Quick Links

House Corrino is led by none other than the Padishah Emperor himself, ruler of the known universe. This faction in Dune: Spice Wars wields unmatched political power, but Shaddam is a long way from his palace; if the Emperor doesn't keep the other factions in line, his family's ten-thousand-year reign could come to an end.

Related
Dune: Spice Wars - 9 Tips For Multiplayer
From teaming up to properly identifying the enemy, here are the best tips for multiplayer in Dune: Spice Wars!

The Emperor and his retinue play very differently from the other factions in the game. Unable to expand quickly, House Corrino must rely on their extreme wealth and elite armies to ensure that they maintain control of the Spice... and, by extension, the galaxy.

Updated on March 13, 2024 by Matt Arnold: The Heroes of Dune update brought some of the Imperium's major players to Dune: Spice Wars! We've added the new Corrino Councilors - Zum Garon and Reverend Mother Mohiam - to this guide.

Corrino Traits

double main base house corrino

House Corrino doesn't pay the usual Spice Tax. Instead, they pay Spice to the Spacing Guild to ensure the safety of their supply lines. Whenever House Corrino successfully pays their Guild Fee, their global Solari income increases by two percent. This bonus stacks up to five times, but all stacks go away if the Emperor misses a payment. Missing multiple payments incurs a Solari penalty instead.

During the first phase of every Landsraad cycle, House Corrino can spend Influence to change the scope of a Resolution; a Resolution that affects all factions can be changed to affect only one, and vice versa. The Corrino player can alter all three Resolutions in this way as long as they have the Influence to do so.

Villages controlled by House Corrino have one additional free building slot, but the Authority cost modifier to annex Villages based on their distance from the main base is tripled.

Hegemony Bonuses

At five thousand Hegemony, House Corrino gains the ability to offer other factions an Imperial Mandate as part of a trade. If the trade is accepted, the Corrino player spends five hundred Solari and their trade partner gets two Sardaukar units, which spawn at their main base. The Corrino player receives fifty Solari for every unit the Sardaukar kill.

The first Hegemony tier also unlocks House Corrino's signature strategic ability. By spending three thousand Solari and one hundred Influence, the Corrino player can deploy a second main base in any neutral or Corrino-controlled region. Doing so destroys that region's Village, removing its ability to generate resources, but the new base has its own districts, buildings slots, airfield, and missile defense.

Imperial Bases have much less Health than other factions' capitals, but once your second base is established you won't be defeated until both are destroyed.

At ten thousand Hegemony, House Corrino gains 15 Influence whenever a unit dies in the territory of a faction with whom they have a Truce. They can also deploy a third Main Base, provided that they destroy an enemy Main Base belonging to a faction with whom they have been in Conflict for at least fifty days.

Related
Dune: Spice Wars - House Ecaz Strategy Guide
House Ecaz excels at making money in Dune: Spice Wars. Plan your expansion carefully to buy your way to victory!

Corrino Councilors

Emperor shaddam in Dune: Spice Wars.

The Emperor has brought his closest advisors to Dune. At the beginning of each campaign, you'll choose two to provide their unique bonuses throughout the game.

Princess Irulan

The Heiress Presumptive to the Imperium is a political mastermind and a prolific scholar. She allows every Corrino Village to build one more copy of a single building than they would normally be allowed. She also provides two additional crew slots in Spice Harvesters.

Hasimir Fenring

The Emperor's favorite ambassador and unofficial spymaster, Count Fenring makes it his business to know everything that happens in the Imperium. He allows House Corrino to investigate discoveries on the surface of Arrakis with no restrictions, even if they have no Agents gathering information.

Every time Fenring investigates a discovery that he otherwise wouldn't have been able to, House Corrino gains one day's worth of progress toward recruiting their next Agent.

Zum Garon

As head of the Sardaukar, Zum Garon may be the single most feared soldier in the galaxy. His mere presence is enough to get the Great Houses to fall in line; if he's on the Council and no faction currently has the Imperial Mandate, the Emperor may propose an Imperial Mandate at no cost.

Furthermore, Garon grants a fifteen-percent bonus to combat damage to Corrino units for every faction currently at a Truce with House Corrino - you don't want to be the only faction still fighting the Emperor!

Gaius Helen Mohiam

Gaius Helen Mohiam is the leader of the Bene Gesserit, and a single word from her can have consequences across the galaxy. She allows Corrino support for Charter Priority to count double. If the Emperor uses Imperial Edict to alter a Resolution in the Landsraad, Mohiam doubles the number of Corrino votes put toward that Resolution at the final count.

Wensicia and Captain Aramsham have been moved to battlefield roles as of the Heroes of Dune update, and are no longer available as Councilors.

Related
Dune: Spice Wars - How To Recruit Air Units
Muad'dib may have mastered desert power, but in Dune: Spice Wars, air power is a strong alternative.

Corrino Developments

fight between two houses on the desert planis of arrakis

House Corrino's tech tree has several alternate Developments that allow for powerful bonuses, complementing the Emperor's highly-specialized play style.

Development

Tier

Prerequisite

Effect(s)

Solid Materials

Economy (Yellow), Tier 1

N/A

  • Reduces the construction cost of buildings by fifteen percent.
  • Produces an additional ten Plascrete per day.

Integrated Costs

Economy (Yellow), Tier 3

Advanced Engineering

  • Corrino Villages adjacent to an Imperial Base produce ten additional Solari and cut the upkeep for Major Buildings by half.
    • This stacks if the Village is adjacent to both Imperial Bases.

