Victory screens
(also known as victory lap, or ego trip)
Jack, leader of Jacks. From turn 1, Jack has been fighting, and he never stopped.
Early on, he was joined by his first troop, and for a while, his role was mostly confined to drawing the attention of the enemy from the real damage dealers. As he adventured, he gathered a sizable army - two heavy hitters, one defensive unit and an unit of archers.
As he became a master dodger, his ability complemented by the fortifications erected by the brothers Sparus, he began to take on much stronger monsters - he would keep them occupied until the other units could gather, and rush in for a quick kill before the enemy could target anyone but Jack.
Once Jack got his hands on the Heart of the Glacier, his role changed again. With high initiative, great damage, double strike, and an assassin's critical chance, Jack became the most powerful damage dealer in the Kingdom.
Bacco the Governator. Bacco had a hard job. He was a scout, and had to take risks that did not always pay off. He got his nose and leg broken, but still persevered, fighting small monsters who wandered into the kingdom's borders. As he slowly leveled up, he became a governor, and concentrated on increasing Citadel's growth. He was also an Earth Mage, immobilizing enemies, smoothing his friends path, and allowing cities to expand into mountains, bays, and swamps.
Janusk. He was a merchant who brought hundreds of Gildars to the treasury, a governor that helped the dominion push into Altar, and a leader of the army which took two of Yithril's cities. He was not a great warrior, but he was a great soldier.
But lets not forget the other heroes of this victory. The cities of our kingdom. They made travel across the kingdom easy, they produced the Gildar and resources which made the army possible, their spheres of influence pushed Tarth and Altar back from our lands, and ultimately, it was their economic strength that enticed most other nations into an alliance.
And here is the continent, or as much of it as I know as of turn 134. We had a good starting location, relatively far from other sovereigns, except for Karavox, whom we chased away very early. There was a buffer of infertile land between us and Altar, which prevented border tensions until we were ready for them. Lets say a word about the other nations:
Karavox had a great start, and would have probably easily outgrown us if we had not interfered. Even while being attacked, he managed to settle four more cities, and launch counterattacks. He never recovered from his early setbacks, and that's a good a thing.
Relias developed very well, expanded beautifully, and had a great military. He started wars at the right time, but he picked opponents which were shielded by Magnar. But the time Altar declared war on Magnar, the game had been decided.
Verga could have won this game. The Trogs expanded, build a strong army, and attacked Kraxis, rolling them up and taking their capital is only a few turns. Yithril actually had the armies and the momentum... but not the time to use them.
Procipinee had expanded very well, and managed to take almost all of Karavox's outposts and resources. But she came out looking better than she would have, had Yithril been allowed to conquer Kraxis.
Markin did fine. He attacked Magnar at the right time, and had started rolling them up, taking their capital and moving further East.
Irane started very well, but needed to go through my lands to expand. I did not allow it. Even when she declared war on Kraxis and Resoln, I prevented her armies from getting to the action. Tarth had the might, but were not allowed to bring it to bear.
Ceresa started in a corner, and did not manage to get out of it. She remained weak, and was never a contender.
Magnar had a solid economy, but stuck to magic research and kept building slave based armies. He was pinned between three kingdoms, and that doomed him.
And now, the victory screens. There's not much to say about them. The Jacks won.