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I'll start by outlining the main milestones, and then I'll go into detail day by day. My apologies in advance for the length. I'm not claiming this is the most optimal Walkthrough; moreover, as I mentioned, improvements are possible, but at the cost of time spent playing. My approach is quite democratic—I completed it in two sittings, each taking about 3-3.5 hours.
The map is played through diplomacy, meaning the lion's share of monsters will be gathered from battles. In addition, all six castles will be built up, and as quickly as possible. The AI builds poorly and slowly, so you need to seize its castles as early as possible. Judging by the number of castles and monsters on the map, a lot of money will be required, which means you need to grab mines, upgrade lords, town halls, and treasuries as quickly as possible (I cheated a bit on the last three points—I was lazy, but thank God there was enough money, although it was tight). And, of course, don't forget about logistics—both pairs of gloves must be taken as early as possible.
So the plan is this: in the home zone, grab diplomacy (in the quest), gloves, castles, gold mines, the diplomacy medal (behind the mantises), and run straight to the opponent to seize the same assets. Try not to kill monsters that potentially belong in the final army along the way; let them grow so there's more to diplomatize. For the same reason, do not buy out the scripted markets until the very end—let them grow. Once we have seized all the goods from the AI, we need to clear all possible hiding spots and stockpiles, gathering money from simple sources. Then, closer to the end, you can start diplomatizing (I didn't postpone this too much because I didn't want to risk missing the deadline and having to replay from the start) and merge troops into the castles. Diplomatize everything that can be diplomatized, except for total junk like dragon golems—they aren't used in the finale and you can't stuff them into a Necropolis transformer.
Day by day:
Day 1: Buy a death mage and turn him into a ninja (scouting)—this is our runner. Buy out dwellings and the castle; with this level 1 riffraff, clear the leprechauns and take additional halves. The order mage buys diplomacy and becomes a Witch King. The units of one collect junk. Kill the orc den near the leprechauns. Build first-level magic in the castle (precision is needed).
Day 2: Build a shop in the castle (for stamina potions, which the army will drink every day until the corresponding spell is available). The army takes the genie dwelling, then the nearby gold mine. The units of one continue to collect junk.
Day 3: The army wipes out the elves with tigers, wolves, fairies, and other riffraff, then goes to the teleport and fights for the gloves. Enter the teleport and color the mine in your own color. Back to the teleport and jump right to the castle, demolish the scripted tower (using save-load, we extract 2 nagas from there), and Forest Glenn (the tiger lady). The runner is already a master. In the castle—golems.
Day 4: The army demolishes (diplomatizing) the golems to get the nagas (near the harpy nest), then the nest, then the bandit woman, then the castle guard and the castle itself, into the basin and back to the teleport on the left to the third castle. Flag the naga dwelling, demolish Swift (some chaos fool running along the shore), then the ice demons nearby. The dwarf runs to the ship; in the second castle, we place a tavern and buy a death tactician; he runs to the university to learn life magic to become a crusader and subsequently cast stamina so as not to spend money on potions. In the capital—nagas.
Day 5: The army beats the cyclopes and picks up the critically important ring of speed (it is very necessary so that the order mage moves before the mantises and fairies guarding the medal). A titan and nagas are extracted from the scripted tower, then the mine, the basilisk den, the labyrinth, venom-castle, elves, gargoyles, griffin nest, crossbow woman, magic school—contact established, order master (mantises cannot be overcome without mass slow), pikemen, and then we move toward the capital to learn magic and beat the mantises, after which we can go to the AI. The tactician consumes 1000 experience, jumps from the capital to the left castle (escaping), takes another 1000 experience there, and first levels up life magic. Buildings: capital—second level magic, second castle—golems, third castle—golems. The dwarf jumps into the boat.
Day 6: The army goes to the capital, demolishing everything on the way except the scripted market. Near the capital, clear the nearby junk (stone for construction is desperately needed). The tactician eats the altar near the third castle and escapes to the capital; that's it, the heroes have reunited and will proceed together. The tactician is needed in the battle with the mantises, otherwise the genies will move after the dragons and take hits to the teeth. Construction: third floor of magic in the capital, nagas in the other two. The sinister dwarf is looting the sea in full swing.
Day 7: In the capital, we build the fourth floor, learn town gate and mass slow. Jump via gate to the second castle, collecting nagas everywhere to kill the mantises. From the second castle, we launch all our meat at them. Kill them, the dwarves collect junk behind them, then the army goes slightly higher and takes the scripted house that opens the oasis near the capital for 1500 rubles. Pay the money to the house, town gate to the capital, to the oasis, jump to the third castle (left), I think I bought an army there... I don't remember exactly anymore. Then to the zone exit via the shrine of magic. Go to the AI. Break through the sorceresses, the hero, and flag the genie dwelling.
There is no point in describing the rest in detail because there were no more difficult battles. On the seventh day, we have: 27 nagas, 24 genies, 1 titan, 1 sorceress, ninja (level 13, runner), crusader (level 5, expert life), wizard king (level 13, GM diplomacy, order master: berserk, mass slow, town gate). Then we methodically execute the plan. By 4-1 the map will be completely cleared and the heroes will settle in the capital for 5 days. Then, in the last three days, the markets will be bought out, and all troops will be gathered together via town gates.
That's basically it. If anything is unclear—ask.