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In short : smugglers got buffed this patch and Fremen got nerfed.
Atreides: Permanent prod bonus upon being elected for a positive resolution
Harkonnen: Can convert captured agents
Smugglers: Can build Underworld Headquarters in enemies’ main bases with new buildings
Fremen: Can build special buildings in allied Sietches
I can tell you from experience that the extra agent in Arrakis is appealing but with the current tech restraints you need to wait for it.
You need faster agents (blue), you need econcomy (yellow), you need Fear (green) which is also economy but is mainly for authority reduction.
Extra green techs really end up being painful.
I started a new game as Harkonnen on hard with all the defaults on. Kind of sucks.
Understanding the mechanics of the game makes it managable. Playing dune is like juggling on a tight rope. The reason I mention this is because I don’t want players to be discouraged when things go south.
The game is still in early access and does need improvements in serveral areas as you have pointed out.
I tried lay of the land as my third green to see what would happen. I liked the idea of the extra agent in Arrkaris, and 20% authority. Bounced down to Composite Materials, Modular Parts over to Surival Training and then over to the Intellgence tree. This worked well for me. I am struggling with some aspects of this particular playthrough the info you shared has made the task managable.
For Harkonnen I actually have been going 3 green first - in part just to see what happens. Mainly this is because the fear tech is bugged if you raid before you unlock it later.
What I can honestly tell you is that "perfect build order" is really going to change from map to map. That's probably not what you want to hear.
They apparently dont want you to get most of the tech and that feels kind of dumb to me.
There's also a problem with the tech cost scaling and no way to make green research cheaper (I assume this will be addressed).