Something I've noticed as I've slowly wound my way up to level 9 is that is is a big advantage to go first. If two equal players contend on the battlefield, the one who went first will win, baring luck, almost every time. Especially in small maps, in 1v1 games, or in instances where two players are put in close proximity to one another in the early few turns, this advantage can make it extremely frustrating to go after your opponent.
For example, most randomly generated maps are not short of chokepoints. I have seen a number of games where, forced to place in a less that desirable location by the first two players, the third player rushes to claim as much territory as possible, only to be shut down by whichever other player they head towards. Similarly, going before nearby opponents in large multiplayer games allows you to force them into corners, cut off their expansion, and direct their development in ways that give you decided advantage in the early turns.
I enjoy the element of randomness that is present in the game through the "roll" mechanic when taking territories, and it is a testament to good design that the gameplay type most frequently seen in games is Attrition, which allows for soft loss of territory and a more-than reasonable opportunity to recover from random setbacks. However, the unaccounted for advantage of going first allows for too great an advantage throughout the early turns - it is tantamount to saying that for the first six or so rounds, everyone who goes later in the turn will get a penalty applied on their rolls. Normally, this would be offset by the ability of later players to respond to their opponents, but the early game growth curve is too grim and implacable a force in this instance.
Now, at this point, I have spent a great deal of time complaining and very little actually providing a potential solution, so allow me to now present my proposed solution (though honestly, any solution which addresses this discrepancy would be appreciated - it doesn't have to be mine): Have the army placement phase happen after everyone has gone. That would mean in a four person game, Red, Blue, Yellow, and Green would all expand, and then, in a second round, Red, Blue, Yellow, and then Green would place their armies. This has the disadvantage of introducing a set of turns in each round, but addresses the "get their first" problem by making the earlier players more vulnerable in the interim, while still allowing you to maintain the normal turn rotation, thus preventing programming complexities, double turns, and other such problems created by reversing the turn order.
Of course, this solution still has it's flaws, but I would like to see at the very least some discussion about the whole "Red Advantage" this game gives in the early turns.