Connect native Homeworld Ecaz Arrakis coalition battles

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