For some reason, I couldn't find a good combination of "Mechanics" and "Path of War" for the Dwarves. I took Axel – he has a direct path to "Path of War," but without "Education." And with the "Yarles" or whoever is in the tents, the "Mechanics" skill shouldn't be a problem. I had to send Axel back to the starting point (1st mistake, +1 day), and the fact that he didn't go through the underground (2nd mistake, +1 day) – that's how it turned out to be 12 days.
2. Mechanics
3. Attack
4. Completion Rune
5. Rune Machines
6. Ranged Attack
7. Logistics
8. Offensive Paths
9. Advanced Logistics
10. Path of War!
11. Education
12. Advanced Mechanics
13. Ballista....
Considering that he reached level 12 on the 2nd day (after the Sphinx)... after that, it was almost on autopilot... I just needed to plan the route correctly (and I made a mistake at the end of the 3rd day)...
Judging by what you said, the conclusion is one – a lack of time prevented a better playthrough... and that's what I was saying before – 2 weeks turned out to be too short for such an interesting map.
P.S. Regarding the Druids and the mines – I answered both of you yesterday in ICQ
