We have wild animals around here, but all the predators have been hunted out of the area. Similarly, we have crime, but not a great deal - at least here in the suburbs. IMO civilization has a certain deterrent factor in terms of reducing the volume of critters/bad guys. I am equating influence with control and that may not be a direct relation. Possibly add an initial influence, then a smaller zone of control. Influence is a "border" that prevents opposition cities, travelers, etc while zone of control is where I patrol.
I don't want to actively patrol, there isn't a patrol function therefore it would have to be manually. I don't want to babysit my backyard when I'm expanding, I don't want to have to re-create caravans, improvements, etc just because. I find it tedious. An automated solution would be good, a purchasable improvement/a researchable tech, etc. Alternatively, let me pacify the wilderness - let me clear the critters for good.
Mid game becomes annoying as I'm trying to expand, yet constantly have to react to critters...that aren't really a threat, just obnoxious. I like the idea of the random event that may trigger spawns, but would rather see a lair pop up "so and so has established a beachhead" "monsters erupt from an over dug gold mine" etc.
I also like the idea of a slider to determine frequency of spawns and/or random spawning events. I still like the idea of the lairs that can grow over time, since it makes the landscape more organic and adds flexibility for quests.
Anyone get the quest with the bunch of spiders and the armor? Or the bunch of guys with the dragons egg? Wouldn't those be prefaced much better with an evil temple sitting out in the countryside, surrounded by monsters that you have to fight your way into...then a couple pre-battles (different tactical maps/backgrounds to simulate diff lvls/difficulty) and then a final battle for the dragon egg/armor/doo-dad. If you didn't make it all the way the first time, the monsters slowly regenerate - causing it to not just be a first come/first serve...but first to complete.