I had the same situation with the neutral and evil races on this map. I captured both of the other wiz towers and a stack with a leader offerred to serve. I immediatly sent both stacks into fights with the nearest challenges and in the first case every unit was killed and in the second case every unit but a couple and I had a real dificult time keeping them from mutiny. I figured use them or lose them...
Regarding DoR: I didn't change anything on the crypt.
As far as killing off the other wizards too quickly, the initial starting forces don't contain any units that can float, swim, or fly (I think!). The initial town either wiz captures of course does have access to some flying/ floating units with some construction, but with a spirit quest one might get a lucky break and get some unit that could throw the game off. The initial towns along the coast have access to boat building, but I beefed up the sea monsters in the ocean a little too so that any sea attack will be further delayed. I changed the hireable units in the nearby recruit sites to include a unit with crossing ability and this may be a mistake, we'll see...
I want some tension and potential disaster in the early game which may be a map flaw, we'll see, but with careful play there is a chance for some very long games with large and diverse factions and encounters, I hope.
Take a look at the map to see the teleporter path to the west side of the map. Depending on ones priorities, I think the initial wiz tower could be had by turn 6 or seven even. Of course the teleporter could be used by the rival wiz for a sneak attack (unless you raze the teleporter ). By the way, all caverns entrances on the map that have any sort of mystical emanation will be the entrance to a teleporter unless it is a razed teleporter. There are two teleporters that are razed that can transport the traveller from the far south to north or reverse, if the teleporter is repaired.
[This message has been edited by Fubarno (edited 01-10-2006 @ 01:10 PM).]