I just had my ass handed to me by the 40 minute mark on an AI Skirmish match where I tried to play Corrino again. Suffice it to say, this guide is exceedingly well timed! EDIT: I also love the creative structuring with these guides--with the Ecaz video around the Hero's Journey and this one around the Dictator's Handbook. So fun!
Thanks for the guide, i like this faction a lot. By the way, Wensicia and her tigers are from the book "Children of dune" where she uses them in a plot to assasinate someone...
Im new to Dune spice wars and your videos are helping ne become bwtter and better. When i first started i couldnt even manage a base without killing myself. The learning curve was so high but you helped me get through it. Love the videos
Thank you for your guides! I've just started playing Spice Wars and this game is SO complex for my small non-mentate brain. I really like Corrino's vibe. Will try my first pvp playing Corrino for sure Also I think that "pet tigers" is a reference to the third book - Children of Dune
Hey man! Loving the content, do you plan on streaming at all? I'd love to watch live. Also, could you go a little more into the details of village building optimization? Your tip on investment offices to get the extra solari per kill is fantastic. What about other quirks or special region bonuses? What about other top-tier villiage quirts to prioritize annexing and what to build when you do?
Live stream someday. Corrino likes village quirks the same as most people, they just get a bit extra out of them. The big, big wins are quirks that line up with a rare resource. Things like +plascrete factories/plascrete to money on top of a minerals deposit. Mostly your concerns are the rare resource spots and special regions that provide some sort of economic benefit because all of these things are twice as good for you as everyone else. Best region in the game for you is The White Rift for double craftshop production. Allowing that single region to spit out absurd amounts of daily hegemony.
@@daevohkon top of that double workshops, do you think it is worth to build the building that gives 20% resource production (affects workshops too!) at the cost of 1 authority per Day?
@@mikerodrigues9822 Yes, good call I should have mentioned these. Especially if you are counting on pure craft shops to carry you over the finish line then these are a great idea. The authority loss is very painful if you do still plan to need to annex something in the future. So prioritize sitting on all the territory you need to sit on or bank up to 500 auth (and not plan on needing more) THEN add in these Propaganda Offices to all your craft workshop fields. Note that doing this should absolutely cause the rest of the lobby to fight you to the death asap.
I imagine Wide Nozzle on the Incinerators would also be great against Harkonnen melee balls, especially if split-Cerberus and sleeper agents are involved. A funny, but really inefficient idea: If you want to troll someone, find their most productive spice region with a four-crew harvester. Then pop interdiction zone and decoy thumper on it. Probably not worth it, but you will annoy them. You could try to do it with interdiction zone alone and take advantage of normal worm activity, but that'd take an impractical amount of attention.
I think you're right there, incinerators are really amazing against melee heavy compositions--though sometimes aoe doesn't do you any favors against the dreaded executioner/cerberus combo.
I've noticed the armory upgrade supporting tactics doesn't stack, so I don't use it on both conscripts. The range on the conscript riflemen is usually too far to benefit the sardaukar, so I put supporting tactics on the swordsmen.
@@skylersimpson8736 Corrino especially love any extra authority if you can afford the cost for them. Otherwise usually tech boosts, and also house gifts anytime you find them
Very nice guide. Why the heavy load on the drones? 30% more damage -25% fire rate means you are doing 1.3x the damage with 0.75x the fire rate and multiplying that you get 0.975 which is less than 1 so its an overall dps nerf. Also I dont think you mentioned the hammers the corrino flying units.
Heavy loads is good because armour is a flat value. Punching through armour is easier when you deal more damage per attack, rather than many low damage attacks. This is why most flanker units are very good against unarmoured targets; they hit very quickly but don’t do a lot of damage per attack.
Often you only get a few shots off with your drones, a savy opponent will pull back outside of their range, or push in further inside their minimum range. So maximizing the stopping power of that first or second shot is worthwhile in my opinion. I did forget hammers. Hammers are good! but they cost 40 guild favor which is prohibitively high, you just cant afford to get more than 1 or 2 usually and they're pretty ignorable in small numbers.
Since Armor subtracts from incoming Power value, that perk will give you better effective dps against armored units. You could make a sheet to see where the breakpoints are.
