Divinity: Dragon Commander

Divinity: Dragon Commander

Not enough ratings
Comprehensive Guide to Choices and Consequences
By DuranArgith
A comprehensive guide to Council Decisions, Princesses and Generals.
   
Award
Favorite
Favorited
Unfavorite
INTRO AND GLOSSARY
Hello everyone and welcome to my Divinity Dragon Commander Guide.
Here you will find how your decisions affect the races popularity and the world.
I have been playing through the divinity series on and off for the last year or so and this game has been my favorite.
Enjoy the guide!

A few Notes:

First: If you research all Dragon Powers you will stop getting Dragon Cards. They will not be replaced with another type, you just will not earn a card at all.
Second: The type of cards you earn after a princess or general decision are the same always but the subtype is only determined whenever you start a new game and you will only get that subtype whenever you earn it.
For example I may earn a Combat Type - Merenary Card. You will also get a Combat type but it may not be a Mercenary card. The card types I list are what I what I earned during my playthrough but your mileage may vary.
Third: Luck is KING in this game. If you max it as much as possible you will just win every autobattle without even needing Mercenary Cards or Taking your dragon rider to the field. This saves considerable time.
Fourth: The endings you get for your princess and generals affect their final personality and will reflect it in any of the generic comments they make if you win or lose a battle etc.
Fifth: The game has only one ending unfortunately. Your Generals endings, wife selection and council decisions will not affect it at all. They will not even be mentioned. A shame, really. Seeing how short the game is it would have done with some replayability.

Lets get started now.

GLOSSARY
Population: The Maximum Amount of both Friendly and Enemy Units that can be created in an RTS combat. It is shared by your enemy as well, but they can cheat and still create units at low population.
Support (AKA Supply/Food): The Maximum Amount of Friendly Units you can have at any given time in RTS combat.
Motivation: Affects the Entrenchment bonus. See below.
Entrenchment: The Amount of Units a Defender receives for free when attacked. You get these units only if you decide to go to an RTS battle.
Luck: (EXTREMELY IMPORTANT) Increases or decreases your odds of winning an Auto-Resolve Battle by the same amount.

Races Support Priority
Imps (Research) > Dwarves (Gold) > Undead (Luck) > Lizards (Support) > Elves (Entrenchment)

The above is my opinion and what I recommend. You can play as you like, of course.

COUNCIL DECISIONS PART 1
You will only get the first 9 in Act 1, the rest start in Act 2. Faction Popularity decisions don’t start until Act 2. Council Decisions order is random, however you will get Faction Popularity decisions one after the other until they are resolved before you continue with the generic council decisions.

1. Will you institute conscription?
Accept: +5% Imps, Dwarves, Undead, -5% Elves, Lizards. Ground Units cost 20% less. Sea Units cost 10% less. Air Units cost 10% less. Population motivation decreases by 4%. A Random Combat Card – Unit Production. For the next few turns, thieves may steal some of your Cards every turn.
Reject: +5% Elves, Lizards, -5% Imps, Dwarves, Undead. Population motivation increases by 10%. Luck decreases by 2%. For the next few turns, thieves may steal some of your Cards every turn.

2. Will you institute government healthcare?
Accept: +5% Imps, Lizards, Elves, -5% Dwarves, Undead. Population motivation increases by 20%. Gold per turn decreases by 5. A Random Strategy Card - Diplomacy.
Reject: +5% Dwarves, Undead, -5% Imps, Lizards, Elves. Population motivation decreases by 10%. Gold per turn increases by 2.

3. Will you deport foreign Criminals?
Accept: +5% Dwarves, Undead, -5% Imps, Lizards, Elves. A Random Strategy Card - Sabotage.
Reject: +5% Imps, Lizards, Elves, -5% Dwarves, Undead. No other effect.

4. Will you impose taxes upon the Church of the Seven?
Accept: +5% Imps, Lizards, Dwarves, -5% Elves, Undead. Gold per turn increases by 5. Luck decreases by 2%. A Random Strategy Card – Sabotage.
Reject: +5% Elves, Undead, -5% Imps, Lizards, Dwarves. Gold per turn decreases by 2. Luck increases by 4%.

5. Will you allow the medicinal use of certain narcotics?
Accept: +5% Imps, Lizards, Elves, -5% Dwarves, Undead. A Random Strategy Card – Diplomacy.
Reject: +5% Dwarves, Undead, -5% Imps, Lizards, Elves. No other effect.

6. Will you restrict the freedom of the sensational press?
Accept: +5% Imps, Lizards, Elves, Undead, -5% Dwarves. A Random Combat Card - Dragon Power.
Reject: +5% Dwarves, -5% Imps, Lizards, Elves, Undead. No other effect.

7. Will you allow euthanasia?
Accept: +5% Imps, Lizards, Elves, -5% Undead, Dwarves. A Random Combat Card – Unit Upgrade.
Reject: +5% Undead, Dwarves, -5% Imps, Lizards, Elves. No other effect.

8. Will you enforce an Imp family planning policy?
Accept: +5% Elves, Undead, -5% Imps, Lizards, Dwarves. A Random Strategy Card – Diplomacy.
Reject: +5% Imps, Lizards, Dwarves, -5% Elves, Undead. No other effect.

9. Will you allow the construction of a network of new roads?
Accept: +5% Imps, Lizards, Dwarves, Undead, -5% Elves. Luck decreases by 2. Gold per turn increases by 2. A Random Strategy Card – Sabotage.
Reject: +5% Elves, -5% Imps, Lizards, Dwarves, Undead. Luck increases by 2. Gold per turn decreases by 2.

10. Will you have dangerous pets put down?
Accept: +5% Dwarves, Lizards, -5% Elves, Imps, Undead. Population increases by 5%.
Reject: +5% Elves, Imps, Undead, -5% Dwarves, Lizards. Population decreases by 5%.

11. Will you allow breastfeeding in public places?
Accept: +5% Dwarves, Elves, Imps, -5% Lizards, Undead. No other effect.
Reject: +5% Lizards, Undead, -5% Dwarves, Elves, Imps. No other effect.

12. Will you curb the amount of dish fishermen may catch?
Accept: +5% Lizards, Elves, Imps, -5% Dwarves, Undead. Luck increases by 4. Gold per turn decreases by 2. A Random Combat Card – Dragon Power.
Reject: +5% Dwarves, Undead, -5% Elves, Imps, Lizards. Luck decreases by 4. Gold per turn increases by 2.

13. Will you allow people to kill burglars?
Accept: +5% Lizards, Dwarves, Imps, Undead, -5% Elves. No other effect.
Reject: +5% Elves, -5% Lizards, Dwarves, Imps, Undead. No other effect.

14. Will you scrap religion from the curriculum?
Accept: +5% Imps, Lizards, -5% Elves, Undead, Dwarves. Luck decreases by 4%. Research per turn increases by 2%.
Reject: +5% Elves, Undead, Dwarves, -5% Imps, Lizards. Luck increases by 4%. Research per turn decreases by 2%.

15. Will you allow consumption of orc meat?
Accept: +5% Dwarves, Imps, -5% Elves, Undead, Lizards. No other effect.
Reject: +5% Elves, Undead, Lizards, -5% Dwarves, Imps. No other effect.

