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I watched it just yesterday, but didn't have time to write.
The map is, frankly speaking, not well-developed. Of course, we take into account that the map is of a "training and methodological" nature.
My main thought on the map: do not call this RPG map a strategic one. No resources, zero development into any strategically important branches, especially considering the doublons. ALWAYS clearly state the difficulty - 130/160/200. I started on 200; naturally, I experienced difficulties in development, namely, I just waited for several days without buildings, which you claimed to avoid. There are no resources, even the simplest ones. Mines require battles - not overly difficult, but battles nonetheless (on Random and in your manual, basic mines are a must-have, but here, without decent battle skills, breaking through 6-speed Hogs and 7-speed Dogs is only possible with serious losses of Goblins/Orcs). A monstrously slow start, and the computers are unrealistically close. On 200, they have full resources and immediately build up their army. There should at least be some guards between zones.
Don't tell me it wasn't intended for 200. In any case, a player who completes it on Easy is tempted to try a higher difficulty, but then interest in the map is no longer there. Therefore, it's better to test such things on 200 from the start, which implies some help from the author - at least 1-2 piles of ore and wood near the mines! Otherwise, it takes forever before they start yielding significant amounts.
The first direction for the walkthrough became clear when I opened the map (and in accordance with the manual): defeat the Pope in the Capital. Then I realized, "But this is a 'strategic' map!!!" And the main condition of strategy is not to lose some guy... (The passage to the prison by a mouse click gets transferred from a specific hero to all the player's heroes). Remember, strategy is "victory favors large battalions"; individual characters decide little in a specific case. You'll say, "What about commanders?" I'll answer: commanders themselves lead the battle, but a soldier wouldn't be a soldier without years of training conducted before battles. And it's not commanders but ordinary officers... Without soldier training, all the skill of the commanders deflates because it's based on managing a formation as a single whole, and without training and discipline, there simply won't be this single whole.
Therefore, somehow change your slant (couldn't find another word) towards strategy, or change its implementation on the map.
So. I immediately realized that splitting up wouldn't work. I thought: if the mountain won't go to Mohammed, then do the opposite. You said there are 5 Harpies in the castle... well then... 6 Wolf Riders skillfully took care of them. Let us remember the 5 left outside the walls and glorify the 1 who slipped behind enemy lines right under its nose. The 600 gold, kindly lying in the passage, was enough for 12 out of 14 Troglodytes, and as you know, a pile of gold can be from 500 to 1000, so I was unlucky! I could have bought all the Trog's. The valiant Trogs and 1 Wolf Rider knocked out 5 Harpies from Laura (here I was lucky, Laura had only 1 stack of Harpies). The very first day of war against the Jags was stunningly successful, and then the peaceful looting of the territory proceeded - 14 Trogs joined from a house, and piles of gold were collected.
Then the action moved to the Capital - heroes were bought with armies. Here I was also lucky: Yog with 3 stacks, Alkin with 2, and Solmyr dropped by later. The development, however, was not great... I gathered armies and broke through the Hogs, took the Sawmill. Then Green arrived with a bunch of Orc Chieftains and a horde of Goblins. I had to spend a valuable Chain Lightning and flee with Solmyr. But of course, the War Machines infuriated me - the computer buys them all immediately as soon as it encounters a War Machine hut, spending money it has. Therefore, the Chain Lightning only effectively took out 7 Orcs and a few Goblins. I don't mind spending money to ransom Solmyr, but remove that Factory! It's completely useless. Better give some useful monster dwelling, like Mages. As for machines, if needed, you can buy them - in any Fortress 2 of them, and in the two towns where Blacksmiths sell Tents - Rampart and Fortress. There is even some redundancy here.
As already mentioned, and what immediately struck me too - there are some exorbitant guards for generally lousy artifacts... Do you expect us to play for 3-5 months of game time?? When you can breeze through it in a month (if there's no waiting for resources from mines) - only 500 Beholders... with 3 Citadels and expert Tactics, Birds, Wolves, and Bears will smash them to pieces, especially if you learn sweet Berserk or Mass Curse (although Barbs, of course, are not very keen on learning Fire magic... hence the thought to switch from Tirax - whatever his campaign name is - to a Mage/Battle Mage, which is again more strategic, if it weren't for the rigid binding to one hero. I understand the Knight saves his lady and all that, but saving the lady and bringing her to the knight is also a perfectly valid option).
