The balance of paths needs to be calculated slightly differently – how many key zones are available to the player within 2-3 turns from the main base.
Yes, that's exactly how I considered the resulting generations. I mentioned this when describing why the rare appearance of a one-sided monolith wasn't critical: its appearance in all those generations didn't cut off the red/blue player from further expansion to new zones; the main thing is that it didn't lead to a dead end, it just blocked one of several branches of expansion.
However, mines located along the road can significantly ruin everything that was enjoyable in the single-player generations.
