Dune: How to Play House Harkonnen

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does anyone else like being Filthy Rich cuz today we're talking a guide for House har Conan or the Harkin and uh we'll be going through everything you need to know to build up an economy to crush your enemies in the stock market or on the battlefield and leave their bases a smoking ruin um it's going to be good the Haron are an incredibly fun faction to play very very busy lots to do so let's get going here who are the conans the har conans are the ruling family who owns arus um or who have been granted you know stewardship of arus by the emperor prior to the atres coming to town so but it's all a trap the atres the upand cominging uh one of the strongest land rat houses in the galaxy outside of the emperor himself the emperor has uh worked with the har conans to engineer the atres downfall and while the har conans are pretty unambiguously evil they care only about enriching themselves they don't care about human life you've got to remember that the Honan are also competent you know the atres are one of the strongest forces in the galaxy and the har Conan plan wipes them out in a single night and you no matter no matter how we feel about Good and Evil we like a little bit of Competency don't we um there's a really fantastic quote in the books actually and it's ther howt calculating or surprised by how much the Haron have spent to kill to crush the the at trates I'm going to read it to you cuz it's so good for a full attack they'd expected no more than 10 brigades but there were more than 2,000 ships down on arus at the last count not just lighters but frigs Scouts monitors Crushers troop carriers dump boxes more than a 100 brigades 10 Legions the entire spice income of AR racus for 50 years might just cover the cost of such a venture it might I underestimate what the baron was willing to spend in attacking us how it thought that is so cool I love that that's one of my favorite quotes from the entire the entire series of Dune the entire spice income of arus for 50 years might cover the cost and that's what we do with our conans we get filthy rich so we're going to we're going to structure we're going to name our chapters today off of The Wealth of Nations by Adam Smith so let's go chapter one of the division of Labor why would you play house har Conan well house har Conan are the number one money-making faction in the game nobody makes the salari like house har Conan does uh they've got a number of unique effects that let them get there but they are the premier money makers the best chers the the CH win condition nobody can do it like caronan do we also like the Haron because they have an extremely high single Target DPS Army um and because of this they are probably the best base killing faction in the game if you can sneak a har Conan Army up on top of an enemy's main base there's a fair chance you might just kill it before they can even get back to it to defend it the Haron do a ton ton ton of damage and they've got a lot of stuff that multiplies and amplifies that up there a very strong military force Haron have a pretty solid assassination on options they don't get a whole lot of uniqueness on this front but they just generally make a lot of Intel in in a lot of different ways so they can uh they can do pretty good on assassinations har conans are very common assassin assassinators and they also have an excellent assassin defense um mostly because of a unique mechanic which allows them to super speed up their cell searches most people are uh you know when you're trying to defend against assassination you're limited by how much land you can SE to get rid of the infiltration cells on you well the Haron will be able to search land faster so they're able to defend themselves better against assassinations so that's really nice um they have super strong op unique operations that can swing the fights in their favor though your army may be at parody with the other guys Army if you're able to drop a couple really strong operations suddenly your guys punch way above their weight and are very strong and finally we like the har conans cuz they're just so flavorful they're evil they're evil and Rich and Rich and evil and that is fun they play exactly like the they play exactly like they are you know depicted in the game they don't care about human life they just care about making money from oracus and that's awesome why wouldn't you play the harcon well it's sort of annoying that your Empire is on fire all the time you have rebellions in your lands you have Raiders coming in you constantly get these notifications that you're under ATT attack you constantly get the sound cues that there's battles going on because you're always having rebellions and things to deal with so it could be a little hard to focus on what's going on because everything's on fire all the time but you're making money from it so that's what it does that's what's good for uh you might not play the Hardin cuz there's a lot of work to be done as the har conans the har conans need to be oppressing Villages they need to be pillaging neutral Villages they need to be splitting their forces up and and and breaking down rebellions there's so so much to do this is a very high action uh faction you are doing things all the time you know some some factions get criticized for a little bit of sort of sitting back and building well the Haron like to sit back and build but the process of sitting back and building for them is a very active one so there's lots to do so that could be that could be a plus or a minus I suppose but uh it's it's very busy we might not like to play the har conans because they have a relatively weaker access to the hegemony Victory which is probably the most common victory type um they can still do some fun some fun stuff with it but they can't quite boom straightfor it like some of the fast expanding factions or or or others that are a little more focused on a hedge Victory the Haron probably think of uh a Chom Victory first and if that doesn't look like it's in the cards then they need to sort of uh they need to sort of rework and plan for a different Victory type um you might not like to play the Harin if you don't want High attrition the har armies tend to be uh very sacrificial uh you might lose 90% of your guys but wipe out 100% of the enemy's guys and you're just going to have to rebuild your own so don't get too attached to any of your troops um if you don't like that sort of high casualty play or the concept of constantly making new guys that could be a little off-putting perhaps let's go on though chapter two of the profits of stock what makes the har conans unique well the har conans have a bunch of cool Unique Mechanics number one the unique mechanic for the har conans is the use of Oppression on Villages so what oppression does is you start off all the time um from the very start of the game you have this little button you can press on any of your Villages and this says start an oppression for 3 Days your this Village gets 100% more resource production and resource production really means everything that this Village makes here of this you know this line of resources you double the amount of money you make you double the amount of plaz creed or Manpower or water or knowledge or data y yada so you know doubling the amount that your Villages kick out is an incredible economic Boon But after those 3 days you get a a debuff on the village that says um there's a chance for this Village to Rebel each day afterwards and you lose a little bit of production after you've oppressed it the way that this works functionally is you oppress a village you're going to get a bunch of stuff from it and then it'll get the debuff and then once the debuff comes up you just oppress it again and after a village Rebels it wipes off all those debuffs and you just keep you just keep oppressing it but when it Rebels neutral guyses will pop out and and attack the village and you will need to send military units over to fight them or you will have to have another way that we'll talk about later so you do need to constantly be putting down rebellions in your lands because even with the malice of less local production and chance to Rebel we still want to be popping this oppression all the time to get what we want we'll talk more in depth in oppression later but it's a super super strong mechanic it defines the entire faction the other things the harons do really cool are um sacrificing agents so they have these little slots next to all of their missions and what you can do is if you need something done quick you really want to have your EMP bomb ready to fight veras you put an agent in it and then you it will reduce the cost to to to use that option and as soon as you sacrifice that agent that agent dies but it instantly completes the uh the ability to use that operation really really neat very very effective CU sometimes you need operations up and you don't want the two or three days it takes to prep them and you don't really care about the lives of your agents too much H let's see what else have we got here so the other unique effect does har conans get more resource production per per militia in each of their Villages and a base of less resource production so har Conan Villages always want as many militia in them as they can get right so you start off minus 10% but if you build Five Guys in it that's plus 25% so you're coming out ahead and making an extra you know 15% Above and Beyond on this Village then other factions would be able to it's pretty cool leans into the economic strengths of them right um Har conans have a very heavy pillaging style of gameplay they've got Tech that uh contributes to this as well but the Haron are constantly marching around the map to any place that's free and they uh they kill the militia there and then they pillage the land for for money for money and power so you often times you end up leaving a lot of neutral Villages around cuz you constantly want to be running around this is another yet another way to augment your economy anytime your arm is not busy you are running around and you are pillaging the the lands of uh the neutrals around you or the lands of the players around you if you can bully them quite that way here we finish this pillage boom bunch of money and other goodies you are constant ABP always be pillaging if you're the har conans