16. Will you allow employees to be fired without notice?
Accept: +5% Lizards, Dwarves, Imps, -5% Elves, Undead. Population motivation decreases by 4%. Gold per turn increases by 2.
Reject: +5% Elves, Undead, -5% Lizards, Dwarves, Imps. A Random Strategy Card – Diplomacy. Population motivation increases by 4%. Gold per turn decreases by 2.

17. Will you abolish state-funded scholarships?
Accept: +5% Lizards, Undead, -5% Elves, Dwarves, Imps. Research per turn decreases by 2%. Gold per turn increases by 2.
Reject: +5% Elves, Dwarves, Imps, -5% Lizards, Undead. Population motivation increases by 4%. Gold per turn decreases by 2.

18. Will you sign stricter laws for weapon possession?
Accept: +5% Elves, Lizards, Dwarves, -5% Undead, Imps. A Random Strategy Card - Diplomacy.
Reject: +5% Undead, Imps, -5% Elves, Lizards, Dwarves. No other effect.

19. Will you allow corporal punishment in the classroom?
Accept: +5% Imps, Undead, -5% Elves, Lizards, Dwarves. Research per turn increases by 2%. Population motivation decreases by 10%. A Random Combat Card - Combat Production.
Reject: +5% Elves, Lizards, Dwarves, -5% Imps, Undead. Research per turn decreases by 2%. Population motivation increases by 10%.

20. Will you ban violent games and literature?
Accept: +5% Undead, Dwarves, Elves, -5% Imps, Lizards. No other effect.
Reject: +5% Imps, Lizards, -5% Undead, Dwarves, Elves. No other effect.

21. Will you allow the construction of factory farms?
Accept: +5% Undead, Dwarves, -5% Elves, Imp, Lizards. Luck decreases by 2%. Gold per turn increases by 2. A Random Combat Card - Combat Production.
Reject: +5% Elves, Imp, Lizards, -5% Undead, Dwarves. Luck increases by 2%. Gold per turn decreases by 2.

22. Will you stop sending financial aid to struggling nations?
Accept: +5% Imp, Lizards, Dwarves, -5% Elves, Undead. A Random Strategy Card – Sabotage. Luck decreases by 4%. Gold per turn increases by 2.
Reject: +5% Elves, Undead, -5% Imp, Lizards, Dwarves. Luck increases by 4%. Gold per turn decreases by 2.

23. Will you institute protected designations of origin for regional products?
Accept: +5% Elves, Undead, -5% Lizards, Dwarves, Imps. Gold per turn decreases by 2. Population in all countries increases by 5%. A Random Strategy Card – Diplomacy.
Reject: +5% Lizards, Dwarves, Imps, -5% Elves, Undead. Gold per turn increases by 2. Population in all countries decreases by 5%.

24. Will you allow voluntary organ donation?
Accept: +5% Dwarves, Lizards, Undead, -5% Imps, Elves. A Random Strategy Card – Sabotage.
Reject: +5% Imps, Elves, -5% Dwarves, Lizards, Undead. No other effect.
COUNCIL DECISIONS PART 2
25. Will you ban same-sex hanky-panky in public places?
Accept: +5% Undead, Dwarves, -5% Lizards, Imps, Elves. A Random Strategy Card - Sabotage.
Reject: +5% Lizards, Imps, Elves, -5% Undead, Dwarves. No other effect.

26. Will you curtail necromantic experimentation?
Accept: +5% Lizards, Elves, Dwarves, -5% Imps, Undead. A Random Strategy Card - Sabotage.
Reject: +5% Imps, Undead, -5% Lizards, Elves, Dwarves. No other effect.

27. Will you outlaw the use of deadly toxins to combat vermin?
Accept: +5% Elves, Undead, Imps, -5% Lizards, Dwarves. Luck decreases by 4%. Population in all countries increases by 5%. A Random Strategy Card – Diplomacy.
Reject: +5% Lizards, Dwarves, -5% Elves, Undead, Imps. Luck increases by 4%. Population in all countries decreases by 5%.

28. Will you allow people to be judged and sentenced by foreign nations?
Accept: +5% Undead, Imps, -5% Lizards, Elves, Dwarves. A Random Strategy Card – Diplomacy. Luck increases by 4. Population motivation decreases by 4%
Reject: +5% Lizards, Elves, Dwarves, -5% Undead, Imps.

29. Will you ban art that is critical to your rule?
Accept: +5% Undead, -5% Lizards, Elves, Imps, Dwarves. Luck increases by 4. Population motivation decreases by 2%.
Reject: +5% Lizards, Elves, Imps, Dwarves, -5% Undead. Luck decreases by 2.

30. Will you allow nudism?
Accept: +5% Lizards, Elves, Imps, -5% Dwarves, Undead. No other effect.
Reject: +5% Dwarves, Undead, -5% Lizards, Elves, Imps. A Random Strategy Card - Sabotage.
IMPS FACTION POPULARITY COUNCIL DECISIONS
Imps are your stereotypical mad scientists with low, if any, morality.

1. Megabomb Project 1. Only if Imps are at 85% and above: Will you allow imps to uproot an ancient burial place in the name of power?
Accept: -5% Lizards, Dwarves, Undead, Elves. The overall number of the Research received every turn increases by 3%. Population in all countries drops by 5%. Permanent Bonus Card: All countries receive +1 to Research. Unlocks next decision in Imps Megabomb Project.
Reject: +10% Lizards, Dwarves, Elves, Undead, -10% Imps. Population in all countries increase by 2%. Research per turn decrease by 1%. Unlocks Imps Super Soldier Project.

2. Megabomb Project 2. Only if Imps are at 90% and above and accepted previous Megabomb Project Decision 1: Will you allow the imps to use elven remains to make gunpowder?
Accept: -5% Lizards, Dwarves, Undead, Elves. The total number of Research generated in the countries increases by 10%. The total number of Research received every turn increases by 4%. Population drops by 7%. Permanent Bonus Card: All countries receive +1 to Research. Unlocks next decision in Imps Megabomb Project.
Reject: +10% Lizards, Dwarves, Elves, Undead, -10% Imps. Population in all countries increase by 5%. Research per turn decrease by 2%. Unlocks Imps Super Soldier Project.

3. Megabomb Project 3. Only if Imps are at 95% and above and accepted previous Megabomb Project Decision 2: Will you allow the imps to endanger cities so that they can make The Bomb?
Accept: -5% Lizards, Dwarves, Undead, Elves. The total number of Research received every turn increases by 5%. The destruction force of the Juggernaut's Bunker Buster considerably increases. Population in all countries drops by 12%. Permanent Bonus Card: The total number of Research generated in the countries increases by 10%. Imp specific faction decisions end here.
Reject: +10% Lizards, Dwarves, Elves, Undead, -10% Imps. The total number of Research generated in the countries decreases by 3%. Population in all countries increase by 7%. Unlocks Imps Super Soldier Project.

4. Super Soldier Project 1. Only if Imps are at 90% and above and you rejected the Megabomb Project in any part: Will you allow the genetic modification of foetuses to create Super Soldiers?
Accept: -5% Lizards, Dwarves, Elves, Undead. Research increase by 2%. Luck decreases by 4%. Permanent Bonus: You get Super Soldiers. (no idea what this affects). Unlocks next decision in Imps Super Soldier Project.
Reject: +10% Lizards, Dwarves, Elves, Undead, -10% Imps. Research decrease by 1%. Unlocks Imps Super Workers Project.

