No-luck cyclic has a flaw, here's how to fix it.
On no-luck cyclic games the player who commits last has a disadvantage. They have a disadvantage because the other players can blindly pick territories without thinking about it and hit commit as quickly as possible. Once they hit commit only then will they make sure they chose good territories, and they can modify as needed, otherwise, they can keep their time. However, the last person who commits can't do this because the game will advance, and they will be forced to think about the territories they pick before they commit. This gives them a disadvantage because they can't stop the clock before thinking about their picks.
There are 2 ways to solve this problem. One of them is to prevent players from modifying their territory picks. This will force all players to think about their picks before committing and not just the last player who commits. The second way is to allow the last player who commits to choose when the game advances so they can stop the clock to think about their territory picks before the game advances just like the other players. The first way is the better way in my opinion, but the second way can be an alternative if the first way wouldn't work for some reason.
This idea can be implemented as an option instead of being applied to all no-luck cyclic games. There should be a message informing players of this before they start picking territories on no-luck cyclic games. Most of the points stated above also applies to auto-distribution and custom scenario games.
TL;DR: This is about the unfair disadvantage the last player who commits has on no-luck cyclic games.
