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I looked at the reports and it seems that most people are generating very large maps without a metro system. I believe that with this size, the map turns out worse than a huge (256x256) one, and here's why:
The size of zones on a very large map becomes small – approximately within a radius of one hero's movement. Such a zone can be cleared in 2-3 turns, even without logistics. As a result, the game becomes very dependent on the starting conditions. If Dugald starts with the right skills, he can easily open portals and clear treasure locations by week 3 or 4, because the small zone size makes it easy to find them. In this situation, it's almost impossible for an opponent with a worse starting position to catch up, because by the time they have enough strength to open portals and clear treasure locations, someone will already be visiting them, or they'll be caught in the center even earlier. On a huge map, zones can't be cleared so quickly, and it's not immediately clear where you've ended up – in the center or near a resource. It also takes longer to travel between portals, as it takes a significant amount of time to get from one to another. This also makes it worthwhile to develop several heroes. In general, even if the starting conditions are good, finding the right zone and simply leveling up to the required level will take more time, which will give the opponent the opportunity to gain an advantage and catch up with a slower start. Again, the Guardian of the Grail will most likely not be found in the first turn from the city. On a very large map, there's also a higher chance of a treasure location glitch – when it generates too many strong monsters and doesn't generate any artifacts at all, or only generates Forgotten Hero armor. In general, the choice is yours, but in my opinion, if you want a more balanced and interesting map, generate a 256x256 map.