5. Super Soldier Project 2. Only if Imps at 95% and above and accepted previous Super Soldier Decision 1: Will you allow Super Soldiers to be turned into psychopaths so they’ll fight harder?
Accept: -5% Lizards, Dwarves, Elves, Undead. Research per turn increase by 3%. Luck decreases by 6%. Permanent Bonus: You get Ultra Soldiers. (no idea what this affects). Imp specific faction decisions end here.
Reject: +10% Lizards, Dwarves, Elves, Undead, -10% Imps. Research decrease by 2%. Unlocks Imps Max-Mill Super Workers Project.

6. Max-Mill Super Workers Project 1. Only if Imps are at 90% and above and you rejected both Imps Megabomb and Super Soldier Projects: Will you allow workers to be physically modified so as to increase production?
Accept: -5% Lizards, Dwarves, Elves, Undead. Population motivation increases by 20%. Permanent Bonus Card: Unit building times reduced by 20%. Imp specific faction decisions end here.
Reject: +10% Lizards, Dwarves, Elves, Undead, -10% Imps. Research per turn decrease by 2%. Population motivation decreases by 10%. Imp specific faction decisions end here.
DWARVES FACTION POPULARITY COUNCIL DECISIONS
Dwarves are the Die Hard Capitalist Faction.

1. Tobacco Smoking Project 1. Only if Dwarves are at 85% and above: Will you ban academic research that negatively influences your economy?
Accept: -5% Imps, Lizards, Elves, Undead. Research per turn decreases by 3%. Gold per turn increases by 5. The population in all countries increases by 5%. Permanent Bonus Card: Gold per turn in all countries increases by 1. Unlocks next decision in the Dwarves Tobacco Smoking Project.
Reject: +10% Imps, Lizards, Elves, Undead, -10% Dwarves. Research per turn increases by 2%. Gold per turn decreases by 3. The population in all countries increases by 1%. Unlocks Dwarves Blue Sugar Water Project.

2. Tobacco Smoking Project 2. Only if Dwarves are at 90% and above and accepted previous Tobacco Smoking Project 1: Will you allow smoke-sticks to contain addictive substances?
Accept: -5% Imps, Lizards, Elves, Undead. Gold per turn increases by 10. The population in all countries decreases by 10%. Permanent Bonus Card: Gold Revenue Total increases by 10%. Unlocks next decision in the Dwarves Tobacco Smoking Project.
Reject: +10% Imps, Lizards, Elves, Undead, -10% Dwarves. Gold per turn decreases by 7. The population in all countries increases by 5%. Unlocks Dwarves Blue Sugar Water Project.

3. Tobacco Smoking Project 3. Only if Dwarves are at 95% and above and accepted previous Tobacco Smoking Project 2: Will you allow how-to-smoke courses in the classroom?
Accept: -5% Imps, Lizards, Elves, Undead. Gold per turn increases by 15. The population in all countries decreases by 15%. Permanent Bonus Card: Gold Revenue Total increases by 10%. Dwarves specific faction decisions end here.
Reject: +10% Imps, Lizards, Elves, Undead, -10% Dwarves. Gold per turn decreases by 10. The population in all countries increases by 7%. Unlocks Dwarves Blue Sugar Water Project.

4. Blue Sugar Water Project 1. Only if Dwarves are at 90% and above and you rejected the previous Tobacco Smoking Project in any part: Will you ban cheap copies of branded products?
Accept: -5% Imps, Lizards, Elves, Undead. Gold per turn increases by 7. Population motivation in all countries decreases by 6%. Unlocks next decision in the Dwarves Blue Sugar Water Project.
Reject: +10% Imps, Lizards, Elves, Undead, -10% Dwarves. Gold per turn decreases by 3. Population motivation in all countries increases by 4%. Unlocks Dwarves Cheap Illegal Markets Project.

5. Blue Sugar Water Project 2. Only if Dwarves are at 95% and above and accepted previous Blue Sugar Water Project 1: Will you ban the publication of press articles that negatively influence your economy?
Accept: -5% Imps, Lizards, Elves, Undead. Gold per turn increases by 8. Population motivation in all countries decreases by 14%. Dwarves specific faction decisions end here.
Reject: +10% Imps, Lizards, Elves, Undead, -10% Dwarves. Gold per turn decreases by 7. Unlocks Dwarves Cheap Illegal Markets Project.

6. Cheap Illegal Markets Project. Only if Dwarves are at 90% and above and you rejected both the Dwarves Tobacco Smoking and Blue Sugar Water Projects: Will you allow trade with unscrupulous nations?
Accept: -5% Imps, Lizards, Elves, Undead. Gold per turn increases by 10. Population motivation in all countries decreases by 10%. Dwarves specific faction decisions end here.
Reject: +10% Imps, Lizards, Elves, Undead, -10% Dwarves. Gold per turn decreases by 5. Dwarves specific faction decisions end here.
UNDEAD FACTION POPULARITY COUNCIL DECISIONS
Yeah, welcome to the dark ages. We had around 1200 years of this crap in real life history. In some parts of the world we still do. The Undead are pretty evil.

1. Theocracy Project 1. Only if Undead are at 85% and above: Will you allow the introduction of indulgences?
Accept: -5% Imps, Lizards, Dwarves, Elves. Permanent Bonus Card: Unit Building times decrease by 15%. Population motivation decreases by 5%. Luck increases by 2. Unlocks the next decision in the Undead Theocracy Project.
Reject: +10% Imps, Lizards, Elves, Dwarves, -10% Undead. Population motivation increases by 10%. Luck decreases by 2. Unlocks the Undead Inquisition Project.

2. Theocracy Project 2. Only if Undead are at 90% and above and accepted the previous Theocracy Project 1: Will you force believers to be branded and disbelievers to do slave-like work?
Accept: -5% Imps, Lizards, Dwarves, Elves. Permanent Bonus Card: Sea Units become cheaper by 20%. Population motivation decreases by 10%. Luck increases by 2. Unlocks the next decision in the Undead Theocracy Project.
Reject: +10% Imps, Lizards, Elves, Dwarves, -10% Undead. Population motivation increases by 20%. Luck decreases by 4. Unlocks the Undead Inquisition Project.

3. Theocracy Project 3. Only if Undead are at 95% and above and accepted the previous Theocracy Project 2: Will you take disbelievers’ firstborns away from them to become property of the state?
Accept: -5% Imps, Lizards, Dwarves, Elves. Permanent Bonus Card: Air Units become cheaper by 20%. Unit building times decrease by 25%. Population motivation decreases by 15%. Luck increases by 2. Undead specific faction decisions end here.
Reject: +10% Imps, Lizards, Elves, Dwarves, -10% Undead. Population motivation increases by 30%. Luck decreases by 6. Unlocks the Undead Inquisition Project.

4. Inquisition Project 1. Only if Undead are at 90% and above and rejected the previous Undead Theocracy Project in any part: Will you institute the Inquisition?
Accept: -5% Imps, Lizards, Dwarves, Elves. Unit Building times decrease by 10%. Population motivation decreases by 5%. Luck increases by 2. Unlocks the next decision in the Undead Inquisition Project.
Reject: +10% Imps, Lizards, Elves, Dwarves, -10% Undead. Population motivation increases by 5%. Luck decreases by 2. Unlocks the Undead Priests Accountability Immunity Project.

