Thanks for the maps, and thanks to previous commenters for the nice things said.
Here's the fifth draft. I have had to remove a few territories to make room for the unit designations, so I think we're now at 75. I added them 1) to make sure they'd fit, and 2) to show the neutral starting threes in all of the Gate territories. I used the "official" 14-point Ariel with 1-pixel black outline but they look ugly to me. No matter, since the real ones will be what they are.
- Click image to enlarge.

There are no special victory conditions - they are as simple as the simplest game. I know that will make the last few turns quite boring, but my previous effort to avoid that met with huge problems. The biggest game I play is Waterloo with 95 (?) territories and to win you must own them all, so I figure I'm safe.
The bonuses have been slightly revised. There are now four ways to earn reinforcements:
1) the usual one reinforcement for every three territories over nine,
2) by owning any one of the four sets of three symbols,
3) the roads, and
4) owning 10, 20 or 30 gates.
The idea is to make the decisions about which bonuses to strive for both difficult and critical. The right decision should depend on the drop and the circumstances as they develop, and not always be the same. For example roads shouldn't be best 70% of the time. I created the roads bonuses using the spreadsheet formula provided, minus one since connections to other bonus areas are slight. I've made the others up out of thin air and I think that adjusting the Gates bonuses will be the key to achieving that strategic balance I hope to get. I've only played 260 games, so my judgment on the values to start with for play-testing are not worth much. I'm open to argument. All I'll say is that the huge bonus for owning all thirty makes sense to me because it will mean a quicker end to the game and isn't at all likely to be achieved until someone is close to winning anyway. It's really the bonus for owning 10 that's most critical. Or maybe, instead of 10/20/30 it should be every five, or even every three. Think how hard it is to keep possession of three commanders in Waterloo. In a full 8-man game owning ten would be extremely difficult until the field had been halved or so. So maybe: "Bonus: +3 for every four gates owned." ?? ??
Are the roads any easier to see than before? Probably harder. Are others having problems with them? Any suggestions for making it easier without ruining the already tenuous graphics? Perhaps it's not clear, but in the box called "Avenue Bonuses" those squiggly lines exactly match the avenues on the main map. Perhaps I should make them some bright color? I'd hate to make the roads themselves some garish color.
thenobodies80: some of your comments have been addressed; I'm PMing you about one other.