Won with 500 henchmen, 333 warrior, 130 thieves, 200 sackmen, 200 hunters and 600 archers. Thorn with black staff as leader.
Building everything cost way too much. It was so much easier to build a lot of weak units. Then it was possible to build everything (except wizard college) since the Lair give serious income. And even then it took me a while to unlock research and spell. So yeah I won in a single sit in, mostly afking for population and going to the lumbermill. May I suggest an exponential difficulty/units power/reward curve for the next one?
Quest are a pain to set up for the income they produce, I think we should set up a team and equipment only once with the option to customise it latter on and then send it with a single click.
And mushrooms are just broken, I don't think anyone will farm them for spellcasters. Could be different if sending party on quest needed less click.
Also, why is the screen for selling show before buying? No one want to sell anything at those rates. Buying was ok but selling is near useless.
I need to point out lumber is sometime referred as wood and there is variation for some other terms. It's better to avoid this because it could be confusing. One could think wood and lumber are two type of resources.
Resources generation is underdeveloped, you build up production building when you begin and then that's pretty much your upkeep for the full game. No specialisation, no balancing production.
Not to forget combat is not really good. Everyone die or everyone make it back, in what kind of battle could something like this happen?
In short, good time waster. But some serious lacks on the balancing aspect and the game mechanics.