Dune: Spice Wars

Dune: Spice Wars

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Corrino guide
By Damir
This guide is focuses on Corrino strategy in multiplayer
   
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UPDATED: on 04/03/2025

I'm Corrino main player with about 500h spent on multiplayer
Other guides feels a little bit outdated, so I decided to post a new guide for Corrino to help newbys to orientate in the game more properly
I will not cover game basis, like how to attach ornithopter to units
There are others guides that cover these game mechanics pretty well

So, why Corrino?
Do you like when people hate you?
Do you like put sanctions on your enemies?
Do you like watching the whole lobby burn while proclaiming your power?

If you answered yes on one of these questions, that's mean Corrino is defeneatly your house
Corrino's playstyle is all about enduring struggles early on to transform into an unstoppable powerhouse in the late game
Corrino is the most fun faction to play, just imagine the whole lobby hates you from the start, someone will try to get you down on early game and at the end players will team up against you only to end up watching how you wiping all their armies one by one.
Isn't that sounds wonderful?

However, before reaching your first victory screen in multiplayer, you'll face defeat again and again, gaining experience from each game as you strive to learn and improve. When I claimed my first victory, I had already spent around 50 hours in game.
So, don't rush into the game. Take your time, focus on learning, and enjoy the process. This game is so much fun to play that even losing doesn’t feel all that bad (at least for first 100h)

Quick factions bonuses overview
Will just explain you in order what these bonuses are about, but to understand them properly you will need to play with Corrino



1. Gives you +1 slot in villages (so instead of 5 building u can build 6)
2. You can switch almost any Landsraad Resolution "from only one" to "everyone" and vise versa
3. For example, instead of 50 influence need to spend to break the truce, other factions will spend 100 influence to break the truce with you. That's not a real thing in late game, but in early game some players may struggle with it
4. Corrino core limit for expansion, the cost is not measures by regions in game (as I initially thought) it's measures physically in game. The whole map is basically just small squares (you may see them in building mode) and the 200% is counts for each square, that's means even for the villages adjacent to your base they all have different authority cost.
That's why one village cost you only 30auth to annex while another will cost you 60, even if they both share borders with your base



1. You can drop another base (each base is 30K hp)
2. You can offer couple of sardaukars to other factions (costs 500 solari)



1. You may drop 3d base (theoretically you can drop 5 bases), if you already claimed 50 days of conflict you may feel free to destroy another player base (particularly that's not an easy task) no need to wait another 50 days. To see this click on faction base and search for red icon
2. That's just 15 influence per unit

1. Councilors


Let's start from the councilors
From left to right

1. Princess Irulan
Allows you double build each non-major building once

For example: you can double build 2 markets in one and only village, you can't double build 2 more markets anywhere else. If you wanna double build 2 markets in another village, destroy one of two markets in the previous village
Also, you can't double build Major buildings, like military factory that gives your troops +20% attack damage

2. Zum Garon
Units have +15% damage per faction in truce
Imperial mandate (which offers 2 sardaukars) has no cost

3. Gaius Helen Mohaim
Doubles votes on any Landsraad resolution that you changed
Doubles counts for charter priority

For example: there's resolution that gives everyone free agent, change this resolution to only one and put 150 votes, council doubles your votes so instead of 150 it turns out to 300 votes

4. Hasimir Fenring
Allows you to investigate discoveries pretty fast and everywhere from the start, resolving one discovery progress agent recruitment by one day

So, which one to pick?
Well, don't fell into that feeling of "free will", you don't really have an option here
Irulan is must pick council, while Zum just sucks because you don't really will have much friends while you leading in victory
Yeah, you can try to play without Irulan, good luck to deal with your whole resource economy
And I only can recommend Zum for new players (bcs you are more likely to deal with another player trying achieve his win condition) or may be, "may be" against Freemen.
There are some shcizo who will try to convert you to their cult of Zum. Explaining you that using Zum is an actual strategy "Dude, you just don't understand Zum is a real thing! You can pact truce with other 2 players, base drop 3rd and kill him!"
For sure the 3rd player will not scream in chat that "Corrino is trying to kill me!" and other 2 players knowing the fact that Corrino after that will have more lands to expand will just sit down and watch the show. That could work only in late game and against player who is actually winning (like if Ecaz won Governor and you can't revote him bcs he already researched his specific blue tech)
Whole Zum strategy relies on truce, so no truce no benefit from him. It would make sense using Zum if he had passive like "Units have +3% damage per faction in conflict" along truce benefits, that would make Zum actually worth it.

