the campaign is good, but not difficult. The opponents are more static; it focuses more on eliminating neutrals, at least when playing as a hero. The campaigns differ in that skills carry over. I don't know about Equilibrium, but it should be much easier – Tactics and Life are overpowered there, and the game revolves around tactics. It's best not to drag it out too much so that the opponents don't destroy your altars.
The first one has a simple start: level up, buy lords, and gain experience on free stones to passively generate gold. The hero is a tactician, with an experience limit of 12. At the end, I had a full tactician, Life 2-0-0-1, 1st Nature without perks, Order 1, and a bit of combat (8-10 stats from altars).
At the beginning of the walkthrough, you can use a cheat to check out the seminaries and external trainers for skills, to see what's available. They give you an ally, the only one with 4th-level units already built – angels – 2 cities of Life with seminaries, which you can't preview in advance. It would be better if you could eliminate him, but oh well. However, he stays in his city and doesn't wander around. He didn't even take the Life altars. When I approached him, he had only broken the garrison. I had to send him to harass the Chaos hero, from whom I had already taken a city, because by the time I arrived, he had become interested in my Life altars. The Chaos hero's city and outposts are surrounded by two garrisons, which gives a great opportunity to trap this foolish ally so that he doesn't do anything stupid. I had to take the Life altars to my base and for resurrection – the ally's city only had healing, and his sudden aggression towards the altars allowed me to grab them only immediately – I couldn't make it to the distant city in the seminary. But at the base, I was able to resurrect, and that was a good thing.
After reaching the experience limit, I bought additional heroes – one Order hero (and also got a city gate scroll), and a Life hero. With the 5th-level Tactics skill, overall accuracy of the Order hero, and overall blessing, they simply crushed everything.
In terms of buildings, I chose the 2nd level. It was quite important while the tactician wasn't leveled up. There's a random external dwelling. I got a stable, so I decided to build it. If I had gotten a workshop, I would have built that instead. After leveling up, the stables crushed everything with morale and retaliation, even dragons in the city – the battle with the dragons was the last one, and the artifacts were valuable, but not that important before the finale.
The 3rd level is definitely monasteries. In Equilibrium, it would be churches (they're overpowered), but I don't build them in the regular game, so as not to lose on neutrals. 3 strategic objects, 2 at the main castle, 2 monasteries, and a magic shop, give spells. It's a shame it's not for a mage, as he's not a spellcaster. But I cast the overall misfortune spell from a scroll. I also got a berserk spell to learn, and I taught it to the mage, but in addition, there was a 4th-level spellbook guarded by ogres and harpies on the starting location, and overall slow and spell reflection were more useful. I wondered if I had chosen the right Nature skill without perks; I could have had 3 scouting skills + 1 altar instead, but the scout skill from the 1st-level spellbook was useful.
The second one is a similar scenario with some nuances. At the beginning, you need to take the cities at any cost (but preferably without getting completely killed). This is achievable: 4 Vampire tactics, Necromancer ghosts. 2 halves of the map, one almost without magic, the other full of magic (up to 3rd level). The cities have units up to 2nd level, which is also difficult to choose from: dogs or ghosts. I built dogs for the warrior, and ghosts for the Necromancer – both ghosts were very expensive, but I built dogs with the intention of clearing my location without losses – but as it turned out, that wasn't important. The city army of the tactics hero was useful for a maximum of 1-2 objects before fleeing to the mage. When the heroes returned to this city, there were already a hundred vampires. The ghosts from the Necromancer's city were a little useful.
We take the cities and a couple of easy objects. Then we do this: the warrior loots artifacts and flees from the army near the city to the mage – it's essential to take the city on his location before that. Thus, in the Necromancer's camp, we have two main heroes. We buy lords, and run them to harass the Necromancer, there are free 1000 experience points.
