southern: Lol. Let's just see how it turns out and hope no-one gets too pissed off to play version 2 if this one turns out to be a dumpsterfire
If you use the assasins carefully in combination with non-wallclimbing troops, you can take over the 3 walled cities in your cave - one azrac village to your immediate south, and two larger settlements a few turns to the east and then south.
Also digging east with the goblin beetle, if you can nab it, will get you to another cave with some unguarded income.
Yeah, I've already noted the assassins will get me past walls. I haven't even seen the beetle yet, wherever it is. :)
We'll see how things turn out. Orc swords with Enchant Weapon have 5 attack and 5 damage, which puts it on par with some T3 units.
ZFR: My other 2 clerics went to the other side for the monster cave. Beetle reached it alone but I didn't want to explore it by itself; really scared it will die too soon. 2 clerics + 2 fighters should be there next turn and they can all happily explore it together.
Remember that you can retreat from combat, so your beetle can carefully investigate to give you an idea of what you'll be up against. Night Vision and high movement are great assets when investigating.
ZFR: There is a shipyard, stairs up, a shadow and I think an undead city (?? I see mushroom farms only so can't tell).
I think most (if not all) cities use mushrooms for farming underground.