Weakest Players Reinforcement Bonus
At a certain stage in a game, one team or player usually has such overwhelming superiority that it's extremely hard for the others to come back - especially when this is a new player against someone more seasoned.
Perhaps there could be an option to make reinforcement cards more generous to players who are far behind - so if the most powerful player has four times the territories of the weakest, say, then the weakest player will receive two or three times as many armies for playing a reinforcement card. (Perhaps their people are gripped with a desperate fervour to save their land...)
This would motivate people to keep playing even when one player has become very strong: it would give them a chance to strike back, to break up the large swathes of territory held by the hegemonic player, and perhaps restore some balance. It would reduce the sense of grind at the end, as the most powerful player takes several turns to complete a victory that was inevitable long before.
so lets just give the player a turbo boost for getting off the line slower. not fair to the player that worked hard to get ahead.