The presence of all these "goodies" (valuable artifacts and structures) becomes meaningless because it is geographically faster to reach the enemy than to reach them (i.e., the enemy will be defeated sooner), and the neutrals controlling the entrance/exit to the players' territories are weaker than the armies guarding the "goodies." Thus, both reasons indicate that access between players is faster and less problematic, which means the game will end, and the aforementioned "goodies" will remain unused and untouched (this is what happened to me: a Necromancer broke through to the center, infiltrated the Warlock, and I came out and beat up the Necromancer, taking both the Necropolis and the Dungeon. Then a Demon emerged; while I was taking the Dungeon, the Demon infiltrated the Necromancer's territory. Now I'm planning to eliminate the Demon and reclaim the Necropolis, then I'll take out the Inferno city. The result: the Dungeons remain untouched, as does the center of the map with the desert (I only fought the golems in the pyramid and about 30 Devils).
Conclusion: the strength of the neutrals needs to be reduced, except for those controlling the entrance/exit to the players' territories.
The initial problem with this map is that it is small, and it is very easy to reach the opponent. I will think about how to use the entire map in the game and encourage the collection of artifacts; perhaps I will completely revise the concept of how to reach the opponent, using all possible locations.
I would like to gather a few more reviews, form a unified opinion about the balance, and then release an updated version.