Here's an idea that might add some more flavor to the lairs. Think back to the old hitchhiker's guide game. Imagine exploring a dungeon and it throws up a series of events where you decide your units actions. Choices could be influenced by civ, religion, strength, promotions, combat type, etc. This might could be made to all be done in one turn (Small lair) or maybe your unit is in there for a while (large lair). While in there for a while, maybe something that prevents you from using the unit til it is over and prevents it from being attacked.
Just a thought
edit: Found a few issues. Tribal Village Settlers can make a village inside a city. Guardian promotion does not leave a unit (had 3 of them on one unit). Any thought given to the power of Pact of Nilhorn now? 3 str 6 dungeoneers, once they get a few promotions from bashing a few lairs to rubble they are scary strong. Might want to tone that down to just one giant joining with added bonus of recruting more from hill giant steading. Tribal villages need to disappear faster. Right now you can just sit on one and spend 5 gold to get scouts, workers, and warriors. Even nicer, you can use that new unit to try and get more. All you need is gold.
Excellent job so far, love playing this mod.
Just a thought
edit: Found a few issues. Tribal Village Settlers can make a village inside a city. Guardian promotion does not leave a unit (had 3 of them on one unit). Any thought given to the power of Pact of Nilhorn now? 3 str 6 dungeoneers, once they get a few promotions from bashing a few lairs to rubble they are scary strong. Might want to tone that down to just one giant joining with added bonus of recruting more from hill giant steading. Tribal villages need to disappear faster. Right now you can just sit on one and spend 5 gold to get scouts, workers, and warriors. Even nicer, you can use that new unit to try and get more. All you need is gold.
Excellent job so far, love playing this mod.