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Divinity: Dragon Commander Game Guide & Walkthrough by gamepressure.com

Divinity: Dragon Commander Game Guide & Walkthrough

Table of Contents

Counselors | Raven Phase Divinity: DC Guide

Last update: 11 May 2016

Counselors will be proposing alterations in law on a regular basis - Counselors | Raven Phase - Raven Phase - Divinity: Dragon Commander Game Guide & Walkthrough
Counselors will be proposing alterations in law on a regular basis

An important element of the game is to make sure every race is happy. Popularity with all the races is decisive not only in terms of the units that are available during each battle, but also in terms of percentage chance of success in the case of an automatic battle. Although it is, usually, a good idea to appease the race that lives in the land in largest numbers, you shouldn't, at the same, ignore any of the races. High popularity with the entire nation will start a special storyline of three decisions, which will deteriorate your popularity with all other races but, will offer three special permanent cards, which are stronger with each decision that you take. That is why, as a rule of the thumb, it is best to gain popularity with one race, collect the cards and change sides to another race. To find out what each of the races has to say about a given amendment, you need to talk to each one of the representatives before taking any decisions. You can find your current ratings either in the newspaper or in the kingdom review. While taking your decision, try to balance them out, so that your popularity with any of the races does not fall below 30% (although, even popularity of the level of 0% will not influence the storyline in any way). You should also remember that your choices will, sometimes, have a direct influence on the game itself. The general principle (although it is not a rule) is that, if a decision costs you money, you will benefit from taking it in some other way. E.g. if you stipulate the equality of rights between men and women, you will make their pays equal but, at the same time, you will unlock some new special abilities with the female generals.

Falstaff - Dwarves

Dwarves are, predominantly, concerned with making money and stable economy They do not care about family values ad moral values. They will be the supporters of any idea that helps save several gold coins and does not affect them.

Permanent cards:

1. Dwarves want to forbid publication of materials concerned with the harmfulness of smoking:

  • All countries generate 1 piece of gold more.
  • Every turn you will receive additional 5 pieces of gold
  • The number of generated research points drops by 3% every turn
  • Population drops by 5%

2. Enrich cigarettes with addictive agents:

  • All countries generate 10% more gold
  • Every turn, you will receive additional 10 pieces of gold
  • Population decreases by 10%

3. introduction of the mandatory smoking lessons in schools:

  • Your total influx of gold increases by 10%
  • You will receive additional 15 pieces of gold per turn
  • Population will decrease by 15%

Oberon - Elves

Elves can be perceived as a mix of socialists, pacifists and ecologists. They promote the ideas of freedom and equality for everyone, will support ideas like free health-care or permission for same-sex marriages.

Permanent cards:

1. Introduce labor unions:

  • All countries receive additional 10% of fortifications
  • People's motivation rises by 20%
  • You will receive 5 pieces of gold less per turn

2. Introduction of high minimal pay:

  • All countries receive additional 20% of fortifications
  • People's motivation rises by 30%
  • You will receive 10 pieces of gold less per turn

3. Introduce eight-hour working day:

  • All countries receive additional 40% to fortifications
  • People's motivation rises by 40%
  • You receive 15 pieces of gold less per turn

Trinculo - Imps

Imps do not attach too much significance either to individual people or to traditional values. Their major concern are the most stunning gameplay and technological development. They will support the introduction of levy in mass or the right to carry arms.

Permanent cards:

1. Imps want to dig up all Elven graves in search of a special element that will make it possible to carry out a huge explosion:

  • All countries receive +1 to research points.
  • The overall number of the research points received every turn increases by 3%
  • Population drops by 5%

2. The element is contained directly in the Elven remains. Imps plan on producing gunpowder:

  • The total number of research points generated in the countries increases by 10%
  • The total number of research points received every turn increases by 4%
  • Population drops by 7%

3. Imps want to initiate the production of the Megabomb which will be capable of razing cities to the ground:

  • The total number of research points generated in the countries increases by 20%
  • The total number of research points received every turn increases by 5%
  • The destruction force of the Juggernaut's Bunker Buster will be considerably increased.
  • Population drops by 12%

Prospera - Lizards

Lizards are the least radical of all races. They are placid and prefer reason over unquestioning fanaticism. If you try to balance the society, gaining high popularity with lizards is probably going to be the least problematic. They are sober-minded and stand against all forms of primitivism like, the permission on the consumption of the orc meat. They are also the only race to support the introduction of democracy.

Permanent cards:

1. Allow referendum o the introduction of the Republic:

  • You will receive more support in all countries by 50.
  • Motivation rises by 10%.
  • Luck drops by 2%.

2. Hold a free election for the head of the state:

  • You will receive more support in all countries by 50.
  • Motivation rises by 20%
  • Luck drops by 4%

3. You abdicate to the benefit of the new president (this decision has no bearing on the storyline):

  • You will receive more support in all countries by 50
  • Motivation rises by 30%
  • Luck drops by 6%

Yorrick - The Undead

The Undead are the anchor of piety. They stand against all sorts of deviation from the norm and all sorts of sins. They do not sign up for half measures. Things should be dealt with the way "intended by the god" or should be left aside. Every living being is lives only to sacrifice his life in god's name.

Permanent cards:

1. The Undead introduce paid indulgence:

  • The cost of land units drops by 20%
  • Unit building time drops by 15%
  • People's motivation drops by 5%
  • Luck rises by 2%

2. All believers should be marked and nonbelievers forced into slavery:

  • The cost of sea units drops by 20%
  • Unit building time drops by 20%
  • People's motivation drops by 10%
  • Luck rises by 2%

3. The first born son of the infidels should be taken away from the parents and made into a slave:

  • The cost of airborne units drops by 20%
  • Unit building time drops by 25%
  • People's motivation drops by 15%
  • Luck rises by 2%
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