5. Inquisition Project 2. Only if Undead are at 95% and above and rejected the previous Inquisition Project 1: Will you allow the Inquisition to torture its prisoners?
Accept: -5% Imps, Lizards, Dwarves, Elves. Unit Building times decrease by 15%. Population motivation decreases by 15%. Luck increases by 2. Undead specific faction decisions end here.
Reject: +10% Imps, Lizards, Elves, Dwarves, -10% Undead. Population motivation increases by 15%. Luck decreases by 4. Unlocks the Undead Priests Accountability Immunity Project.

6. Priests Accountability Immunity Project. Only if Undead are at 90% and above and rejected both the Undead Theocracy and Inquisition Projects: Will you make it impossible for priests to be held accountable for crimes in secular courts?
Accept: -5% Imps, Lizards, Dwarves, Elves. Population motivation decreases by 5%. Luck increases by 6. Undead specific faction decisions end here.
Reject: +10% Imps, Lizards, Elves, Dwarves, -10% Undead. Population motivation increases by 5%. Luck decreases by 2. Undead specific faction decisions end here.
LIZARDS FACTION POPULARITY COUNCIL DECISIONS
Obviously, Lizards are lawful and promote democratic procedures.

1. Democracy State Project 1. Only if Lizards are at 85% and above: Will you allow a referendum on Republicanism?
Accept: -5% Imps, Dwarves, Elves, Undead. Population motivation increases by 10%. Luck decreases by 2%. Permanent Bonus Card: Receive 50 extra support in all countries. Unlocks next decision in the Lizards Democracy State Project.
Reject: +10% Imps, Dwarves, Elves, Undead, -10% Lizards. Population motivation decreases by 5%. Luck increases by 2%. Unlocks Lizards Taxation Laws Relief Project.

2. Democracy State Project 2. Only if Lizards are at 90% and above and accepted previous Democracy State Project 1: Will you allow free elections to choose a head of state?
Accept: -5% Imps, Dwarves, Elves, Undead. Population motivation increases by 20%. Luck decreases by 4%. Permanent Bonus Card: Receive 50 extra support in all countries. Unlocks next decision in the Lizards Democracy State Project.
Reject: +10% Imps, Dwarves, Elves, Undead, -10% Lizards. Population motivation decreases by 10%. Luck increases by 4%. Unlocks Lizards Taxation Laws Relief Project.

3. Democracy State Project 3. Only if Lizards are at 95% and above and accepted previous Democracy State Project 2: Will you step down as emperor in favour of a president chosen by the people?
Accept: -5% Imps, Dwarves, Elves, Undead. Population motivation increases by 30%. Luck decreases by 6%. Permanent Bonus Card: Receive 50 extra support in all countries. Lizards specific faction decisions end here.
Reject: +10% Imps, Dwarves, Elves, Undead, -10% Lizards. Population motivation decreases by 10%. Luck increases by 6%. Unlocks Lizards Taxation Laws Relief Project.

4. Taxation Laws Relief Project 1. Only if Lizards are at 90% and above and you rejected the previous Democracy State Project in any part: Will you undo Sigurd I’s taxation laws?
Accept: -5% Imps, Dwarves, Elves, Undead. Population motivation decreases by 20%. Population in all countries decreases by 12%. Unlocks next decision in the Lizards Taxation Laws Relief Project.
Reject: +10% Imps, Dwarves, Elves, Undead, -10% Lizards. Population motivation decreases by 10%. Unlocks Lizards Elected Government Officials Project.

5. Taxation Laws Relief Project 2. Only if Lizards are at 95% and above and accepted previous Taxation Laws Relief Project 1: Will you decrease the number of civil servants to increase government efficacy?
Accept: -5% Imps, Dwarves, Elves, Undead. Population motivation decreases by 5%. Population in all countries increases by 25%. Lizards specific faction decisions end here.
Reject: +10% Imps, Dwarves, Elves, Undead, -10% Lizards. Population motivation decreases by 10%. Unlocks Lizards Elected Government Officials Project.

6. Elected Government Officials Project 1. Only if Lizards are at 90% and above and rejected both Lizards Democracy State and Taxation Laws Relief Projects: Will you give up the right to hand-pick top government officials?
Accept: -5% Imps, Dwarves, Elves, Undead. Unit Building times decreased by 15%. Lizards specific faction decisions end here.
Reject: +10% Imps, Dwarves, Elves, Undead, -10% Lizards. Gold per turn increases by 2. Lizards specific faction decisions end here.
ELVES FACTION POPULARITY COUNCIL DECISIONS
Elves are the pro worker rights and green/ecology faction.

1. Employees Work Rights Project 1. Only if Elves are at 85% and above: Will you allow the formation of unions?
Accept: -5% Imps, Lizards, Dwarves, Undead. Permanent Bonus Card: Entrenchment Bonus increases by 10%. Population motivation increases by 20%. Gold per turn decreases by 5. Unlocks next decision in the Elves Employees Work Rights Project.
Reject: +10% Imps, Lizards, Dwarves, Undead, -10% Elves. Population motivation decreases by 6%. Gold per turn increases by 3. Unlocks the Elves Save The Environment Project.

2. Employees Work Rights Project 2. Only if Elves are at 90% and above and accepted previous Elves Employees Work Rights Project 1: Will you allow a wage increase for all of the empire’s workers?
Accept: -5% Imps, Lizards, Dwarves, Undead. Permanent Bonus Card: Entrenchment Bonus increases by 20%. Population motivation increases by 30%. Gold per turn decreases by 10. Unlocks next decision in the Elves Employees Work Rights Project.
Reject: +10% Imps, Lizards, Dwarves, Undead, -10% Elves. Population motivation decreases by 10%. Gold per turn increases by 5. Unlocks the Elves Save The Environment Project.

3. Employees Work Rights Project 3. Only if Elves are at 95% and above and accepted previous Elves Employees Work Rights Project 2: Will you introcude the eight-hour work day?
Accept: -5% Imps, Lizards, Dwarves, Undead. Permanent Bonus Card: Entrenchment Bonus increases by 30%. Population motivation increases by 40%. Gold per turn decreases by 15.
Elves specific faction decisions end here.
Reject: +10% Imps, Lizards, Dwarves, Undead, -10% Elves. Population motivation decreases by 14%. Gold per turn increases by 7. Unlocks the Elves Save The Environment Project.

4. Save The Environment Project 1. Only if Elves are at 80% and above and rejected the previous Elves Employees Work Rights Project in any part: Will you enforce the use of green materials in industry?
Accept: -5% Imps, Lizards, Dwarves, Undead. Research per turn increases by 5%. Gold per turn decreases by 10. Unlocks next decision in the Elves Save The Environment Project 1.
Reject: +10% Imps, Lizards, Dwarves, Undead, -10% Elves. No other effect. Unlocks the Elves Workers Holiday Right Project.

5. Save The Environment Project 2. Only if Elves are at 90% and above and rejected the previous Elves Save The Environment Project 1: Will you nationalize industry?
Accept: -5% Imps, Lizards, Dwarves, Undead. Gold per turn decreases by 10. Unit building times decrease by 20%. Elves specific faction decisions end here.
Reject: +10% Imps, Lizards, Dwarves, Undead, -10% Elves. No other effect. Unlocks the Elves Workers Holiday Right Project.

