What might be good is an option to "guard lair entrance" to stop rivals exploring them if they have not declared war.
That thought occured to me. A special spell that puts exactly 1
for your country in that square, castable only on lairs. Nobody else can enter it for quite a few tiers; If someone wants in, they can fight you for it, which is a little more reasonable. Still a luck-based mission where /if/ they can whomp, they /may/ be able to unleash some eldritch abomination.. but it at least puts the onus on them to DoW you, not on you to DoW them. Since it's only 1
, if anyone gets actual presence it'll flip to them immediately.
We had this same discusion over and over in the Travian forum about weather a player should be allowed to ruin another player. No matter how you put it this is not a bug and nether are uber spawns.
The power of metaphor is lost on you, isn't it?
If you see a lair near your teritory you can:
1. Setle a city near it and close borders or
2. Put some archers or a horde of troops in the nearby city (the cheap solution)
1. That'll go over well. You suggest to me to counter a 25 hammer unit, easily producable within 5 turns if you're focusing on pop growth, with a 220 hammer unit. That is quite possibly the worst strategic suggestion I've seen.
2. Where in the name of God's Green Earth is anyone supposed to get more then 4 or 5 warriors by turn 30? I guess I can see popping Archery out of a goody hut by that point, but where would the Range and Archers themselves come from? 4-5 warriors should stand a decent chance of taking down a priest, at least (Hopefully without losing any to conversion..), but having those warriors out that soon probably means you had to leave something else out.
If you don't do that, or any other precoursinaly mesure, you deserve to bite the preverbial bullet. You sound just like a friend of mine who complained that on small maps in regular civ chariots are broken becouse you could rush someone with them in the early game. Dangerus things are not broken, they are ment to be a danger. If you fail to plan for them, you plan to fail. End of story.
First off, for someone who acts so leet, you don't seem to understand the differences between these situations. Rushing chariots is the same as effectively any other rush strategy; If it's countered, the Rush-er is left in a weaker long term position.
First off, there is no real counter to throwing out a scout in the early, early game, and them popping a T4 Priest or 3 Mistforms, or other equivalent high end summons on another player.
Second off, there is no real
risk either. Again, you risk a scout on eliminating a civ. You have given (Poor) ways to combat this menace. You have not yet explained the benefits of leaving T4 spawns out so early in the game. Please do so; Even you yourself point out that this can be considered a magic bullet.
For the record, I really only have a problem with the Powerful Enemy spawns from Dungeons, to the best of my knowledge. I've never seen
Lairs, as in, the Barrows/Stone-head-thing that spawns Lizards give out T4 enemies.