The Minion Path would be the standard changes to your abilities after completing the basic Dungeon with a level 1 city. A level 2 city with the appropriate technology (either found questing or by research) will open up the Level 2 upgrade options. I would like to be able to have these become available to build, in a one per city sense. though your other cities will be capped at level 2 as a trade off for such a powerful Tower.
Building a Conjurer's Circle on top of your dungeons:
-50% to casting cost for all summoned units.
-80% to mana upkeep cost for all summoned units
+2 to summoned units' level.
Several new summoning spells will become available in your spellbook.
New Techs will be added to the Magic Tree.
New Traits will be available for Mages in the form of Path of the Conjurer.
New Quests will become available, possibly leading to unique items, maps, technology, and upgrades for your Conjurer's Circle (this would be an upgrade that does not level but offers a unique creature or two to any one dungeon in our empire.
Ex: Nikarrian Circle would allow you to summon a Frost Giant.
Digging new depths in your Dungeons to house the many creatures you keep for your Beastmaster's Dungeon:
-50% to trained creature upkeep cost.
All trained creatures receive the Beastmaster trait. (+1 to constitution, dexterity, initiative, strength, and intelligence per 2 levels.)
New creatures will be trainable in any city with a Beastmaster's Dungeon. (They will be mostly things you might expect to fight in the game.)
New Techs will be available in the Magic Tree.
New traits will be available for Mages in the form of Path of the Beastmaster.
New Quests will be geared to unlock new beasts in any city with a Dungeon or a Beastmaster's Dungeon. Basically if you defeat the boss creature you can capture it and tame it.
Random Event: Jailbreak! will be a repeatable, but unlikely event added to your territory.
The goal of level 2 Dungeons is to make a choice between between two very different paths a Dungeon can take based on the strategic resources you have access to. Lots of shards would favor the mana upkeep of a conjurer, while excesses of money and labor would lend much more easily to a Beastmaster. Of course I will have a Laboratory that can be upgraded to produce either mana or gold to help out your main city with managing a sizable force with so few cities. But don't expect to go the path of conjuration without a strategy in mind to find and capture at least 4 shards. I want players to see shards while scouting and say, "Ooh, there are finally enough shards near my capital to try out a conjuration game!"