Ehm sorry I meant *poll* not pull, a vote for New Zealand, aka Hoodlum's Land!
So here my capital ideas:2 Cap's = Middle_East, Middle_East_2.
Perfectly equal!! Triple attack lane, the main path is 5 hops through Africas, the secondary paths are 6 hops through South_America and South_America_2. Unfortunately either one will start first with 9 troop reinforcement, not so fair, better for same-time games.
3 Caps's = China_2, Congo, W._US_2.
Just a normal triangular shape with the capitals 5 hops distant. They belong to different size regions but there is a compensation based on the number of adjacientes similar to Solar System 3 cap's i.e. the capital in the smallest region has less adjacientes, the one in the largest has more.
4 Cap's = E._US, China, E._US_2, China_2.
Quadrilateral shape with the four capitals in the four largest regions. Distances are 6 hops to the neighbours (on the edges) and 8/9 hops to the opposite (on the diagonals).
All the placements for low numbers of players can stay as they are also in the New Zealand Off version.
5 Cap's = E._US, Congo, Mongolia, China_2, W._US_2.
Same scheme as for 4 players, just added one in the middle and adjusted two of them to make Congo equally distant from all the others. Distances to neighbours are vary from 5 to 7.
What is cool when you study the capital placement is that you discover special details on the shape of the maps. This one got a double center because Congo (and Congo_2 as well) is equally distant from both Americas and Australias and only 1 hop different from "his own" Eastern Asia and "the other" Eastern Asia. Since I putted one capital on Congo for any placements where I need one cap in the middle, i.e. for every uneven number of players.
6 Cap's = W._US, N._Europe, Papua_New_Guinea, W._US_2, N._Europe_2, Papua_New_Guinea_2.
Exagonal/circular shape, distance to neighbours set at 5 or 6 hops. When the number of players is even then I always prefer to have symmetrical placements: it's something that ensure to always have at least one other capital with perfectly identical condition to your own.
This placement for 6 players is not possible in the New Zealand Off version. In that case Papua-N.W. would have 2 exits only, even if you add a connection line E.Australia to E.Australia_2 it doesn't work because they would be only 3 hops distant: much closer than the others. A different solution is possible for New Zealand Off but I would need to set cap's in Perus and I wanted to avoid small regions and especially cap's controlling all borders of their regions.
7 Cap's = W._US, Scandinavia, Papua_New_Guinea, W._US_2, N._Europe_2, Papua_New_Guinea_2, Congo.
Same scheme as 6, just added Congo and moved N.Europe to Scandinavia. Every one have at least 2 opponent cap's 4 or 5 hops distant. I would have the same problems as 6 players in case of NZ-Off version, even worse because I couldn't find a decent alternative idea.
8 Cap's = Ontario, N._Europe, Mongolia, Peru_2, Ontario_2, N._Europe_2, Mongolia_2, Peru.
Sort of bi-triangular shape with two in the middle. Every one with at least 3 opponents at 4 or 5 hops. Things are balanced out thanks to the Alaska--Kamchatka connections that avoid cap's in the corners to be too much apart. In this case I didn't bother Perus controlling their regions from the center because with 8 players in the game you cannot win by bonuses, you must be crazy to lock yourself in, for only gaining a +2 bonus. I like so much this placement but if you don't then other versions are possible. It is gladly not effected by the NZ-Off option.
9 Cap's = E._US, Scandinavia, Mongolia, Papua_New_Guinea, W._US_2, Great_Britain_2, China_2, E._Australia_2, Congo.
Circular with one in the middle. Every one with at least 3 opponents at 4 or 5 hops. All cap's are different, I love that. This also wouldn't work with New Zealand off, in that case we should probably work to something only 3 hops distant, using more of the small regions in the center.
Most important for me are 8 and 9 cap's because are the most suitable for this map size. But also 5, 6 and 7 should be kept into account. As for Vexer's suggestion I can see a general improvement on the capital placements with adding some connections more. If the connection in exam is Aussy to Aussy then for my opinion and my study it results better with the New Zealand addition. Then it's up to you.
Ehm sorry I meant *poll* not pull, a vote for New Zealand, aka Hoodlum's Land!
[i][size=14]So here my capital ideas:[/size][/i]
[b]2 Cap's[/b] = Middle_East, Middle_East_2.
Perfectly equal!! Triple attack lane, the main path is 5 hops through Africas, the secondary paths are 6 hops through South_America and South_America_2. Unfortunately either one will start first with 9 troop reinforcement, not so fair, better for same-time games.
[b]3 Caps's[/b] = China_2, Congo, W._US_2.
