Because the player running the Autarch is trying to defeat the players running the Stronghold, it is important for the players running the Stronghold to have some understanding of what options are available and why they would take them. Unfortunately, the text at this point isn't all that helpful - so this article is the first of a few which summarizes the strategies present in the game. Hopefully this will serve to crystallize my own understanding of the design, but it will also help players who are going through the strategy game understand their options.
The building blocks of the campaign are missions. Each season, a few heroes from the Stronghold may undertake one such mission. Choosing missions carefully is the backbone of any strategy. Winning!
- Conquest - Conquest missions allow the Stronghold to acquire a neutral region, from a list of available neutral regions. Only one neutral region may be acquired each year (although the Cartography development grants two regions a year).
- Why do it? Because regions are the lifeblood for resources, and resources are used for many different things. Almost any strategy is going to require a couple neutral regions.
- Mini-game - All mini-games are used, although most of the time Skirmish is necessary.
- Trade - Set-up a trade deal with one of the five neutral factions.
- Why do it? Successful trade improves disposition with the faction, and a high enough disposition means the faction becomes your ally. Furthermore, trade helps build developments quicker (the type of development depends on the type of faction), as well as giving access to certain quests for artifacts.
- Mini-game - Diplomacy.
- Espionage - Steal secrets about a development from a faction.
- Why do it? Makes building a particular development much easier. In a few cases, developments provide a different benefit than build points (such as leverage against the faction in an upcoming Trade, or military advantages).
- Mini-game - Infiltration
- Sabotage - Destroy a development within a faction.
- Why do it? The biggest benefit is usually a stability hit for the target faction. If stability drops enough, the faction is no longer around - in the case of the Autarch, that's the victory condition! In addition, a few developments provide other benefits, like neutralizing military advantages.
- Mini-game - Infiltration
- Military - Attack a region that a faction controls.
- Why do it? To steal the resources a faction has, and lower their stability and population in the process. To do this mission, the Stronghold really needs to be committed to a solid Military strategy, supplemented by many developments.
- Mini-game - Warfare
- Assassination - Take out the leader of an opposing faction.
- Why do it? The stability of the target faction will most likely drop (sometimes by a lot if it's an influential leader). Furthermore, getting rid of leaders can render a faction weak in a particular area (such as killing a military leader).
- Mini-game - Infiltration
- Quest - Gain a powerful artifact.
- Why do it? It's hard to gain access to quests, since it requires an allied faction. Once one becomes available, it's usually worthwhile to grab it, since it can be the capstone of a particular long term strategy.
- Mini-game - All mini-games, although Skirmish is mainly used.
- Threats - Threats are all the bad things that happen in regions, with factions, and from the Autarch.