Risky :: Analysis & speculations

Terminology
TermMeaning
PPlayer
TTerritory
DDoor or bridgehead: territory connected to foreign continent
IInland: territory bordering continental siblings only
NNeighbour (connection, either touching or remote)
NDNeighbour which is a door
NINeighbour which is inland
FNFriendly neighbour (same troop colour)
FNIFriendly neighbour which is inland
CContinent
cptContinent points/value (supply units for owner)
n(…)number of …
AAttractiveness

Number of players The game offers the options of 2+1, 3, 4, 5, and 6 players, where 2+1 indeed equals 3.
For some of the later formulas we'd appreciate a single value representing that number - any kind of average is fine.
Simplest way, of course, is arithmetic mean: (3+3+4+5+6)/5 = 4.2
Is it representative? Let's look at the two main reasons of starting a game...
  1. Casual player: fights boredom, perhaps filling a break, being at least engaged or even entertained.
    Low time investment, preference for short games with early and frequent rewards.
    Probable choice: 3.
  2. Hardcore gamer: tries winning well-earned in the end, experience the joy of success after considerable effort and time investment.
    Probable choice: 5 or 6.
Given there's more casual players than hardcore gamers, the average value should be lower than 4.2; hence our statistical number of players, n(P), will generally be 4 in the calculations below.
Territories :: Assumptions The following calculations of attractiveness apply to an (eventual) owner of a territory and its continent, using isolation to secure own estate.

AssumptionReasoningExpression
The less connections, the better.Can't be attacked easilyInsularity
1 / n(N)
Inland is better than door.Can't be attacked directly from the outsideInl.bonus
1
The more (friendly) neighbours, the better.Less hostile environmentHomeland
n(FN) / n(N)
The more (friendly) inland neighbours, the better.Buffered by secure siblingsSecurity
n(FNI) / n(N)

Territories :: Overview In case of doors, n(FN) includes external neighbours whose probability of friendliness is 1/n(P) (inversely proportional to the number of players), hence 1/4 (or 0.25).

An attractiveness formula can be derived by averaging the terms from the above assumption list:
A = (Insularity + Inl.bonus + Homeland + Security) / 4

NameTypeConnections
Insularity
1 / n(N)
Homeland
n(FN)
/ n(N)
Security
n(FNI)
/ n(N)
A
ext.int. = 
North America
........
.

As it turns out, Argentina, Japan, and Eastern Australia seem easiest to defend, while Middle East, having a central position, clearly is a conflict ridden trouble spot, just like in real life.
However, if trying to invade neighbouring areas, then Middle East is worth most, followed by Southern Europe, Ukraine, and North Africa.
Continents :: Assumptions The following calculations of attractiveness apply to an (eventual) owner of a continent, using isolation to secure own estate.

AssumptionReasoningExpression
The more territories, the better.More siblings can deliver more (fortifying) units, e.g. for door strengthening.
More continent points (= reenforcement units in general).
Size
n(T)
The less doors, the better.Can't be attacked easily.Isolation
1 / n(D)
The more cpt units per door, the better.Doors can be fortified more effectively.Supply
cpt / n(D)
The more attractive its territories, the better.(self-evident)Quality
∑(A(T)) / n(T)

Continents :: Overview An attractiveness formula can be derived by averaging the terms from the above assumption list:
To normalize size, it's divided by 12, which (in the case of Asia) is the max number of T per C.
To normalize supply, it's divided by 2, which (in the case of Australia) is the max number of cpt per n(D).

A = (Size / 12 + Isolation + Supply / 2 + Quality) / 4

Namecpt
Size
n(T)
n(D)
Isolation
1 / n(D)
Supply
cpt / n(D)
Quality
∑(A(T)) / n(T)
A
.
......
.

As expected, Australia is the winner in terms of defence due to its intrinsic isolated location, while Africa and especially Atlantis are hardest to defend because of their openness (external connectivity).
If, on the other hand, the owner wants to expand, that is, invade neighbouring continents, then Australia is worst, while Africa and Atlantis are perfect.
Missions Min = minimal, Std = standard, Ext = extended
TaskSelection
MinStdExt
Conquer continents
--