I agree with some of this, however, I believe that borders should be auto generated, simular to GalCiv2 with some tweaks.
You'll notice that nowhere in that paragraph of mine which you quoted did I ever refer to how the borders should be generated. And for reference, I think that the GCII influence borders, which are the only auto-generated borders that I can think of in GCII, would be absolutely awful as territorial borders.
I did post an idea about borders earlier in the thread, namely:
I tend to think that a better way of defining territorial borders than the influence boundary would be to have a United Planets standard range-from-owned planet boundary line (and if two planets owned by different groups would produce an overlapping region of 'national space', the international standard would be to have the border at the midpoint), and a nationally-claimed boundary that you can set, in the same way that the United Nations recognizes territorial waters to be those within 12 nautical miles of your coast, with overlaps resolved by placing the border at the middle or by treaty, and several nations claiming various other distances from the coastline as their territorial waters. So perhaps the internationally recognized boundary is, say, 3 parsecs from a planet, while you claim everything within 5 parsecs of a planet.
which would seem to be the kind of thing that you're talking about.
As to other poster's comments about whether "mines in space" is a valid or ridiculous idea, lets remember that this is a game. Does physics make it impossible? I don't know, and I don't think there is anyone that truthfully knows (i.e., has anyone really tested it out? and what yet undiscovered tech might make it possible?). Nor do I think math is a way of showing how impractical it is. In a game, such as a space game, where scale is such a factor, saying that you have to plant one mine every 1KM fails to take scale into perspective. The game can always envision "one mine unit" to mean as many mines as it takes to effectively mine a tile. This solves the scale issue and allows us to buy into the concept, and removes the need to apply math to the practicality of an idea.
This isn't solving the scale issue, it's ignoring it. Math and physics are always valid ways to show how impractical something is, as long as the computations involved are valid. This doesn't mean that games necessarily have to work in a practical manner, but there are some things which are much less reasonable than others. Interstellar minefields are one of those things. And for the record, a 1km spacing on the mines within the minefield? That's an extremely loose net when the majority of the targets that you're trying to catch have a maximum dimension which is much less than 1km.
Going beyond that, if we assume that each mine can be modeled as a sphere with a 1 meter diameter, and that the largest capital ships in GCII can be modeled as a 1kmX0.5kmX0.5km box which is 80% hollow, then that minefield that I described earlier uses enough resources to build roughly 2.5X10^33 capital ships of the largest class in GCII. Even if we model the ships as 100% solid, it's still enough for about 4.5X10^32 capital ships. That's for a minefield covering just one 1 parsec by 1 parsec by 1 parsec tile while spacing the mines at 1 km apart. You can increase the spacing all you want, but by the time the resources involved become reasonable, the minefield is so diffuse that it might as well not exist. Alternatively we can scale up the size of the capital ships - let's say our capital ships are cubes with the sidelength equal to 2km and are 100% solid; in that case the minefield described earlier contains sufficient material for 1.5X10^31 such capital ships.
Maybe we should go with numbers for one of the largest ships ever seen in a movie? Let's say the second Death Star. The official size of that thing is at least 900km, according to Wookieepedia. If we assume that that thing is 100% solid, then our minefield contains enough material for merely 4X10^22 900km diameter Death Stars. Let's go up in scale even further - how about Larry Niven's Ringworld? Based off of a quick Google search, the dimensions for that thing is that the ring has a circumference of about 600 million miles (multiply by 1.609 to get to kilometers), is 1 million miles wide, and has rim walls about 1000 miles tall. For simplicity's sake, I'm going to assume that this thing is solid, even though it is probably closer to 90% hollow, and that the ring is cylindrical rather than spherical in form (I don't know if it is or isn't, though cylindrical works out better if you're going to use platform rotation to maintain artificial gravity, which is how gravity on the Ringworld was described as functioning). This gives us that our minefield contains 'only' enough volume to construct 2.5X10^13 Ringworlds. Mind you, this is a structure with an inhabitable surface area equivalent to 3 million earth-like planets, and aside from the Dyson Sphere the largest artificial structure in science fiction that I can think of. I've also significantly overestimated the volume of the Ringworld, so you're likely to have enough material for far more Ringworlds than I described, though I doubt that the difference is more than an order of magnitude or so.
Since I brought up Dyson Spheres, let's do the math for one of those, assuming that the shell is 1000 miles thick and the thing has a diameter equal to the average orbital diameter of Earth. Based on those assumptions, our minefield only contains enough material for about 2.7X10^11 Dyson Spheres.
Let's go one beyond that, and assume that each mine masses only 1kg despite being a 1m diameter sphere. In that case, if we define a 'solar mass unit' to be the mass contained within the Sun and the eight officially recognized planets in our solar system, you would need 'merely' 61.1 billion solar mass units in order to make your minefield.
Are you starting to see just why it is that I object to the practicality of this thing yet? Now, maybe we can open the spacing between the mines up by several orders of magnitude - let's say that instead of a 1-km spacing we use a 1000km spacing (clearly, our 'mines' must now be weapons platforms rather than traditional mines, because the frontal area of even the largest ships in GCII is tiny relative to the area between mines for this hypothetical minefield). In that case, we can reduce the number of mines in the field to only 1.2X10^32 mines, which would 'only' require 61.1 of the solar mass units defined earlier, and 'only' contain enough volume for 268 Dyson Spheres or about 24,000 Ringworlds, using the previously listed assumptions. If we want to use 'only' 1 solar mass unit on our 1kg 1m diameter mines, then we'll be looking at a spacing of about 4,000km between each mine. Given that the complexity of each mine in our minefield is now approaching the complexity of a starship or a space station, maybe we should consider building some of those instead of building a minefield? If we up the spacing on the mines out to 1 million kilometers, then we'll only need about 3X10^22 of them, and we'll need "only" 3 Pluto-sized objects to provide the mass for it (again, assuming that each mine masses 1 kg). If you want to, you can carry out the math to get the equivalence in Death Stars, GCII capital ships, Ringworlds, Dyson Spheres, etc. I'll point out that even with this kind of spacing, you're still looking at lots of most of those (it's no longer a sufficient volume for a complete Ringworld or Dyson Sphere, but you could still build ~40,000 Death Stars or ~2X10^14 GCII capital ships with what you put into the minefield).
By the way, all of this is being sunk into something that 1. can't move and 2. is easily bypassed (even on the 2-dimensional grid; if we're looking at a 3-dimensional space then it becomes even easier to bypass). I'm fine with accepting certain things which are completely unrealistic at the present time, but I am not willing to accept minefields that, in order to have even a hope of becoming practical, must involve an amount of mass on the order of entire star systems, or worse billions of star systems. I realize that these arguments also apply to one extent or another to GCII's space stations (immobile, so you can bypass them, and so small relative to the scale of the tiles that it isn't really apparent why you have to fight them if you move into the tile), but at least those are something that I might reasonably want to engage, and also have some kind of magical ability to influence battles/economies/etc within a certain radius of the station (or mine things which magically make everything better for one faction).