Dune: Spice Wars

Dune: Spice Wars

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Umamimamer Sep 15, 2023 @ 10:29am
So whats your tips with new House Ecaz ? I struggle a little
First I love the design of the faction, really change from the rest of the the other factions, but I truelly struggle with their way of playing, they seems to overall play around neutral villages and masterpieces but I didnt really managed to get my grip on them.

Do you guys have any advise for them and their playstyle ? More military or intel style ?

Ty !
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Showing 1-15 of 20 comments
Xenpo Sep 15, 2023 @ 12:21pm 
+1 for this thread.

With what I have tried so far, nothing is working, and I (currently), fail to see how this faction passed any sort of game mechanics play test from a fun or operational perspective.
Shockwave 006 Sep 15, 2023 @ 4:09pm 
Just first game with them and destroyed, had 3 sanctuaries with the resort in the middle, made insane hedge and had +57 knowledge. gave was over in an hour 120 mins, have 10k more hedge then the next faction, was also getting plus I think 13 authority, so could go mop up all the land
Xenpo Sep 15, 2023 @ 4:38pm 
Originally posted by 006:
Just first game with them and destroyed, had 3 sanctuaries with the resort in the middle, made insane hedge and had +57 knowledge. gave was over in an hour 120 mins, have 10k more hedge then the next faction, was also getting plus I think 13 authority, so could go mop up all the land

Thanks, I will keep this in mind and give it another go!
Mordred of Fairy Sep 15, 2023 @ 4:39pm 
The sanctuaries and masterpieces in combination are kind of insane.
You can easily stack village traits quite high that way...(1 or 2 from santuaries, one from the +trait-building, 1 from 3 masterpieces plus fortress building when you don't need the slots for something else) - and the masterpieces count double for stuff that counts buildings.
So got a spot with +3 solari per eco building? Get windtraps, the +trait-building, 2 eco-masterpieces and a different one(for the 3), and it counts as 5 buildings. With the trait stacked 4 or 5 times that's 60-75 solari from what i consider one of the weaker village traits.
If you have a territory with 2 useful traits, it can be totally worth playing around that.

And it works across the board, the extra manpower or solari if all types of buildings? Stack them up and you have a recruitment center costing nothing with extra benefits.

The best thing is: By selectively leaving gaps(that cannot be attacked by enemies) you end up not owning so many villages that the authority cost escalates, you can cover quite a large territory, and also selectively liberate enemy territories after circling around to instantly add ones up front.

The Garden upgrade is tempting to use in a spot with many sanctuaries for the extra knowledge, but imho that's a trap. I use it militarily, after getting the research that boosts militia within 2 territories from it. It goes on the front line, making authority costs nearby cheaper and strenghtening defenses.

Fencers seem quite useless, with their focus on acting alone - don't like them. I also try to always "overtrain" when there is no hurry for fast reinforcements.

So far, there's a few things I'd prefer to be different(fencers, the youngest daughter advisor(likely will never use her - sure I could first take the future sanctuary territory, load it with masterpieces, then abandon, but that just seems like extra work for a little bit of authority. Possibly strong, but only relevant when I already snowballed with the help of the other advisors picked). maybe some different handling or mechanic with sietches in sanctuaries.)

But it's been quite fun playing the house.
ThePoeSalesman Sep 15, 2023 @ 7:17pm 
I won my first game with the new house by domination. There's probably a lot of ways to play the house but what made sense to me was that I can't well win if:
1) I don't have enough raw resources (water, solari, placrete, manpower, fuel cells, et cetera)
2) I can't defend myself

Monuments, sanctuaries, and resorts then were there to augment my already solid core of territory.
Col. Hathi Sep 15, 2023 @ 8:23pm 
I'm very confused about the Knight unit's Nobility ability, because the way it's worded makes me think that it being surrounded by 5 other non-mechanical ecaz units would make it impervious to damage, but that doesn't seem to be the case.