CHOAM Manipulation

Economy (Yellow), Tier 4

CHOAM Integration

  • For every one percent of the total CHOAM Shares that House Corrino owns, the Power of their military units increases by half a percent and they gain an additional one percent chance to detect enemy operations.
    • This has no cap, but technically the bonus can't go higher than fifty since at that point you'll have won the game.

Imperial Command

Military (Red), Tier 2

Survival Training

  • If a faction is in a Truce with House Corrino, the Emperor can shuttle troops to and from that faction's Airfields.
  • Corrino units do not lose Supply while in the territory of a faction with whom they have a Truce.
  • Allows construction of the Barracks in an Imperial Base.

Imperial Protocols

Military (Red), Tier 4

Parallel Training

  • Grants ten additional Command Points.
  • If House Corrino has more units than all other factions combined in a region, those units gain three points of Armor.

Absolute Power

Statecraft (Blue), Tier 1

N/A

  • If House Corrino has no Truces, proposing one costs no Influence.
  • If House Corrino has at least one Truce, they gain ten Landsraad Standing at the conclusion of every vote.
  • Allows construction of the Embassy in an Imperial Base.

Diplomatic Spying

Statecraft (Blue), Tier 2

Absolute Power

  • Agents assigned to a faction with whom House Corrino has a Truce generate two additional Influence per day.
  • Agents assigned to a faction with whom House Corrino is in Conflict generate two additional Intel per day.
  • Allows Political Agreements with other factions.

Emperor Eyes

Statecraft (Blue), Tier 3

Diplomatic Spying

  • All three Counterintelligence slots are permanently filled with free Agents.
  • If a faction betrays a Truce with the Emperor, Corrino units cost half as much to recruit as long as the Traitor status lasts.

Megalopolis

Expansion (Green), Tier 1

N/A

  • Corrino Villages adjacent to an Imperial Base generate two additional Water.
    • A Village adjacent to both Imperial Bases generates four extra Water in total.
  • Allows construction of the Investment Office in Villages.

Imperial Researchers

Expansion (Green), Tier 2

Megalopolis

  • Each completed district in Imperial Base(s) generates one additional Knowledge.
  • Allows Research Agreements with other factions.

Imperial Administration

Expansion (Green), Tier 2

Megalopolis

  • Corrino Villages with four or more buildings of the same type (Economy, Military, or Statecraft) increase their overall production by ten percent.
  • Allows construction of Maintenance Centers in Villages.

Administrative Consolidation

Expansion (Green), Tier 2

Megalopolis

  • Villages adjacent to an Imperial Base gain an additional instance of their traits.
    • Villages adjacent to both Imperial Bases get two extra instances in total.
  • Allows construction of the Emperor Monument in an Imperial Base.
Related
Dune: Spice Wars - How To Destroy An Enemy Capital
Attacking an enemy capital is the biggest military endeavor in Dune: Spice Wars. Victory means eliminating an opponent entirely!

Early Game Strategies And Tips

Imperial Base forward location house corrino

House Corrino doesn't start to see Authority penalties until they start to expand away from their base. Since regions adjacent to your capital are the cheapest, and benefit from Developments like Megalopolis, annex all of them as quickly as you can.

Start buying up CHOAM shares as soon as the market opens. Unlike other factions, you start with ten percent ownership, so you'll want to maintain that lead as best you can!

Regions with Rare Elements are the most important for House Corrino, as the Emperor needs to make and spend a lot of money to maintain his position. Solari is more important than any other resource for this faction, even water!

A small, efficient army should be all you need at this stage; two to three Conscript Swordsmen, a Conscript Rifleman, and an Incinerator should have little trouble fighting off raiders, and you won't come into conflict with other factions for a long time.

When you reach ten thousand Hegemony, you'll potentially start bringing in Guild Favors as long as you are the CHOAM ownership leader. Prepare for this by securing regions that produce Fuel Cells. You'll be glad you did later in the game, when you'll be able to deploy fighters, Artillery Drones, and even a frigate!

Your ultimate goal by the mid-game is to establish your second Imperial Base. Choose a location that's close to strategically important regions; placing it adjacent to the Polar Sink is often a good choice, especially if the Polar Village is within missile range, or if you prefer to play defensively you can place it near your original base to make it easy to shuttle troops back and forth.

Related
Dune: Spice Wars - The Fremen Strategy Guide
The Fremen people are the planetary natives in Dune: Spice Wars. Use their unique mechanics to drive the offworlders from your home!

Late Game Strategies And Tips

emperor wins

Despite the Emperor's status, House Corrino will never be the dominant military power on Arrakis. If another faction really wants to destroy you, they can! Prevent this by bestowing favors and mandates and maintaining favorable treaties with everyone. If an enemy grows too powerful or decides to end your reign, fortify your border with Sardaukar and Incinerators while using diplomacy and the Landsraad to weaken the aggressor.

In general, the two biggest threats to House Corrino are the Fremen, who have a powerful military, and House Atreides, who can win the Hegemony race or get themselves declared Governor before you can secure a victory. Try to keep the Harkonnens and Smugglers in a strong position to counter these factions, and set up assassination missions early against Leto and Liet. That way, if the Fremen or the Atreides become too powerful, you can silence them.

Prioritize Solari income wherever possible, and aggressively buy CHOAM Shares. Getting to thirty percent gives your troops a Power bonus, helping to fight off dangerous units like the Fedaykin. This also puts you in a position to rush an Economic Victory, which is the Emperor's preferred method of winning.

Related
Dune: Spice Wars - Best Technologies To Research
There are over thirty Developments in the tech tree of Dune: Spice Wars. Which ones should you prioritize?