As i mentioned above, that can be handled by making the rewards and risks table rather low (lower than the existing goblin forts / ruins / barrows. Which is really hard to do if you use existing lairs and also makes sense imo.

).
If there is nothing but a very minor chance to get something significant (like a unit or item, let alone greath person), exploits whouldn't pay off much if i presume rightly.
Small "exploits" seem ok and could also be seen as features / strategy plain and simple.

(If you see exploits only as things which create real problems for gameplay balance that is. Not anything remotely creative in using the games features.)
(most glaring one i could imagine whould be sacrificing settlers lategame to make lairs. Doesn't sound all to hefty if exploration offers not to much in possible rewards.)
Also that whould help prevent the devaluation of sanctify and make coding easier... (both of which whould be a problem of ruins changing into lairs as opposed to directly turning them into ones.)
So: Why not use the simple way (im not utterly sure of course there are no possible exploits even with less extreme results in both directions. But that is precisely what we testers are there for. Isn't it?)?
If one could point out some real problematic exploits i might understand better what problems are feared in that regard. So it whould be apreciated.
