Lake Ferrix JM
Lake Ferrix JM is a Total Annihilation: Kingdoms map in Zhon lands, 7,680 × 6,144 pixels, with 8 start positions.
15 x 12 8 Players 64MB
22 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
Fairly even with 2 players. Lodestones on the poorest start's sacred sites make 170 mana a second, 15% less than on the richest start's, which make 200. The most cramped start has 3.2% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 10 | 170 | 48% | 35% | 2.6% | 4,561 pixels |
| 2 | 12 | 200 | 52% | 36.1% | 4% | 4,561 pixels |
Uneven with 3 players. Lodestones on the poorest start's sacred sites make 100 mana a second, 41% less than on the richest start's, which make 170. The most cramped start has 42% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 6 | 100 | 30.7% | 22.7% | 1.4% | 4,561 pixels |
| 2 | 6 | 100 | 25.4% | 17.8% | 1.9% | 4,561 pixels |
| 3 | 10 | 170 | 44% | 30.6% | 3.3% | 6,240 pixels |
Fairly even with 4 players. Lodestones on the poorest start's sacred sites make 85 mana a second, 15% less than on the richest start's, which make 100. The most cramped start has 4.5% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 5 | 85 | 24.5% | 18.1% | 1.3% | 4,561 pixels |
| 2 | 6 | 100 | 25.4% | 17.8% | 1.9% | 4,561 pixels |
| 3 | 6 | 100 | 26.6% | 18% | 2.3% | 4,615 pixels |
| 4 | 5 | 85 | 23.5% | 17.2% | 1.1% | 4,615 pixels |
Lopsided with 5 players. Lodestones on the poorest start's sacred sites make 50 mana a second, 41% less than on the richest start's, which make 85. The most cramped start has 68% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 3 | 50 | 8% | 6.1% | 0% | 1,966 pixels |
| 2 | 5 | 85 | 19.2% | 14.2% | 0% | 3,818 pixels |
| 3 | 5 | 85 | 24.2% | 17.7% | 0.6% | 4,615 pixels |
| 4 | 4 | 70 | 18.4% | 13.9% | 0% | 4,615 pixels |
| 5 | 5 | 80 | 30.3% | 19.2% | 6% | 1,966 pixels |
Lopsided with 6 players. Lodestones on the poorest start's sacred sites make 35 mana a second, 59% less than on the richest start's, which make 85. 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 | 8% | 6.1% | 0% | 1,966 pixels |
| 2 | 2 | 35 | 9.6% | 7.1% | 0% | 2,102 pixels |
| 3 | 5 | 85 | 20.7% | 15.2% | 0.2% | 4,615 pixels |
| 4 | 4 | 70 | 18.4% | 13.9% | 0% | 4,615 pixels |
| 5 | 3 | 50 | 20.9% | 14.8% | 2.1% | 1,966 pixels |
| 6 | 5 | 80 | 22.5% | 14.1% | 4.3% | 2,102 pixels |
Lopsided with 7 players. Lodestones on the poorest start's sacred sites make 20 mana a second, 80% less than on the richest start's, which make 100. The most cramped start has 58% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 3 | 50 | 8% | 6.1% | 0% | 1,966 pixels |
| 2 | 2 | 35 | 9.6% | 7.1% | 0% | 2,102 pixels |
| 3 | 1 | 20 | 9.6% | 7.1% | 0% | 1,960 pixels |
| 4 | 3 | 50 | 14.7% | 10.7% | 0% | 3,714 pixels |
| 5 | 3 | 50 | 19.3% | 14.4% | 1.2% | 1,966 pixels |
| 6 | 4 | 65 | 17.1% | 11.5% | 2.2% | 2,102 pixels |
| 7 | 6 | 100 | 21.8% | 14.2% | 3.1% | 1,960 pixels |
Lopsided with 8 players. Lodestones on the poorest start's sacred sites make 20 mana a second, 69% less than on the richest start's, which make 65. 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 | 8% | 6.1% | 0% | 1,966 pixels |
| 2 | 2 | 35 | 9.6% | 7.1% | 0% | 2,102 pixels |
| 3 | 1 | 20 | 9.6% | 7.1% | 0% | 1,960 pixels |
| 4 | 2 | 35 | 8.8% | 6.6% | 0% | 2,358 pixels |
| 5 | 2 | 35 | 14.6% | 10.6% | 0.9% | 1,966 pixels |
| 6 | 4 | 65 | 17% | 11.5% | 2.2% | 2,102 pixels |
| 7 | 4 | 65 | 16.7% | 11.3% | 1.8% | 1,960 pixels |
| 8 | 4 | 65 | 15.8% | 10.8% | 1.7% | 2,154 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.