Ashap Plateau
Ashap Plateau is a Total Annihilation map on Red Planet, 4,128 × 4,224 pixels, with 10 start positions.
9 X 9 Metal on Rough lower level
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 15.36 metal a second from its deposits, 15% less than the richest, which makes 18.16. The most cramped start has 13% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 12 | 15.36 | 0 | 45.3% | 17.1% | 0% | 4,308 pixels |
| 2 | 14 | 18.16 | 0 | 54.7% | 19.6% | 0% | 4,308 pixels |
Uneven with 3 players. The poorest start makes 10.15 metal a second from its deposits, 22% less than the richest, which makes 13.02. 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 | 7 | 10.15 | 0 | 31.3% | 10.9% | 0% | 2,753 pixels |
| 2 | 11 | 13.02 | 0 | 43.7% | 16.9% | 0% | 3,313 pixels |
| 3 | 8 | 10.35 | 0 | 25% | 8.9% | 0% | 2,753 pixels |
Uneven with 4 players. The poorest start makes 6.12 metal a second from its deposits, 41% less than the richest, which makes 10.35. The most cramped start has 16% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6.12 | 0 | 22.8% | 8.5% | 0% | 2,753 pixels |
| 2 | 7 | 8.01 | 0 | 26.4% | 10.1% | 0% | 2,496 pixels |
| 3 | 8 | 10.35 | 0 | 25% | 8.9% | 0% | 2,753 pixels |
| 4 | 6 | 9.05 | 0 | 25.8% | 9.2% | 0% | 2,496 pixels |
Lopsided with 5 players. The poorest start makes 4.23 metal a second from its deposits, 54% less than the richest, which makes 9.24. The most cramped start has 72% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 4.23 | 0 | 8.6% | 2.9% | 0% | 224 pixels |
| 2 | 7 | 8.01 | 0 | 26.4% | 10.1% | 0% | 2,496 pixels |
| 3 | 7 | 9.24 | 0 | 23.8% | 8.5% | 0% | 2,529 pixels |
| 4 | 5 | 7.03 | 0 | 25.5% | 9.2% | 0% | 2,496 pixels |
| 5 | 4 | 5.01 | 0 | 15.7% | 6% | 0% | 224 pixels |
Lopsided with 6 players. The poorest start makes 4.23 metal a second from its deposits, 48% less than the richest, which makes 8.14. The most cramped start has 69% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 4.23 | 0 | 8.6% | 2.9% | 0% | 224 pixels |
| 2 | 5 | 4.89 | 0 | 16.1% | 6.2% | 0% | 210 pixels |
| 3 | 6 | 8.14 | 0 | 23.6% | 8.4% | 0% | 2,529 pixels |
| 4 | 5 | 7.03 | 0 | 25.5% | 9.2% | 0% | 2,496 pixels |
| 5 | 4 | 5.01 | 0 | 15.7% | 6% | 0% | 224 pixels |
| 6 | 3 | 4.23 | 0 | 10.5% | 3.9% | 0% | 210 pixels |
Lopsided with 7 players. The poorest start makes 2.02 metal a second from its deposits, 72% less than the richest, which makes 7.23. The most cramped start has 69% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 4.23 | 0 | 8.6% | 2.9% | 0% | 224 pixels |
| 2 | 5 | 4.89 | 0 | 16% | 6.2% | 0% | 210 pixels |
| 3 | 1 | 2.02 | 0 | 11.5% | 3.8% | 0% | 116 pixels |
| 4 | 5 | 7.03 | 0 | 25.5% | 9.2% | 0% | 2,496 pixels |
| 5 | 3 | 3.91 | 0 | 15.2% | 5.9% | 0% | 224 pixels |
| 6 | 3 | 4.23 | 0 | 10.5% | 3.9% | 0% | 210 pixels |
| 7 | 6 | 7.23 | 0 | 12.7% | 4.8% | 0% | 116 pixels |
Lopsided with 8 players. The poorest start makes 2.02 metal a second from its deposits, 72% less than the richest, which makes 7.23. The most cramped start has 51% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 4.23 | 0 | 8.6% | 2.9% | 0% | 224 pixels |
| 2 | 4 | 3.78 | 0 | 14.8% | 5.8% | 0% | 210 pixels |
| 3 | 1 | 2.02 | 0 | 11.5% | 3.8% | 0% | 116 pixels |
| 4 | 1 | 2.02 | 0 | 11.8% | 4.1% | 0% | 209 pixels |
| 5 | 3 | 3.91 | 0 | 15% | 5.8% | 0% | 224 pixels |
| 6 | 3 | 4.23 | 0 | 10.5% | 3.9% | 0% | 210 pixels |
| 7 | 6 | 7.23 | 0 | 12.7% | 4.8% | 0% | 116 pixels |
| 8 | 5 | 6.12 | 0 | 15.2% | 5.6% | 0% | 209 pixels |
Lopsided with 9 players. The poorest start makes 1.11 metal a second from its deposits, 85% less than the richest, which makes 7.23. The most cramped start has 60% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 4.23 | 0 | 8.6% | 2.9% | 0% | 224 pixels |
| 2 | 4 | 3.78 | 0 | 14.7% | 5.8% | 0% | 210 pixels |
| 3 | 1 | 2.02 | 0 | 11.5% | 3.8% | 0% | 116 pixels |
| 4 | 1 | 2.02 | 0 | 11.8% | 4.1% | 0% | 209 pixels |
| 5 | 2 | 2.8 | 0 | 9.1% | 3.4% | 0% | 224 pixels |
| 6 | 3 | 4.23 | 0 | 10.5% | 3.9% | 0% | 210 pixels |
| 7 | 1 | 1.11 | 0 | 6.4% | 2.3% | 0% | 116 pixels |
| 8 | 5 | 6.12 | 0 | 14.9% | 5.5% | 0% | 209 pixels |
| 9 | 6 | 7.23 | 0 | 12.6% | 5.1% | 0% | 1,193 pixels |
Lopsided with 10 players. The poorest start makes 0.78 metal a second from its deposits, 89% less than the richest, which makes 7.23. The most cramped start has 54% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 4.23 | 0 | 8.6% | 2.9% | 0% | 224 pixels |
| 2 | 1 | 0.78 | 0 | 9.2% | 3.5% | 0% | 210 pixels |
| 3 | 1 | 2.02 | 0 | 11.5% | 3.8% | 0% | 116 pixels |
| 4 | 1 | 2.02 | 0 | 11.8% | 4.1% | 0% | 209 pixels |
| 5 | 2 | 2.8 | 0 | 9.1% | 3.4% | 0% | 224 pixels |
| 6 | 3 | 4.23 | 0 | 10.5% | 3.9% | 0% | 210 pixels |
| 7 | 1 | 1.11 | 0 | 6.4% | 2.3% | 0% | 116 pixels |
| 8 | 2 | 1.89 | 0 | 8.5% | 2.8% | 0% | 209 pixels |
| 9 | 6 | 7.23 | 0 | 12.4% | 5% | 0% | 1,193 pixels |
| 10 | 6 | 7.23 | 0 | 12.1% | 5% | 0% | 1,064 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.