6. Workers Holiday Right Project. Only if Elves are at 90% and above and rejected both the previous Elves Employees Work Rights and Save The Environment Projects: Will you grant workers a month long holiday each year?
Accept: -5% Imps, Lizards, Dwarves, Undead. Gold per turn decreases by 5. Population motivation increases by 20%.Elves specific faction decisions end here.
Reject: +10% Imps, Lizards, Dwarves, Undead, -10% Elves. Gold per turn decreases by 6. Population motivation decreases by 6%. Elves specific faction decisions end here.
GENERAL HENRY
1. Henry tells the story of his allies abandoning him and how he lost his arm in defence of your father.
a) If I am in a similar situation, run. A Random Combat Card – Unit Subversion. Go to 2.
b) I hope you will fight for me as well if a similar situation arises. A Random Combat Card – Unit Advantage. Go to 2.

2. Prospera wants Henry and Edmund to go and deal with Lizard rebels. Henry wants to go alone.
a) Do as you see fit. -5% Lizards. Henry receives a new skill - Offensive. A Random Combat Card – Unit Subversion. Go to 3.
b) I want my generals to be able to work together. +5% Lizards. A Random Combat Card – Unit Advantage. Go to 3.

3. Henry has an argument with Catherine over cooperation.
a) You should only trust yourself. -5% Elves. A Random Combat Card – Unit Subversion. Go to 4.
b) It’s hard to put trust on someone else but give us a chance: A Random Combat Card – Unit Advantage. Go to 4.

4. Henry sped home to save his daughter. Scarlett and Catherine want to also go and help him.
a) Henry can take care of himself. Catherine and Scarlett stay for the war. A Random Combat Card – Unit Subversion. No other effect. Go to 5.
b) Permission granted. Go after him. A Random Combat Card – Unit Advantage. No other effect. Go to 6.

5. The daughter has been kidnapped and the kidnappers demand ransom. Henry won’t pay and he is threatening the Skeleton Spire.
a) Let the spire topple if it must! -5% Undead. A Random Combat Card – Unit Subversion. Henry gains a skill - Fearsome.
Henry Ending 4. Daughter safe, but Henry becomes a lone wolf.
b) Order him in my name to withdraw his ships. +5% Undead. A Random Combat Card – Unit Advantage. Henry gains a skill - Fearsome.
Henry Ending 3. Daughter is safe, Henry is happy and friends with generals.

6. Henry's daughter is safe but the Undead demand reparations for the damage done to an undead orphanage.
a) Someone has to take the fall, I don’t care who. A Random Combat Card – Unit Subversion. Henry gains a skill - Fearsome.
Henry Ending 2. Catherine takes the fall for the damages, but then Henry makes amends and the generals become friends again.
b) Your daughter is safe now. Is it such a great price to pay? +5% Undead, Lizards. A Random Combat Card – Unit Advantage. Henry gains a skill - Fearsome.
Henry Ending 1. Henry is penniless but daughter is safe and he is friend with the rest of the generals.
GENERAL EDMUND
1. Edmund does not want to inspect the Imps army.
a) Such are the rules of diplomacy. +5% Lizards, -5% Imps. A Random Combat Card - Mercenary. Go to 2.
b) Lend him the royal signet and tell them not to waste the dragon’s time. 10% Imps, -5% Lizards. A Random Combat Card - Dragon Power. Go to 2.

2. A Dwarven scholar wants to publish a book on how Lizards and Orcs are related.
a) I’ll stop the publication. +5% Lizards, -5% Dwarves. A Random Combat Card – Mercenary. Go to 3.
b) I’m not going to ban a scientific publication +5% Dwarves, Undead, -5% Lizards. A Random Combat Card - Dragon Power. Go to 3.

3. The Undead are killing Elves in a faraway village. Oberon wants Edmund to investigate but he doesn’t care enough to do it.
a) Shut up and hop to it! +5% Elves, -5% Undead. A Random Combat Card – Mercenary. Go to 4.
b) I don’t care about the town but I need peace and quiet. +5% Lizards, -5% Elves, Undead. A Random Combat Card - Dragon Power. Go to 4.

4. Prospera suggests that all races should be considered equal. Edmund has reservations.
a) She will say that Dragons are equal to all of you next! +5% Imps, Elves, Undead, -5% Lizards, Dwarves. You receive 1 more gold per turn from the lands of Dwarves. You receive 1 more gold per turn from the lands of Lizards. A Random Combat Card – Mercenary. Go to 5.
b) Her proposal is naive, but I will not disallow it. +5% Lizards, Dwarves, -5% Imps, Elves, Undead. A Random Combat Card - Dragon Power. Go to 5.

5. Edmund loves an Elven girl but has mutual hate with her father and he wants to kill him in a duel.
a) It is not a good idea. +5% Elves. A Random Combat Card – Mercenary. Edmund gains two skills – Fearsome and Defensive.
Edmund Ending 1. More cooperation with other races and his superiority complex deflates.
b) He will not see tomorrow! -5% Elves. A Random Combat Card - Dragon Power. Edmund gains two skills – Fearsome and Defensive.
Edmund Ending 2. He becomes more of a bigot and his superiority complex inflates.
GENERAL CATHERINE
1. Women should earn equal pay as men.
a) I had no idea. I will amend this now. +5% Lizards, -5% Dwarves. Catherine and Scarlett wages increases from 5 to 8 gold. Scarlett will receive a new skill - Patient, Catherine will receive a new skill - Light Units Specialist. A Random Strategy Card - Sabotage. Go to 2.
b) You didn’t say the magic word. I disagree. +5% Dwarves, -5% Lizards. Go to 4.

2. Undead women should have a right to vote.
a) The women will have the vote. +5% Lizards, -5% Undead. A Random Strategy Card - Sabotage. Go to 3.
b) I am not changing old traditions. +5% Undead, -5% Lizards. Go to 3.

3. Impede the imp Councilor’s daughter’s wedding.
a) Sign law that enforces women consent to marriage. +5% Elves, -5% Dwarves, Imps. A Random Strategy Card - Sabotage. Go to 5.
b) Arranged marriages should continue. You also did it yourself with your children. +5% Dwarves,
-5% Elves. +10% Imps. Go to 5.

4. There is a rumour that Dwarves have the right leave their wifes that have cheated them to die from wolves. Catherine wants to stop this custom.
a) If such a custom exists I will abolish it. +5% Lizards. A Random Strategy Card - Sabotage. Go to 3.
b) Rumour, is it? I am glad that you bring me concrete evidence. +5% Dwarves, -5% Lizards. Go to 3.

5. Catherine wants to stop Army atrocities.
a) Carry on. +5% Lizards, -5% Undead. A Random Strategy Card - Sabotage. Catherine receives a new skill - Offensive. Size of the Units currently deployed in the strategic map decreases by 10%. Go to 6.
b) War is ugly. I need every soldier I can get. +5% Undead, -5% Lizards. Go to 7.