So we are left with only two options here, Fenring/Mohaim

Fenring allows you investigate discoveries anywhere (those green signs "!" on ground) with no any Araikis agent attached. You see usually players can only investigate discoveries on their own territories or discoveries on another regions adjacent to their territories.
Fenring allows you to claim any discoveries in both your own and other players' regions. That means you can... well, I don't really like the word 'steal'; let's call it 'cleaning up' discoveries from the ground instead. Because all that discoveries on the floor are not belongs to anyone even if they on someone else’s private property. So, feel free and claim any discovery you want!
Fenring is your go-to solution for resource management gaps. No manpower? Better Call Fenring! Running low on authority? Better Call Fenring! Short on intel? Better Call Fenring! Whatever you need, Fenring has you covered!
Fenring is great if you can handle multitasking, as there's always a lot going on. You'll need to decide what to build in your villages, move your army to pillage the next village, plan your next research in the tech tree and in this chaos you might just forget to investigate important discoveries.
If you can handle multitasking and you would like idea to clean up your enemies floor, pick Fenring and make sure you have 4-6 free ornithopters

Next and final, 'MOHAIM' — oh, my beloved council!
Do you love the idea of punishing your enemies and claiming advantages through in-game politics?
If so, Mohaim is definitely the council for you! You see with Imperial monument and 3 slot building bonus (we’ll dive into that later) Corrino may get 400 votes (remember, Mohaim can double your votes on changed resolutions), making you a political hegemon. This dominance unlocks new possibilities through the political mechanics.
Hark is choaming? Atreides is claiming landsraad? Vernius is rashing military tech?
No problem. Just wait until the Landsraad resolutions drop, then impose sanctions on your opponents or claim beneficial resolutions for yourself.
I'll explain more Mohaim specific in Landsraad section, but for now I highly recommend you at least try Mohaim, he's defeneatly worth it

Game stages
So, you picked your councils and launched the game
Before moving to the game itself, I would explain you about the game stages
If you don't really care about that you can just move on and just keep in mind that game in average is 2 hours long
So, I mention before about early game or late game.
But what are these stages really? How to measure them?

Well stages in game primary measures by amount of hegemony of players

IMPORTANT NOTE: If you are at 10K of hegemony while other players at 20K, it doesn't mean that you are in mid game while other players in late game. It's mean that it is late game and you are lag behind from other players on 10K of hegemony. To see that, point your mouse on hegemony icon on top bar



Also, I should mention that measuring game stages in hegemony is a little bit tricky. Because there are different ways to win in the game, you may got into the lobby where one player is achieving economic victory while another political and they're both doesn't give much about hegemony after achieving all bonuses for 10K of heg, but even in that lobby there will be 1-2 players who are achieving hegemony conditions. However, in mid lobby I believe it is a good way to measure game stages

So, since everyone starts from 0heg
Early game:
0-5K of heg
One of the most important stage of the game, you pick some villages, figuring out what villages to save for development and what just for pillage, CHOAM market will be open just in one month, at 2,5Kheg allows to build in your base, save some deposit for your second base drop

Early-mid game:
5K-10K of heg
Find a place to base drop, get some base district bonuses, scale up the amount of your troops

Mid game:
10-20K of heg
Maximize your expansion and develop your villages, prepare to hegemony rush in late game and defend yourself

Late game:
20-25K of heg
Rush hegemony, one of the active stage of defending

End game:
25-30K of heg
Try not to loose any of your territory and at the end you will win

Of course, this scenario is situational and assumes all players are aiming for a Hegemony victory. I’ve also described a scenario where you’re leading in hegemony victory, which won’t happen in every game. But that’s not the point, it’s more about understanding the concept of 'stages.'
If you don’t like how I’ve defined these stages, feel free to create your own.
It's a little bit difficult to get, but you need to "feel" these stages, it is kinda abstract.
The main idea is that you need to develop and adapt your strategy in sync with these stages as the game progresses. Just to understand that your strategy for mid game wouldn't work in late game. No, I'm serious change your strategy during these stages, I've played some games when I literally arranged an oblivion on player who is winning and remaining two were just playing "Cities: Skylines"
2. Tech Tree
So, you annexed your first spice village and placed Refinery
Now it's time for developments

There are four development branches:
Economical Development (yellow)
Military Development (red)
Expansion Development (green)
Political Development (blue)



Before digging into tech tree, I should warn you that tech tree could be situational, in example may be there's Freemen in your lobby and if you neighboring with him better to research your military first

Corrino is a "tall" faction, unlike the "wide" factions you'll face. This means your opponents will almost always outpace you in expansion, as your growth is limited to your bases. That might sound horrible, but it’s manageable. With some actions, you can cut the gap between you and the other factions, ensuring the difference isn’t too dramatic.

