- I havent been paying attention to what XML updates are coming next (where do you find those) but i do have some ideas worth considering
Specifics:
- End resetting neutrals - neutrals that reset at the end of a players turn rather than the beginning. In some maps neutrals reset already BUT players are much more hesitant to break through the preset restters because they dont want to give the following players an easier path through what they would otherwise have more than 1 neutral for. Now however people would be more likely to bust through since they know that their opponent wont get an easy ride either way.
- mid game bonuses - its exactly what it says, certain territs, or group of territs give you a bonus the moment you attain then, which could be at the beginning when you already own them or in the middle of a round when you conquer them. If conquered in the middle of a turn it simply throws in a quick deployment phase in the middle. Now if combined with the above suggestion we could have bonuses that give you a huge boost if you can conquer it, but you dont have to wait a round and risk someone else waltzing through since A) you already got your bonus and B) even if you didnt, your opponent has the same neutrals to fight through. Also try to imagine this combined with autodeploy, we can have traps that damage your troops when you go through them, can we say Vietnam map? those stick traps in the jungle can now be even more accurately played out.
- random neutrals - i was thinking of this while considering a Sahara desert map. Its covered in dunes, but so long as the neutral count is random people can predetermine what path they are going to take, it will be new every time. We could also even combine this with a Sum function where the sum of the randoms equals something in particular, thus giving us Random but equal Drops on maps. Imagine the new layer of strategy needed if yoru drops arent just all 3's but completely random on certain maps.