it's a it's really really important they have a heavy pillaging gameplay style and we already talked a bit about the attrition of their armies that's a very common uh a common thing for the har conans um technically you get brainwashed agents which are a free agent that's not very good at things every time you kill 20 uh enemy units so this doesn't count for Rebels it only counts for units that are controlled by other factions you get extra Intel for pillaging Villages so that's why we like to pillage Villages uh we talked about the sacrificing agents a little bit oh you also get an extra at 10,000 an extra slot in each of your for um information levels here so you could have four people working your CH each paying out CH you could have a whole bunch of people and different things that's not super relevant all the time unless you go for the 15 agents and you got a lot to work with but the hardc conans are an economic Powerhouse right so let's keep going chapter three on the rent of the land I think here we'll talk about counselors first let me actually step out and we'll look at counselors real quick here I I think so the harons have good counselors across the board though a couple more maybe a couple maybe more gooder than others I your your typical choice is konva here konva says when you're oppressing a village you those buildings build 200% faster that's actually an amazing bonus that kind of flies under the radar people don't appreciate as much but 200% build faster is super good so you do this even on like the very first Village you build you just started pressing right away so you get up your first spice Factory and and your your extra stuff way faster it's this extra Tempo speed the Haron love High Tempo play you're doing a lot of stuff you're doing things faster than other people and VA is great for that also you get Manpower when you're oppressing Villages and they've got extra building slots that's whatever but har conans love more manpower anywhere they can get it and critically you also get extra money every time you kill Rebels and you'll be killing lots and lots of rebels so we like Kon vaa a lot um for your second choice you you really can't go wrong I personally like fade rala here fade lets you use corruption in the lrad which puts um whoever wins that lanr option gets minus 30 lrad standing so especially early in the game if you put corruption on something nobody wants to touch it because nobody wants to go into the L rad pits of standing early on so you can use this even though you're not playing strong a strong political power you can use this to really win options that other people won't want because that that L rad stink it doesn't work on you you don't lose that L rad if you get the option just other people do so you find something that people just kind of want and you put your stink on it and then you're going to get it cuz no one's going to try to so it lets you win a lot of ler things you otherwise wouldn't be able to also villages with if at least one Village is under oppression and you will always have many villages under oppression so this is basically always on extra influence production extra agent recruitment speed what's not to love very useful uh the other guys probably third on my list would be uman kudu who was a very military focused guy little extra Manpower um the critical option here is 20% less time for units to recruit that's really impactful making remaking your your high attrition armies really fast is very useful and if you have an operation in a region everyone gets a little extra armor there that's fine we'll we'll always be use in operations so that's a little boost for our military also we've got Peter who used long ago was the meta counselor but it's kind of been nerfed down and is not quite as useful Peter says each sacrificed agent permanently reduces the mission cost by 15% so one thing you can do with Peter is you can find those expensive operations and if you're sacrificing agents to do them you're making them less and less expensive each time so you could do something like um an admin burden which is really really punishing you know it slows how how slows down how much people can uh how fast people can remake their units as well if you've been doing a bunch of admin burdens with Peter eventually they're going to uh be super super cheap and you can just use them constantly um it's really really difficult to play around in a sort of a one-on-one kind of scenario and he gives you little money when you sacrifice agents so if you want to lean into that heavy operation play Pitter Peter can do a great job at that he's he's pretty cool but my recommendation to you is konva and fed rtha though you you can't go wrong with any of the other options either you'll be fine Har conans have a deep a deep bench to work with there let's talk expansion what does it look like when you what are you trying to take what does your early game look like well you know you always start off you'd start off grabbing your your local spice field that's next to you and then you probably oppress it right away and you build your Refinery and you build a plasc creete factory you're going to be very plasc creete hungry so an early Factory that you're pressing pays out double so we almost always start Refinery then plasc Factory and then we look around us for what else we could take we like early minerals again for extra plasc creete and early on WE oppress them to get that that that boost we love anything that makes us money so rare elements are plenty good we really we're looking for good specials um energy sources are valuable for the har conans because we really really like to get up uh a relatively quick experimental furnace which costs us 10 fuel cells so we love we love maybe an early energy source we love other spice Fields spice Fields anywhere you can get them those are your big big money makers so we put a high value on unique resources on spice Fields maybe on special regions that have um an economic value to them so like the shield wall over here is cheaper building upkeep that is not a big a big deal but we would love I'm try to see if we got an option here well white Rift where's like a well of riches or something to tell talk about I actually okay here we go so the likes of well of riches which doubles processing plant production and then you can oppress it for a to double the double and just make a huge amount of money so special regions with economic bonuses are really highly valued and then really with the har conans anything that isn't special anything that isn't going to be a money maker for us we like to leave empty so that we could have it be part of our pillaging tour we want to be able to walk in burn down the local guy burn down the locals pillage it take the money and and move on somewhere else and if we just painted the map red then we run out of stuff that we can pillage and we still like that pillaging economy this also pays out a little extra dividend to us we'll we'll jump ahead slightly here there's a special a special Tech that gives reduced Authority cost if you've pillaged something and that Stacks throughout the whole game look at this one we have pillaged this Village six times so this is 60% less Authority for us to Annex H there's some there's some something to work with there when you get to the end game if you've got a lot of neutral Villages that you've been pillaging all game long and they've got that stacked debuff suddenly those Villages are very very cheap for you to Annex so that can contribute a bit to a hedge boom kind of possibility for you another reason we like leaving neutral villages in our backfield to pillage oo what else we've got um Don't Be Afraid toess oppress your plaz creete um the har conans play like I said a high Tempo play style if you want to win on hegemony it's not just about being rich it's about being rich before other people are rich right buying the Chom Shares are cheaper the earlier you get them the more people that are buying in the more expensive they get and the harder it is to to get up your CH totals so the har conans like to be greedy and get as much money as early as possible a lot of other factions take time to get their economies online while the Haron hit the ground running and they make crazy money right away so uh we need lots of extra plaz creete to build out our main base to build out our uh lots of lots of buildings in the lands that we do take so we are a plaz creete hungry faction for sure um let's talk about quirks real quick there are a couple of quirks that we really really love as har conans by quirks I mean the special things on Villages The Village quirks here so look over here at tson we have the scavenger Network gain 20 Solari per enemy unit dying an Allied territory well why is that good because we are constantly fighting off the rebellions that pop up in our land and if we have a bunch of these Scavenging networks so in here you can see we've got this and I went and I built the investment office to double it so this happens twice I actually have a bunch of different um Scavenging Network options in my lands that I've invested in watch when we kill these Rebels right here come on kill them come on come on come on we get 50 20 20 20 20 20 20 20 look at all the money that pops out when we kill a rebel right so just by killing the rebels that pop up killing the rebels makes us rich killing the rebels almost makes us more Rich than oppressing them for the village resources in the first place anytime you could find Scavenging Network even if it's on just a garbage territory that doesn't really do anything out in the middle of nowhere scav Network pays huge dividends for uh for the baron so we always we always look for scab networks and we always double it with investment offices to get that extra money what else do we like um we really like [Music] H uh former Smugglers is another one where is that at I thought I had one in here somewhere I don't know where where I I lost it somewhere former Smugglers is one that says you get a bonus to uh your here it is 10% extra resources from pillaging Villages and sies and because we'll be pillaging like mad we love to find former Smuggler options just to boost up that extra money that we get from them really really useful anything that is a plus 20% resource production when a village has one building of each type or plus 20% for economic buildings or just plus 10% for