Corrino's unique technologies

Economical:
Solid Materials: +15 plascrete, Buildings have +1000 health (it's just doubles its actually)
Integrated Costs: Villages adjacent to your base gets +10 solari, -30% Major building upkeep
CHOAM Manipulation: each 1% of CHOAM gives 0.5% military unit power, +1% chance to detect an enemy operation

Military:
Imperial command: Can use airfields of factions in Truce, No supply drain on territory of other factions in truce, unlocks the second gear slot
Imperial Protocols: +10 command points, -20% damage received if there are more your units in region rather than opponents

Expansion:
Megalopolis: -10% Construction costs in Bases and villages adjacent to bases; +3 water per villages adjacent to bases
Imperial Researches: +1 knowledge per completed district, unlocks the research agreement
Imperial Administration: double quirks adjacent to yr bases and unlocks investment office which also apply quirks one more time
Administrative Consolidation: -20% upkeep in village with 4 or more buildings of the same type (color), unlocks the Emperor monument

Political:
Absolute Power: Proposing non-aggressive pact have no cost if no truce is active, gain 5 landsraad standing on council opening if at least one truce is active
Diplomatic Spying: +2 influence per agents assigned on factions with truce, +2 intel per agents assigned on factions in conflict, unlock political agreement treaty
Emperor Eyes: gives you 3 counter agents, -50% military units cost while victim of treason

So, what to research first?
(Thanks to our beloved friend Shin-Shin, now we have this beautiful, beautiful, beautiful "Spicy Techs". Where we can place our techs in orders, so we don't need to fk around in paint anymore)

So why especially these first techs?
I'll explain you the logic, so we research our "Solid Materials" first. It is must have tech simply because, as I mention you before Corrino is a tall faction, you will need to build a lot and for that you will need a LOT of plascrete
2. Megalopolis. This tech will save you some plascrete and will provide you some water as well
3. Imperial Administration. It's worth it just for max quirk efficiency, but if your quirks will be complete garbage it's better to research Advanced Engineering instead


You see I decided to research administration, because one of my village (where I produce plascrete) has +20% quirk. With this tech I can triple the quirk and produce pretty much plascrete for my early game. So, in that case quirks are worth to research the tech, but rarely you may just get trashy villages

4. Administration Consolidation. Will save you money basically
5. Modular parts. Boosts your spice production, that basically just give you more solari
6. Advanced Engineering gives you 2% produce bonus per building (12% boost in full villages)
7. Survival Training. Unlocks first gear slot, in short terms it's just makes your army more powerful

So, that's all techs u need for early game. Almost all of them start the engine of your economy (by economy I mean all of the resource production) and power your army a little bit
Then after you can pick whatever you want or need, here are some advices.

Economical: Basically all of the techs are worth it, Integrated costs will provide you descent amount of solari, you can develop left branch if you wanna choam. Choam Manipulation is great at late game, so don't forget to buy some shares through your game. You can research Geothermal Condensers if you out of water and you can research Riches of Arakis bcs of +2% boost stack per special region (in average you will have 3 specials, so it's +6%), you would like to research it if you are gonna heg rush

Military: You could research Imperial command for second gear, Mechanization if you suffer from early attack (arty are costly but are great to defend villages adjacent to your base) and the right military branch is great for your army in overall

Expansion: Imperial Research is nice to have when you're gonna build in bases, central branch is very situational I believe since cor army is already great at late game + orbital strike + mb nukes, it's just very hard to liberate or annex any village from cor in late game. The right branch just for heg condition, but about Outpost logistics I wouldn't recommend you research it. I mean it's nice to have it it boosts your auth, but honestly you can live without it; generally it's on your own if you are rushing heg then it's better to research it that no to

Political: Cor is not really great at assassination imho, so the right branch is not worth it except for Spying logistics. You would like to have Emperor Eyes bcs of counter agents and those agents counts as yr regular agents, so you can fulfill agent charter pretty easy. The whole central branch is worth it if you are going for gov

