Ladron's Tarn
Ladron's Tarn is a Total Annihilation: Kingdoms map in Taros lands, 7,168 × 5,120 pixels, with 8 start positions.
14 x 10 8 Player 64MB
25 sacred sites
Each start position's territory: the part of the map nearer to it than to any other start in use.
Start Position Fairness
Even with 2 players. Lodestones on the poorest start's sacred sites make 200 mana a second, 2.4% less than on the richest start's, which make 205. The most cramped start has 0.1% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 12 | 200 | 50.2% | 31.7% | 7.9% | 1,265 pixels |
| 2 | 13 | 205 | 49.8% | 31.8% | 9.4% | 1,265 pixels |
Lopsided with 3 players. Lodestones on the poorest start's sacred sites make 100 mana a second, 43% less than on the richest start's, which make 175. The most cramped start has 55% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 8 | 130 | 32% | 22.1% | 4.1% | 1,265 pixels |
| 2 | 6 | 100 | 19.9% | 12.9% | 5.2% | 1,265 pixels |
| 3 | 11 | 175 | 48.1% | 28.6% | 8% | 2,881 pixels |
Uneven with 4 players. Lodestones on the poorest start's sacred sites make 100 mana a second, 4.8% less than on the richest start's, which make 105. The most cramped start has 33% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 6 | 100 | 27.5% | 19.3% | 3.9% | 1,265 pixels |
| 2 | 6 | 100 | 19.9% | 12.9% | 5.2% | 1,265 pixels |
| 3 | 7 | 105 | 23.3% | 15.3% | 2.6% | 1,852 pixels |
| 4 | 6 | 100 | 29.2% | 16% | 5.5% | 1,852 pixels |
Lopsided with 5 players. Lodestones on the poorest start's sacred sites make 50 mana a second, 52% less than on the richest start's, which make 105. The most cramped start has 47% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 3 | 50 | 16.8% | 10.9% | 3.9% | 1,265 pixels |
| 2 | 6 | 100 | 19.9% | 12.9% | 5.2% | 1,265 pixels |
| 3 | 7 | 105 | 23.3% | 15.3% | 2.6% | 1,852 pixels |
| 4 | 6 | 100 | 29.2% | 16% | 5.5% | 1,852 pixels |
| 5 | 3 | 50 | 10.7% | 8.5% | 0% | 2,083 pixels |
Lopsided with 6 players. Lodestones on the poorest start's sacred sites make 50 mana a second, 52% less than on the richest start's, which make 105. The most cramped start has 63% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 3 | 50 | 15.2% | 9.3% | 3.9% | 1,265 pixels |
| 2 | 3 | 50 | 13.5% | 8.5% | 4.1% | 1,265 pixels |
| 3 | 7 | 105 | 23.3% | 15.3% | 2.6% | 1,852 pixels |
| 4 | 6 | 100 | 29.2% | 16% | 5.5% | 1,852 pixels |
| 5 | 3 | 50 | 10.7% | 8.5% | 0% | 2,083 pixels |
| 6 | 3 | 50 | 8% | 5.9% | 1.1% | 1,711 pixels |
Lopsided with 7 players. Lodestones on the poorest start's sacred sites make 50 mana a second, 50% less than on the richest start's, which make 100. The most cramped start has 60% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 3 | 50 | 15.2% | 9.3% | 3.9% | 1,265 pixels |
| 2 | 3 | 50 | 13.5% | 8.5% | 4.1% | 1,265 pixels |
| 3 | 3 | 50 | 13.6% | 8.8% | 2.6% | 1,366 pixels |
| 4 | 6 | 100 | 27.7% | 14.7% | 5.5% | 1,852 pixels |
| 5 | 3 | 50 | 10.7% | 8.5% | 0% | 2,083 pixels |
| 6 | 3 | 50 | 8% | 5.9% | 1.1% | 1,711 pixels |
| 7 | 4 | 55 | 11.2% | 7.8% | 0% | 1,366 pixels |
Uneven with 8 players. Lodestones on the poorest start's sacred sites make 50 mana a second, 9.1% less than on the richest start's, which make 55. The most cramped start has 47% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 3 | 50 | 10.3% | 6% | 3.1% | 1,265 pixels |
| 2 | 3 | 50 | 13% | 8.1% | 4.1% | 1,265 pixels |
| 3 | 3 | 50 | 12.7% | 8.4% | 2.3% | 1,366 pixels |
| 4 | 3 | 50 | 20.2% | 11.1% | 3.5% | 1,604 pixels |
| 5 | 3 | 50 | 9.6% | 7.9% | 0% | 2,083 pixels |
| 6 | 3 | 50 | 8% | 5.9% | 1.1% | 1,711 pixels |
| 7 | 4 | 55 | 11.2% | 7.8% | 0% | 1,366 pixels |
| 8 | 3 | 50 | 14.9% | 8.3% | 3.1% | 1,604 pixels |
Each part of the map, and each sacred site, counts for the start position nearest to it in a straight line; one exactly as near to two starts counts half to each. Mana is what the Lodestone makes on each of the start's sacred sites: 10 a second times the site's rating. The Divine Lodestone makes 20 a second times the rating. A site counts where the Lodestone can be built on it. Flat land is ground the Barracks could be built on: inside the map, out of the water, with no more than 15 height units between its lowest and highest ground, and clear of features that can't be destroyed (trees and other features that can be destroyed count as cleared). Area, flat land and water are shares of the whole map, leaving out any void cells, and the nearest enemy is the distance in map pixels to the nearest other start. The verdict goes by the larger of two gaps between the best and the worst start, in mana and in flat land: under 10% is even, under 25% fairly even, under 50% uneven, and 50% or more lopsided.