Arrakis having a mind of its own is not a concept from the Dune books. There is already a "living planet" mod in Planetfall and I don't think it is an appropriate concept for this mod.
Arrakis is just a dusty rock that no-one would care about if it wasn't for the spice.
It might be appropriate for Arrakis Spice civs fighting against Arrakis Paradise to get Guild assistance somehow, but only in the later stages of terraforming when the Guild would realise that the flow of spice is threatened.
O! I like that idea! Guild Henchmen and truks, thats interesting.
Ah ,and i was just defending idea of denial of acess to guild for terraformers, bc its still seem to be right. And if not, one dead idea giving birth to another, which lives. And i really like the new one.
I still really don't understand your point, or why this should stop Arrakis Paradise users from accessing Guild homeworld trade.
Remember that Fremen aren't the only ones who can use Arrakis Paradise civic.
I think i need to explain myself in different way

I am not logical , at all, i am not, and what i saying is based on intuition, perception and feeling.
Lets organize it abit:
1. I think/feel that Arrakis Spice need some slight boost/some more speical features (Paradise have them in abundance). (Based on my gameplay). Terraforming victory is to easy to achieve, and i am not only one who said that.
2. We may need some solution, which can add also some cool feature to game.
3. We brainstorm, and here it is, i like Deliverators idea even more than mine (which is liked by david btw).
Guild can provide bonuses to Arrakis Spice adopters not only b/c they need to fight transormators, but because Guild need spice, and spice is vital for them, and ones who gather alot of spice might have bonuses.

4. If UU guild units support idea fails then it might be just shipping price discount, but hey, really, Arrakis spice need more interesting mechanics being involed with, and... after all, all this makes lots of sense. Remember? "I see plans within plans...."
