Really love the idea of dynamic borders. The static territories idea was what I disliked most about the previous plans for 0ad. Also like Mythos_Ruler's last border drawing style, looks unobtrusive and 'antique', fitting the game greatly. Just one thought about this: I'd not have buildings split the difference, but more like that (might also be easier to implement): Let's say you have two opposing barracks, weight 100, range 10 with two tiles in between. Each would have an influence of 100 on it's own tile, 90 on the next one and so on, so each player would get one of the tiles in between. Now player 1 builds a fortress (weight 300, range 15) on the tile behind his barracks, increasing his influence on the tiles as following: 390 on the fortress' tile (300 from the fortress + 90 from the barracks), 380 on his barracks' tile, 350 on the tile in front of his barracks, 320 on the next tile (being more than the 90 from player 2's barracks, so this would fall to player 1) and, this being the important one, 290 one player 2's barracks' tile, still being more than the 100 from it, so the tile containing player 2's barracks would also become part of player 1's territory (and thus losing loyality and such). I agree on building civ centers on neutral territory (might be impossible to conquer e.g. islands) and no border for gaia (there's really no need for that). No position on the civ centers near to each other question, I see the problem, but on the other hand really dislike restrictions, have to agree with satchitb, that was something I hated in AOE3, that you were allowed to only build a certain number of buildings and so.