production those kind of percentage bonuses are hugely impactful especially on spice Fields so we really look for those um but anywhere is good if we're if we're going to be making money from it right because we're doing so many sort of multiplicative bonuses of you know we're oppressing them for 100% and we're getting 25% from the militia and if we can get an extra 40% from this yada yada yada those are really really valuable for the Haron so we like those percentage bonuses to economic output um and we talked a little bit about The Wonder of investment offices right investment offices are a very important pickup because of the likes of doubling your Scavenging Network doubling your versatile 20% bonuses making them 40% that can those pay huge dividends so we like investment offices and we look for opportunities to double our quirks whenever we have a chance because we get a little extra out of that than most people will hm um and early on another thing to be aware of is we really love and you got no control over this but it's good to be aware of we really love when a base is within range of our main base's missile turret because that means from the very first days we can oppress that that Village freely and if the rebels pop out our main base will kill them and we don't need to send any troops back to fight them otherwise if we're oppressing something outside of our main base early on in the game if there's a rebellion we need to walk troops back there to fight off the Rebellion because your militia will not fight the Rebellion unless you have special Tech that we'll talk about in a little bit here okay that's decent on the expansion let's talk economy a little more the general economy so Ching is all about Tempo speed like we've mentioned um early once the CH Market opens up on day 30 I think of the very first month the shares pop out at like $300 a share or $300 for for 20 shares or something which is such an incredible bargain you should always try to save up money to buy right away when the Cho Market opens up because the har conans like to lean into heavy Ching um you want to buy shares pretty much constantly if you're if you're trying to win on Chom shares you need to be buying up all the time um it usually makes sense even if the rates are bad you still buy up because it is a Time based thing the longer the game goes the more money other people are going to make the more more money they're going to start in they're going to start investing their excess money into the CH market so you'll have more competitors later on than you do early on so we like that early fast tempo play if we're leaning for the Chone how does the Cho Market work real quick so uh shares start off cheap and they get more expensive over time and the reason they get more expensive over time is the more um the more spice that people are selling you know if you've got your your line all the way in the yellow the more people that are in the yellow here selling Chom for money then the Chom prices go up if more people are stockpiling Chom CH prices will go down if people are buying shares CH prices will go up again right it's sort of basic stock market kind of thing um there is always an available amount of shares that you can get and if those Shares are bought up you can't buy anymore until there are more available new shares become available I think it's a slightly staggered timer but basically it's every 25 days days or so after the first one um and when the new shares drop the price will go down so you always want to be sort of looking for a new share drop in order to buy up again uh the minor houses also own a big chunk of shares that are not owned by other people and as the price goes up or as shares become less available minor houses will divest their offerings and those shares will go back to on sale so you could buy more so what that does is there is you know you can't just save up 355,000 salari and instantly win by buying all the shares there's also a timer here too if we buy this little circle has has to tick all the way around and after it ticks around we can buy again and after we've bought up all of the on sale shares we're going to have to wait for any more to come back on you can see they're slowly ticking up over time as the minor houses sell but you've got to be aware that the boom of shares takes a while to get through um also of note is the buy uh the buy Max button the auto buy automatic buy here if you turn this on you you will automatically buy 20 shares every time you can if 20 Shares are not available you will automatically buy five shares every time you can and if you run out of money this will turn off and you won't buy anything else so sometimes it's useful if you don't want to be if you know you're going to be dumping money into the market you can turn this on and go do other things uh but be aware it will also it will just literally dump all of your money out too so that's how the Cho Market works and we like and obviously if you get to 50% of the available shares you win the game so that's why we like doing that if we're not going to get to 50% you still want to get up to 30% right because of this Chone board member bonus of 15% military power and extra influence 15% military power is a super super strong power boost for your military so even if you don't think you could push to 50% maybe everyone else is buying up and it doesn't look like you're going to get to the 50 you still want to get to the 30 at least cuz that's a huge benefit for you okay um for the uh uh for the har conans Manpower is King especially early in the game so think about this you want to fill you know early on you want to take a take over Villages you want to oppress them manually oppressing a village costs 20 Manpower every time you do it you want your villages to be full of militia militia cost you know at least 10 to 20 uh uh Manpower per militia so you're spending your your Manpower here you want enough units to be running around the map and fighting uh fighting the neutral Villages prop pillaging fighting off the rebellions as well as they pop up you know fighting with military units and healing them afterwards costs even more manpower Manpower is a huge huge resource sync for the har conans they need as much as they can get for that reason you off you often times build recruitment offices just about in every single one of your territories I haven't here because I'm doing really well on my Manpower for the most part but early in the game you build recruitment offices everywhere um and of course when you oppress a recruitment office it gives you double the value right so that's a good thing too but we need lots and lots of Manpower always be aware you can actually you can run into a bit of a death spiral with the har conens if you haven't been managing your Manpower well so what happens is um once you get to the certain point where you you have these offices of order that are are automatically oppressing your Villages if your militia start to die you might get uh rebellions on them and then you might struggle to fight off the rebellions if you don't have enough manpower maybe you lost a fight with a with a rival and then you can't rebuild your army but your lands are all rebelling against you because you've been oppressing them and things go things can go very very wrong if you run out of Manpower completely right so always always always invest in man power probably over invest in Manpower until you've got a really good feeling for what for how much you need and the answer is more you always need more on our spice fields we typically go with a three yellow two red and I have I don't have a good option here because I actually build differently for the traits because these all had good traits in them typically you're going to build a Refinery then two other yellow buildings then you're going to build your office of the order which is a comes from Tech we'll talk about that in a little bit and you're also going to build um a a recruitment office um why do we do it that way because we're eventually going to have our Harvester works up which pay us pays us out extra Gathering rate per economic buildings but we need the two red buildings to oppress our village and to make the manpower to sustain the oppression so three yellow two red on your spice Fields other places you could do things differently unless there's unique circumstances like over here we have had the The Versatile Quirk so we really wanted an investment office we don't need this knowledge one here so we would probably do in this case the likes of three yellow one or two red or one red you can go down to just the office of the order if your Manpower income is super super strong later in the game early in the game you absolutely want to be oppressing additional Manpower here as well um oppression doubles up on your blue buildings as well right if you've got stuff On the Border like the likes of listening posts or um uh data centers those get doubled up too via oppression so a data center that normally pays out three you could oppress it to pay out six so sometimes those border territories you might build differently because you want that extra data or that extra influence income those are those are really valuable options to keep in mind as well spice silos and the experimental furnace that we mentioned earlier are super important spice silos of course where do I have one yeah so pay out an extra 20% for this region and all adjacent regions for spice production so we always want to be adding more percentage bonuses to our spice production always make sure every one of your spice Fields either has a spice Silo in it or is adjacent to land that has a spice Silo in it um and finally you only get one but your experimental furnace is super important you want to find the juiciest section of land that you've got hopefully between multiple Fields if you could pull it off or around you know multiple uh big money income areas because of quirks or because of rare elements and then you plop down your experimental furnace as early as you can to add another 30% resource production to this Village and its neighbors it's a really really powerful economic multiplier and we're all about that kind of thing um and another option is though for most folks we Rec we recommend safe mode on your Harvesters well the baron can kind of get away with greed mode right you're going to be making so much man power