Hey all--I was playing a 1v1 on Antarctica (trench, with adjacent reinforcement). I had bases O and N in the west, along with D in the northeast, and one in the far south. I realized my opponent kept on popping up up on the Ronne Shelf, that huge ice shelf in the northeast that borders many territories, and he would then assault me (trench allows that if it's a place that resets to neutral, like an ice shelf). I eventually got the Ronne myself and took a bunch of places around it, to secure the area...only to find the next round once again he had taken the Ronne, and taken back every other place I had held. I then realized--one of his bases, P, literally borders the Ronne! And of course in Antarctica, you can only take someone's base from the south pole.
So pretty much no matter what I did, the Ronne would always reset to 2, then he would be able to still take it again from his base each round, and then assault all those places that the Ronne borders; this pretty much kept my 2 bases in the west constantly pinned down, while he proceeded to expand into the map center (the Ronne also makes it very easy to get to the center of the map from Base P, and establish dominance over the center from there).
Also didn't help that he had bases B and C in the north, which also border a smaller ice shelf, Fimbul; not as big of a problem, but he was able to keep my eastern base at bay too by taking the Fimbul from either of his bases each turn and then cutting me off in Fuji Land 4.
Could sound like I'm whining, but this is kind of broken no? Is there something I'm missing, a good reason for why 3 bases on the map directly border those important ice shelf territories? It especially gives major advantages/disadvantages for games with trench and/or adjacent rules, and especially 1v1s, but it seems to me like for any game really, it gives a major advantage to anyone who has at least one of those bases, Base P especially.