Figle nailed it with: "In [very] short - as far as the variant code is concerned, the map is a complete graph."
I haven't looked at the code, but the way I'd code an Adjudicator is abstract and should work for any map, given enough variables (granted, the Adjudicator system, itself, is a complex one). They are really two different systems, a map, and an adjudicator.
Speaking strictly on the map side, creating a random map isn't the hardest thing in the world, but there are a lot of scenarios to consider. First, you have to have continuity between sea and land. You don't want to have rivers or random islands as much as mostly land with sea splitting up a power or two... but it probably wouldn't be difficult to allow how much water is in the map to the creator (think about how the game civilization works... you can have a map that's almost entirely land or one almost entirely islands, and a few 'in between' settings).
Putting a few land areas together and making them a nation and putting SCs down isn't tough at all, but in more 'water' maps, you'd probably heavily weigh that you have at least one port SC.
The real difficulty comes in balance. There will be times when people are, in general, going to get royally screwed. Though stalemate lines should be relatively nonexistant, so solo'ing may become the norm...