The way I would do it would be to put the extrudes into a MoGraph Fracture Object and then apply a Shader Effector to the Fracture Object. The Shader Effector would be set to scale in Y, and in it’s Shader tab I’d load a texture with the appropriate color values.
The easiest way to set this up is to create a plane covering the shape of your map and give it a material with the texture showing your state color values. If you put the texture in the color channel, for example, you would then go to the Shader Effector’s shading tab, set the Channel to use Color, and then drag the texture tag from your plane into the Texture Tag box.