We level up the Necromancy skill for the main hero; there are enough altars. We beat everything, take the external magic university, and level up a little. We get Necromancy 5. 2 trees on the map greatly facilitate the leveling of the main heroes, so as not to waste experience that will go to the auxiliary heroes.
We bought 7 lords (this is more than enough for gold and future nobility), then we take the Chaos heroes, in the university we get the Order magic (guilds up to 3rd level, there is a city portal), we level them up in Chaos and Order 3, as much as possible – from 4 Chaos heroes, I got two with portals. In the army, we leave only vampires.
There is an external vampire dwelling. There's a random 4th-level unit there. I was extremely unlucky – 13 black dragons and 32 goblins appeared. I managed to slow down and debuff the Chaos heroes and the Necromancer, there weren't many blessings on the vampires, only +50% damage against dragons, and they didn't need acceleration. I had 22 vampires, a tactician with 40% attack + another 20% from the ring on the skeleton, 20% defense, a mage, and 4 small Chaos heroes, all on nectars. Nevertheless, I killed the Necromancer and his active nectars in 10 tries. I took the treasury with mines and the external vampire dwelling, but it wasn't that important anymore – Necromancy did everything.
We level everything up, we beat everyone, we devour everything, we go to the purple portal, and through the portal we teleport to the starting location of the warrior. We quickly clear everything and take the Sword of Gods. The story says that it's the reason for the victory, but it turns out not quite – it gave +50% attack to a hundred vampires). Fewer strategic objects, 1 magic shop in the finale, and 1 death conservatory, the Hand of Doom didn't appear, I took the vampire raising spell. The 4th-level spells are overall sadness/weakness and vampires; it could have been better, but I'm grateful for what I got.
I messed up the tactics by 1 skill point in Death, I bought it in the university without noticing the magic school on 56-86, but I don't think it's a big deal.
The main Necromancer is 5th level, no perks, Order 1-1, all Death, 1 Chaos, 1 Nature with 1 summoning. The tactician is almost full, with 4 leadership, 2nd level without perks, Order/Chaos 1 each without perks, Death 2/1/1 – all crystals go to the Necromancer, I miscalculated the Death altars, so 2-3 on the upper part of the map went to the tactician. There could have been a 3rd if I had noticed the magic school on 56-86, but alas. If I hadn't miscalculated the Death altars, I could have tried to get the Order 3 skill for the Necromancer for the portal and forgetfulness, but it's too late now. The finale is 153 vampires against that small force).
If there were no city portals, it wouldn't be a problem – around the Necromancer's city, we SPECIFICALLY don't touch the guard of the tree. There's nothing valuable there, resources, chests, one experience tree; you could teleport the tactician to the starting location without vampires, buy troops, and raise vampires here.
The third one is more interesting in terms of aggression).
Given: a small map, 3 months, Dwarves and Golems, a mage with nobility. Eliminate everyone. In the city, there's a 2nd-level tower with an ice arrow, but that's not enough, so combat should decide. After taking the combat skill from the beastmaster, I spent all the levels only on it. A month passed. I reached the limit. Leveling up: 5-4-1-0 in combat, 1-1 nobility, 2-1 Order, but there are still skill points and altars left. Sometimes, I reload to get the right skills. In a month, I cleared the right half of the map, took all the dwellings, except for 2 dwarves in the center (I already took them a couple of days later) and one on the lower left (I haven't been there yet), and the gold mine, dozens of archers and hundreds of peasants are a lot. I thinned them out with one raid of 8 archers and a hundred peasants, just to quickly escape – the mine isn't needed. I bought healing potions and gases in the forge for the extra gold; there's plenty of it here. 43 golems, 177 dwarves on the 5th day of the 2nd month, I cleared the blue tent, there's still a book of Order left, 2 tents. I didn't get lucky with the central shrine; it gives banishment, but that's okay, the book will help. I need to clear the remaining altars and start on the hydras. Without combat, there's not much to gain, all battles are with small losses. And with combat, the mage solves everything on his own, 1st level and some 2nd level units.