As I said tech tree could be very situational, it depends on various factors like what factions in your lobby, with who you neighboring, what is you win condition, resource management and etc. The more you play the better you will research technologies you need, just remember if the tech that you are researching would not benefit you immediately (except for the last in branches techs) then it's not worth it
3. Building
In this section I would like to cover both village and base construction

Let's start from villages, Corrino likes two types of villages sources and with delimit quirks
There are 5 types of village sources: spice, plascrete, fuel, solari and knowledge
Spice villages allows you build Refinery
Plascrete villages has bonus "+100% plascrete factory resource production"
Fuel villages allows you build Fuel Cell Factory
Solari villages allows you build Processing Plant
Knowledge villages produce +20 knowledge per Research hub

Corrino would get the maximum out of every village, there are 3 main factors that contribute to this. Slow expansion, Administrative Consolidation tech and double building.
Slow expansion actually gives you more time to fully develop your villages. Trust me, by the time you have enough authority to annex another village, 3 of your existing ones will already be fully built up. Administrative consolidation reduce solari upkeep on 20% with at least 4 building of the same type. That pushes you to construct 4 building of the same type in mostly of your villages

So, there are always 3 source villages adjacent to your base. One of them spice and 2 random
Spice regions are perfect to fill up with economic buildings. Harvester Works (base building) gives you +5% bonus for each economy building

This is example of common urbanization in spice village. If I had Harvester Works the overall bonus for spice output would be +40%, I could double build dew collector but with 2 wind strength it's not worth it, double build market also not worth it because with "Strong network" quirk that produce 1 intel per politic building I can double build 2 investment office and produce 9 intel in one village (x2 base, x2 office = 8iint + 1int due engineering tech)
Try to get at least 2 spice regions to keep your economy stable

Annex at least one plascrete region and try to achieve at least +100 plascrete production. That's the minimum for the whole game. If you found another plascrete village, feel free to pillage it. Having plascrete production around 100-150 is enough. Otherwise, you can build plascrete factory in your regions with spice if you feel need in it

Here is example, I build office to maximize production for manpower, solari and plascrete with "Versatile" quirk. So, village (with +60% quirk and +12% engineering) produce 5.2 manpower (about 2-3 recruitment office is enough for your early game), 68.8 plascrete (+113.8 in general) and +13.8 solari (you would like to double market in village with max output, like +20% for economic building quirk). Administration Consolidation tech reduce upkeep in this village from 70 to 56 - 13.8 = 42.2 is total upkeep for this village

If you have one land with fuel, that's pretty enough to feel comfortable, but if it's possible to annex more fuel lands without engaging in any conflict then do it

That's how might looks like adjacent to your base fuel village. It might be better to build major building in villages next to your base, with Integrate costs tech it's reduce -30% upkeep for major buildings, but that's optional build them where you feel you need

Having solari region from the start is great beginning, you can afford more building and troops.
There are two types of income in game fixed and non-fixed.
In fixed income we count any village that produce more solari then consume

For example, this village produce 92.1 and consume 25.6 solari in total it produce 66.5 solari


This village may look like it produce enough solari, but the total upkeep is 43.2 - 30.2 = 13 solari this village consumes.
In non-fixed we count any income that remain unstable, the most common are pillaging and spice trade. However you should remember that your whole economy is based on how much you earn and sell spice. Your fixed income will never generate more solari than you spend. My recommendation is diversify your economy to avoid relying too heavily on exchange rates.

Villages with knowledge are basically free knowledge, just double build research hub in it, that's costly you nothing

All right, what about delimit villages? Well delimit villages looks like this

There are two types of villages with delimit quirks for Corrino: Scientists and Youthful Eagerness. Basically +1 research hub/recruitment office and +20% resource production for them. You would like maximize quirk effect with investment office and fully build it with relevant building

Next, Base building
Corrino has 6 slots for base construction

Corrino whole gameplay relates on his first 2 bases, even if you can do not base drop wherever you want, if you will loose one of your bases in mid game it will seriously limit your possibilities.
If you want to you can follow these rules to base drop:

1. Safety. You would like base drop near to another village where you can double build missile battery and military base. Like on this screenshot

