Acid Pools
Acid Pools is a Total Annihilation map on Acid, 16,384 × 11,744 pixels, with 10 start positions.
32 X 23 Masses of land with narrow passages.
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. The poorest start makes 72.22 metal a second from its deposits, 5.6% less than the richest, which makes 76.46. The most cramped start has 10% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 36 | 76.46 | 0 | 53.9% | 12.6% | 30.2% | 13,208 pixels |
| 2 | 34 | 72.22 | 0 | 46.1% | 11.3% | 24.9% | 13,208 pixels |
Uneven with 3 players. The poorest start makes 36.11 metal a second from its deposits, 41% less than the richest, which makes 61.6. The most cramped start has 41% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 29 | 61.6 | 0 | 44.9% | 10.4% | 25.1% | 8,778 pixels |
| 2 | 17 | 36.11 | 0 | 29% | 6.2% | 16.6% | 7,542 pixels |
| 3 | 24 | 50.98 | 0 | 26.1% | 7.3% | 13.4% | 7,542 pixels |
Uneven with 4 players. The poorest start makes 29.74 metal a second from its deposits, 42% less than the richest, which makes 50.98. The most cramped start has 28% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 15 | 31.86 | 0 | 24.2% | 5.6% | 13.5% | 6,114 pixels |
| 2 | 17 | 36.11 | 0 | 26.5% | 5.8% | 14.9% | 7,542 pixels |
| 3 | 24 | 50.98 | 0 | 26.1% | 7.3% | 13.4% | 7,542 pixels |
| 4 | 14 | 29.74 | 0 | 23.2% | 5.2% | 13.3% | 6,114 pixels |
Lopsided with 5 players. The poorest start makes 16.99 metal a second from its deposits, 53% less than the richest, which makes 36.11. The most cramped start has 45% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 29.74 | 0 | 18.4% | 4.5% | 10.2% | 5,268 pixels |
| 2 | 17 | 36.11 | 0 | 26.3% | 5.8% | 14.8% | 7,542 pixels |
| 3 | 17 | 36.11 | 0 | 17.9% | 5.2% | 8.8% | 3,655 pixels |
| 4 | 14 | 29.74 | 0 | 22.9% | 5.2% | 13.2% | 6,114 pixels |
| 5 | 8 | 16.99 | 0 | 14.5% | 3.2% | 8.1% | 3,655 pixels |
Lopsided with 6 players. The poorest start makes 14.87 metal a second from its deposits, 53% less than the richest, which makes 31.86. The most cramped start has 48% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 29.74 | 0 | 18.2% | 4.5% | 10.1% | 5,268 pixels |
| 2 | 9 | 19.12 | 0 | 15.8% | 3.2% | 9.5% | 5,431 pixels |
| 3 | 15 | 31.86 | 0 | 17.3% | 4.7% | 8.8% | 3,655 pixels |
| 4 | 10 | 21.24 | 0 | 16.9% | 3.7% | 9.8% | 6,114 pixels |
| 5 | 7 | 14.87 | 0 | 12.4% | 2.7% | 7.2% | 3,655 pixels |
| 6 | 15 | 31.86 | 0 | 19.3% | 5.2% | 9.7% | 5,431 pixels |
Lopsided with 7 players. The poorest start makes 14.87 metal a second from its deposits, 53% less than the richest, which makes 31.86. The most cramped start has 55% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 29.74 | 0 | 18.2% | 4.5% | 10.1% | 5,268 pixels |
| 2 | 7 | 14.87 | 0 | 12.5% | 2.6% | 7.6% | 4,937 pixels |
| 3 | 10 | 21.24 | 0 | 9.7% | 3% | 4.6% | 3,578 pixels |
| 4 | 10 | 21.24 | 0 | 16.9% | 3.7% | 9.8% | 6,114 pixels |
| 5 | 7 | 14.87 | 0 | 12.4% | 2.7% | 7.2% | 3,655 pixels |
| 6 | 15 | 31.86 | 0 | 19.3% | 5.2% | 9.7% | 5,431 pixels |