The Fencer - if turned into a champion and boosted with the Epic Quest operation - is a pretty nuts solo unit in the early game. Bit silly maybe, but fun to watch ^^
Last edited by Col. Hathi; Sep 15, 2023 @ 8:26pm
ParakeetRiot Sep 15, 2023 @ 8:37pm 
Was doing great as Ecaz until house Corrino decided to plop an imperial base down in the middle of where all my sanctuaries were gonna be
Col. Hathi Sep 15, 2023 @ 8:54pm 
Originally posted by ParakeetRiot:
Was doing great as Ecaz until house Corrino decided to plop an imperial base down in the middle of where all my sanctuaries were gonna be
lmao
Col. Hathi Sep 18, 2023 @ 9:28pm 
Anyone figured out the deal with the Knight unit's "Nobility" ability yet?
Edward Cullen Sep 19, 2023 @ 11:44am 
Originally posted by Col. Hathi:
Anyone figured out the deal with the Knight unit's "Nobility" ability yet?
if you have 5 squires around the knight he cannot die so get 5 squires than have all other
knights watch everything die to doom blob
Col. Hathi Sep 19, 2023 @ 1:04pm 
Originally posted by Edward Cullen:
Originally posted by Col. Hathi:
Anyone figured out the deal with the Knight unit's "Nobility" ability yet?
if you have 5 squires around the knight he cannot die so get 5 squires than have all other
knights watch everything die to doom blob
So the problem is that knights don't affect each other? Hmm, but my impression is that "nearby" will include even nearby ranged units as long as their range hasn't be increased. So couldn't you just have a bunch knights and ~5 musketeers, and you'd be able to deal with anything?
Shogun Sep 19, 2023 @ 2:01pm 
dont use any of these units, basically you want to use no human units. they all have terrible supply and low hp and just die or need to go back to refill supply. even knights will get wiped easily. its just feeding the sand worm.

ecaz is all about the War Banner unit, they have no supply so you can run them all over the map, they dont agro the sandworm so they never get got and when upgraded they can be your entire man power source. my war banners have around 1000+hp, 10+ armor, i havnt lost a single one. they are ranged but they dont do any weak melee when melee enemies come in melee range like other ranged units, take the 25% damage upgrade in the armory.

a few things that really help, the reward that gives all level 1 tech, then you can get rewards that give 2x level 2 tech to military etc in the next mission, and get +3 fuel cell improvements on the campaign map (choose missions that give improvement points, not fremen rep), then you can recruit them from the start.

the way they give loads on man power means you can fill up spice crews easily and just focus on solari from spice and getting any fuel cell regions.

then if you want a champion use a musket, they will stand behind the war banners and never die.
Shogun Sep 19, 2023 @ 2:19pm 
also use the councillors that gives +2 solari and the other one that gives +3% authority per masterpiece, use them to fill up worthless villages slots and then abandon the really bad one for a good authority boost, (18%), plus the homebase tech that gives +15 solari per filled village.

they can be really strong with a good garden region, i had one with about +10 knowledge and influence, but its not a big deal. the war banners will carry anyone.
chrcoluk Nov 4, 2023 @ 5:46pm 
Originally posted by Mordred of Fairy:
The sanctuaries and masterpieces in combination are kind of insane.
You can easily stack village traits quite high that way...(1 or 2 from santuaries, one from the +trait-building, 1 from 3 masterpieces plus fortress building when you don't need the slots for something else) - and the masterpieces count double for stuff that counts buildings.
So got a spot with +3 solari per eco building? Get windtraps, the +trait-building, 2 eco-masterpieces and a different one(for the 3), and it counts as 5 buildings. With the trait stacked 4 or 5 times that's 60-75 solari from what i consider one of the weaker village traits.
If you have a territory with 2 useful traits, it can be totally worth playing around that.

And it works across the board, the extra manpower or solari if all types of buildings? Stack them up and you have a recruitment center costing nothing with extra benefits.

The best thing is: By selectively leaving gaps(that cannot be attacked by enemies) you end up not owning so many villages that the authority cost escalates, you can cover quite a large territory, and also selectively liberate enemy territories after circling around to instantly add ones up front.

The Garden upgrade is tempting to use in a spot with many sanctuaries for the extra knowledge, but imho that's a trap. I use it militarily, after getting the research that boosts militia within 2 territories from it. It goes on the front line, making authority costs nearby cheaper and strenghtening defenses.