eventually you're going to have the Harvester Works making your your cruise cheaper I think it could be a bit of an economic boost to leave your late game Harvesters on Greed and when they get eaten by worms inevitably you just refill them out with crew and they will for a brief period of time when the worms come and eat them they will make uh a ton more spice which then gets multiplied by the other multipliers um it's a it's a huge influx in spice income as long as you can pay the manpower to replace them let's talk main base districts real bit we we mentioned them a couple times so let's get into the nitty-gritty of it typically you actually like um obviously you want your three yellow for the 10% Solari production that's super super valuable for the har conans but actually early on probably the first thing you like is maybe a research center maybe unintuitively but there's a couple good reasons for this one the Haron have a bunch of musthave technology that they really want to research as quickly as possible so the research center gives you the extra knowledge bonus that you want um harons also tend to fall a little bit behind in hegemony in the sort of early mid game and maybe have trouble chasing the fast expanders so by having the research center up early it's paying you extra hemony gains from your spice taxes at least you could think of a research center as sort of a little mini craft Workshop pays you out basically five hegemony a day if you by taking into account uh the bonus to your spice tax by paying it we like a very quick research center after the research center we probably want to go for our three yellow administrative Hall is usually a very good early pickup but you pretty rapidly want up a harvester works and a Chone Branch as quickly as you can um these are for a couple reason you know Harvester Works obviously is a very important additional multiplier to our econom economy buildings in our spice Fields also makes our crew cheaper if we're going for that greed mode or or if the Manpower is still tight for us and then the Chom branch is critical musthave this is extra Spice Exchange Rate if the exchange rate is at least at 2.2 base so your your exchange rate for the Spice Market fluctuates from 1.5 to 2.5 and if it ever fluctuates to the 2.2 or 2.3 or 2.4 so roughly roughly 30% of the time it would be high enough that this then kicks in and amplifies it up in a additional point8 so you get the really really high values of spice um and because we are a heavy spice harvesting faction and we're going to get tons and tons and tons of spice this makes us massive amounts of money when it kicks off we also uh actually we really really love let me knock something out here just so we can look at it we really really love as well uh an early Mason's Guild if you could fit it in somewhere um we like that because our Villages are going to be built out pretty quickly so that's extra money and we like that extra plaz creete early on too it can be hard to fit in um I could almost even see replacing your administrative Hall with a Mason's Guild relatively early maybe if you don't have a lot of land you're thinking of expanding into you could uh you could you could lay off of the extra Authority and lean into the extra money and economy stuff that's that's totally viable we want to avoid recycling Vats cuz that doesn't necessarily make us any money un unless for even if we were you know the water sellers I'm not totally sure that that's worthwhile but all the rest of the stuff we like a lot obviously very early on we would like a recruitment center but it's not critical you can really Shore up your Manpower by building your um your recruitment offices um but eventually you will go this the typical sort of endgame build is really three yellow three red probably a two blue to to have good stuff cooking there um the the two blue benefit is really good two influence and five Intel your Blues could be you could go a couple different ways we like the intelligence agency because we have lots of operations we want to use and um extra agent recruitment speed is very good if we're going to be sacrificing agents and you might as well if you're getting them super fast uh we don't hate or actually we rather we love an embassy um and we love an embassy especially under a very C particular circumstance if you are able to get a trade agreement with someone so a trade agreement says you get a little extra money in your Villages and you get a little 3% extra Solari production um then that's you know nice that's fine but what the trade or what the embassy says is having a treaty contracted with another faction grants a production bonus of plus 10% of its Associated resource so that means if we have a trade agreement with someone it's not making us make 3% more money it's if we have an embassy it's making us make 133% more money that's more than the the triple economic bonus that's a huge huge boom if you are able to trick a neighbor into making a trade treaty with you and you should probably never ever do that if you're not the baron you should never trade treaty the baron because they get so much out of it if you get a trade treaty with someone you immediately beine to building your Embassy out you hardly even care about the lands red standing but oh Lordy do you care about an extra 10% of salari income that's huge and of course it's more it's beneficial too if you get other treaties with people but the trade one is the big one there so we we keep an eye on the embassy if anyone wants to give us a trade treaty we build an embassy immediately um also have note our special building here is the interrogation Center this one I find is sort of hard to work into the build here but if you have an an opportunity to get it it pays out 10 Intel when killing enemy units and critically this is 10 Intel for every uh Rebel unit that you kill and because you will be killing Rebels by the hundred this is is like an infinite source of Intel to power all of your operations right so if you want to lean into a very operations heavy maybe you want to be assassinating people and you want even that extra Intel stuff the interrogation Center is an interesting way to do that uh 100% chance to brainwash captured agents I don't think is particularly impactful sometimes it's kind of nice but you would only build this if you want that that big boost to your Intel income otherwise I often find myself I like triple red sort of whatever we get we get in there I often like triple red and double red to lean into our army here yeah yes I do those are what I like um our our end game is usually a three a three and then whatever you kind of want in the middle here two blue is really good and then these you can kind of shimmy around maybe depending on on how you're feeling well what are we talking let's talk chapter four of the natural progression of opulence let's look look at developments and um the the gist of developments for the har conans is that there's lots to do you've got a number of mandatory must have as soon as possible kind of texts and what are they um we like uh the two most important are oracus butchers and instill fear and it is arguable about which one you go for first people will Haron and Mains will argue this to the end of time um we like oracus butchers very rapidly it gives us more damage against IA for our pillaging more damage against Rebels which are trying to you know stop us from from earning our money and then it pays out manpow when you kill them obviously this is an amazing Tech you you want this as soon as possible personally this is my first get I go survival training oracus butchers right off the bat the other option and the other critical Tech is instill fear which makes uh cheaper authority to Annex Villages that you've pillaged and also a huge cheaper author to Annex anything that you've already owned so think if you took something and abandoned it in order to take it back later it would be super super cheap to get later if an enemy took land from you it would be super super cheap to take that land back for yourself but really we do this because of the cheaper Authority cost to Annex pillage Villages this is our primary driver for a lot of our expansion because we don't have good benefits for our Authority income we rely on pillaging things to make them cheaper to take with with our lesser Authority income so instill fear totally critical also be aware the mechanics of the game are such that if you pillage a village without instill fear it gets the penalty of 100% more to Annex just like anyone else pillaging Villages but if you have instill fear uh researched first and you pillage it it does not get the plus 100% penalty it ignores that penalty and only gets the minus 10% um for from instill fear so sometimes if it's a land that you eventually want to take you don't want to pillage it until you get instill fear if it is land that you want to just pillage for a long period of time you could pillage it without instill fear and eventually that 100% malice will fall off after two or three months so it's not that big of a deal still totally critical for instill fear the other critical Tech we have um work ethics is a little bit unique here because it makes Manpower for the har conans but it's not a crazy bonus we like that earlier rather than later but it's not much to talk about the one to talk about is Marshall economy here all the way down on our right of our economy tree extra Melissa slots so in in your mind you could read that as plus 5% economy boost for all of our all of our Villages uh plus 5% resources rather and it also unlocks the office of order Village building which is a very very important building so this costs us a constant upkeep of six Manpower right so there there's another drain on our Manpower for sure um a little bit of money a little bit of water and it uses oppression constantly on cool down for free so it doesn't cost manpower to use it and it will always be in an oppressed State and the other critical part of this is it makes your militia now fight against the rebels when they come out so no longer do you need to use your actual Army to go police and fight the rebels you can build up a strong militia you can have an office of order and it will oppress and fight those Rebels for free all the time for you so this is critical for freeing your your micro and your army up to do other things right you can get away with