* Lav, let me say up front that I totally respect that you are shareing a map that is still under development. I believe its a brave & generous act and whatever input I offer is from a position that acknowledges that wholeheartedly.
* When I mentioned the advantages of player 0 over players 2 & 3 (especially) I should have been more specific.
* Player 0 has a very generous cluster of oil resources in his base quad corner which he only has to defend from 2 land vectors because the other 2 sides are the map boundry. Whereas the other players have to defend their base oil from a full 360 of vectors.
* An other thing I noticed was that Player 3's base terrain was very cramped relative to the other 3 players noticibly more spacious base terrain...... IMO a disadvantage for a human player & for the ai a prediposition to boxing themselves in.
* Now I must also acknowledge that working with asymetric terrain is especially challenging to a map-maker's ability to achieve a geographic balance amongst all players..... (a level-playing field to start with rewards only the more skilled tactician in the end).
* If I understand your goal correctly you are endeavoring to balance disadvantagous geographic asymetries with positive oil resource offsets.... that's ambitious, creative, complex and not easy by a long shot. IMHO, only a master mapper would attempt such a goal.
* I salute your effort.
Cheers, /V\I/R\G/I\L/
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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