kenc80 wrote:The other question is why, Phil, did you unbalance the L3 in the beginning?
Because stalemates suck.
That's why one side has the long-term advantage for stalemate resolution, and the other has the short-term advantage in attack and defense. In any case, the new version as you can see features a strength temple in the middle and not a level 2 ruin. So it's no longer a rush to the mid (counterproductive by favoring poor planning and big gambles), but rather a potential struggle to control it.
Stalemates are not a good feature for a map. Allowing points of control and strongholds without favoring stalemates is a hard task for a mapmaker. I don't feel that I have accomplished that well in Crescendo, but Burning Ice seems to be progressing well.
As for the northeastern portion of the map, featuring the level 3 ruin, that is actually the toughest spot to defend for the northern player. It is there that stacks may bypass the point defense city and occupy or destroy as many as 4 cities without engaging the main enemy force. It's especially crucial in early-mid game, as the city next to the level 3 is intentionally difficult and rewarding to obtain.
Finally, my objective in non-mirror maps is not to create a mathematical mirror with non-symmetrical arrangement. Each side has distinct advantages, and if the map is correctly balanced then we should see a fairly 50/50 outcome. I win a disproportionate number of games because of map familiarity (making testing somewhat difficult) but very good opponents have demonstrated that the map has reached the point where each side has a fair chance of success.