this for a while as long as you are very diligent about manually oppressing and manually fighting off the rebellions but eventually you want to automate this by building an office of order in any of your big economic provinces that are going to be making money or plaz creete or Solari or even maybe if you want to make you know the big blue stuff on a border region you want to make lots of extra data lots of extra influence or knowledge that kind of thing anything you anytime you want to get lots of extra resources from a region you want to build an office of the order but be aware that it has you know a relatively steep upkeep in Manpower so usually we always pair an office of the order with a recruiting center unless for some reason we are ridiculously jacked on our Manpower income and then you could kind of get away without it but typically Office of the order pairs with the rec recruitment center to get us extra economy always always always what else have we got oh we're talking developments yes um so we start with either straight to butchers and straight to fear and then the other one back and then usually we might jump up to modular Parts even before this you can you can delay your Marshall economy a little bit as long as you're diligent about uh manually oppressing and fighting things off if that's too much for you you could go straight to it but we also really pretty quickly won modular parts for the extra crew and or spice silos are critical to get going and we also want to unlock the Harvester works and then we want the Chom integration CU we want to unlock the CH Branch those are critical main base buildings that we want up as soon as possible um we really really want one of the reasons we we put such an emphasis on fast plaz creete is because we want to build out those critical main base buildings you know at least the first four or five or six as soon as humanly possible because they have a big boost in our our wider economy game so you can see we've got we've got to get this Tech we've got to get this and we've got to get this and we've got to get that and that's before we even look at you know upgrading our military or our our intelligence or our spies or or anything else really you know there are so so many critical mus have texts for the baron that um he's hungry he's hungry for knowledge but he also he doesn't want to invest in knowledge because he wants to invest in the Cho market so there's there's a lot to do you love extra knowledge for the baron wherever you could find it but we don't go too far out of our way because it cuts into our profits otherwise It's Tricky Baron is a very knowledge hungry faction there's lots of stuff they want what else is there to talk about in here not a ton enhanced questioning um big big boast to Intel Intel income and unlocks the interrogation Center if you want even more Intel income cruel rep reputation is no big deal we kind of ignore that Lan rad Whispers eh also no big deal I think we kind of ignore that unless for some reason we're leaning again really heavily into the likes of political assassin kind of play which is not my chosen style for for the baron um and there's so many other things we need to get right uh over here we all you always want this third column this is your your bonus CP points recruitment initiative is actually another one that is very valuable to get early on because it is a Manpower production boost and because the command post is the best red building you could build so we like a relatively early recruitment initiative as well um and then again by month four or five we always want to be going up down or we always want to go deeper into our red tree to unlock those extra training slots to unlock the extra command points adrenaline addiction is also a critically important one for your fighting Power so this says every time a unit dies your units or enemy units all of your military units get plus 1% attack speed so you get in big fights with a lot of deaths every time someone dies all of your guys are doing more damage that again leads into the really high DPS of haran armies that you know gain strength off of death adrenaline addictions super super valuable we don't necessarily need this middle tree too much um you like Fusion plant if you're going to be going for the two red in the middle in your main base otherwise combat probes we'll talk about a little bit later but they're they're not critical Siege incentives is critical if you want to be trying to blow up someone's bases which we'll talk about a little bit later and the last ones really to mention are um local hubs is another one that's valuable early so this is a nice to have but almost critical as well uh makes your buildings cheaper and unlocks the investment office so this is basically making you plaset or saving you plaset and then the investment office is key to getting the extra use out of those quirks that we talked about early so we like local hubs fast we would like lay of the land a bit but it it's out of our way um there's so much other stuff we got to get early on I don't know how much time this would save you getting early or if it just slows you down too much I usually abandon it or leave it leave it off because we don't expand too too wide the baron tends to build more tall rather than wide uh civilian Defense Force is useful it adds this extra militia slot that's 5% more production it it Buffs up our militia Health this is useful because sometimes you will find your militias slowly losing fights to the rebels over time you might lose a guy here and not rebuild him then you lose two guys next time and you forget to rebuild him and before you know it the rebels have beaten your militia and are sieging down the Village um so making your militia a little extra tough helps a lot with figh fight those Rebels without having to micro and go back and build new stuff or send your troops back to fight last ones Savage cleansing gives you a bunch of Authority for pillaging a SI um pretty Niche I would say um it has some endgame application if you want to try and do a sort of hemony Boom you might be able to work one or two SI pillages into that boom which would then boost you up with extra Authority uh you don't see that too often but it's you know it's there and then the last one symbols of Authority this is your craft workshops it's actually a little extra Authority production too for your oppressed special regions usually not too relevant but um the important part here is that your craft workshops are further away from you everybody else gets theirs up here the Haron gets theirs way in the the fourth tier here so it's harder to get your craft workshops online the only Silver Lining with that is if you are playing in a verus Lobby and house verus obfuscates the craft Workshop so nobody can get their passive head well the har conans get theirs down here so the Haron can still build their craft workshops um and and then get their their passive hedge up which is a a massive massive benefit in case verus wants to up escate craft workshops always funny to do if it happens okay those are our developments let's talk operations real quick uh Har conans have fabulous operations um their their cheapest one is combat drugs for 100 Intel and this says all of your units will lose lose 10% of their health a day okay not ideal but they run 10% faster good and their attacks deal 30% more damage which is a massive buff right your 65 CP of guys are now doing more like 90 CP of damage right it's it's a it's a huge buff or 80 CP 80 90 something like that um it's a huge buff to your damage output um you may often find that you win any fight you use combat drugs and fight and you lose any fight that you don't use combat drugs in fight combat drugs is so so strong um the second one is sleeper agent also extremely strong anytime a non-mechanical unit dies there is a 50% chance it spawns a sleeper agent and a sleeper agent is basically like a Cerberus unit or a really small little military unit that can fight it doesn't do a whole lot but it does tie stuff up it does it does do a little bit of damage and it does die who then contributes to buffing the rest of your army up all the They on death kind of things you drop a combat drugs and you drop a sleeper agent basically every time you fight and it's a super super strong combo the last one the last unique thing for the har conans is the toxic Vapors also incredibly powerful any non- mechanical unit your guys and the enemy guys will lose 30% of their health per day and they will not regenerate while this is used this will also break trues if it's used but the idea is and an enemy comes in and they're sieging down your lands and maybe you're not ready to attack them yet you pop the toxic Vapors on them they've got to stand there for like a Siege is what seven or eight days something like that and every day they lose 30% of the health on their units they're all going to be dead before they finish that Siege it sort of necessitates them rotating men out or just leaving mechanical units there that might survive the toxic Vapors um it's incredibly strong it does cost 500 Intel which is a lot so this is if you were playing Pitter um or if you've got agents to sacrifice this is a great option to use your sacrifice agents on to make sure you've got toxic Vapors up is an incredible defensive tool um even an offensive tool if someone is defending in a territory you can soften their army up and force them to leave at least right but it does affect your guys too so be careful about walking into it but toxic vapor is so so strong and the last one we want to talk about really talk about is something that everybody gets everybody gets scav teams but scav teams is so good for the baron because we're the money guys right and we want more money so this increases the amount you get from pillaging a village so this is totally totally worthwhile to just throw on a neutral Village and then go in there and fight it and pillage it we're likely going to have pretty good Intel income from a number of different sources so the baron kind of wants to get scav teams up constantly and just use them all the time you could even if you've got extra Intel you could even throw this on random rebellions right if four guys pop out and they Rebel and you pop a scav team on them it's probably 200ish salari fighting off a rebellion but hey money is money we also really love this in the combination