Fencers seem quite useless, with their focus on acting alone - don't like them. I also try to always "overtrain" when there is no hurry for fast reinforcements.

So far, there's a few things I'd prefer to be different(fencers, the youngest daughter advisor(likely will never use her - sure I could first take the future sanctuary territory, load it with masterpieces, then abandon, but that just seems like extra work for a little bit of authority. Possibly strong, but only relevant when I already snowballed with the help of the other advisors picked). maybe some different handling or mechanic with sietches in sanctuaries.)

But it's been quite fun playing the house.

I am playing ecaz right now and the trait building seems unavailable to ecaz, looks like the 3 masterpieces replaces it not as a supplement?

I am curious about the artful display conquest perk, it says +100% resource when building a masterpiece, given how weird things can work in this game, I have all of these possibilities.

1 - Each masterpiece buffs all resources by 100%, very unlikely would be insane.
2 - Each masterpiece buffs all village resources by 100%.
3 - First masterpiece buffs all resources by 100%, any additional have no effect.
4 - First masterpiece in village buffs village resources by 100%, additional in village have no effect.
5 - Each masterpiece that generates resources directly (village traits, or other perks), that resource is doubled. meh, weak for a primary perk.

Anyone know the answer?

I already picked Artistic Freedom (free slot on first masterpiece in village) so basically its free, very nice. If artful display is any of 1-4 I think I will pick it, but if its #5 probably not.

Lonely quest

Any champion that resolves discoveries outside territory gains +5% power, +5% health, and some supply recovery, now this one is interesting as well, of course given the style of documentation, its not made clear if it his is just a single stacked buff first time you do a resolve, or if it keeps stacking. If it stacks and consider can have two champions, its very nice, if it doesnt stack its meh.

Favourite candidate - this one is very clear at least, extra free 100 votes when eligible for charter. I am struggling for influence compared to Corrino and Atreides, however I already have 30 free votes on every resolution from 10k bonus, which in itself is quite powerful. I have won all charter votes so far as Ecaz, so undecided on this one, I think I prefer flat economy or military buffs.

Political duel is interesting in that if you have a OP Champion you can rapidly farm influence and landstrad. +3 landstrad and +10 influence per kill. Much better than Virtous Standing which gives the same per sanctuary, given how cramped most maps are I expect it will be hard to get much above 1 or 2 sanctuaries most missions. The rest are too meh and not worth mentioning.

So I seem to have 4 candidates for 2 slots. Artful display the prime one, with the other 3 for 1 slot.

Also just read your tips Shogun, they do indeed sound useful and will try to follow your advice and see how well it works. :)
Last edited by chrcoluk; Nov 4, 2023 @ 6:04pm
Noodl Nov 5, 2023 @ 4:50pm 
Take mesa and sanya. Monuments will always give +2 solari. IN a spot with solari +3 for econ buildings that becomes +5 solari. Get the perk that gives you 2 of each monument on a spot. Build 5 monuments, turn it into a sanctuary. +15% authority is nothing to scoff at.
take over the map. I find they're amazing defensively and if you go War Banner they can win domination, but it seems they start slower than other factions do.

I haven't played any other faction except Ecaz, and I haven't won yet, but I've been playing against 3 of my friends pretty much exclusively. Hegemony seems like it's an amazing build. I am still learning the game though so I could just be a bad and not know. But going expansive seems to be the thing that must be done.

Edit: it's not +5, it's +8. Each monument counts as 2 buildings, so you get +6 solari for each monument if you have the +3 per X type of building. then additional +2 for having Sanya as a councilor. It's huge. Monuments OP
Go for Artistic Aspirations really early on in the tech tree for that juicy +100 solari per monument built. Then go filtration system and probably push for Native Artists to gain the ability to build the Museum of Unbound Arts in ytour main base which allows for double of each monument. So that +8 just became a +16. it's pretty awesome tbh
Last edited by Noodl; Nov 5, 2023 @ 6:25pm
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Date Posted: Sep 15, 2023 @ 10:29am
Posts: 20