6. Catherine wants to have 50% women and 50% men as officers.
a) You’ll have your female officers. +5% Lizards, -5% Undead. A Random Strategy Card - Sabotage. Size of the Units currently deployed in the strategic map increases by 10%. Catherine receives a new skill – Air Specialist.
Catherine Ending 1. Emperor that supports women rights.
b) Officers will be chosen on merit, not sex. +5% Undead, -5% Lizards. Catherine receives a new skill – Air Specialist.
Catherine Ending 1. Emperor that supports women rights.

7. Catherine wants to legalize hobweed that is used for women’s abortions.
a) Sounds reasonable. Women should have a choice. +5% Lizards, -5% Dwarves, Undead. A Random Strategy Card - Sabotage. Catherine receives a new skill – Air Specialist.
Catherine Ending 1. Emperor that supports women rights.
b) More children help the economy and war effort. Denied. +5% Dwarves, Undead, -5% Lizards. Catherine receives a new skill – Air Specialist.
Catherine Ending 2. Emperor is a chauvinist pig.
GENERAL SCARLETT
1. Scarlett wants you to support gay marriages.
a) You’ve convinced me. I will support them. +5% Elves, -5% Dwarves, Undead. A Random Combat Card – Unit Acquisition. Go to 2.
b) Marriage is a bond between a male and a female. +5% Dwarves, Undead, -5% Elves. A Random Combat Card – Mercenary. Go to 2.

2. The Undead want to destroy the works of a famous undead sculptor that was revealed to be a lesbian posthumously.
a) I’ll take care of this. This is ridiculous. +5% Lizards, -5% Undead. A Random Combat Card - Unit Acquisition. Go to 3.
b) I will not create a diplomatic incident because someone turned out to be gay. +5% Undead, -5% Lizards. A Random Combat Card – Mercenary. Go to 3.

3. Scarlett suddenly started rejecting Henry's advances. She admits she is a lesbian and asks for your opinion.
a) I will keep your secret and have a word with Henry. No other effect. Go to 4.
b) I appreciate your confiding in me, but my army doesn’t ask and doesn’t tell. A Random Combat Card - Mercenary. No other effect. Go to 4.

4. An Elven archduke murders homosexuals. Oberon offers gold to turn a blind eye to his actions.
a) Reject the bribe and arrest the archduke. +5% Lizards, -5% Elves. No other effect. Go to 5.
b) Accept the money from Oberon and let the archduke free +5% Elves, -5% Lizards. A Random Combat Card – Mercenary. You receive 20 gold pieces. Go to 6.

5. The arrested archduke is on house arrest and he hasn’t stop his crimes. Scarlett wants to execute him.
a) You have my blessing. Off with his head! +5% Lizards, -5% Elves. Scarlett gains a skill - Fearsome.
Scarlett Ending 1 Proud to be a lesbian.
b) I can’t allow that, it’s vigilante justice. +5% Elves, -5% Lizards A Random Combat Card – Mercenary. Scarlett gains a skill - Fearsome.
Scarlett Ending 1 Proud to be a lesbian.

6. Scarlett wants to resign and leave the Raven.
a) I made a decision based on pragmatism, not morality. I have a war to win. Scarlett gains a skill - Fearsome.
Scarlett Ending 3 Joined a religious order and takes vow of celibacy.
b) Stop the melodrama, would you? Deal with it. A Random Combat Card – Mercenary.
Scarlett Ending 2 Drunk and whoring around with everyone.
UNDEAD PRINCESS OPHELIA
Reward if you choose to marry her: +20% Undead. 45 gold received. 10 Research added.

1. An imp offers a broth that will heal her. Ophelia has doubts and wants to test the medicine on either orcs or undead first before she takes it.
a) Test on the Undead. +5% Imps, -5% Undead. A Combat Card - start the battle with the recruit numbers of 500 (or 100, or 250, I don’t know what affects the number). Go to 2.
b) Test on the Orcs. +5% Imps, -5% Elves, Lizards. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). Go to 2.

2. The medicine failed (regardless of the race that you have tested on). The specimens died, but their souls survived and you can try putting them in new bodies.
a) Don’t trust the Imps again and put souls into the bodies of condemned. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). 5% Elves. Go to 7.
b) Trust the Imps again and use machinery. +5% Dwarves, -5% Elves, +10% Imps. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). Go to 3.

3. Imps have developed mechanical body for Ophelia.
a) Proceed with the Imps project. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). No other effect. Go to 4.
b) No to the mechanical, yes to flesh and blood. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). No other effect. Go to 7.

4. Imps are ready to initiate the process for a mechanical body, but Ophelia has last minute doubts.
a) I understand the doubts, but we must proceed. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). +5% Dwarves, Imps, Undead. Ophelia with turn into a golden mechanical automaton. Go to 5.
b) Give up on the idea. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). No other effect. Go to 6.

5. Ophelia was turned into a mechanical automaton but she feels awkward and disembodied.
a) Accept the change. +10% Undead. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number).
Ophelia Ending 1. Ophelia is a Golden Mechanical Automaton.
b) Imps could give you a magically imbued body. -5% Undead. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number).
Ophelia Ending 2. Ophelia is a Beefy Flesh Golem.

6. A magician, Icaros, offers to turn Ophelia into a human woman, in exchange of gold or a night with Ophelia after she transforms.
a) Let Ophelia sleep with the magician. +5% Dwarves, -5% Undead. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). Ophelia will turn into a human girl.
Ophelia Ending 3. Ophelia becomes an Immortal Human Woman. The magician is tricked by Ophelia and she doesn’t sleep with him.
b) Pay the magician. -5% Dwarves, Undead. A Combat Card - start the battle with the recruit numbers of 500 You lose 20 pieces of gold. Ophelia will turn into a human girl.
Ophelia Ending 6. Ophelia becomes an Immortal Human Woman. The magician leaves with coin.

7. Find an appropriate woman for Ophelia’s soul to take over.
a) We will find the most beautiful woman and take her over. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). No other effect. Go to 8.
b) The results were remarkable but I cannot allow an innocent to be sacrificed. We will make a mechanical body with help from the imps. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). No other effect. Go to 4.

8. A suitable woman has been found. Ophelia again has doubts about proceeding.
a) Proceed. Card - Start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). -5% Lizards. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). Go to 9.
b) Give up on this idea. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number). No other effect. Go to 6.

9. Ophelia became a woman, but she fears death once again. A demon, offers her immortality.
a) Come to terms with the fate and thank for a new life: +5% Lizards, -5% Undead. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number).
Ophelia Ending 4. Ophelia becomes a Mortal Human Woman.
b) Accept the demon's offer. Ophelia will turn into a vampire. +5% Undead, -5% Lizards. A Combat Card - start the battle with the recruit numbers of 500 (or 100, I don’t know what affects the number).
Ophelia Ending 5. Ophelia becomes a Vampire.
DWARF PRINCESS AIDA
Reward if you choose to marry her: +20% Dwarves. 60 gold received.

1. Counter the Tax Rise suggested by the Dwarf King.
a) Consider that tax raise nullified. -5% Dwarves. Gold income per turn in Dwarves Countries doubles. A Random Strategy Card – Diplomacy. Go to 2.
b) If the nobles dislike the King, they should stand up to him themselves. A Random Strategy Card – Diplomacy. No other effect. Go to 3.