If you actually do get a third base you're already practically out of districts to build in it. Usually you just end up chucking it next to another player as aggressively as possible
Sup man! Cool to see your new found love for the Emperor. Looking foward for the Hark guide. Want to understand how people get to hoard 50k solaris for end game choam push. That's mind blowing to me.
Wonderful guide! I've been waiting forever for an updated guide. But why are small formations bad? I was thinking of using it with Wensicia. I thought her heal would go well with that?
Its hard to explain but small formations just FEELS bad. If i had to guess I'd say it has to do with the way armor works or perhaps the order that multiplicative buffs are applied. Armor is a flat damage reduction from power, so giving up any power at all is a big boost in the effectiveness of armor in mitigating damage. I don't think its totally awful, but I have not had or seen much success in just a gigantic blob of baby conscripts. It also makes said blob extremely vulnerable to AoE damage. If anything, it might have a place alongside large Sardakaur armies just to squeeze a few extra conscripts in for numbers/armor buffs at minimum cp cost.
Hi Daev! Love the Dune videos. Quick question as a newbie: At 19:54 you talk about how you can increase the amount of times village quirks are applied. When increasing cap, wouldn't that mean you could theoretically have 4 research labs in a single zone, rather than 3? 1 base + 1 from Irulan + 1 from quirk + 1 from reapplied quirk Or does it not work like this?
It does! If you had a village with the quirk for +1 research lab, you could build a lab, then the +1 lab, then the duplicate lab from irulan, then if it was next to your base you'd get an extra quirk and could build a 4th lab, then you could build an investment office for 1 more quirk letting you build a 5th research center! If the stars align and thats all on top of an imperial research station, then it'll pay out like 100 solari in addition to 10 knowledge. 😈😈😈
I love Corrino because their army is balanced and their economy is efficient. I play Corrino for the drip, I'm the motherf-ing Emperor of the Galaxy and all your base are belong to me!
Love your high quality guide for my favorite faction! Two questions: 1. You didn't mention the banshees dont you like them? 2. You said the -35% power & health and -1 cp for the conspricts is bad without explaining why. However, if you do the math you get a very nice health/cp value in the late game which makes the swords man a nice meath shield and brings more units to the battlefield for the sadukars and the -20% dmg technologie. Assuming +60% base health and swords man have 300? base health: - without upgrade: 300 hp *1.6 = 460 hp / 3cp = 153 hp/cp - with upgrade: 300 hp * (1.6 - 0.35) = 375 hp / 2cp = 187 hp/cp For comparison sadukar have 500 * 1.6 = 800hp / 5 cp = 160 hp/cp I didn't do the calc for power as I am not sure how many boost you can stack in the late game.
1. Hammers are great! The problem is they cost a whopping 40 guild favor a piece now, which realistically puts them out of reach for ever having more than 1 or 2 on top of the Cronus. At that point it may even be more worthwhile to save up the extra 100 GF to remake a Cronus in case it gets lost. Corrino aren't hurting for good units to fill out their CP. 2. I think there can be some niche application with cheaper conscripts to pad out numbers, especially against more single target focused enemies. Even if the math looks favorable, my problems are 2 fold: giving up some of their already low health makes them even more vulnerable to any sort of AoE damage--they really just fold like paper. Also giving up their power is a big boost to the effectiveness of armor against them so their damage potential is very light against anything armored. I don't think its _awful_ but my experience with using it has been very mixed/negative.
Is it confirmed (or is my reading comprehension failing me) that Henrig has you get stuff off the map at max speed? I thought it was just he could as if you had an agent present, but that more agents still increased speed. Does this change how you put your first few agents down? Or, because of the importance of authority, is it still the correct move near every time to put them on Arrakis?
@@daevohk yeah I wasnt sure about it either, tooltip is meh, but you find reference to it in older Wikis. Besides that 7 base power without full armor pen would do nothing, so you may trust me, they penetrate full.
The Hammer IS pretty decent at laying down some armor piercing aoe damage. But the 40 guild favor to build one is prohibitive. You certainly still want to build the Cronus first and then if you come up with a ton more guild favor after that you could try some hammers but its really hard to get more than 1-2 and they're still rather easy to lose so they're micro-intensive.
