Currently playing around with another large map:
https://i.imgur.com/UMnklv3.png
While I have an initial sketch for it, I'm still open to major redesigns and balancing changes. I haven't decided on a catchy name for it yet, although right now I'm considering calling it "Into the Renaissance" or "Renaissance Diplomacy". The start date is 1450ish (either 1444 if I make it use 1-year increments or 1450 if I make it use 5-year increments).
As it is right now, the map has 36 players, 308 SCs (all players should be able to get at least 8), 570 land territories, and a large (haven't counted) number of sealanes. I'm contemplating decreasing the number of SCs per player to 7, however, as the map's current form is larger than Divided States.
The rulebook is pretty similar to Divided States, albeit with a few changes here and there. Rules include:
Build Anywhere
Starting conditions - Most players start with 3 or 4 centers (depending on how strong they were IRL or if they have far-flung SCs), although the Ottomans start with 5.
Custom start (with first-year default builds)
Colored neutral centers (indicated on the current map with a dot SC, as opposed to a bullseye or plus)
Transform option (including the option to rebuild on different coasts, which is useful in Suez area and other portages)
"Around the Cape" sealane that connects the Red Sea to the Atlantic by the Canaries
Desert Territories - Cannot be owned (purely aesthetic) but otherwise act like a normal land province. Where more than 3 territories share a corner, units can move diagonally.
Strait Crossings - Can be used by armies & fleets
Islands - Fleets in mixed island/water territories can't convoy. Armies must be built there or convoyed in unless there's a strait crossing (only used in Denmark). Some islands are also Overseer Zones for sealanes.
Sealanes - Implemented using the same format as Divided States
(Pretty much the only things I scrapped from Divided States were rivers, neutral armies, and the boxes for Alaska and Hawaii)
This map contains a considerable number of unique situations that result from the somewhat chaotic borders of the time. The most notable examples are the nations with far-flung starting centers such as Venice, the Papal States, Aragon, and (most extremely) Genoa. I've tried to balance out these powers by giving them easy access to a larger number of centers than most players so they aren't extremely weak in any particular area, although I'm not entirely sure how well that will balance.
Also on the topic of balance, I am attempting to make this map possible to solo (as opposed to Divided States, which might be possible to solo, though I got stopped a mere 12 centers from the threshold and nobody else has come close yet). Some consequences of this design philosophy are the large number of Sealanes (Aside from chokepoints like Gibraltar, sealanes are near-impossible to stalemate), a large number of non-SC land spaces, and an even number of SCs (to encourage tenuous 2-way draw attempts that could easily lead to a solo).
Because this map is still in the early stages of revision, any feedback, ESPECIALLY regarding balance, is highly appreciated.