A large number of minor things

Great game, but I've got a couple of things that annoy me about it. The biggest is the fact that upgrades influence gameplay. The biggest of which is probably the reinforcement cap. A bigger cap means you WILL win on large maps, given you survive to grow past the other players' caps. The race bonuses, while fairly small, offer an advantage to longtime players over new players, and while that's fine in an rpg, or something like that, this is a simple turn based strategy game, which is random enough as is. It doesn't need the extra push to make newcomers guaranteed to lose. I don't recommend getting rid of it, but lobby hosts should be able to disallow special races, and set the reinforcement cap max. This would also come up if people want to host tourneys, and want to not give an advantage to people that have more money or shards to spend. Same goes for other upgrade sort of things. I approve wholeheartedly of all cosmetic upgrades.
Minor issue on text chat. Expanded view should autoscroll if you're at the bottom. This way, it doesn't bother you if you're reading past statements, but it doesn't make you lose messages if you happen to have it on at the bottom.
There should be a way for the player in the lead to offer some way to end the game with them in first, and the rest in the order of current ranking. The person in second should not have to hope everyone else surrenders first. The buttons should also be better explained. Looking at them, I don't know what the effect on experience gained will be. This should be in the tutorial, as should the exact rules for border reinforcing and attrition combat. Borders especially, because it is very gameable if you know where the troops will go if you take certain specific actions.
In game support for tournaments would be good, or at least passworded games. Lobby should autorefresh on a timer, perhaps 10-15 seconds, with a bit more of a consistent ordering to prevent confusion.
Game filters should allow you to exclude settings as well as look for them. If I just want to play something that's not HC, there's no good way to filter that. You could add these in within the existing menus, or perhaps add some fancy looking toggle that appends a "Not" in front of the selection.
As far as teams go, I think you've already got that essentially in terms of the factions. If people want to play as teams, they can mark it pretty easily. If you wanted to add better support for that specifically, interlace members of a team, and give them their team's total contiguous space over their player count reinforcements. Not really needed in my opinion.
You should add some sort of check to large map generation to make sure that there is no island of a certain size connected to another within a certain range with less than n paths between them, where all of these are magical numbers that make unwinnable standoffs less likely. It would be pretty easy in the one-connection case. You might be able to just merge 3-cliques, counting a merged clique as multiple places, though I haven't put much thought into that.
When people leave, they should still reinforce randomly, perhaps at a lower rate, to prevent people from gaining huge advantages from people leaving. If you're feeling particularly adventurous, you could write a simple AI for it, though that would probably go best as a seperate feature. I've personally considered making this game with a set of different AI's, just to have a pretty screensaver
Possibility for making this version more unique: Adding spaces that give certain properties, like an attack, reinforcement, or defense bonus of 1 die. I'd be careful with that though, since it could cause silly things to happen.
I suppose you're adding a map editor, so that's all I've got right now
Awesome game, keep up the good work.
-Froggy
Minor issue on text chat. Expanded view should autoscroll if you're at the bottom. This way, it doesn't bother you if you're reading past statements, but it doesn't make you lose messages if you happen to have it on at the bottom.
There should be a way for the player in the lead to offer some way to end the game with them in first, and the rest in the order of current ranking. The person in second should not have to hope everyone else surrenders first. The buttons should also be better explained. Looking at them, I don't know what the effect on experience gained will be. This should be in the tutorial, as should the exact rules for border reinforcing and attrition combat. Borders especially, because it is very gameable if you know where the troops will go if you take certain specific actions.
In game support for tournaments would be good, or at least passworded games. Lobby should autorefresh on a timer, perhaps 10-15 seconds, with a bit more of a consistent ordering to prevent confusion.
Game filters should allow you to exclude settings as well as look for them. If I just want to play something that's not HC, there's no good way to filter that. You could add these in within the existing menus, or perhaps add some fancy looking toggle that appends a "Not" in front of the selection.
As far as teams go, I think you've already got that essentially in terms of the factions. If people want to play as teams, they can mark it pretty easily. If you wanted to add better support for that specifically, interlace members of a team, and give them their team's total contiguous space over their player count reinforcements. Not really needed in my opinion.
You should add some sort of check to large map generation to make sure that there is no island of a certain size connected to another within a certain range with less than n paths between them, where all of these are magical numbers that make unwinnable standoffs less likely. It would be pretty easy in the one-connection case. You might be able to just merge 3-cliques, counting a merged clique as multiple places, though I haven't put much thought into that.
When people leave, they should still reinforce randomly, perhaps at a lower rate, to prevent people from gaining huge advantages from people leaving. If you're feeling particularly adventurous, you could write a simple AI for it, though that would probably go best as a seperate feature. I've personally considered making this game with a set of different AI's, just to have a pretty screensaver

Possibility for making this version more unique: Adding spaces that give certain properties, like an attack, reinforcement, or defense bonus of 1 die. I'd be careful with that though, since it could cause silly things to happen.
I suppose you're adding a map editor, so that's all I've got right now

Awesome game, keep up the good work.
-Froggy