What is your experience with political victories as Corrino in both Single and Multiplayer? Theoretically they are the faction with the most potential for both passive and active influence generation and are the only faction that can obtain a baseline 300 votes in the council. But maybe it's just not effective in practice, since its hard counterable by all other factions through combined votes. You have any experience with it? As for other victory types, I find that Atreides beats them handsdown in an economic victory, since they rival their spice output while still having maintenance buildings and Corinno doesn't have access to the CHAOM Support tech. As for Hegemony, while having a lot of crafts workshops helps boost the passive hegemony generation a lot, it can be hard countered by IX as you mentioned and their zone-based hegemony is lacking due to their negative authority cost faction bonus. Domination victories tend to end up with you VS the rest of the lobby, so they are inherently difficult. So I find that they really come down to being a jack of all trades, master of none kinda faction in their current state, with the exception of their lategame military and political prowess. But for all I know, the political victory is just a pipe dream in a lobby without AI. Curious what you make of it.
My experience is that Governor victories are extremely difficult these days, no matter how many votes you've got. I'm not sure I've ever seen someone win the 2 votes required to carry it to victory. The first governor vote and then either the loss of rights, or second governor vote if they've upvoted the charter again. I've seen it happen if people make horrible mistakes or are trying some foolish last second strategy to give someone a guaranteed win (to get the last second heat off of themselves and try to race another wincon). It just never works if players know what they're doing. The exception is maybe if 1 other player has died, then things can get wild but even still 2 players forewarned ought to be able to stop it. I find Corrino can pretty well Choam to victory if the map gen favors it. The +2 harvest crews for 30% is crazy, and double the value of any special traits, rare resources can easily make up for the missing choam discount. Still Choam is also easily countered by people paying attention and just also making money. You cant choam to a win if other people are also moderately choaming. Obfuscated craft shops are 100% worst case scenario for Corrino. In all they DO lack some of that end game BOOM straight to victory. But they're just so well rounded and strong on so many fronts that they can usually find a way to succeed in many different circumstances.
1. Solid Materials t1 yellow 2. Megalopolis t1 green 3. Imperial Administration t2 green 4. Outpost Logistics t3 green 5. Advanced Engineering t2 yellow 6. Integrated Costs t3 yellow then other stuff! This is the greedy Eco plan and not the only way to do it.
@@megapixel4664 52:00 the Corrino hege plan is double building craft workshops and then holding the line until they carry you to victory. Safe and inevitable, but vulnerable to fast expanders out-booming you at the last moment, or the lobby turning on you 3v1 for extended periods of time
I hope you make a guide for each faction. This is really helpful.
I love your themed chapter guides
Thank you!
Wensicia Corrino having two tigers is pretty funny because that's actually a plot point in Children of Dune
I just had my ass handed to me by the 40 minute mark on an AI Skirmish match where I tried to play Corrino again. Suffice it to say, this guide is exceedingly well timed!
EDIT: I also love the creative structuring with these guides--with the Ecaz video around the Hero's Journey and this one around the Dictator's Handbook. So fun!
Thanks for the guide, i like this faction a lot. By the way, Wensicia and her tigers are from the book "Children of dune" where she uses them in a plot to assasinate someone...
I think the original plan was to kill both children
Very cool, going to watch this after work tomorrow
Love your video, love your thumbnail, love your voice!
Waiting for the smugglers guide! :p
"The Dictator's Handbook," one of the best books I read!
Im new to Dune spice wars and your videos are helping ne become bwtter and better. When i first started i couldnt even manage a base without killing myself.
The learning curve was so high but you helped me get through it. Love the videos
Cheers! I love to hear it.
Watching one of your torny games from a month ago RN
Magnificent thumbnail as always!
Perfect was waiting exactly for this,
Thank you for your guides! I've just started playing Spice Wars and this game is SO complex for my small non-mentate brain. I really like Corrino's vibe. Will try my first pvp playing Corrino for sure
Also I think that "pet tigers" is a reference to the third book - Children of Dune
Hey man! Loving the content, do you plan on streaming at all? I'd love to watch live. Also, could you go a little more into the details of village building optimization? Your tip on investment offices to get the extra solari per kill is fantastic. What about other quirks or special region bonuses? What about other top-tier villiage quirts to prioritize annexing and what to build when you do?
