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eXeCuToR;116708
Goals? Well, let me try, although you may not agree with me. I'll take the factions from the third game.
Castle (I keep forgetting what it's called, please remind me) - a feudal state, a monarchy. Goals: to promote the state in economic, domestic, and foreign relations.
Rampart (I'm ashamed I don't know) - it's definitely not feudalism. I don't remember, but I think it's also a monarchy. Goals: to maintain neutrality, to interfere in foreign policy only when they are in danger. Caring for their home (forest).
Tower (Bracada) - also not feudalism. Perhaps it's a democracy. Since the main population consists of mages, and all the others are summoned or created, everyone is equal. Goals: to acquire knowledge.
Inferno (Eoful) - I have no idea. Perhaps it's anarchy. Because the strongest rules them. But not the wisest. Goals: in my opinion, it's simply - maximum power, world domination.
Necropolis (well, I think that's what it is) - I think it's a monarchy, because there is definitely some kind of super-powerful necromancer who is in charge. Goals: to acquire knowledge, but unlike the Tower, the knowledge is about Death. Also, to gain power, world domination. They act very cunningly.
Dungeon (Nigon) - I'm not sure. Well, perhaps a slave-owning system. I'm not sure, I probably made a mistake here. Well, the goals: approximately like Necropolis. Warlocks and necromancers are quite similar.
Stronghold (Krigans) - anarchy, and again, the strongest gains power, and the rest are his henchmen. Goals: to plunder wealth. I don't think they know anything about economics, and whether they even know such a word, so the goal is: LOTS OF MONEY. (they are used as mercenaries).
Fortress (Tatalia): probably a democracy, although I can't understand the main part of the population, but it seems that it consists of lizardmen and gnolls. Goal: to improve the economy. (they are used as mercenaries).
Conflux - I can't say anything about this.
This is my opinion. Much of the information here is inaccurate, so I'm waiting for corrections. If I'm completely wrong, then please set me on the right path, otherwise I'll be embarrassed).

It turns out that the overall goal is still self-development.
Castle, Rampart, Tower - I agree. Inferno - yes, probably anarchy, but a peculiar one: strict power; a single ruler - these are the main characteristics of governance. Then the question is, where is the anarchy? Perhaps it's in social life: maybe there is no clear social structure, and everyone ignores each other?

Dungeon, Fortress (what does it mean, they are used as mercenaries?) - I agree. Stronghold, Necropolis - no.
Stronghold - rather, a tribal structure - tribes with a strong leader (shaman) at the head. Necropolis doesn't fit into a monarchy, nor into a democracy. I think there is a special social structure here - these are the dead :). It suddenly occurred to me that these are separate corpses, united only by the goal of their existence in the world of Heroes.
Conflux, maybe it's a monarchy. Although I don't know this castle very well either. In fact, in Heroes 3, it hardly appears in the campaigns.

Added 9 minutes ago
Starhan;116644
Unfortunately, I know too little about the internal order of all races except the Enrot and Erafit races...

because I played "Return to Erafit" a long time ago and now I can barely remember it.

of the games I've played recently, these are Might and Magic 2, I got to the middle of Might and Magic 6,
I completed the Life and Strength campaign in Might and Magic 4 and the Haven campaign in Might and Magic 5

well, it depends on what we're talking about :)

if you mean the social structure of each race, then your definition is not quite right

if you are trying to determine the game structure, then it is true that there are heroes, there are creatures :) but this is obvious

(I've thought of something else, I need to find a place to put the huts of seers, witches, and other objects)

Added 4 minutes ago
and there is also a player (as a kind of divine intervention :))

Then what is the social division?
I think that the huts of seers and other similar objects do not belong to the marginalized, on the contrary, they organically fit into the social structure, and even direct society along a certain path of development. For example, for delivering an artifact, they give such a reward that it is impossible to refuse to complete the mission. The Lord (or hero) simply changes the goals of the race to complete the task, while leaving the main goal untouched.
As for the objects that bring money (I don't remember what they are called - a lair of nagas, demons, etc.), these creatures can probably be attributed to the marginalized, but this is until a place is found for them.

Regarding the player, I agree, he is God, but at the same time he is not God. He directs the movements of the heroes, but he cannot change the course of history (in the campaigns) and his goal is limited by the framework of victory (he must almost always win in the campaign, I'm not talking about winning the battle here) - this is exactly what the Dreamer is talking about.

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