So, the guards of artifacts are completely incomprehensible... okay, a Dark Horde of Gnolls... but 20 Angels or 15 Azure Dragons... even for 3 months that's not very easy... and you also have to fight the computers, who are positioned as the main enemies.
Final opinion (although I didn't get far, I would have died from the tedious gold grind on 200%, despite having 2 towns from the start):
Regarding the walkthrough - the main hero on the main front scouts Brown's positions from behind the cliffs, and at a crucial moment, on the charge, destroys the town, preferably with Redrash. The main town carefully takes the Triple as quickly as possible and focuses on mass producing Wolves, Bears, and Birds. Cyclopes, Orcs, Ogres - in the bin, Goblins - disposable meat. Grind everyone and everything, and immediately after taking the +2 Speed artifact guarded by pathetic Nomads (some lousy artifacts for this map are guarded by 43 Wyvern Monarchs, and here such a valuable artifact is guarded by only 83 Nomads... and I'm not even mentioning numbers like 250 Mages for just the "Sunburst Sunsphere", which is easily compensated by Fountains and Flags), break the Griffin Conservatory (optional, and the Dragon Utopia too) and transfer the army south. Reinforcements go into resources and we build the Guild in the Dungeon. Troops arrive, we teach heroes Town Portal, and destroy the Beholder. On mass Tactics, everything forward; on the move, cast Haste (preferably advanced, in no case expert Haste) on 1 Goblin (7+2+5 speed > Bird's speed 11+2) for the Angel(s) (who will move first), remove the retaliation, and then a full assault on 1 stack of Beholders (I assume there will be 2-3 stacks, and naturally take any meat with you - most likely Troglodytes). Angels block another stack, offer the meat as a sacrifice, and the Beholders should kill it. Similarly for the next round - remove retaliation with meat after waiting everyone, and finish them off.
Opinion on the map: Strengthen the guards of towns - honestly, breaking through 5 Gargoyles with 6 Wolves is not likely... but 5 Harpies no problem. Weaken the guards of artifacts.
For high difficulty, and in general, put various resources and banks with resources. Place at least nominal guards between our zone and the computers, so that the first week is relatively peaceful if a newcomer plays. Unguarded Forts on hills are also a mediocre solution... although when the player wants to upgrade Angels/Bears, even a guard (acceptable for such an object) won't stop them.
Also, I don't like the error described in the manual about monsters blocking the path, and the presence of similar examples in the map (although in principle you can bypass it, but it's already non-plaisir...). Angels at the +3 artifact, Gnolls at the Shield, Psi-Immune monsters near the +1 All Stats artifact, Cyclopes at the Cyclops artifact, Nomads at the +2 Speed artifact, etc.
At your discretion - cancel the loss condition upon losing the Main Hero, so that splitting him up is possible. But then the quest for the passage to the prison should be changed to any hero of the player, because losing the main hero would require "digging him out".
And finally - Warriors get Wisdom at levels 6, 12, 18, because it's one of the must-have skills, and the developers built in a mechanism for almost mandatory acquisition. Seeing that defeating 14 Red Dragons and the precious Cloak of the Undead King are needed for some Wisdom is simply blasphemous – such a direct, blunt (in the sense of no alternative, if not for the Wisdom acquisition mechanism on level-up) and even plot-wise poorly justified maneuver in the bush, with a waste of material and technical resources...
It's also a bit strange to hear in the manual words about the ugliness of a barren Dungeon and immediately see it in the manual-illustrating map... The theme of dungeons, crypts, etc. (sorry, I don't know the plot) could easily be expanded - gold, fights, experience, bonuses. That's strategy - choice: bulk up or go for the goal faster.
If you're interested, I tried to depict a strategic and story-RPG component in my map "Unica". The choice of main hero, focus on specific troops, lines of conduct - entirely up to the player. Only the most key moments are rigidly set, "story-wise", but even they have many variations. A lot of development time was spent on configuring computer behavior, and they quite organically influence both the story and strategic components of the map