I'ma take this post to plug a feature request I made while Lopdo was away.
Adding neutral territories to maps would make the game much more interesting, and create the possibility for endless map designs that have different strategic elements. It would allow map dynamics to shift over the course of a game. Since I posted that topic, I've been in several borders games where several people quit immediately, and it's a whole new game. Existing maps are unaffected, new maps can benefit from it, and apart from UI updates for the map maker, it should require very little work to implement, depending on how things are structured, naturally. You could add an optional data structure to maps with the spawning values for a 'ghost player'. You could even allow tiles with defensive levels above 8 to make it not worthwhile to attack until late game, where it would be a solution to choke points causing draws.
Map ideas:
5 minute NoRush: 8 spawn areas walled off by a set of 8's. Players establish a base, and then push out when they can. This would be a silly, but noob friendly map.
Antidraw: Any normal map, with swalls replaced with 8's or 9's. After the game reaches what would normally be a draw, people can break down walls to create more access points.
Expanding Corridor: Map with corridors in it. 2's in the center, 5's on the edges of that, and 8's on the outsides. This adds access points that expand as the game goes on.
Expanding map: Take the existing fan made large map that's just a ball of territories, and fill the outside with 8's, next with 7's, etc. Now the map gets larger as the game goes on.
Forced spawns: Fill all but 8 spots with 1's (Or 0's if you allow neutral 0's as separate from empty tiles). This would allow for maps that do not allow people to place next to eachother at spawn.
Jump points: For borders, having a neutral 1 allows you to establish an anchor of sorts that will focus your troops there if you touch it. This would be a powerful early game tool. You could also have maps with chains of 1's and 8''s in borders that could act as traps in the early game, as it pulls troops away from other fronts.