of the likes of fighting all of the guys in a renegade base so the baron loves to fight Renegades the baron loves to go fight the Defenders of sies and use the scav teams The Baron's perfectly happy to just throw an entire Army away somewhere and you scav teams on it scav teams so so good for the baron keep it up all the time chapter five of the motives for establishing new colonies let's talk units let's talk The Baron's units we're actually well okay we'll go we'll go one at a time uh the Troopers for the baron are pretty ho hum they get a little stronger if they're losing Health um they are decent tanks but not amazing Troopers are the least exciting thing in your whole roster but they're fine for what they do they're meant to be your little meat Shields that are are hard to kill a little bit uh your second guys really are your Gunners Gunners are fantastic actually they look like they have a relatively low DPS on paper actually they're just sort of high power low attack speed um what where they shine is they're super cheap um they're upkeep is very very low and their uh the requirement is only 3 CP so you can fit a lot of Gunners into the army and when you've got a lot of them they punch above their weight um they gain Health based on their they gain power based upon their missing health and remember that they're they're scaling up their attack speed for everything that dies Gunners can turn into an incredible amount of DPS but they are quite flimsy so they're easy to kill um so we like lots of Gunners because they're so cheap and on the CP and on the money and because they put out good damage but if the enemy has an army that is really jumping onto your range units and killing them down with a large melee units think freman or or I don't know um anyone that's got a big melee group a big big melee Army Gunners can maybe not quite pull their weight then in which case we lean more into our own melee units which are excellent the likes of the Cerberus curus are your flankers these are your low hit point High DPS um units not they're only High DPS against low armor enemies so typically you take your cus and you throw them on the enemy's range units um to run fast around the Army and tie up their range units what we really like about the curus are there Armory upgrades we'll talk about that in a little bit um their special ability is they put blood loss so if if they hidden enemy and the enemy runs away um they lose Health by running away so again that ties into them hitting the stuff that might want to be sort of kiting or running away from you we you always want a couple curus in the Army uh the big boys in the Army are the executioners executioners are hard to kill high damage and their damage goes up even more or every time a unit near them in the AR in a fight dies quite near them so you see this little circle at short range around them every time a unit in that range dies they get a stack of bloodthirsty and a stack of bloodthirsty increases their power and stacks up to 20 times um 20 additional power is an outrageously High attack damage buff so if you can get a lot of guys to die around you your executioners are outrageously powerful so so strong they carry the entire battle on their backs uh we'll talk about the armory in a little bit first let's look at combat probes are your mechanical units super super cheap to get um they're like a couple fuel cells and just one CP and enemy units at medium range suffer minus armor that's a great trait but their hit points and no armor they're so low they just die all the time um so sometimes they're only used for their special Armory abilities harpies are their air units um not very good they do very very low damage and they're relatively easy to blow up except they do quadruple damage against units with less than 30% health and they do AOE damage in theory you could have a couple harpies um they're somewhat cheap I think only three fuel cells only three CP relatively low upkeep but 30 uh Guild favor so I don't know if you were floating in the guild favor for some reason maybe you could build a harpy or two but they they would require a lot of micro cuz they're not going to do anything unless the target is low so you could sort of use them as um sort of the Sardar executioners right you look for the low Health units to try to finish them off maybe they're good at that but I don't see anyone ever using harpies um it's just sort of a micro tax being that they're not good at anything that isn't already almost dead uh the last thing we have to talk about is the overlord which is probably the best Flagship in the game right now it used to be really bad um what it does is it makes five of these little sting Fighters that it then sends out to fight um the stings are kind of hoam light damage doing units but critically the important part for this guy is the decimation protocol's special ability this turns all of his stings up to five at a time into like little kamakazi jets that just run into the enemy and self-destruct and when they do so they do like 200 damage or something or 150 damage each for each one so if you send five of these guys you know you you target them on an enemy you click the decimation protocols they all fly in and blow up that enemy it's a huge amount of burst damage it's also a small AOE so if you hit a big group of guys it does a big AOE damage to all of them because it's like a thousand damage which is more than just about anything's hit points in the game um you can use this to even snipe out enemy Heroes you could blow up Heroes like sort of straight off the bat with them the stings will then regenerate over time and you could do it again in half a day it's so strong the overlord is really really oppressive it's a crazy DPS increase to the whole Army and especially with that sort of burst damage being able to snipe a single unit or a group of units out with it the overlord's incredible we always love an Overlord um um it actually with this ability will also totally One V one any other Flagship in the game pretty easily the overlord's wild we love it let's talk Armory real quick because a lot of the haran strength lies in their Armory with the exception of the trooper which has really lousy upgrades typically we get the morbid climax that says you know if he dies he keeps fighting for a little while that's fine um scarring armor I don't like um you gain extra armor based on your missing Health but you just give up three armor all the time I don't know I don't think that's particularly useful the fix up kit says you heal at the start of combat but then you lose Health heal this way at the end of combat this is okay um if you were injured and you started a fight he would heal up for that fight kind of thing um it's fine maybe the last one is red fluid which you would think would be really good 30% attack speed is a crazy DPS boost but minus 50 Health per day is a lot while you're in combat and in combat also includes the likes of sieging down a village so even when you're not actively fighting someone you might be in combat losing a lot of health so most people stay away from Red fluid unless you're about to do like a something you need all the damage possible like a a base snipe kind of situation but red fluid often will lose you a lot more Health than it will other than you would otherwise expect um I get a morbid Climax and then I don't know maybe you grab a fix up kit or or it's hard to know with Troopers nothing's good but for Gunners we've got good options Gunners get the blood thinner so they lose a bit of their health and then they at the start of combat and then they regain it this makes a squishy unit even squishier but remember that the Gunners get bonus power based on their missing health so what that is doing is that is artificially sort of amping up their power right at the beginning and because they're so cheap um we don't mind losing Gunners and we do like having the extra damage from them so I like a blood thinner I also like a heavy loads um further amplifying their power it lowers their attack speed by a little bit but their power is already high and their attack speed is already low so it sort of leans into both of those in ways that are are beneficial to us helps them be very strong um single Target snipers almost uh we like that bird Slayer um is not good we don't really do a lot of fighting every air units I don't think I would ever get that red fluid again same as the trooper we would maybe want this if we were planing a base snipe otherwise it's probably more trouble than it is worth it's O it's probably okay on the Gunners since they're likely to be on the back it's a little better on the Gunners than it is on the Troopers um but still we're not no we're not a huge red fluid fan cuses have really interesting options this is I think a critical one it lowers their health but it lets them split into two baby cuses if they die so the use case here is you run your Cerberus in first the enemy Massacre kills the cus it splits into two babies the enemy kills those two babies and that is three deaths already that buff up the rest of your armies it Buffs up your executioners it Buffs up you know everybody else from the the attack speed from the deaths so your cuses are sort of sacrificial units that are buffing the on death for everybody else also I like the stealth gear a lot on cuses um uh it allows them to fulfill that flanker role really well where they sneak up and they get on the enemy's r units um stealth allows them to do that really well um the endocrine arouser gives them extra move speed based on missing Health that's not that big of a deal again red fluid red fluid is actually fine on our cuses because we don't care if they die and they're losing lots of health um so extra attack speed is just a straight up DPS increase on them and they're going to die anyway so we don't care if they lose their health um I would I like I typically go alaka injector and then maybe red fluid or if you want them more of a flanker unit to get on ranged targets we like the stealth gear on them as well all those are good options combat probes are sort of interesting as well so this is one that makes them only attack in melee um we don't care about ignoring the armor because they don't do a lot of damage we do care about on death deals high damage at close range so if you've got the spare fuel cells you could make a bunch of these combat probes and