Cload build

Greetings!

When I switched from Mono2x To IL2CPP and set the Architecture to Universal (Already had .Net 2. subset on and script Call optimization to : Fast but no Exceptions and strip EngineCode is on and its a release build)
Then the iOS build size changes from 17.11 MB to 143.51MB !!!

I would expect something like 17.11*2.5 (2 builds 32bit and 64 bit and some overhead) = 42.7 Mb

In the cloud interface I haven’t found any settings to change so i assume the settings I set in the Unity Editor are used.
So I have no idea what i am doing wrong. Having a Windows machine i am stuck to build iOS in the cloud. Aldo i have doughs the issues are cloud related.
I use Unity V5.4.4.f and in the build i have set use latest 5.4.x

If it was up to me I would build Mono2x but then the Application uploader on a friends Mac says it needs the 64 bit version as well.

So i hope someone can tell me what flag to set correctly.

p.s. The build has only a few asset images.

Thanks in advance for any suggestions

Ah I noticed someone else asked the same message a few messages ago. Must have overlooked that one but it seems there is about 100mb of data in the build the clients don’t get ( https://support.unity3d.com/hc/en-us/articles/209933103 )
So that would explain a lot.