my thoughts:
- we have to remember that the map needs to be graphically well-visible. for example, the 'spherical economic' (even if interesting) would be a total mess of lines when played.
- Triskelli's idea of mixing the NoNeutrals and the Economic is good, and I'd see it as a potential new variant, twin of the Economic.
- I'm totally in favor of a new more open economy, adding a link between the left and the right side of the economic panel (Cylindrical economy); I hope this will not screw up the visualization of the map.
- I think Guaroz's idea of the two non-SC territories bordering all the top/bottom SCs of the economic panel is great, and add a lot more of interaction without ruining the map display. I'd call them Railroad and the MerchantFleet (two of the names he proposed), but I'd like to hear more ideas if you want.
- I wouldn't like to put neutral SC in the map, as the game would be more slowed down
- I'm open to discuss the removal of the barriers between some sectors of the economy: I decided to put them to minimize the chances of early stabs between close players, but they probably create too easily defendable stalemate lines..
- (original raapers2 idea) allow anyone to build anywhere in the economic panel. not a bad idea indeed, otherwise some players can remain without hopes after a few turns.. and it'd also speed up the game in the eco panel. but maybe I'd make free-build SCs only the ones in the top row.. what do you think?
- order of the powers the suggested G-T-E-I-R-F-A has some strong points and encourages the interaction between powers which are far away. it may be reviewed if (as Guaroz proposed, and I endorse) the economic panel became cylindrical.. because G and A would become close. in this case, maybe you can think of an even better displacement, Triskelli?
did I miss anything???