| 7 | 7 | 14.87 | 0 | 10.9% | 2.3% | 6.1% | 3,578 pixels |
Lopsided with 8 players. The poorest start makes 14.87 metal a second from its deposits, 50% less than the richest, which makes 29.74. The most cramped start has 49% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 29.74 | 0 | 17.6% | 4.4% | 9.8% | 5,268 pixels |
| 2 | 7 | 14.87 | 0 | 12.5% | 2.6% | 7.6% | 4,937 pixels |
| 3 | 10 | 21.24 | 0 | 9.7% | 3% | 4.6% | 3,578 pixels |
| 4 | 7 | 14.87 | 0 | 10.7% | 2.2% | 6.7% | 3,714 pixels |
| 5 | 7 | 14.87 | 0 | 12.2% | 2.6% | 7.2% | 3,655 pixels |
| 6 | 11 | 23.36 | 0 | 14.5% | 3.7% | 7.4% | 4,769 pixels |
| 7 | 7 | 14.87 | 0 | 10.9% | 2.3% | 6.1% | 3,578 pixels |
| 8 | 7 | 14.87 | 0 | 11.7% | 3% | 5.8% | 3,714 pixels |
Lopsided with 9 players. The poorest start makes 14.87 metal a second from its deposits, 50% less than the richest, which makes 29.74. The most cramped start has 52% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 29.74 | 0 | 17.3% | 4.3% | 9.6% | 5,268 pixels |
| 2 | 7 | 14.87 | 0 | 11.8% | 2.6% | 7% | 4,937 pixels |
| 3 | 7 | 14.87 | 0 | 7.7% | 2.2% | 3.8% | 3,578 pixels |
| 4 | 7 | 14.87 | 0 | 10.7% | 2.2% | 6.7% | 3,714 pixels |
| 5 | 7 | 14.87 | 0 | 9.1% | 2.3% | 5.1% | 3,655 pixels |
| 6 | 7 | 14.87 | 0 | 9.6% | 2.1% | 5.6% | 4,036 pixels |
| 7 | 7 | 14.87 | 0 | 10.3% | 2.2% | 5.9% | 3,578 pixels |
| 8 | 7 | 14.87 | 0 | 10.3% | 2.8% | 5% | 3,714 pixels |
| 9 | 7 | 14.87 | 0 | 13.2% | 3.2% | 6.4% | 4,036 pixels |
Uneven with 10 players. Every start makes 14.87 metal a second from its deposits. The most cramped start has 31% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 14.87 | 0 | 13% | 2.7% | 7.7% | 2,991 pixels |
| 2 | 7 | 14.87 | 0 | 11.8% | 2.6% | 7% | 4,937 pixels |
| 3 | 7 | 14.87 | 0 | 7.7% | 2.2% | 3.8% | 3,578 pixels |
| 4 | 7 | 14.87 | 0 | 9.5% | 2.2% | 5.6% | 3,714 pixels |
| 5 | 7 | 14.87 | 0 | 8.6% | 2.2% | 4.8% | 3,655 pixels |
| 6 | 7 | 14.87 | 0 | 9.6% | 2.1% | 5.6% | 4,036 pixels |
| 7 | 7 | 14.87 | 0 | 10.3% | 2.2% | 5.9% | 3,578 pixels |
| 8 | 7 | 14.87 | 0 | 8.7% | 2.6% | 4.1% | 3,714 pixels |
| 9 | 7 | 14.87 | 0 | 11.5% | 3% | 5.4% | 4,036 pixels |
| 10 | 7 | 14.87 | 0 | 9.3% | 2.2% | 5.2% | 2,991 pixels |
Each part of the map, and each deposit and vent, counts for the start position nearest to it in a straight line; one exactly as near to two starts counts half to each. Metal is what the Metal Extractor makes on each deposit, or the Underwater Metal Extractor where the deposit lies in deep enough water: 0.001 times the total, over the cells under it, of each cell's metal plus one. The richest deposits are taken first, and no two extractors overlap. A vent counts where the Geothermal Powerplant can be built over it. Flat land is ground the Kbot Lab could be built on: inside the map, out of the water, with no more than 10 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 metal and in flat land: under 10% is even, under 25% fairly even, under 50% uneven, and 50% or more lopsided.