I did 1:2:4:8 on my Qwedlandia map, and this was stubbornly resisted, so I'd suspect that

an alternative, insanely hard MATH version would work

Lets try something like a Flesch Grade:

x forms territories, y points of attack,z forms the number of nearby bonuses

You want the x coefficient to be less than the y coefficient(and less than 1), and the xand y coefficients should add from 0.5~1.5. The z coefficient should be below 1/2y. Then we add fluff

traditionalround=roundtd

rounds happen first

round.up(0.4x)+round.down(0.6y)+0.3z

round.down(round.up(0.4x)+round.down(0.6y)+0.25z-1.5)

round.down(round.up(0.4x)^2+round.down(0.6y+0.7)^2+0.25z-1.5)

round.td(sqrt(roundup(0.4x)^2+round.down(0.6y+0.7)^2)+0.25z-1.5)

round.td(sqrt(roundup(0.4x+0.6)^2+round.td(0.6y+0.7)^2)+0.25z-1.5)+1

Fluff=maximum attainable with human precision

So lets see

x&y&z|result

1&1&1|1

Yes, I know that I have only checked on one situation, so I have to work on it, and produce a graph from Mac Grapher (I have both OS's now), but think about this, this is a method that could be changed. I indeed started with 0.3 as the

decreasing factor in the outermost round. I had to change it to 1.5, and probably higher. This is clearly a work in progress. So work on it and adapt it to your own map. In my map, this would give insanely high bonuses for the islands, but even higher for the interior landmasses.

Preliminary notes:

- Have not checked any situations other than 1+1+1

- y>=z