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

Divinity: Dragon Commander Game Guide & Walkthrough

Table of Contents

Buildings | Risk Phase Divinity: DC Guide

Last update: 11 May 2016

Each country on the map can have one building. They provide support, which depends on their type. The prices for the buildings will fluctuate, depending on the number of erected buildings (each building of the same kind is more expensive), on how far into the game you are and on the decisions taken by you. You can also destroy buildings and erect something else in their place. The only exception here is the capital city, where you can neither build nor destroy buildings. It is also the only country which does not need a gun factory to produce units. Furthermore, there is one special buildings there - market, which cannot be built and can only be captured in the neutral areas, usually on single island in the corners of the map. Once you control them, you will be able to purchase cards there, in exchange for gold.

Academy- generates one research point per turn, and a combat card every three turns - Buildings | Risk Phase - Risk Phase - Divinity: Dragon Commander Game Guide & Walkthrough

Academy- generates one research point per turn, and a combat card every three turns. A very useful building, it is a good idea to have several of these.

Tavern- generates mercenary cards every three turns - Buildings | Risk Phase - Risk Phase - Divinity: Dragon Commander Game Guide & Walkthrough

Tavern- generates mercenary cards every three turns. Also very useful facility. Mercenaries can easily tip the scales in the battle and you should always have at least two up your sleeve, to be able to use them if necessary.

Gold mine - doubles the income, in gold, from a given country That is why, it is best to erect them in a country that provides most profit - Buildings | Risk Phase - Risk Phase - Divinity: Dragon Commander Game Guide & Walkthrough

Gold mine - doubles the income, in gold, from a given country That is why, it is best to erect them in a country that provides most profit. At the same time, you should avoid building mines near the frontline. This is because they can be easily captured, and also you should be building war factories there.

War factory- thanks to these, you will be able to create and build units - Buildings | Risk Phase - Risk Phase - Divinity: Dragon Commander Game Guide & Walkthrough

War factory- thanks to these, you will be able to create and build units. To unlock units, you first need to develop them at Grumio's, onboard the racen. Additionally, sea units can only be build in seaside countries. It is best to build them near the war theatre where there is the largest income of gold per turn. After the war moves away, they can be demolished, with gold mines erected in their place.

Parliament - generates strategy cards every three turns - Buildings | Risk Phase - Risk Phase - Divinity: Dragon Commander Game Guide & Walkthrough

Parliament - generates strategy cards every three turns.

Magic Tower - Generates the cards of dragon skills every 3 turns - Buildings | Risk Phase - Risk Phase - Divinity: Dragon Commander Game Guide & Walkthrough

Magic Tower - Generates the cards of dragon skills every 3 turns. If you are not a fan of the dragons, this is probably going to be the least meaningful building. In the long run, even if you do use the dragon, learning dragon skills onboard the Raven is a better option. Therefore, you can ignore this building and have, one or two, at most.

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