sigh... code to keep the knights in "check"
something along the line of ... defend my "base", stay within 10 tiles of it, if i hit my border then return to base.
see its not that hard.
chase someone for 3 turns, if i don't catch them, return to base...
This does absolutely nothing to address:
If you really can't do this, then scout better and avoid their general area in the early game. Sometimes it's not possible (like if they are blocking your primary path out), in that case, Ctrl+N and chalk it up to bad start.
If they are blocking a 10x10 (or in your suggestion a 20x20 area), then it really doesn't help at all. They will patrol the area and kill everything you send through, so you still need to get rid of them somehow or restart. The biggest problem I have with this idea, is that, right now, the absolutely EASIEST way to deal with KoAs, is to just get a unit (say a pioneer) to lure them really really far away. Then they become someone else's problem. Yes, I've done this very early game.
And yes, I absolutely think it is a small amount of map scripting work. If you use bellacks idea, 10 minutes of xml work. Actually, 5 minutes of excel work since they use a spreadsheet to generate the xml.
Ahahahaha, that's a good one. Sure, 10 minutes to add options to the game. Let me know what you think when you release a mod that try to do this. I'm sure you won't bother to test anything out to see if it works, and heck, let's not bother to read all the crying people do when they don't like it. Honestly, if it was so easy, all of us would have made 3... no 10 games by now.