New version:
- Click image to enlarge.

Changes:
-- Aeternum castles/villages and Fahrenheit's Twin Oasis have had their bonus reduced
-- The victory point count now says "10 to win" instead of "12"
-- I've adjusted the bottom of Aeternum. AV1 has been bothering me before as a particularly useless territory, so I put a village in it. The map's edge has also been straightened to give more space for the victory condition.
-- I also adjusted a bit of Newtown's border to make it fit with the legend better, but that's no significant change.
Upon further calculation, it seems that the starting territory distribution for 4p, 5p, 6p, and 8p games are 24, 18, 15, and 12 territories per player. By squeezing in one more starting territory I can make 5p and 6p not be multiples of 3 anymore; by removing two I can solve the problem for 4p and 8p. However, I don't know that this is too much of a problem since Aeternum and Fahrenheit offer fairly significant fields of cheap neutrals to expand into.
Also, I've done a quick analysis of the maximum possible bonuses of each region:
[Starting territories/total territories ; # of VPs ; maximum bonus]
Aeternum: 8*/44 ; 8 ; 16 bonus + 20 auto + 14 territorial
Enclave: 24/25 ; 3 ; 16 bonus + 8 with Aet. castles + 8 territorial
Fahrenheit: 8/29 ; 4 ; 19 bonus - 7 decay + 9 territorial
Newtown: 19/28 ; 4 ; 17 bonus + 3 auto + 9 territorial
Ocean: 11/12 ; 1 ; 7 bonus + 4 territorial
Seascape: 17/21 ; 4 ; 20 bonus + 4 with OM2, OM3 + 7 territorial
Note that that Seascape is disproportionately bountiful -- with OM3 and OM2 you can get up to 6 bonus for each resource pair (one for the pair and one for each market). However, it's a fairly slow start, since each resource pair with local market only gives +2 bonus for at least 3 territories to defend, so I'm not sure that the high bounty isn't justified.