Both of the missile batteries covering the whole base making it's really hard to destroy
2. Expansion. Your base drop should open to you more ways to expand geographically and in the cost of authority
3. Limit your opponent expansion. That's really situational, but let's bring scenario where you and Ecaz spawned on one side of a map and other two players on another. You are the only one who can limit Ecaz expansion and Ecaz is very expansion faction, so you would base drop somewhere where you can stop Ecaz expansion

Back to base construction
So, there are two types of base construction:
Type one, is more for heg only win condition (if you are a newby I recommend you to play with this type), your first base is designed to enhance your political and economic capabilities, while the second serves as a dedicated military hub. Build full military in second base and build in one only slot whatever you want just remember that you need to keep some resources to quickly remove and build Emperor Monument only when you hit a war. In first base you can build 3 statecraft and 2/1 eco

Type two, is more for both gov and heg conditions playstyle, 3 statecraft in first base with Emperor Monument, 2 eco, one military. For second base 3 military, 2 statecraft, 1 eco
The reason why you would you prioritize the 3/1 military composition over 3/2 is that double military gives you +2 armor (with imperial monument). In my opinion it's not really necessary like your army at late game could become so powerful that you don't really need that armor, instead specific gear can provide armor you need. With imperial monument I usually place military at only slot for first base, the reason why it's just cuts all military tech you need to research on -30%. So what military building to sacrifice? it's "atomic power-plant" or smth like that, the one that gives you +10 fuels. With cor you can already produce 20 fuels just from one region which is all you need for military (2 arty + military factory), but if you really need more fuel you can just annex the need one or if you don't have access for such reg, research the Energy Efficiency it's boosts your fuels production on +30% and spends -1 fuel on mechanical units
4. Spice Trade & CHOAM
(https://www.youtube.com/watch?v=sAHOUgTfDxE)
This video covers spice trade paragraph pretty well, so you can watch it if you don't wanna read this section

Every time you pay taxes you receive hegemony for it, so if you will fk up with taxes you will not receive any hegemony + you will get economical penalty
The common logic of spice taxes, the more you produce the more you pay and vise versa
The max amount of spice tax is 2500. Basic exchange rate fluctuate around 1.5-2.5

The common logic of CHOAM, the more shares you buy the higher price will be and vise versa
Also, the more spice you sell the higher price will be and the more spice you stockpile the cheaper it will be
After each spice tax, CHOAM Market prints more actions for sale + Minor houses sells their shares over time
I can only add that exchange rate in game indirectly matters through players behavior. Just keep in mind that players are more likely to sell more spice when exchange rate is high and vise versa
5. Army
There are two types of armies depends on which hero you will pick


Huge conscript army with Wensicia or tanky army with Aramsham
Both have their own advantages and disadvantages

FIrst army type with Aramsham. Aramsham is the best hero in game imho. His active ability allows him execute opponents units at 50% health. Setup for Aramsham is more like Aramsham + 9 sardaukars(sards) + 2 flames + 2 artillery drones(arty). Such build is really hard to beat, sards even at first level are really chunky and even with 6 sards only can cause trouble but it's very costly in manpower and Landsraad Standing, you see to recruit one sard it costs you 50 manpower and if you will lost all your sards to rebuild it will cost you like 450 manpower, even if you will save Aramsham somehow that will still cost you 360 manpower. So you need a really good production of manpower, about +50. Moreover, because Aramsham is your front-line unit unless like Wensicia he will just die more. In average Aramsham dies 3-4 times per game so it's 90-120 Landsraad to recruit him, so you can forget about political victory. Aramsham is only for heg victory or if you suffer from mid game aggression

Second army type with Wensicia. Wensicia is more a unit save option, with her active he can just heal all the recruits around her, her army setup is more like 3 sards + 2 flames + 2 artys + 2 recruits + 12 rifleman (you can afford such amount with gear that cuts -1cp, but males them weaker). She is not really landsraad consuming like Aramsham because her passive is "gets -10% damage received per unit" so she can easily get -170% damage reduction, so killing her is not an easy task. Two main problems with Wensicia, first her army (unlike with sards that you can spam) to play with her army you need to build whole army first and then take battle after so to rebuild whole army will take some time, second you would like to gain as much exp for your whole army as possible. Wensicia type army requires more micro in battle and recruits as a big meatball is not easy to deal but per unit they garbage so you would like to max their stats

