Let me try to write here all possible versions on Look-out towers.
1. Lookouts can't be razed, as this exists now. This lets crows and scouts to run away around all the map and to do scouting that is usual tactic now.
2. Lookouts can be razed and rebuilt, no neutral defenders. This still lets crows and scouts to occupy Lookouts and to raze them after watching. Then for rebuilding a razed Lookout a player need to use only scout, not a crow, because crows can't rebuild. But there are a row of places where can't be reached by a scout, or such reaching is very expensive in time. I saw many Lookouts on little pieces of land which wasn't connected with big land and thus scouts couldn't reach it.
Like this:
- 1.JPG (22.93 KiB) Viewed 5164 times
Such razing with either impossible or very difficult rebuilding will probably spoil the game.
3. Not all units have ability of razing. This is global question, much more then the current thread and probably shouldn't be solved right here. As for me, I like when all units can raze cities/towers and should be lookouts as well. There could be troubles if a player couldn't raze a city by the last unit in it before leaving it.
4. Lookouts can be razed and rebuilt and they have default defenders. There are three variants of possible defenders.
4.1. Light infantry. Even if this was my own offer I see this defender as too powerfull vs crows and scouts. Only little chance for single crow/scout vs light infantry: 5 vs 10, about 33% or so. This will spoil the using of lookouts by crows/scouts.
4.2. Scout. For crows this situation is the same as with light infantry as scout has additional +5 vs flying crow. And single scout will have only 50% vs scout-defender. Should be this will spoil the using of lookouts as well.
4.3. Crow. This gives for a single scout a good chance to win, 67% or so. And only 50% for single crow. This will give some advantage for scout as a searcher. This should be only variant which could be applied. Or to do nothing with this and to keep lookouts as they are now, like in variant 1.