Yes, already amended them. The current ones are:
Norway 9 (10 with capital, 11 with svalbard)
Sweden 16 (17 w/capital)
Finland 15 (16 w/capital)
editing post again...
Let's quote the gameplay guidelines a bit to see which areas of the map need development.
The development of solid, balanced gameplay is one of the first challenges of map development. In order to meet gameplay expectations and make your map successful, you will need to incorporate the following elements:
Balanced deployment - It should be unlikely that one or more players can start the game with a major advantage as a result of the initial drop or getting the first turn. Conquer Club is primarily a strategy game, and we therefore like to minimise as many of the luck factors as possible - the dice are randomness enough!
Deployment is balanced, territory count has been optimized for balanced deployment, also adding to the balance is the coding of territories near capitals to starting points, which gives everyone an equal chance to grab capitals at the start of the game.
Reasonable bonus structure - Bonuses should make sense given the size/style of the map, and be based on a consistent formula. Consideration should be given to balancing the strength of the board, ensuring that no specific area of the map gives an overwhelming advantage from the start of a game.
Let's go through the bonuses one by one...
Iceland: +3 total. Earlier Iceland was a concern, given that a player who could expand from Iceland to N.Norway would have a very strong position. Well, now that has been addressed I think... let's say you start from Iceland, you're getting +3 bonus... you can either expand to N.Norway, which is 5 more territories to take - you need to take Svalbard, but the Svalbard bonus will not help you until you have secured N.Norway too. When eventually you hold both Iceland, Svalbard & N.Norway you're getting a total of +7 bonus, but you'll need to defend 4 borders to hold all of them. Expanding to Denmark is also a possibility, but this will be even harder - more territories to take.
Denmark: this may be a nice place to start as well. You get +3 troops, 2 free and 1 autodeployed in the capital. Thus, in a normal multiplayer game you get 5 troops to deploy, you can deploy 3 on the Nordjylland border and 2 on the capital which already gets the autodeploy. Possibilities to expand into South Sweden, which however gives you 3 more borders to defend, although it pays off in bonus (+4) which would make your total bonus +7 for 4 borders... The same as Iceland/N.Norway. The possibility to take Faroe for that +1 extra troop should also be a nice incentive to go for the Denmark bonus. You could also try to expand to Iceland, but most likely scenario will be that another player is already holding it...
South Norway: Gives a nice +5 bonus, of which 1 goes to Oslo. Has 3 borders to defend. Possible to expand into N.Norway to grab the All Norway bonus. Seems to be balanced to me.
N.Norway: Also a good place to start, only need to take 4 territories but you'll need to defend 3 of them. The +3 bonus is a bit small, but you can add Svalbard to it and get +4. Possibility to expand into S.Norway or Iceland.
S.Sweden (Gothland): Gives 4 troops for holding 4 borders. Fair enough. Lets you expand into Denmark, also a good place to start.
Central Sweden (Sw.proper): gives 5 troops, and possibility to expand into Finland. A hard place to hold, but has potential.
N.Sweden (Norrland): gives 6 troops with 4 borders to hold. Not a good place to start, but a nice bonus for the later half of the game.
N. Finland (lapland): 5 troops for 4 borders. Pretty much same as above
Central Finland: 4 troops for 4 borders. Not a good starting place, but can be used to expand from southern Finland for a nice position that is easy to hold with only 2 borders.
Southern Finland: A tricky place. 5 troops and 5 borders to defend. Hard to hold in the beginning, but if you manage to do it and expand into Central Finland, you'll gain a very strong position where you get +9 troops and only defend 2 borders.
So it seems to me there are various ways to start and advance in the map, which should make for many different strategies for this map.
Game type flexibility - The map should support various game types and not be designed with specific/limited game settings in mind (standard, assassin, fog of war, 2 players, etc.). Maps designed for fewer than 8-players should be discouraged, and will only be approved if the map is really something special.
2 players: Each player starts with 20 territories, of which 4 are next to capitals. There are 5 capitals so they won't be even if both go for capitals... However, different strategies can be applied in the start. One can go straight for the capitals, or jump on his opponent straight away, or go for the smaller bonus areas.
3 players: should also work. Each player starts with 3 territories that are next to capitals. 2 players can get 2 capitals each, while third gets one but may go for a bonus while others concentrate on holding their capitals.
4 & 5 player games should also work. Each can grab a capital in up to 5 player games...
However, strategies will be different in 6,7,8 player games. Everyone can not get a capital. So players need to plan ahead, some will choose to grab capitals, some will choose to go for bonuses. Even so, in 8 player games, 5 players get a capital each, that leaves 3 players to contend for bonus areas. Since players holding capitals will probably try not to let the remaining 3 take any bonus areas that include capitals, that leaves N.Norway, S. & N.Sweden and C. & N. Finland. Of these, North Norway and South Sweden are probably the strongest possibilities.
Well, no spoils & flat rate 8 player games may be troublesome, and decided by dice more than other game types, but this is quite common in many maps. 8 player escalating however should be balanced, as bonuses won't matter that much.
Assassin games should be feasible on the map. There are plenty of attack routes on the map, but also plenty of spots where you can block another player's kill.
Doubles games will definitely be fun on the map. There are plenty of places where teammates can work together to hold a bonus, one holds and the other defends...
Triples and quads should also work well enough: the other side will be likely to grab Iceland, Denmark and Norway, while the other team grabs Finland, And Sweden becomes a battleground. This is just one possibility though, there are various ways the game may play out in team games. All in all I think the gameplay will lend itself well to team games.
Player-friendliness - Any information you need to know to play a map should be easy to gather by looking at the map itself. The legend should be clear, concise and consistent; the map itself should be free of unnecessary or cumbersome rules that push it over the line separating complex from confusing.
Well, I think everything is fairly easy to understand. If there's anything in the map that's hard to understand I'll be grateful if someone points it out to me.
Open-play - There should be many ways a game might progress on a map, and many roads to victory. Such features as unpassable borders should enhance, not limit, gameplay, and every effort should be made to limit the number of dead ends and bottlenecks in a map, unless they are justified by the desired play of the map. The map should be fun to play, not frustrating.
I think this part is also well covered within the map. Anyone disagree?
Function trumps form - The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc...
Should be, I think. The minimap will help anyone who may have problems with the colour scheme.