Muntil's Ford Guarddd
Muntil's Ford Guarddd is a Total Annihilation: Kingdoms map in Taros lands, 5,632 × 3,584 pixels, with 6 start positions.
11 x 7 6 Player 32MB
12 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 each start's sacred sites make 95 mana a second. The most cramped start has 1.5% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 6 | 95 | 49.2% | 25.5% | 8.3% | 5,843 pixels |
| 2 | 6 | 95 | 50.8% | 25.1% | 9% | 5,843 pixels |
Lopsided with 3 players. Lodestones on the poorest start's sacred sites make 35 mana a second, 63% less than on the richest start's, which make 95. 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 | 4 | 60 | 29.5% | 16.3% | 3.4% | 3,088 pixels |
| 2 | 6 | 95 | 46% | 24.1% | 5.6% | 5,059 pixels |
| 3 | 2 | 35 | 24.5% | 10.2% | 8.3% | 3,088 pixels |
Uneven with 4 players. Lodestones on the poorest start's sacred sites make 35 mana a second, 42% less than on the richest start's, which make 60. The most cramped start has 48% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 4 | 60 | 25.2% | 15.3% | 0.4% | 3,088 pixels |
| 2 | 3 | 45 | 26.4% | 16.6% | 2.1% | 3,024 pixels |
| 3 | 2 | 35 | 24.5% | 10.2% | 8.3% | 3,088 pixels |
| 4 | 3 | 50 | 23.9% | 8.6% | 6.5% | 3,024 pixels |
Lopsided with 5 players. Lodestones on the poorest start's sacred sites make 15 mana a second, 70% less than on the richest start's, which make 50. The most cramped start has 79% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 1 | 15 | 8.5% | 4.5% | 0% | 1,819 pixels |
| 2 | 3 | 45 | 21.4% | 12.9% | 1.1% | 3,024 pixels |
| 3 | 2 | 35 | 12.4% | 5.3% | 3.5% | 2,394 pixels |
| 4 | 3 | 50 | 17.9% | 6.3% | 3.7% | 3,024 pixels |
| 5 | 3 | 45 | 39.8% | 21.5% | 8.9% | 1,819 pixels |
Lopsided with 6 players. Lodestones on the poorest start's sacred sites make 15 mana a second, 67% less than on the richest start's, which make 45. The most cramped start has 71% less flat land than the roomiest.
| Start | Sacred Sites | Mana a Second | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|
| 1 | 1 | 15 | 8.5% | 4.5% | 0% | 1,819 pixels |
| 2 | 2 | 30 | 9.9% | 5% | 0% | 1,761 pixels |
| 3 | 2 | 35 | 11.8% | 5.3% | 3% | 2,394 pixels |
| 4 | 2 | 35 | 15.2% | 5.2% | 3.7% | 2,960 pixels |
| 5 | 3 | 45 | 29% | 15.8% | 5% | 1,819 pixels |
| 6 | 2 | 30 | 25.7% | 14.7% | 5.6% | 1,761 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.