Connect native Homeworld Ecaz Arrakis coalition battles
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# Dune implementation status
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## 17 October 2026 — Native World Ecaz Arrakis coalition
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The existing native World occupation and World/Skills setups could deal Ecaz
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but still rejected the mandatory allied Arrakis battle. Fresh Ecaz/classic
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World compositions now reuse the ordinary coalition instead of requiring Nexus
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Cards; the original World occupation entry also marks Basic participation.
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World locations remain outside Occupy/Intrusion. No army merger, new support
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rule, World loss adapter, played-game conversion or numerical ruling is added.
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Genuine setup, original worm alliance and native paid shipments put Ecaz4,
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Emperor4 (two Sardaukar) and Guild2 into a clear Arrakis stronghold. Both leads
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retain fixed Ecaz losses, exact allied normal/starred losses and unchanged
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native World custody. Advanced Salusa and paid ordinary support compose through
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the original physical quote; native Karama keeps the lead and excludes its
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co-side. The existing Skills disclosure/lead controls and four legal policies
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reach original Collection. Only unopened Spice order is controlled.
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The affected eight-file union **91/91**, types/lint and build pass; four separate
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runtime smokes reach Collection without rejected actions. Actual390px Ecaz
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World+Skills normal-lobby start reaches the real skill offers with no app errors
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or overflow. Coalition arithmetic is engine proof, not a browser-played battle.
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The broader9866-case pass belongs to preceding lobby checkpoint `210aa04`, not
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this follow-up. Other roster/module compositions and final assurance remain
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open. [Source and detailed boundaries](ECAZ_OCCUPY_RULES.md#native-world-reserves-with-arrakis-occupy--17-october-2026).
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## 17 October 2026 — Normal-lobby module previews and legal continuation
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Hosts can select Leader Skills, the independent three-card Ecaz variant,
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