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Notes on 6lm10a: there are also 2 gold mines in the center. There are 2 passages between the 4 main intersections (very wide and unguarded, according to the editor), but in reality, in 80+% of cases, they are guarded by 1-way sentinels. Once, a truly wide, unguarded passage was generated, and once, it had normal guards.
Also, the passage to zone 7 actually has a strength of 6k (thanks, Vikku), which can be confusing during analysis – or deadly if misjudged.
Furthermore, a sample of 20 generations shows that in 40+% of cases, blue receives completely unviable generations (15% of which are simply 1 road leading to a 1-way sentinel exit). In another 10+%, there is only 1 road for 3-4 respawn points. Red, on the other hand, always has a road everywhere. This is the end, comrades; for me, color is now everything.
*By "unviable," I mean situations where the road network ends after 4-5 respawn points with villages or camps, and there are no forks – you have to develop through off-road areas or with control spells. It may not be fatal, but it is very unpleasant and makes the game less enjoyable.
**Based on actual games, red sometimes gets unplayable maps, but it happens about 3-4 times more often for blue. "Blue, blue, I don't want to play as you" (c).