"If a map's territories and borders have no fixed mapID associated with it there'll either be a /lot/ of generic code to override, or there'll need to be some sort of workaround where each newly generated map creates its own mapID, along with territories and borders, for each game, and the mapID is taken from the game instead of the variant.
The latter would be easier, but unless you've got a lot of variant dev experience I doubt you'd get far."
ok, i think i understand, so can you set aside mapIDs) for each game, and then do the generation based on a newly create graph (i know it's different for each variant, but they also include a install step of some kind)
This way you can store map per game, and everything is hunky dorey. Just need a place to sotre the mapId, small amount of code to override.... (though for keeping the history of old 'random' maps played you'll need to keep each old map available...)
This seems like a better work-around.