Rests were chosen, the start is bleak; on the plus side, there's a stable right at the doorstep and 16 air elementals, no external dwellings or cons, impossible to break through to secondary towns, wolves ate the butterflies, the opponent's secondary town is almost at 111. I didn't want to build necromancers until the end, but 2 assistants and spotted artifacts convinced me.
On the first turn, birds are in the fort; in the army there are 15 air elementals and 50 skeletons, 2 psychos were lost. On the second turn, Castle; at 137 besides the standard growth we have 700 skeletons with 9 HP and 55% growth per battle, 4 angels, a loan was taken for a +10 helmet, everything is bought out, air and water are upgraded, ice elementals are 44 since their external dwelling on the outskirts was taken on the second turn and there's an artifact for growth; logistics and offense were given, boots are available, a Dragon Utopia was spotted in a snowy treasure zone 2 days' journey from the secondary town and an entrance to the basement treasure zone at the same distance. Charna replenishes mana with the intention of breaking through via stables on 141 and heading to the Dragon Utopia; a golden bow lies along the way, there are good chances to collect the elixir and Armor. On 141 the opponent decided not to continue.
Thanks for the game.