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One should be more careful with bloodshed on day 1. If full starting armies clash, the winner of the battle will gain a serious advantage. Even if it's not as decisive as on standard templates, it still is. In the current version, a skirmish on day 1 is quite likely, although not mandatory.
If you want a slaughter from day 1 on all fronts, you can simply remove the intermediate zones and connect the opponents' zones directly. But such games will last a week at most, and the outcome will be largely determined by the starting distribution.
The implemented version is closer to my preference.
I once fought on three fronts on the Hypercube; it was tough, I cleared the respawn with small losses (starting from day one), and penetrated neighboring villages freely on the third or fourth day. But fighting on four fronts is just too difficult to manage.
And there's no need for 4 fronts. This was done to provide a choice—even if one Castle has a block at the exit, it simply becomes a gold mine while we develop the other 3 Castles. In fact, this is even better—the opponent won't be able to grab a Castle for free; they'll have to break through the block first.
I think the HyperPyramid with three poor treasure zones would look more interesting.
Treasure zones contradict the ideology of this template :). I'll still need to tweak the contents, remove various Dragon Utopia and so on.