So, why would you take such gear for rifleman? Commonly you can recruit 8 rifleman as 3 cp each or 12 rifleman 2cp each, so comparing in calculation 12 rifleman are -2.5% worser than 8 in health and damage. So why would you even gear it? You see military tech "Imperial protocols" gives you -20% damage receive if the amounts of your units outnumbers opponents (works only in 1 vs 1 scenario if 2 armies will attack you they will outnumber you anyway), in general other factions have 17-18 units, without gear you can afford only 17 units, with gear 21 units. So even if yr artys in another reg you will still outnumber your opponent and receive damage reduction, that's why it's worth it.
However, you can play around with army and not to setup such gear and take like armor instead, it's on your own


Why do you even need to care about gaining experience for your units?
Take a look on stats of how looks just recruited sardaukar and fully experienced (with a star)
I know the difference may not look such dramatically but there is difference and your fully experienced army is a more thread than not exp
6. Espionage
Espionage is highly personal and depends on your playstyle. I recommend you to experimenting with it to find a strategy that works best for you


Here are some advices on operations

Probe Setup: searches for villages, POI, sietches and units in invisible mode
Scavenger Team: great to earn some money from units
Decoy Thumper: to keep your troops in safe from worms or to feed worms with other faction troops
EMP bomb: if there's Vernius in a lobby it's better to always keep one EMP for his mechanical units or to slow down ship you wanna really destroy
Administrative Burden: Really slows opponent's recruitment time
Defense Breaches: if you see that someone winning and you can't really stop him try to destroy his base with this mission

Cor Unique operations:
Consolidation: cheap mission, nice to have one in case if someone wanna destroy your base
Interdiction zone: If your opponent grabbed region near with you and he can't walk to this region or it's gonna take a while you can cut his airfield with this operation and then destroy airfield
Orbital strike, very strong mission that could kill whole army, just remember that your army is not a target for missiles but if missile will hit your units nearby they will receive damage.
7. Landsraad
"Dune: spice wars" is an excellent example of game theory and Landsraad mechanic is an interesting element from a game theory perspective because it adds layers of strategic voting, coalition-building, and resource allocation to the game.
Derails:
1. The Landsraad involves voting on resolutions that can positively or negatively affect factions. Players use votes and influence as resources to sway outcomes
2. Players can negotiate and form informal alliances to push specific resolutions
3. Not all factions have equal voting power or influence in the Landsraad
4. Each Landsraad resolution has varying payoffs for players depending on their current strategy and state in the game (military strength, spice production, or territory control). Voting is a decision under uncertainty, as players cannot fully predict others' actions.
5. The Landsraad is not a one-off mechanic; it occurs repeatedly throughout the game. This creates opportunities for iterated games, where players’ past actions influence future interactions.
6. Players must decide whether to engage heavily in Landsraad politics or focus on other areas (e.g., military or economic growth). This tradeoff is a form of opportunity cost.

With Corrino’s unique resolution iterations, 400 votes and the Mohaim council, even if your actions is limited but still you can control the entire lobby. You see Landsraad Resolution can be game changer for any faction
Here's a common example



I don't have 400 votes yet, but because it's the first Landsraad Resolution drop and there are only two factions who can interact with it in early game. I can already limit Attreides possibilities here, I'll apply Imperial Edict on 2nd and 3rd resolutions, that will cost 40 influence for me.



You can see it's changed now. So, I'll put 130 votes on Attreides to limit his politics (Atreides is very politic faction) and 10 votes on 3rd resolution to receive 10 Landsraad standing due to minor houses. I predict that the 3rd resolution will more likely to pass because it will benefit all players and with Mohaim who doubles my votes on changed resolutions in total I'm voting 260 votes on Attreides it's unlikely this resolution will affect on someone else on such early game. Moreover, I didn't vote for first resolution because I got not much villages to pillage



In outcome Atreides received -30 Landsraad standing and I got all benefits from 3rd resolutions like others did. I could take a risk and vote for myself on 3rd resolution, but I decided that it's not really worth it and limit Atreides possibilities from the start would be good decision. However, now I have no influence and it will affect me on next Landraad Council



Now, let's take a look on another example. Smuggler is choaming (he got 18%), so I'll vote 3rd resolution for him. Of course I want to make first resolution useless and I'll apply Imperial Edict on it



Done, exchange rate is 1.8 (0.8 for him) he will struggle with solari for next 20 days may be he will even sell some of his share, but at least he won't buy new ones
That's just few examples, but you got the idea
This game is always about opportunity cost, you enhance your policy in exchange of economical opportunities, enhance economy in exchange for expansion opportunities and so on and so on.
8. Victory Conditions
So, there are 5 ways to win