Live stream someday. Corrino likes village quirks the same as most people, they just get a bit extra out of them. The big, big wins are quirks that line up with a rare resource. Things like +plascrete factories/plascrete to money on top of a minerals deposit. Mostly your concerns are the rare resource spots and special regions that provide some sort of economic benefit because all of these things are twice as good for you as everyone else. Best region in the game for you is The White Rift for double craftshop production. Allowing that single region to spit out absurd amounts of daily hegemony.
@@daevohkon top of that double workshops, do you think it is worth to build the building that gives 20% resource production (affects workshops too!) at the cost of 1 authority per Day?
@@mikerodrigues9822 Yes, good call I should have mentioned these. Especially if you are counting on pure craft shops to carry you over the finish line then these are a great idea. The authority loss is very painful if you do still plan to need to annex something in the future. So prioritize sitting on all the territory you need to sit on or bank up to 500 auth (and not plan on needing more) THEN add in these Propaganda Offices to all your craft workshop fields. Note that doing this should absolutely cause the rest of the lobby to fight you to the death asap.
Great timing ! I'm prepping for Turin's tournament later today with Corrino as my primary pick haha
May thy knife chip and shatter!
I imagine Wide Nozzle on the Incinerators would also be great against Harkonnen melee balls, especially if split-Cerberus and sleeper agents are involved.
A funny, but really inefficient idea: If you want to troll someone, find their most productive spice region with a four-crew harvester. Then pop interdiction zone and decoy thumper on it. Probably not worth it, but you will annoy them. You could try to do it with interdiction zone alone and take advantage of normal worm activity, but that'd take an impractical amount of attention.
I think you're right there, incinerators are really amazing against melee heavy compositions--though sometimes aoe doesn't do you any favors against the dreaded executioner/cerberus combo.
Omg thank you so much, more guides like this please
I've noticed the armory upgrade supporting tactics doesn't stack, so I don't use it on both conscripts. The range on the conscript riflemen is usually too far to benefit the sardaukar, so I put supporting tactics on the swordsmen.
Hey could you make Fremen guide ? Love the CGP grey reference
For you @alexlednicky9972, sure thing
Got a sub from me. Most guides for the game feel basic. Yours get into the little details I needed for my game to go to the next level. Ty.
These thumbnails are top tier 😆
Which discoveries would you recomend prioritize getting with Fenring? Love the guides and videos!
@@skylersimpson8736 Corrino especially love any extra authority if you can afford the cost for them. Otherwise usually tech boosts, and also house gifts anytime you find them
can you please do "new fremen" next? :) thanks for the informative video. cheers!
the SPICE must FLOW
Listen
I got a fever
and the only prescription
is more spice.
Thank you, very helpful
I really want to see basic pumping training on Harks.
Very nice guide. Why the heavy load on the drones? 30% more damage -25% fire rate means you are doing 1.3x the damage with 0.75x the fire rate and multiplying that you get 0.975 which is less than 1 so its an overall dps nerf. Also I dont think you mentioned the hammers the corrino flying units.
Heavy loads is good because armour is a flat value. Punching through armour is easier when you deal more damage per attack, rather than many low damage attacks. This is why most flanker units are very good against unarmoured targets; they hit very quickly but don’t do a lot of damage per attack.
Often you only get a few shots off with your drones, a savy opponent will pull back outside of their range, or push in further inside their minimum range. So maximizing the stopping power of that first or second shot is worthwhile in my opinion.
I did forget hammers. Hammers are good! but they cost 40 guild favor which is prohibitively high, you just cant afford to get more than 1 or 2 usually and they're pretty ignorable in small numbers.
Since Armor subtracts from incoming Power value, that perk will give you better effective dps against armored units. You could make a sheet to see where the breakpoints are.
@@matrix1303 I hope some chad picks this game up and does the math.
I really wish getting the 3rd base was more common, getting 4 bases worth of district bonuses seems hilarious.