again these cost only one single CP so you could use them to sort of fill out the Army you could give them you could give him explode on death and you kind of run him into the army as little suicide bombs again um this is really strong against the likes of heavy melee focused armies think the freman freman hate combat probes um the damage they do is only it's somewhere in the range of like 60 to 100 or maybe even a little more than that so it's not a lot but it's a it's an AOE so it can do it can chunk down a a fair bit of the enemy if you run three or four of them in and you do three or 400 Dam Dage to a a big group of enemies that is totally worthwhile right you could have four combat probes for every one Trooper you've got so having an extra four thron in is pretty neat you could also just make them invisible um this is sort of fun for doing a little bit of trolly trolly stuff um if you make your combat probes invisible and because they're mechanical units they don't take any Supply so you could just send them all out over the map you could steal other people's points of influence with them you could look for any um Villages they may have without uh militia in them defending them and the combat probes could walk in and start sieging them or pillaging them you could do some sort of silly stuff they could just be little Scouts to look around for you maybe last of all you could take on death they gain 10 Intel um that's not particularly useful I like torture tools for melee combat and then mounted explosives to make them little suicide bombs Ascend and that's fun for me last one big daddy executioners this is the bread and butter of the haran army I like hibernation breastplate so for the stacks of blood thirsty if he doesn't have any Stacks if nothing around him has died yet he loses half of his attack speed but he gains 10 armor 10 armor is huge so what this does is before your executioner has been buffed up it makes him very tanky so that if an enemy wanted to focus down your executioners before they got their Buffs up this makes them very hard to focus down um so the it's sort of forces the enemy to kill something to buff your executioners before they can even fight your executioners so it is just useful for the style parrying arm guards is fine but we don't get it cuz there's better stuff meat armor is critical upon reaching no Health um instead you lose a stack of bloodthirsty and you regain 40 Health instead of dying and it's a big it's a big negative to your your ongoing Health but because you're always going to you're going to run your curus in you know the ideal scenario is a bunch of Cerberus die a bunch of other stuff dies and your executioner gets up to 20 stacks of his his bloodthirst 20 Stacks means he's doing massive amounts of damage and it means every time someone tries to kill him he just heals up for 20 times in a row 20 times that he would die he instead heals um this is what makes your executioner sometimes seem like they're Immortal um they've got no hit points left and they just don't die they just keep keep smashing people with like 70 power attacks because they're so jacked up meat armor and hibernation PA up with Cerberus splitting into extra Unchained curus is a key combo for the har conans um you can really get away even though it had been nerfed a little bit but you can still get away with just making like you make like six or seven or eight Cerberus and then all the rest executioners and you just run your curus in with the executioners behind them and chances are you could win just about any fight in the game doing that executioners are so so strong last one is red fluid um I would red fluid Maybe if you know red fluid's not bad I don't know if the red fluid will kill them if they're low on meat armor but it is a huge DPS increase so you could live without hibernation breastplate and pick up red fluid but it would make them a little less uh Immortal than they would otherwise be that's what we like for the haran super strong Army upgrades really critical to get what does the haran Army composition look like well you always want an Overlord you always want a bunch of executioners you probably want a bunch of cuses to die to buff the executioners and other people up and because the Gunners are so cheap and effective we like a bunch of Gunners um Gunners are actually incredibly effective for their CP so you could lean into a really heavy gunner composition um I think early on you use lots of Troopers but later on when you're wealthier I replace them almost entirely with executioners I don't think they do too much later on my goal is usually to get my cures killed so that my execution and anybody else can kill stuff afterwards um so Gunners are great in unless they're dying to a heavy melee comp in which case we just lean more into executioners and cuses so good so good uh let's talk uh chapter six conclusion of the mertile system wi let's talk wi conditions um nobody choms like the Haron CH so a lot of the guid earlier was talking about how do we maximize our income and our economy um and we do that by really playing our playing the CH price a lot we want to sell high and buy low all that good stuff um and I I mean sell your spice high of course never ever sell your CH shares keep keep buying more CH shares um but you do want to manipulate your your trade prices to make sure you always always pay your Imperial tax no matter what and you always want to be um note that once you get your CH integration you can see what the next spice rate is you know your base exchange rate right right now is 2.1 and the basic exchange rate coming up is 2.0 so it's better to sell now and then next time we will stockpile up a little more so you always keep an eye on what the rates are and when you should be selling and buying selling or stockpiling rather that's important um CH as a win condition is often sort of an all or nothing because it is a high Tempo base like we talked about so Tempo is always the speed at which the game is progressing and you want to be uh you want to be buying Chom shares at the maximum possible speed uh if the game goes late the later or rather the later the game goes the less likely you are to win on CH because other people are going to be making money and they're going to be buying in and all people really need to do to stop you from winning on CH is make money of their own and buy their own Chom shares and there's not a lot of recourse to that so Chom is an an all or nothing if you're not going to be able to make your CH Victory you need to switch gears you probably need to be thinking what does a hegemony Victory look like what does a killing your neighbors Victory uh what what what will killing your neighbors enable for a victory condition for you um and remember you you tend to be a little bit behind in the hegemony but you can you've got some sneaky ways to catch up for it right we mentioned earlier if you've got regions that maybe you've kept for a while um but you don't need anymore maybe this guy made you a lot of authority uh in the past or not Authority maybe this guy made you a lot of plaz Creet in the past but you're you're maxed out in your PL you don't need it anymore a thing you could do is you could abandon Villages perfectly good Villages by doing so you are lowering your hegemony making yourself look like less of a hegemony threat and the bonus from instill fear says you get minus 50% on the cost that past ownership buff to Authority so this becomes extremely cheap to re anex um the trouble is you can't re anex it for 20 days so you you've got a plan well ahead of this but in some cases it makes sense to abandon territory that you will plan to later take later later in the game like we talked about earlier the instill fear benefit constantly Stacks up and reduces the ability to or reduces the cost of authority to Annex things so the baron likes to have a lot of lands in his back field hopefully that he's been instilling a lot of fear on and that gives the opportunity for a big Authority boost in the or a big hegemon boost in the end game because of all the cheap Authority he can cheap things he can Annex um typically though you are not going to be the first person to hedge so you sometimes want to be looking at murder options and you could do murder a couple ways Baron does pretty decent assassinations just by nature of of his fast Intel or fast completing operations um so you you can absolutely assassinate your neighbors as a baron um the other things that they do really well like we talked about with all the DPS is they do great on base r ing blowing up enemy bases right all you really need is an army of you know any composition that we've talked about you want to prep yourself some defense breaches and you just walk into the enemy's base and just right click on the base and you defense breach it and you combat drugs and you sleeper agent and you just and you you probably also scav team right oh you know we we didn't talk Heroes we didn't talk your um but the gist of that is you no matter what if you just walk into someone's base with their army is not there you're going to kill it probably by half and then all you got to do is walk into it one more time and it will be all the way dead if you can pair up with another player you and the guy next to you decide you want to go kill the third guy nobody kills a base as fast as the baron does so if you've got a buddy helping you fight the enemy's Army off or giving you some cover you can crush a base in record time um when you're crushing bases you would really really love to crush the guy who has the most shares because if he dies all those shares go back to the market they become super cheap and maybe that Chom wind condition that looked out of hand is suddenly available again um so if you if you got an opportunity to kill someone you want to kill whoever's got the most CH shares let's step back because we did forget to talk Heroes here um uh hero choices both are both fine uh raban here is a more defensive oriented I think um he gives you extra heavy militia that's extra production for all your Villages he lets you make all your guys go berserk and if they go berserk they get a little extra power and armor um and then he gets boosted for that uh but it's not that big of a deal um he is probably the default choice just because of the extra militia makes things a little easier nefud is the more aggressive attacking Choice