2. The King is telling everyone that the Tax Rise was suggested by Aida she forced you to accept. Set the record straight.
a) I am loathe to increase the tension between you and your father even more. A Random Strategy Card – Diplomacy. No other effect. Go to 4.
b) The King has openly gone against me and I can’t let that slide. A Random Strategy Card – Diplomacy. No other effect. Go to 7.

3. The King has a ledger that details his operations. Aida wants to steal it.
a) I am loathe to increase the tension between you and your father even more. A Random Strategy Card – Diplomacy. No other effect. Go to 4.
b) The King has openly gone against me and I can’t let that slide. A Random Strategy Card – Diplomacy. No other effect. Go to 7.

4. The Dwarf King insulted Aida’s honor both publicly and in a private letter to you.
a) I wouldn’t dignify this pathetic attack with a response. A Random Strategy Card – Diplomacy. No other effect. Go to 5.
b) This time he has gone too far with the insults. A Random Strategy Card – Diplomacy. No other effect. Go to 8.

5. The Dwarf King has fallen ill and needs a blood transfusion that only Aida can provide.
a) Heal your father. You are better than him. +5% Dwarves. A Random Strategy Card – Diplomacy. Go to 6.
b) Do not give him your blood. If he dies, so be it. -5% Dwarves. A Random Strategy Card – Diplomacy. Go to 10.

6. The King is saved by Aida, but he is weakened and she now has a chance to dethrone him and become the new Queen.
a) The King will come around now that you saved him. You will be reunited. +5% Dwarves. Elves. A Random Strategy Card – Diplomacy.
Aida Ending 6. Aida reconciles with her father and they are a family again.
b) If you want the throne, now is the best time. -5% Dwarves. A Random Strategy Card – Diplomacy.
Aida Ending 5. Aida is Queen and the King is retired. Aida eventually reconciles with him.

7. Our spies have stolen the king’s ledger, Aida wants to make it public.
a) The King knows who is behind the theft. Give it back and he may appreciate Aida more. +5% Dwarves. +10% Imps. A Random Strategy Card – Diplomacy. Go to 5.
b) Release the ledger to the public and damn the consequences. -5% Dwarves, Imps. A Random Strategy Card – Diplomacy. Go to 8.

8. After releasing the ledger to the public, the scandalized nobles want to assassinate the Dwarf King.
a)The King dug his own grave and must pay the price. A Random Strategy Card – Diplomacy. No other effect. Go to 10.
b) He is already ruined, we will at least save his life. A Random Strategy Card – Diplomacy. No other effect. Go to 9.

9. After saving the Dwarf King’s life, he retaliates against his enemies.
a) A King’s position was threatened, so the retaliation is expected. They were would-be assassins after all. +5% Dwarves. A Random Strategy Card – Diplomacy.
Aida Ending 2. Some of her friends died but the King asked for Aida’s forgiveness and promised to do better for the people. Aida reconciliates with her father.
b) The King is trying to save face, but you may use your diplomatic powers to make him look weak again. -5% Dwarves. A Random Strategy Card – Diplomacy. You lose 20 gold.
Aida Ending 1. Disinherited and disowned by her father, but she and her friends are now free and happy.

10. The King is dead. Aida can’t be bothered with his state funeral.
a) The man was a bastard. Let the pigs feast on his corpse. -5% Dwarves. A Random Strategy Card – Diplomacy.
Aida Ending 3. The King is dead, Aida is Queen, but she is not happy but she does not regret getting her revenge, However, she is slowly becoming cold and cruel like her father.
b) Regardless of his nature, he was a king and he needs to be treated as such with respect. +5% Dwarves. A Random Strategy Card – Diplomacy.
Aida Ending 4. The King is dead, Aida is Queen, but regrets things ended like they did and her grief is slowly transforming her to being as cold and cruel like her father.
ELF PRINCESS LOHANNAH
Reward if you choose to marry her: +20% Elves. 30 gold received. 20 Research added.

1. You are invited to dinner to celebrate your union with Lohannah. Lohannah is a vegetarian.
a) Give the meat recipes a chance. I don’t want to insult my councilors. +5% Dwarves, -5% Elves. A Random Combat Card - Dragon Power. Go to 2.
b) I’ll tell them you have a headache and send my apologies. +5% Elves, -5% Dwarves. A Random Combat Card - Dragon Power. Go to 4.

2. Lohannah liked the meat and now wants to try drinking wine.
a) Why not? Let’s drink together. +5% Lizards, -5% Elves. Gold received per turn in Lizard Countries increases by 1. A Random Combat Card - Dragon Power. Go to 3.
b) No, your kinsmen are already disgruntled about the steak situation. +5% Elves, -5% Dwarves. A Random Combat Card - Dragon Power. Go to 5.

3. Lohannah liked the wine so much she took a trip to Lizard Vineyards. They gave her an extremely expensive bottle of wine as a gift that she now wants to give to you.
a) I thank you for this rare gift! A Random Combat Card - Dragon Power. No other effect. Go to 5.
b) You didn’t have too much fun under the influence, I hope? A Random Combat Card - Dragon Power. No other effect. Go to 5.

4. The Dwarves were offended that Lohannah did not attend the banquet. Lohannah wants to smoke the peace pipe with them to make amends.
a) How about you bake them a cake instead? +5% Dwarves, -5% Elves. A Random Combat Card - Dragon Power. Go to 5.
b) Yes, some councilors are in dire need of ‘relaxation’. +5% Elves, -5% Dwarves. A Random Combat Card - Dragon Power. Go to 5.

Intermission: You will get a turn with different dialogue with Lohannah and the councilors depending on your decisions with Lohannah so far before going to 5. Dialogue changes I got was for eating meat then drinking only water, not attending the banquet and then baking cookies for the councilors, and not attending the banquet and then smoking a peace pipe. If you both ate meat and tried wine, then you skip this intermission completely.

5. Lizards want to erect a statue of Lohannah. This is against Elves tradition.
a) A statue is the least you deserve. +5% Lizards, -5% Elves. A Random Combat Card - Dragon Power. Go to 6.
b) Oberon would throw a fit. +5% Elves, -5% Lizards. A Random Combat Card - Dragon Power. Go to 7.

6. The statue is completed, but elf fanatics were planning to blow it up.
a) Sacred laws breed fanaticism, and fanaticism breed madness. It’s not your fault. A Random Combat Card - Dragon Power. Go to 8.
b) If you go against your people, sometimes you have to pay a price. A Random Combat Card - Dragon Power. Go to 8.

7. Lohannah rejected the statue and found an alternative solution in the form of planting a tree where the statue would be.
a) An elegant solution. A Random Combat Card - Dragon Power. Go to 8.
b) So, instead of an artwork for the ages, we get a tree. A Random Combat Card - Dragon Power. Go to 8.

8. Imps can produce TechnoVegetables to feed the starving refugees. The Elves object because there is no proper testing.
a) If the Imps can save the refugees, let them. +10% Imps. -5% Elves. A Random Combat Card - Dragon Power. Go to 11.
b) Refugees cannot be used as Guinea pigs. The Elves are right to protest. +5% Elves, -5% Lizards, Imps. Population in all countries decreases by 10%. A Random Combat Card - Dragon Power. Go to 9.