If you actually do get a third base you're already practically out of districts to build in it. Usually you just end up chucking it next to another player as aggressively as possible
Sup man! Cool to see your new found love for the Emperor. Looking foward for the Hark guide. Want to understand how people get to hoard 50k solaris for end game choam push. That's mind blowing to me.
Eventually! I think the tentative plans are Fremen -> Smugglers -> Harks for guides
Wonderful guide! I've been waiting forever for an updated guide. But why are small formations bad? I was thinking of using it with Wensicia. I thought her heal would go well with that?
Its hard to explain but small formations just FEELS bad. If i had to guess I'd say it has to do with the way armor works or perhaps the order that multiplicative buffs are applied. Armor is a flat damage reduction from power, so giving up any power at all is a big boost in the effectiveness of armor in mitigating damage. I don't think its totally awful, but I have not had or seen much success in just a gigantic blob of baby conscripts. It also makes said blob extremely vulnerable to AoE damage. If anything, it might have a place alongside large Sardakaur armies just to squeeze a few extra conscripts in for numbers/armor buffs at minimum cp cost.
@@daevohk Interesting. Hopefully they'll make it useful one day.
Just watched you play Byz on Turins AoE stream. WP!
So pumped!
I adore this video and am so glad you made it, sub'd..
also.... "May-Lay"... Not "Mee-Lee"
Origins are 17th century French.
Hi Daev! Love the Dune videos. Quick question as a newbie:
At 19:54 you talk about how you can increase the amount of times village quirks are applied. When increasing cap, wouldn't that mean you could theoretically have 4 research labs in a single zone, rather than 3?
1 base + 1 from Irulan + 1 from quirk + 1 from reapplied quirk
Or does it not work like this?
It does
It does! If you had a village with the quirk for +1 research lab, you could build a lab, then the +1 lab, then the duplicate lab from irulan, then if it was next to your base you'd get an extra quirk and could build a 4th lab, then you could build an investment office for 1 more quirk letting you build a 5th research center! If the stars align and thats all on top of an imperial research station, then it'll pay out like 100 solari in addition to 10 knowledge. 😈😈😈
I love Corrino because their army is balanced and their economy is efficient. I play Corrino for the drip, I'm the motherf-ing Emperor of the Galaxy and all your base are belong to me!
Love your high quality guide for my favorite faction! Two questions:
1. You didn't mention the banshees dont you like them?
2. You said the -35% power & health and -1 cp for the conspricts is bad without explaining why. However, if you do the math you get a very nice health/cp value in the late game which makes the swords man a nice meath shield and brings more units to the battlefield for the sadukars and the -20% dmg technologie.
Assuming +60% base health and swords man have 300? base health:
- without upgrade: 300 hp *1.6 = 460 hp / 3cp = 153 hp/cp
- with upgrade: 300 hp * (1.6 - 0.35) = 375 hp / 2cp = 187 hp/cp
For comparison sadukar have 500 * 1.6 = 800hp / 5 cp = 160 hp/cp
I didn't do the calc for power as I am not sure how many boost you can stack in the late game.
1. Hammers are great! The problem is they cost a whopping 40 guild favor a piece now, which realistically puts them out of reach for ever having more than 1 or 2 on top of the Cronus. At that point it may even be more worthwhile to save up the extra 100 GF to remake a Cronus in case it gets lost. Corrino aren't hurting for good units to fill out their CP.
2. I think there can be some niche application with cheaper conscripts to pad out numbers, especially against more single target focused enemies. Even if the math looks favorable, my problems are 2 fold: giving up some of their already low health makes them even more vulnerable to any sort of AoE damage--they really just fold like paper. Also giving up their power is a big boost to the effectiveness of armor against them so their damage potential is very light against anything armored. I don't think its _awful_ but my experience with using it has been very mixed/negative.
Thanks a lot for your insights!
Is it confirmed (or is my reading comprehension failing me) that Henrig has you get stuff off the map at max speed? I thought it was just he could as if you had an agent present, but that more agents still increased speed.
Does this change how you put your first few agents down? Or, because of the importance of authority, is it still the correct move near every time to put them on Arrakis?
