1) Where do players start? Do they start on each of the 4 sides of the store?
If they do, that means the two start in the river spaces would be slower or put a player at a disadvantage. So maybe North/South starting positions are reserved for 1st and 2nd place? While East/West would be for 3rd and 4th?
They all start in the center of the base with the screen zoomed out into full colony view. A timer could count down from 5 before it would start, then everyone could run any direction they wanted.
1a) What do you do for the first land grand where no one is really ranked?
Just randomly select who gets screwed? I suppose you could also start players in random plot that contains no geographical feature or alternatively in the 4 corners (super spread out).
In the first land grant everyone runs the same speed so nobody has an advantage. The speed difference used after the first round could be very tiny or it could be based on the size of that player's lead.
2) How much time do players have to get a plot?
Unlimited might sound nice, but waiting for someone to make up there mind could really slow the game down. I'd be inclined to say there is a set time frame and then the land grant phase would end.
I think the time bar used for this phase should be the amount of time it takes to run from the base to the top left of the colony then to the bottom right of the colony assuming no mountains are run through and the riverbed is run through once. The base speed of the players should be akin to how fast they move when dragging a MULE out across the colony during their turn.
3) What happens when time runs out and players have not pushed a button?
Do they just not get a land? That would keep in theme of the current version, but again I'd like to add a safety net. Could give them what ever location they are over, assuming it's not owned -- but that brings up the question of what happens if it is owned? I think the fall back solution would be to randomly give them an unowned plot if the time ends and they have not pushed a button to claim a plot.
If they never claim a land, I would punish them by not giving them a land so they will learn to choose a land during this phase, but I would also GREATLY increase the chances that they will get a free plot during the random event phase (for the first time this happens to them in the game only)
4) How much time should players have? Should this time limit be based on something?
In the current game when ever you have a time bar, it is based on your food. Would it be better to have 4 timers and have the Land Grant time be limited also based on food on hand? This could add more value to food... But if you're behind it could mean you'll just get further behind as you fail to pick up a plot of land. Yes, overall having the timer based on food is most likely a horrible idea.
Food should not be a factor here because everyone gets to go at the same time. Food is used for "your" time where everyone else has to wait on you (ie your turn). There is no need to make food more valuable than it already is.