9. Due to Lohanna’s refusal of TechnoVegetables, hundres of refugees died, and she is now charged with involuntary manslaughter.
a) Diplomatic immunity is the card we will play in court. +5% Elves, -5% Lizards. +10% Imps. The size of your armies currently deployed on the strategy map increases by 10%. A Random Combat Card - Dragon Power.
Lohannah Ending 1. Lohannah becomes proficient in politics and moves beyond Elven traditions. She becomes open minded to other cultures and ideas.
b) Present your case in court, but prepared for all consequences. +5% Lizards, -5% Elves. A Random Combat Card - Dragon Power. Go to 10.

10. Lohannah went on trial but she was convicted. Will you save her?
a) I am the Dragon Commander, and my word is law. You will be free. +5% Elves. A Random Combat Card - Dragon Power.
Lohannah Ending 2. Lohannah remained faithful to the Elven ways.
b) There is nothing I can do but accept the judge’s verdict. -20% Elves. A Random Combat Card - Dragon Power.
Lohannah Ending 3. Lohannah is incarcerated for life for involuntary manslaughter of hundreds.

11. Dwarves constructed a dam that provides water to a massive War Factory. This also ensures that the species of Freckled Jackals that live there will go extinct.
a) Will you sacrifice the dam for a pair of wild dogs? +5% Dwarves, -5% Elves. A Random Combat Card - Dragon Power.
Lohannah Ending 1. Lohannah becomes proficient in politics and moves beyond Elven traditions. She becomes open minded to other cultures and ideas.
b) Your wish is my command dearest! +5% Elves, -5% Dwarves. You lose a random War Factory. A Random Combat Card - Dragon Power.
Lohannah Ending 2. Lohannah remained faithful to the Elven ways.
LIZARD PRINCESS CAMILLA
Reward if you choose to marry her: +20% Lizards. 15 gold received. 30 Research added.

Note: The Camilla Endings take into account the times you went in favour of the law as written vs moral justice. So her ending result below may be different that mine.

1. A Dwarf and a Lizard survived a shipwreck on some flotsam. After the flotsam started sinking as well, the Dwarf kicked the Lizard into the water. The Dwarf survived but is now tried for murder.
a) A harsh ruling, but just. +5% Lizards, -5% Dwarves. A Random Strategy Card – Sabotage. Go to 4.
b) You will hand a man who valued his life more than a stranger’s? +5% Dwarves, -5% Lizards. A Random Strategy Card – Sabotage. Go to 2.

2. A lizard killed an Elf girl when she rejected her advances. The judge found him not guilty. Camilla wants to hang him anyway.
a) A jury found him not guilty, so your hands are tied. +5% Lizards, -5% Elves. A Random Strategy Card – Sabotage. Go to Intermission and then go to 3.
b) The lawful thing is sometimes not the conscientious thing to do. Hang him. +5% Elves, -5% Lizards. A Random Strategy Card – Sabotage. Go to Intermission and then go to 3.

4. A famous Dwarf Diplomat molested an Imp girl. Only the girl’s testimony exists as evidence which forces Camilla to think about letting the Dwarf go free.
a) Until there are more witnesses, there is nothing you can do. +5% Dwarves, -5% Imps. A Random Strategy Card – Sabotage. Go to Intermission and then go to 3.
b) Accept the girl’s testimony and condemn him. +10% Imps. -5% Dwarves. A Random Strategy Card – Sabotage. Go to Intermission and then go to 3.

Intermission: You will get a turn with different dialogue with Camilla and the councilors depending on your decisions with Camilla so far before going to 3.

3. Dwarves are running a banking fraud on the Undead. Yorrick wants Camilla to condemn this scheme as illegal.
a) The Dwarves aren’t doing something technically illegal. Let it be. +5% Dwarves, -5% Undead, Imps, Elves. Gold per turn in Dwarven countries increases by 1. A Random Strategy Card – Sabotage. Go to Intermission and then go to 5.
b) This may lead to violence if it continues and I don’t want a civil war. Condemn it. +5% Undead, Elves, -5% Dwarves. +10% Imps. A Random Strategy Card – Sabotage. Go to Intermission and then go to 5.

Intermission: You will get a turn with different dialogue with Camilla and the councilors depending on your decisions with Camilla so far before going to 5.

5. An Elven dictator was captured. His followers kidnapped people and they demand for the dictator to be freed.
a) We don’t negotiate with terrorists. We’ll send the Elves rangers. +5% Dwarves, -5% Elves. A Random Strategy Card – Sabotage. Go to 6.
b) Release the dictator and save the hostages. +5% Elves, -5% Dwarves. A Random Strategy Card – Sabotage. Go to 7.

6. The Elves Rangers attack was successful and all the kidnappers were killed along with half of the hostages. The public is in uproar and Camilla feels awful.
a) The public must respect the law as you did. +5% Dwarves, -5% Elves. A Random Strategy Card – Sabotage. Go to an Intermission before the Ending.
Camilla Ending 2. Camilla values the Law above all else which makes her ruthless and cruel. She never warms up to you.
b) The public anger is justified. If you feel responsible, then you should resign. +5% Elves, -5% Dwarves. A Random Strategy Card – Sabotage. Go to an Intermission before the Ending.
Camilla Ending 1. Camilla looks for the Spirit of the Law instead of the Letter of the Law. She becomes less rigid and moral and may learn to even love.

7. The Elven Dictator was freed, but he has started killing even more than the original number of hostages. How should Camilla handle him?
a) I will not stoop to his level. He will be tried and judged. +5% Elves, Lizards, -5% Dwarves. A Random Strategy Card – Sabotage. Go to an Intermission before the Ending.
Camilla Ending 2. Camilla values the Law above all else which makes her ruthless and cruel. She never warms up to you.
b) Send assassins after him. He need to be stopped cold. +5% Dwarves, -5% Elves, Lizards. A Random Strategy Card – Sabotage. Go to an Intermission before the Ending.
Camilla Ending 1. Camilla looks for the Spirit of the Law instead of the Letter of the Law. She becomes less rigid and moral and may learn to even love.
CORVUS DEALS
Corvus Power means the enemies in ACT 3 (only) will become more numerous and possibly harder.
Even so, high luck wins against everything and your dragon can still solo the entire map so go nuts if you want to.

Trade for Power:
5% Corvus Power Population for all races and countries decreases by 20%. 2 Random Combat Cards – Mercenary (and nothing else it seems).

Trade your wife:
10% Corvus Power 4 Random Combination or Any Cards (and nothing else it seems). You can now marry another princess.
Note that every time you remarry the councilors and Maxos have unique dialogue for you and they start suspecting you after you trade your second wive up until open hostility if you trade all 4 of your wives (but there is no effect in the story or ending) so do trade all 4 wives at least once to experience these voice lines.

Trade for Race Allegiance:
Dwarves: 5% Corvus Power +20% Dwarves. Elves population decreases by 10% in all countries controlled by them.
Elves: 5% Corvus Power +20% Elves. Dwarves population decreases by 10% in all countries controlled by them.
Lizards: 5% Corvus Power +20% Lizards. Undead population decreases by 5% in all countries controlled by them.
Undead: 5% Corvus Power +20% Undead. Lizards population decreases by 10% in all countries controlled by them. Imps population decreases by 10% in all countries controlled by them.
Imps: 5% Corvus Power +20% Imps. Undead population decreases by 5% in all countries controlled by them.