Destroy all bases: The hardest condition for Corrino, it's not impossible Corrino is really great in killing base, it's just very hard to kill each base. There are few strategies that can help that, like not to receive any peaces, base drop the weakest, kill his base, repeat. At least is the most fun way to win

Assassination: Corrino is not really good at assassination, he can still, the best way is to place cells in opponent's backyard, use another faction airfield to send assassins and kill him. The main problem with cor assassination is the intel production

CHOAM: It's kinda impossible for cor to win CHOAM. Only if you will be lucky enough with map gen. Unlike other factions he can't buy shares quick as Harkonnen can or Smuggler, both of them can pillage whole map and receive 0 auth penalty for that. To win CHOAM you need to act quick, the longer u play the more actions CHOAM will drop the more harder it will take to buy all 50%. However, you can still play choam to prevent other faction to choam, Corrino is great at passive solari production, so you have an option to buy CHOAM constantly. Also you can benefit from CHOAM with CHOAM Manipulation tech

Hegemony: Annex 3 specials, you can heg with only two but you'll need to research trinkets much earlier. Hegemony is the most common win condition in the game there will be a lot competition for that, so you will need to prepare to defend your lands since stop heg is really easy by liberating it. The most vulnerable techs after trinkets, it's everything that can boost your heg production, which are Wonders of the Desert, Advanced Engineering and Riches of Arrakis (may be Imperial Administration too, if quirks allows that). Double build master-crafts and propaganda office in one of your specials

Political: Three statecraft in base with Emperor Monument and 2 statecraft in another base. After 5K of heg, recruit some sards + gear them with a "+5 inf per execution". Find sietch near with you or renegades base, and constantly attack them producing inf. You'll need to take some charter first, because if you will grab them first you will get +20 Landsraad Standing award that pushes you to take gov as soon as possible. Grab the speaker, the must have to win gov and vote for gov then after. Overall with all technologies that maximize your influence and + 400 votes, you can have 1300 votes in general I believe. Also you can play with charters to force other factions spend their influence

Corrino is really good at both gov and heg conditions. I recommend you chasing both of them and somewhere in mid-late game rushing just one
How to deal with other factions?
In this section I will just give some advice on other factions

Atreides. Do not ever accept peace from Atreides, he will just annex villages around your base and where you would like to expand, try to get him down through politics, if you wanna attack him better to deal with him in mid game. In late game Atreides army is tanky as hell, don't you ever fight in late game on his territories it's just useless, only if you know that someone else wiped his army. It's really hard to deal with Atreides in late game.
so I've seen 3 types of atr gameplay: aggressive, super aggressive and political.
Aggressive. Usually, players playing with Jessica, grabbing regions far out of their lands. Then they just playing as black hole by grabbing all others regions till to base. They could even grab regions that they can't reach by foots only by airfield. Such gameplay could be counter by mid aggression, if you will manage to built yr army you can just liberate some of his lands or lands out of his control. Like imagine that he grabbed a region close to you and atr can only flew to this reg to protect it, Corrino have unique operation that offs airfields, so you usually u need to destroy the airfield and grab that region.
Super aggressive. Pretty rare tactic tbh, atr grabs region on mid or not too far away from players, max exp of their units with gear "+5% by level stack" choose his target and pillages him. The logic is to weak enemies who suffers at the early game and are really unstoppable at late game (like cor)
Political. Aterides could be vert political faction. He would truce from very beginning gaining landsraad and Atreides could have +25 influence production. Atrides don't really need to fulfill the chapters conditions since the 10k heg(?)

Harkonnen. Situational, he could be dangerous at any game stage, I also prefer to deal with him through politics. It's hard to attack him, his villages might get 6 troops, he easily can get +50 manpower in mid game, but it's a slow faction. I usually trying to avoid conflict with hark because war with harkonen is hell, his army is just an endless meat ball, he has dangerous operations that can kill your whole army and he can produce them pretty quickly.

