I know it took a little bit, but at last here is the second version of the layout:
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I have made the following changes:
- Removing symetrism. (as Emperor Metalman suggested)
- Including neutral's numers.
Things that still need to be done:
- Defining neutral continents
- Deciding bonuses for capitals/homelands/neutral continents
- Redesigning neutral territories and connections (if needed)
Ok, now commenting the layout:
Homelands A and C stay as they were in version 1. The other 4 homelands have been changed to break symetrism. I have tried to make each one a bit different from the others. Homeland F has its capital protected after a long and narrow country. D it's the contrary. Its capital is very close to the rest of the map, which makes it vulnerable but at the same time allows the player to protect the full homeland just by holding the capital. E has a wide border, which makes it difficult for his player to protect. A player starting in E homeland is encouraged to expand quickly, because is difficult for him to get entrenched. B is just a variation from C.
In response to SuicidalSnowman concerns, I have kept neutrals number low on purpose, the idea is to try to make both options (fortifying in your homeland and expanding through the map) viable options. If players decide to conquer instead of research, they will be able to do it because the number of neutrals is low. I am also considering the idea of adding up to 9 more neutral territories to provide some more land, but I decided to leave this for v3 of the layout. The only modification made to the central neutral (green) area was to add the connections proposed by Suicidal Snowman. If needed, I will add more modifications in v3.
Also, I remind you that players will not be able to conquer other players techs and double their bonus. That would go against the tech concept.