It is definitely max speed! I don't think it changes your agents much, as you say authority is so important you still want to max arrakis agents asap.
Correction: Incinerators ignore armor, as far as I know
Hmmm maybe, it doesn't seem to say so anywhere but they do seem to put out more damage than the numbers would expect if armor blocked it.
@@daevohk yeah I wasnt sure about it either, tooltip is meh, but you find reference to it in older Wikis. Besides that 7 base power without full armor pen would do nothing, so you may trust me, they penetrate full.
bro this is cool content, main now only corrino, will there be other factions?
There will!
great video!
awee man nice video!
Did the village in the region you pop a new main base get destroyed?
Yes, dropping a main base destroys the village and any rare resources in that region. You can only drop on non-special regions though.
Harkonnen only! *slam on table*
Is the Hammer the bomber good? Have you tried it what are your experience Master Daevohk?
The Hammer IS pretty decent at laying down some armor piercing aoe damage. But the 40 guild favor to build one is prohibitive. You certainly still want to build the Cronus first and then if you come up with a ton more guild favor after that you could try some hammers but its really hard to get more than 1-2 and they're still rather easy to lose so they're micro-intensive.
@@daevohk Ok got it Thanks. Are you making a Vernius guide?
@@Lancelot2000Lps soon!
Nice lmao, i think i just asked on another vid if u were gonna make a guide XD
What is your experience with political victories as Corrino in both Single and Multiplayer? Theoretically they are the faction with the most potential for both passive and active influence generation and are the only faction that can obtain a baseline 300 votes in the council. But maybe it's just not effective in practice, since its hard counterable by all other factions through combined votes. You have any experience with it?
As for other victory types, I find that Atreides beats them handsdown in an economic victory, since they rival their spice output while still having maintenance buildings and Corinno doesn't have access to the CHAOM Support tech. As for Hegemony, while having a lot of crafts workshops helps boost the passive hegemony generation a lot, it can be hard countered by IX as you mentioned and their zone-based hegemony is lacking due to their negative authority cost faction bonus. Domination victories tend to end up with you VS the rest of the lobby, so they are inherently difficult.
So I find that they really come down to being a jack of all trades, master of none kinda faction in their current state, with the exception of their lategame military and political prowess. But for all I know, the political victory is just a pipe dream in a lobby without AI. Curious what you make of it.
My experience is that Governor victories are extremely difficult these days, no matter how many votes you've got. I'm not sure I've ever seen someone win the 2 votes required to carry it to victory. The first governor vote and then either the loss of rights, or second governor vote if they've upvoted the charter again. I've seen it happen if people make horrible mistakes or are trying some foolish last second strategy to give someone a guaranteed win (to get the last second heat off of themselves and try to race another wincon). It just never works if players know what they're doing. The exception is maybe if 1 other player has died, then things can get wild but even still 2 players forewarned ought to be able to stop it.
I find Corrino can pretty well Choam to victory if the map gen favors it. The +2 harvest crews for 30% is crazy, and double the value of any special traits, rare resources can easily make up for the missing choam discount. Still Choam is also easily countered by people paying attention and just also making money. You cant choam to a win if other people are also moderately choaming.
Obfuscated craft shops are 100% worst case scenario for Corrino.
In all they DO lack some of that end game BOOM straight to victory. But they're just so well rounded and strong on so many fronts that they can usually find a way to succeed in many different circumstances.
can you write the order of technology selection?
1. Solid Materials t1 yellow
2. Megalopolis t1 green
3. Imperial Administration t2 green
4. Outpost Logistics t3 green
5. Advanced Engineering t2 yellow
6. Integrated Costs t3 yellow
then other stuff!
This is the greedy Eco plan and not the only way to do it.
Is there any tips to win with heg as corrino doe
@@megapixel4664 52:00 the Corrino hege plan is double building craft workshops and then holding the line until they carry you to victory. Safe and inevitable, but vulnerable to fast expanders out-booming you at the last moment, or the lobby turning on you 3v1 for extended periods of time
@@daevohk yeah those rats and smugglers keep invading my special regions
Kronos also acted as airfield.... this is hilarious spamming armies.
: D
Kinda stupidly op