Smuggler. Pretty weak faction against cor at late game, the most dangerous smug units are snipers can easily kill your hero, take orbital strike and thumper, catch his army and kill it if you needed. He's pillaging a lot, if he's hard choaming try to pillage his neutral villages, if not you may get him through politics. Also, smug base is pretty easy to destroy, so if he's winning just kill him shouldn't be a big problem. At early game or early-mid he could be very strong, it's not a surprise if he will come to your lands to pillage, his army is very mobile

Ecaz can play only political or only hegemony. Ecaz is one of the few faction which army can stand against cor late army, full exp ecaz army is hard to deal with
Only political, bcs of his council Meza (?), he can grab regions, fulfill it with masterpieces and abandon them. By that he does not loose any auth, masterpieces stays there forever (well till if someone would destroy them) and the more masterpieces he have the more auth, manpower and inf he can cap, like if ecaz will have 50 masterpieces it's just +200 to bank for auth and etc. He can really rush for gov by having only one charter. bcs of his specific tech he can't be outvoted and if he will manage to have at least 480 he can sacrifice 30 landsraad to avoid "Loose of right". So, yeah it's really hard to deal with strong political ecaz, your whole game can be ended in only one and half hour. Also, with his hero Milesa he can be very defensive, Milesa gives bonus +3% damage per masterpiece in this and in adjacent regions.
Only hegemony, usually ecaz in such case max the auth production by shelters, garden can be used as defensive and aggressive position. He max his hegemony by late championship hegemony, you see ecaz champions gains 300 hegemony by killing units of other factions only, so they choose their target at late game and fighting with them again and again. This strategy is pretty risky, bcs if he will loose his champion he will loose all of the hegemony this champion have

I don't have enough exp aggainst Vernius. I usually have seen him assassinating someone or me, hegemoning, choaming or somehow manage to play political. Can't really tell you how they're winning, the most common way is by heg. But personally there are not many ver players, especially good ones. But descent ver players are pain in ass ngl. Usually ver is the most powerful by his obfuscations
So, ver can obfuscate 3 main techs
Counteragents, really strong obfuscation especially at late game. Ver can start fight with you, while you paying attention on battle only, obfuscate counteragents and start assassinating you, so be careful. you will need to replace yr agents quick and manage to build monitoring stations that can detect assassins
Parallel training, very aggressive tactic, since after players will have only 2 slots, same as ver but with parts production his mechanic units training 30% faster and with his engineers he can manage to keep his units longer. usually such tactic for ver is obfuscate Parallel training, wipe someone army or obfuscate PT after someone army been wiped + administration operation. Then with engineers, ver slowly but permanently can destroy yr base
Trinkets, usually happens when ver can't heg boost or someone else just gaining more heg then him, in such cases no one can boost heg and the only way to win is by grabbing more regions by which ver could be very strong because of the amount of reg he can leave behind

Freemen... Well do you remember that page from the "How to train your dragon" film?

That's exactly about freemen, if you got a lobby with him, pray to all gods you know to not neighboring with him. If you do your early game is more likely ruined and if he chooses you as his target it's gg. Your early game is suckiest suck in any lobby and he is an unstoppable beast in early game. If you somehow survived to early-mid game, better to build full military in case if Freemen will got an idea say hello to you. In late game freemen is not really heavy to deal, but he still can be dangerous. Destroy all sitches in your and another faction territory near yours, he can send assassins through them and kill you easily

Conclusion
So, I wrote almost everything that came to my mind while writing this guide, and I hope it will be helpful to someone. If I've missed anything or made any mistakes, please let me know.
Thank you for taking the time to read this guide and for your feedback. I wish you the best of luck in your next game!


5 Comments
Damir  [author] 23 Apr @ 6:11am 
XD
ЛабеУмам 21 Apr @ 1:08am 
Really small dick argumentation in the "Why Corino" part, but otherwise an awesome guide, thanks! :steamthumbsup:
Damir  [author] 11 Jan @ 6:37am 
за каждого юнита и строения по 50 соляри, я не проверял но вообще да должно работать с любым юнитом до тех пор пока распоряжение работает
Lenin 10 Jan @ 10:45pm 
отличный гайд, расписано практически все, что нужно новичку для отличного понимания фракции. хоть я для себя не подчерпнул много знаний, но все равно помогло расставить некоторые точки надо и.
Кстати у меня небольшой вопрос по поводу imperial mandate, в нем говорится что "получай 50 солари за каждое убийство вражеского юнита фракцией с этим распоряжением. Получается я как корино буду получать деньги за убиство любым юнитом, необязательно полученными сардаукарами?
Shin-Shin 4 Jan @ 10:24pm 
Learn a lot thanks dude!