The market behind the tent means that the tent disrupts the symmetry; it opens access to the market. (If you noticed, the keymaster's tents somewhat change the paths for one of the players.
So, you need roads at the bottom, strengthen the snipers, make the "besyatnya" more like gnomes, remove the resource and money bonus from the peasants, right? I'll try to finish it.
I also want to make the tavern not built. (IS IT NECESSARY?)
I actually wanted to make one fairy creature instead of two, so that everything flows faster, and reduce the number of peasants from 500 to 300 or 400, since I suspect that the computer takes too long to process them.
What do you think? Or should I strengthen the snipers and leave two dragons?
In general, here's a version with weaker troops (one dragon) and gnomes instead of "besyatnya" with roads for comparison. (By the way, "besyatnya" looks more aesthetically pleasing, and it only takes up two cells).
And another file with two dragons and strengthened snipers (45 and in the shortest jump to the enemy, 75).
But I think I just can't find the right balance in these defenses:mad:
If you don't like gnomes, you can use medusas that attack in a 2-cell range; it's definitely better than imps.
Two fairy creatures are defeated with a growth buyout of 2 weeks, so I wouldn't advise leaving only one.
Also, don't forget to make the neutrals bloodthirsty so they don't join you.
You definitely don't need fewer peasants; 500 HP with a speed of 3 will be defeated by almost any starting army.
45 snipers are okay; now you need to decide whether to attack them or the two dragons. It wouldn't hurt to add 15 more mages instead of 7 to balance the paths.