A new randomly generated map that uses a tree (Top down view) like pattern. There would be 5-10 "trees" of varying size, with one highly phase jump connected planet in the middle of each tree, known as the "hub" planet. The overall cluster would have a few random interconnections but nothing as substantial as the central tree hub. This generates a few planets of extreme importance in each empire, that will require fortification. At the same time, all these hub planets would be connected to each other in one large ring, being on of the 3-5 connections connecting these trees to the other planet trees in the game. A maximum of 2 players homeworlds could be placed on the same tree.
This map would promote heavy fighting and early starbasing for all races (although vasari would have a huge advantage if they aren't balanced.
These hub planets would be an average of 3-5 jumps away from a players HW(which would still have the standard small cluster of planets around it). The player homeworld would be placed randomly along one of the hub's phase jumps, so your home planet could even be randomly placed near a star, which could alter your opponents scouting strategy substantially(because there are no predictable start locations).
Also, these trees would be randomly connected 3-5 ways to other trees to create second order of importance defensible worlds. The HW of the player would be hidden among one of the many connections on the hub planet, making it difficult to scout early as there are so many options, possibly forcing more early game scout production. Note, spamming scouts early however, has disadvantages, as players who scout your hub world early would have a high likelyhood of determining which phase lane your home planet is connected to.
Overall, this map would lend itself to discovering key choke points early and fortifying them, while expanding, yet there would be no standard "eco spots" per se because there are so many phase lane options that unless an opponent gets lucky early on, they will have time to get up a good economy.
These games would lend themselves to high powered games as economies would have more time to develop, scouting would be much harder with only a few central hub planets, perhaps people may even research phase jump inhibitor bypass technology on their scouts (gasp!!!!).
This gives players their own "min empire space", yet if they lose the critical hub planet, their empire would be opened up like a tin can vs a sword. At the same time, the player's opponent could secure their hub planet and choose to instead try to take the 3-5 defensible border worlds connecting the trees together at random points.
thoughts, comments?