I just finished the first draft of S8V1. I still need to do some difficulty balancing, but I can give a map preview:
And some details:
That's all I have for now. Hopefully I can release the map for testing soon.
That issue with the Imperial construction yard was changed a while ago! About the same time I added the Atreides construction yard to the Ix.
They're also able to build High Tech Factories, they do so in S2V2, so I guess I must have inadvertently fixed that issue as well.
I don't plan on making all of the factions have the maximum tech level. Smugglers have capped their tech level since level 7 - they're not going to be able to build an Ordos Palace. Mercenaries are going to be the same way, cap at level 6.
I'm doing some work on S8V1 atm. Just three more levels and this campaign is complete Feelsgoodman.
In that case I suggest you to be sure that the Emperor/imperials are good with the actual tech tree. I said this because the game treated differently the Construction Yard placed in the editor and the one you can deploy from a MCV. Placing with the editor is a "Imperial Construction Yard" which can't build the High-tech factory, but deploying one will be a regular Harkonnen construction yard, allowing to build that and the Harkonnen Palace.
However, if in Tibed you go into the Harkonnen construction Yard and remove "Emperor" from there, the MVC will become another imperial construction Yard (still, no high-tech factory though). But from there maybe you can do something to the emperor withouth affecting the Harkonnen or something.
This depends if you still have "construction Yard" as a requirement for that building. And if you have you can do the other way. In the imperial construction Yard, remove "Emperor" and that's it. pre-placed and deploted MCV should be treated as a regular Harkonnen construction Yard, or at least the last time I test it.