um he makes your units all be all your level one units become Cannon fod meaning that they won't heal anymore but if they die they refund a big chunk of their Manpower cost so this is that attrition play style you run your army out it dies you build a new one that you run that that Army out it dies you build a new one and eventually you overwhelm the enemies he also gives a big attack speed boost for any operations that are active or any har conin operations that are active and you're always going to be tossing two or three of your good operations in a territory so that could be a big boost he himself is an executioner right so he gets those bloodthirsty Stacks too and his special ability is um sacrificing a unit nearby to heal himself and get a little power boost this is not very impactful usually you like him because of the as attack speed for uh operations he is the the speediest base killer thanks to that attack speed you drop three or four operations in that region all your guys are doing an extra 15 or 20% attack speed um this is nefud is your aggressive attacker Ron is more of your Defender both of them perfectly good choices back to our wions um we talked about the sneaky hark hedge a little bit uh you if you don't see yourself being able to reach that CH victory other people are buying up you need to shift gears maybe you need to plan for getting all the way down to symbols of authority to start your own craft shops so keep in mind you you often will need to shift gears unless you think you have a real a strong opportunity to murder Whoever has those those competing CH shares um decent assassinations U the dangers of being ahead of the pack so uh you got to know that if you get up to you know everyone's going to expect the Barons buying shares if you get up to 30 % everyone is going to be watching you very closely um if you start buying more than 30% that is the big red flag that you are booming straight towards uh you know Chom Victory and that's when other people are going to start to fight you or try try to take your lands try to burn down your spice fields and do things like that so you can kind of stop at 30% and and and lie to everybody and tell them hey I'm just getting my 30% I'm not trying for a CH Victory and then Bank your money you know maybe you've got 300,000 salari in the bank and you'll be just fine but um everyone can always you know pop this open everyone could always trade with you and say Oh look The Baron's got 344k here he might be he might be aiming for a CH even though he said he stopped at 30 30% if you get up to 40% your you know your name pops up in the victory tracker that is that is the cue to the rest of the lobby to come kill you or or do anything in their power to stop you so even if you are chman towards the Vic often times you'll pause at 39% if possible and Bank some extra money and then as soon as someone calls out hey The Baron's at 39% then you need to buy right or but it gives you might give you a couple extra days if no one's paying a close attention to you where you can Bank up money before putting yourself on the leaderboard um but just know you're going to you're going to draw that aggro um the good thing about Ching is it's very hard to stop if you got a good income and you get far enough it's not like like um hegemony where you got to hit you know if someone takes one critical territory away from you your hegemony plans are kind of out the window you might you can't win like if you lose a special region that was going to put you over 30k right so hemon is a lot easier to stop Chom is much harder to stop you know to to to stop someone from Ching you sort of need to shut down their entire economy right that's not just taking one spice field it would be you know you need to all of their spice fields to stop them from making money or you need to somehow make so much money on your own that you buy up enough shares to stop things uh also be aware that if you are if you are chman straight to Victory um and other people expect you to be chman to Victory and they also have money if you turn on auto buy but everybody else turns on auto buy there just aren't going to be enough shares to buy over time right you're going to buy five then the other guy's going to buy five the other guy's going to be buy five and it's going to take you forever just to buy up all the shares you need so again that's why it's difficult if the Cho Market is contested um and you might not be able to boom from 40 to 50% as quickly as you would want uh giving the other players other players a lot of time to react maybe if they've done good and they've made their own money chapter seven of the sources of oh we didn't talk politics I think a politic win is largely Out Of Reach for the baron politics is really a governor win is really really difficult for anybody at this point in time uh and the baron doesn't really have anything that helps him get there you're probably not going to have three blue buildings for the extra votes you're probably not going to be leaning too much into influence maybe in some crazy scenario where someone else is dead and another player maybe is in the pits cuz they nuked or something you might be able to shift gears into a political play but the har conans are typically not a Powerhouse in the political Arena by any any stretch of the imagination chapter 7 of the source of general or public revenue of the society and for that we're talking tips and tricks and I don't have a ton here because I am not a massive Baron expert but I got some good ones for you um we always like we talked earlier we always put our spare Intel into Relentless use of the scavenger teams everywhere we could do it we love putting these on the Renegade bases if we fight them we love using these on sies if we fight them because there's just so many units fighting and dying there also you should be aware that you can drop scavenger teams on enemies fighting other enemies right if the Smugglers are about to to to to throw down with the fman and we see it happening we've got Vision somewhere we can pop a scav team and we could benefit from everybody dying in the region and we didn't even have to go and fight scav teams work even on other people fighting scav teams are great you should always have scav teams ready especially as the baron um we talked a little bit about it one of the one of the main benefits especially against verus verus loves to obfuscate the the craft workshops but it doesn't affect the baron so if veras does obfuscate the craft Workshops the baron should really beine straightforward as quickly as possible because it's such a massive potential strength to be able to have ticking daily hedge while no one else does um so always keep that in mind if you've got a verus game um another thing to keep in mind is I don't think we have an an an example here but there is a SI Alliance in the game that is plus 200% of a unit's power if it dies as Solari if it dies in your territory so this is very similar to our scavenger Network where you're gaining money if enemies die in your territory there is a SI Alliance you can make which is a huge money boost if units die in your territory as well that was that would definitely be something you would want to prioritize if at all possible also we do love just the Gen some of the general economic sees 10% extra Village production in every region is a huge boost for the haran so we would certainly prioritize something like that otherwise we don't care about sees too too much except that we would like to maybe burn them down sooner or later sieges are a huge um when you actually do the liberate of a sieg and finish uh destroying it it's a huge bonus of money it's like 8,000 salari or something like that so it's it's very uh lucrative to go and D store a SI not even counting the extra money you get from the likes of a scav team sort of thing um you can hotkey Villages uh if for some reason you're in the early game and you're very very busy you can you know you select a village you hit control number one it puts a little number one on that Village and anytime you press one or double tap it it'll it'll jump to those Villages for you that's neat right you could use this to keep an eye on stuff early game to make sure you're pressing them uh making sure that you're building when you need to and then you know pop back to your army to do do your army your pillage and stuff um yeah so the gist of the har conens is you want to play fast you want to build tall and you want to pillage as much as possible that is the Ching lifestyle right if you if you are aiming for the Chom win you kind of want to sacrifice some of that military Tempo in order to get CH tempo right maybe you keep a slightly smaller Army than you would otherwise because you're being greedy and you want every single salari you could squeeze out of AR racus to buy those Chom shares um but you got to be be ready to shift shift gears um if if needs be because things don't always go according to plan on AR racus is that all we've got to talk about it may well be I think we've just about covered uh everything we need we need to know for the har conans any questions um drop them in the comments if I think of anything else I will also put them in the comments these always get some good uh some good recommendations from other players after the fact of of people with addition different play Styles or different opinions on things and those are always valid there's a lot of ways to play Dune spice fors special thanks to Baron Padilla one of our oldest chers one of the most in veter haran players we have in the community um he wrote up a big a big written guide that is very similar to a lot of the things that I've talked about here and I leaned on him heavily for a lot of this information thank you Baron psychill always always a pleasure to to play and to learn with and thanks for watching guys that's what I got for you that is a har Conan's guide hopefully that's helpful and uh we will have more to come in the future I think next up is likely a Smuggler guide probably in a week or so so look forward to that thanks for watching I appreciate you all and I'll see you next time
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Channel: Daevohk
Views: 4,986
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Length: 82min 59sec (4979 seconds)
Published: Sun Apr 28 2024
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