Just a normal triangular shape with the capitals 5 hops distant. They belong to different size regions but there is a compensation based on the number of adjacientes similar to Solar System 3 cap's i.e. the capital in the smallest region has less adjacientes, the one in the largest has more.
[b]4 Cap's[/b] = E._US, China, E._US_2, China_2.
Quadrilateral shape with the four capitals in the four largest regions. Distances are 6 hops to the neighbours (on the edges) and 8/9 hops to the opposite (on the diagonals).
All the placements for low numbers of players can stay as they are also in the New Zealand Off version.
[spoiler=2, 3, 4 players][img]http://i1354.photobucket.com/albums/q700/Photo_Bishop/WDcaps234_zpstdqxm74d.png[/img][/spoiler]
[b]5 Cap's[/b] = E._US, Congo, Mongolia, China_2, W._US_2.
Same scheme as for 4 players, just added one in the middle and adjusted two of them to make Congo equally distant from all the others. Distances to neighbours are vary from 5 to 7.
What is cool when you study the capital placement is that you discover special details on the shape of the maps. This one got a double center because Congo (and Congo_2 as well) is equally distant from both Americas and Australias and only 1 hop different from "his own" Eastern Asia and "the other" Eastern Asia. Since I putted one capital on Congo for any placements where I need one cap in the middle, i.e. for every uneven number of players.
[b]6 Cap's[/b] = W._US, N._Europe, Papua_New_Guinea, W._US_2, N._Europe_2, Papua_New_Guinea_2.
Exagonal/circular shape, distance to neighbours set at 5 or 6 hops. When the number of players is even then I always prefer to have symmetrical placements: it's something that ensure to always have at least one other capital with perfectly identical condition to your own.
This placement for 6 players is not possible in the New Zealand Off version. In that case Papua-N.W. would have 2 exits only, even if you add a connection line E.Australia to E.Australia_2 it doesn't work because they would be only 3 hops distant: much closer than the others. A different solution is possible for New Zealand Off but I would need to set cap's in Perus and I wanted to avoid small regions and especially cap's controlling all borders of their regions.
[spoiler=5, 6 players][img]http://i1354.photobucket.com/albums/q700/Photo_Bishop/WDcaps56_zpsqvxzron5.png[/img][/spoiler]
[b]7 Cap's[/b] = W._US, Scandinavia, Papua_New_Guinea, W._US_2, N._Europe_2, Papua_New_Guinea_2, Congo.
Same scheme as 6, just added Congo and moved N.Europe to Scandinavia. Every one have at least 2 opponent cap's 4 or 5 hops distant. I would have the same problems as 6 players in case of NZ-Off version, even worse because I couldn't find a decent alternative idea.
[spoiler=7 players][img]http://i1354.photobucket.com/albums/q700/Photo_Bishop/WDcaps7_zpstdalltrc.png[/img][/spoiler]
[b]8 Cap's[/b] = Ontario, N._Europe, Mongolia, Peru_2, Ontario_2, N._Europe_2, Mongolia_2, Peru.
Sort of bi-triangular shape with two in the middle. Every one with at least 3 opponents at 4 or 5 hops. Things are balanced out thanks to the Alaska--Kamchatka connections that avoid cap's in the corners to be too much apart. In this case I didn't bother Perus controlling their regions from the center because with 8 players in the game you cannot win by bonuses, you must be crazy to lock yourself in, for only gaining a +2 bonus. I like so much this placement but if you don't then other versions are possible. It is gladly not effected by the NZ-Off option.
[spoiler=8 players][img]http://i1354.photobucket.com/albums/q700/Photo_Bishop/WDcaps8_zps3isx1uw1.png[/img][/spoiler]
[b]9 Cap's[/b] = E._US, Scandinavia, Mongolia, Papua_New_Guinea, W._US_2, Great_Britain_2, China_2, E._Australia_2, Congo.
Circular with one in the middle. Every one with at least 3 opponents at 4 or 5 hops. All cap's are different, I love that. This also wouldn't work with New Zealand off, in that case we should probably work to something only 3 hops distant, using more of the small regions in the center.
[spoiler=9 players][img]http://i1354.photobucket.com/albums/q700/Photo_Bishop/WDcaps9_zpsfbbznvnb.png[/img][/spoiler]
Most important for me are 8 and 9 cap's because are the most suitable for this map size. But also 5, 6 and 7 should be kept into account. As for Vexer's suggestion I can see a general improvement on the capital placements with adding some connections more. If the connection in exam is Aussy to Aussy then for my opinion and my study it results better with the New Zealand addition. Then it's up to you.