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Playing as Winghelm, I never had any problems at the start. But since we're on this topic:
The map is small, and the game isn't too long:
1) As Ereb mentioned above, tier 1 creatures are the key to success. It doesn't matter what race they are, the main thing is that they are there and take the hits. The best tier 1 creatures are probably golems and gargoyles – they are quite strong compared to the others.
2) On day 7, a Mystic Fountain must be built. If you're lucky, the following week will give you a bonus to wood, so you won't have to change resources.
3) We capture mines mainly in the second week, although if there are slow melee creatures in the mines, you can take everything in the first week. But such cases are quite rare.
4) From the beginning of the second week, archers and dancers must be upgraded. With them, we can break through almost anyone without losses. Divide the archers into 4 squads for greater efficiency in luck and morale. Use the dancers for the final, deadly blow.
5) It is desirable to develop Light magic, but if it doesn't appear or there is no guild bonus (unless, of course, we learned it in some shrine), then take "Haste." Logistics is always welcome, especially if there is a lot of grass on the map; it makes sense to develop "Native Lands." Education will be a good acquisition; additional experience and stats never hurt. Luck and leadership will also be very useful. In the leadership branch, empathy must be developed, especially if we are going down the path of Chaos magic.