The second mission is definitely more complicated and unpredictable. First of all, you will be fighting three of the siblings simultaneously. On the other hand, there are no alliances here, so it is a good idea to take advantage of the fact that they will be battling among themselves. Two of the capitals are on the mainland, with one on an island, right next to yours. The sea, itself, is being patrolled by ironclads and juggernauts so, it is not possible to attack that way. At first, you should try and get a stronghold on the land, where you can think of expanding your dominion. There is a country called Starlington, where there are a few neutral units and a gun factory. Load your army into the transporter and move your forces over there, just like in the screenshot. The research points and the money, which you have saved from the previous part, should be spent and the development of the fleet. The faster you obtain a strong armada, the earlier you will be able to seize the cluster of neutral islands, and also threaten your neighbor, before he attacks first.
Meanwhile, aboard the ship, you will be informed of your wedding. Soon, four beautiful brides from the races of Rivellon, will be introduced to you. One of the ladies will be happily married to you. The storylines of the princesses have been covered in the chapter devoted to them.
Keep pushing to the West with the frontline. The yellow player, at the same time, will be attacked from the bottom so, your task should be easier. Delineate the border near his capital, to secure all of your areas with one country. At the same time, after you create, at least 4 ironclads, move some of your armies to the Northern isle full of neutral units. Take your time, if you attack too soon, you can thwart all of your work and you will be wasting the money that you have saved on the previous mission. If necessary, wait for some three turns until you cross the sea to allow the enemies decimate each other.
In the RPG mode, you will meet Corvus - a demon. He will offer you extraordinary powers in exchange for offerings of your subjects. You can allow him to feed on the citizens of your kingdom, or offer him the queen. In exchange, you will receive mighty cards that are unavailable in any other way or, an additional 20% of popularity with one of the races. Each time you agree to cut a deal with Corvus, he will grow stronger and the cards will be better and better. At the same time, due to the offerings, the society will suffer in a way. The number of recruits will fall and the disappearing queens will damage your relationships with the races. All in all, dealing with Corvus is more damaging than it is profitable. The cards themselves, although powerful, are disposable ones. The damage done to the economy will be permanent and will maim the process of army formation in the future. Nothing bad will happen, though, if you offer him a queen after her storyline is over. Within one game, you will be able to complete the storyline of another one, and there will be a few good cards to enrich your portfolio. This will come with the dropping support from everybody but, this is an acceptable trade off. Doing business with Corvus does not influence the ending of the game and it is possible in this act only.
The following actions will depend on how the game plays out. If your base on the mainland is well secured, and your fleet is strong, you can attempt launching an attack at the red player's capital. It would be good if, at the same time, you would prevent any of the remaining factions (yellow, green) from gaining too much economic advantage. If the situation on the continent is bad, leave the red player for the end and focus on the yellow one. At the same time, allow the green player to fight most of the battles, but do whatever you can to seize control of the capital yourself. It is a good strategy to allow the green player to attack the capital and attack it yourself quickly in the next turn, when your enemy is still drained from the heavy battle. This may not be the most honest of solutions but, nobody says dragons cannot cheat here and there. Keep looking out for the transporters approaching by sea at the other side to prevent being taken off guard from behind. Keep your ironclads ready. It is also a good idea to spend some gold on fighters whose range is the largest from among the units available in the game. Thanks to this it will be easy to deploy them wherever threat appears. Of course, you should keep some of your units in the capital to protect it from possible attacks.
After you seize the first capital, you should focus on the second enemy. It is best to leave the green player for the end, due to the inaccessibility of his capital. Your enemies will probably try to launch a landing on your capital. To the extent it is possible, use your armada of ironclads to destroy all of the ships before they hit the shore. A destroyed transporter kills, automatically, everyone that was onboard. This will pave the road to a relatively easy victory. Even if you are outnumbered by the enemy, he won't be able to take advantage of that, if you do not allow him to unload them and send them to the bottom of the sea instead. Try to gain control on the seas by using ironclads and use the fighters to control the continent. Expand your economy. Taverns will be very useful here, as well as parliaments. After you deal with the second enemy, take your time. If you are in control of the seas, you will be safe anyways. Expand the army and develop the units (low numbers of upgraded units are better than larger numbers of units without upgrades) and attempt pushing the green enemy to the South.
After you have seized two capitals, you can deal the final blow to the green capital in several ways. You can attack over land from the North or from the South or, with the powerful armada from the sea (which will be the fastest way and, if you can withstand the enemy counter-attack, will allow you to finish the game without seizing any of the countries of the enemy. You can also try combining various options. You are going to need special cards received from the princess, the races and even from Corvus. If you capture the capital, you need to hold it for one more turn and your victory will be complete. Of course, the enemy may not control any other capital on the map. Once again, if only you can, hold the enemy suspense for a number of turns before the final attack. The gold and the cards will be transferred to the grand finale.