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Tweaked Blue Underlord's dungeon layout to prevent it from dying early to Empire's guards.
Level is quite easy even with Master AI opponent on level 1.
Regarding the attack - top and bottom outposts have separate Training Rooms. There isn't much sense in waiting because if AI opponent claims it, he will progress further and claim the rest of dungeon, including Mana shrine which will make it stronger. It's wiser to push and take blockpost on your side sooner since it is weaker in comparison. There's also a path in the middle to hidden rooms at the top, claiming those will also increase your odds of success.
Since there's no control over Empire, killing any unit makes the pushing and claiming easier. With proper management of own units ( heal spell is available from start ) and some trickery ( luring Empire units out with imps or baiting them out ) any room can be cleaned out and then claimed by your own imps. This level in particular shows how important it is to outsmart Empire's guards in order to progress further. It's another reason why I excluded replacement walls entirely - AI is not good at dealing against them and they are quite abusable.
- Where's the replacement earth and the Must Obey? They are quality of life spells. They should always be available except when it expressly hurts the level.
- It feels like when you did the empire dungeons, you built them first and then painted the empire faction in huge boxes across the terrain. There are areas where the empire have walls and shouldn't or don't have walls and should. If it's not next to empire owned tile, it shouldn't be painted with the empire faction.