite materials a key part of building a vast and durable infrastructure

    Advanced Engineering

    • +5% resource production in Villages per building built on an extra slot
    • +50% Health on all Buildings
    • Unlocks the Processing Plant
    These improved construction techniques specific to Arrakis' environment are dedicated to infrastructure efficiency

    Modular Parts

    • +1 maximum assignable Crew in Harvesters
    • +30% Harvesters Health regeneration
    • Unlocks the Harvester Works
    Modular parts unlock customization options for your vehicles, like extra crew cabins in your Harvesters

    Energy Markets

    He who controls the energy market can become a very rich man

    Gridex Plane

    • +1 maximum assignable Crew in Harvesters
    • Unlocks the Spice Silos building
    A marvel of engineering, the Gridex Plane is a differential-charge separator that revolutionized Spice harvesting

    Economic Lobbying

    Preventative action is often the best way to safeguard your interests and optimize returns

    Crew Training Program

    • +1 maximum assignable Crew in Harvesters
    • +5% Spice production
    • +50% Hegemony production from Spice tax paid
    Some Houses consider harvester crews as expendable. Others know in their happiness lies the recipe for the very best Spice yields

    CHOAM Hegemony

    • +5% CHOAM Spice exchange rate per Agent assigned to CHAOM Infiltration
    • +5 Solari production
    • +5% Solari production
    A network of warehouses that allow easy access to vital resources, whenever the need arises

    Riches of Arrakis

    • +20 Solari production per controlled Special Region
    • +2% Solari production per controlled Special Region
    • +20 Village resource production in Special Regions
    Arrakis teaches the attitude of the knife - chopping off what's incomplete and saying: "Now, it's complete because it's ended here."

    Military

    Survival Training

    • Increases armies' max Supply by 30%
    • Unlocks that faction's Tier 2 unit
    • Unlocks the Military Base
    Arrakis is the deadliest and most efficient instructor

    Defence Systems

    There is strength in numbers, and also in very thick walls

    Support Structures

    • You can assign 1 more Agent to Spacing Guild Infiltration
    • Unlocks that faction's Tier 3 unit
    • Unlocks the Command Post
    The Command Post, medbays and decontamination cells all contribute to the efficiency of an army

    Ground Command

    Controlling strategic areas remains a necessary step towards control of the planet itself

    Military Threat

    • 1% of your units' total Power is produced as Influence
    • Military units have -10% daily Supply drain
    • Unlocks the Military Pressure Treaty
    The pen may be mightier than the sword, but the sword never runs out of ink

    Call to Arms

    Cultivating loyalty is the best way to ensure your people will step forward when the need arises

    Army Logistics

    • Gain +50 Plascrete when pillaging a Village
    • Gain 50% more resources when pillaging a Village
    • Armies occupying a Village gain 50% Health regeneration per day outside combat
    An army needs a lot of resources to operating, including those found in the field

    Air Command

    Mastery of the sky allows for a strategic troops deployment advantage

    High Command

    • +6 Command Points
    • +1 Armor for all military Units
    • Tier 4 Units start with 1 more Experience level
    A reliable military intelligence is key to strategic decision making

    Unique Faction Developments

  • House Atreides ->
  • House Harkonnen ->
  • Smugglers ->
  • Fremen ->
  • Factions

    Ecaz Banner

    House Ecaz

    House Ecaz is known for it's touristic resorts, it's recreational drugs, and it's patronage for the Art. But behind this enticing exterior, the refined house and it's no less refined ruler, Archduchess Armanda, are ruthless and efficient defenders of their interests.

    Smugglers Banner

    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 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.