Auto-translated
Eleondor, there will be a lot of text now + replays and 4 saves will be below.
Week 1:
Day 1 - take peasants, kill ogres.
Day 2 - take a club, clear the city, build peasants.
Day 3 - capture the sawmill, build a market.
Day 4 - clear out undead and orcs, build a town hall.
Day 5 - build a mage guild, upgrade the club.
Day 6 - clear out zombies, build a farm, upgrade the club again.
Day 7 - clear out vampires, build archers.
_________________________________________________________________
Week 2:
Day 1 - build a forge, clear out fire elementals, clear out the outpost.
Day 2 - visit the stables, build assassins, clear out daughters of heaven.
Day 3 - clear out minotaurs, take the boots and clover, don't build anything.
Day 4 - build a magistrate, take the peasants, run to the workshop, visiting the idol and flag along the way.
Day 5 - continue running, build barracks.
Day 6 - clear out undead, construction is finished.
Day 7 - clear out masters, run to the stables.
_________________________________________________________________
Week 3:
Day 1 - buy peasants and infantry - I got 85 assassins and 51 infantry.
Days 2-3 - run after them.
Day 4 - clear out the archer tower. Whether to join or not is up to you, I didn't.
Day 5 - clear out ghosts and dryads.
Day 6 - run to the workshop.
Day 7 - skip a turn near the workshop.
_________________________________________________________________
Week 4:
Give wood, join the units at the archer tower, upgrade infantry to zealots, buy troops.
_________________________________________________________________
Week 5:
Day 1 - buy troops, clear out the necropolis, get on the ship. The army before clearing out the necropolis looks like this:

Day 2+ - sail and clear out the yellow faction.
The map is well-designed in terms of timing. I don't see a reason to increase the time limit.
Now about the save replays:
Week 1:
Day 1 - take peasants, kill ogres.
Day 2 - take a club, clear the city, build peasants.
Day 3 - capture the sawmill, build a market.
Day 4 - clear out undead and orcs, build a town hall.
Day 5 - build a mage guild, upgrade the club.
Day 6 - clear out zombies, build a farm, upgrade the club again.
Day 7 - clear out vampires, build archers.
_________________________________________________________________
Week 2:
Day 1 - build a forge, clear out fire elementals, clear out the outpost.
Day 2 - visit the stables, build assassins, clear out daughters of heaven.
Day 3 - clear out minotaurs, take the boots and clover, don't build anything.
Day 4 - build a magistrate, take the peasants, run to the workshop, visiting the idol and flag along the way.
Day 5 - continue running, build barracks.
Day 6 - clear out undead, construction is finished.
Day 7 - clear out masters, run to the stables.
_________________________________________________________________
Week 3:
Day 1 - buy peasants and infantry - I got 85 assassins and 51 infantry.
Days 2-3 - run after them.
Day 4 - clear out the archer tower. Whether to join or not is up to you, I didn't.
Day 5 - clear out ghosts and dryads.
Day 6 - run to the workshop.
Day 7 - skip a turn near the workshop.
_________________________________________________________________
Week 4:
Give wood, join the units at the archer tower, upgrade infantry to zealots, buy troops.
_________________________________________________________________
Week 5:
Day 1 - buy troops, clear out the necropolis, get on the ship. The army before clearing out the necropolis looks like this:

Day 2+ - sail and clear out the yellow faction.
The map is well-designed in terms of timing. I don't see a reason to increase the time limit.
Now about the save replays: