Brain Coral
Brain Coral is a Total Annihilation map on Water World, 10,240 × 10,240 pixels, with 10 start positions.
20 X 20 Hydrous map with brain coral spiral.
Each start position's territory: the part of the map nearer to it than to any other start in use.
Start Position Fairness
Uneven with 2 players. The poorest start makes 95.45 metal a second from its deposits, 30% less than the richest, which makes 137.01. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 55 | 95.45 | 0 | 44.6% | 0% | 44.6% | 5,865 pixels |
| 2 | 75 | 137.01 | 0 | 55.4% | 0% | 55.4% | 5,865 pixels |
Lopsided with 3 players. The poorest start makes 42.83 metal a second from its deposits, 63% less than the richest, which makes 116.56. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 42 | 73.07 | 0 | 33.7% | 0% | 33.7% | 4,301 pixels |
| 2 | 64 | 116.56 | 0 | 44.3% | 0% | 44.3% | 4,497 pixels |
| 3 | 24 | 42.83 | 0 | 22% | 0% | 22% | 4,301 pixels |
Uneven with 4 players. The poorest start makes 42.83 metal a second from its deposits, 46% less than the richest, which makes 79.41. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 27 | 45.42 | 0 | 20.2% | 0% | 20.2% | 3,968 pixels |
| 2 | 43 | 79.41 | 0 | 30.2% | 0% | 30.2% | 3,688 pixels |
| 3 | 24 | 42.83 | 0 | 22% | 0% | 22% | 4,301 pixels |
| 4 | 36 | 64.8 | 0 | 27.6% | 0% | 27.6% | 3,688 pixels |
Lopsided with 5 players. The poorest start makes 21.89 metal a second from its deposits, 72% less than the richest, which makes 79.41. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 31.89 | 0 | 13.9% | 0% | 13.9% | 2,002 pixels |
| 2 | 43 | 79.41 | 0 | 30.2% | 0% | 30.2% | 3,688 pixels |
| 3 | 24 | 42.83 | 0 | 22% | 0% | 22% | 4,301 pixels |
| 4 | 31 | 56.45 | 0 | 20.6% | 0% | 20.6% | 2,689 pixels |
| 5 | 13 | 21.89 | 0 | 13.4% | 0% | 13.4% | 2,002 pixels |
Lopsided with 6 players. The poorest start makes 21.89 metal a second from its deposits, 61% less than the richest, which makes 56.45. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 31.89 | 0 | 13.9% | 0% | 13.9% | 2,002 pixels |
| 2 | 30 | 54.06 | 0 | 21.3% | 0% | 21.3% | 2,499 pixels |
| 3 | 20 | 35.63 | 0 | 15.9% | 0% | 15.9% | 2,925 pixels |
| 4 | 31 | 56.45 | 0 | 20.6% | 0% | 20.6% | 2,689 pixels |
| 5 | 13 | 21.89 | 0 | 13.4% | 0% | 13.4% | 2,002 pixels |
| 6 | 17 | 32.54 | 0 | 15% | 0% | 15% | 2,499 pixels |
Lopsided with 7 players. The poorest start makes 15.84 metal a second from its deposits, 72% less than the richest, which makes 56.45. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 15.84 | 0 | 7.5% | 0% | 7.5% | 1,959 pixels |
| 2 | 30 | 54.06 | 0 | 21.3% | 0% | 21.3% | 2,499 pixels |
| 3 | 15 | 26.42 | 0 | 11.3% | 0% | 11.3% | 2,925 pixels |
| 4 | 31 | 56.45 | 0 | 20.6% | 0% | 20.6% | 2,689 pixels |
| 5 | 13 | 21.89 | 0 | 13.4% | 0% | 13.4% | 2,002 pixels |
| 6 | 17 | 32.54 | 0 | 15% | 0% | 15% | 2,499 pixels |
| 7 | 14 | 25.26 | 0 | 11% | 0% | 11% | 1,959 pixels |
Lopsided with 8 players. The poorest start makes 15.84 metal a second from its deposits, 65% less than the richest, which makes 45.14. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 15.84 | 0 | 7.5% | 0% | 7.5% | 1,959 pixels |
| 2 | 14 | 25.63 | 0 | 11.8% | 0% | 11.8% | 2,112 pixels |
| 3 | 15 | 26.42 | 0 | 11.3% | 0% | 11.3% | 2,925 pixels |
| 4 | 21 | 39.74 | 0 | 13.5% | 0% | 13.5% | 2,320 pixels |
| 5 | 13 | 21.89 | 0 | 13.4% | 0% | 13.4% | 2,002 pixels |
| 6 | 17 | 32.54 | 0 | 15% | 0% | 15% | 2,499 pixels |
| 7 | 14 | 25.26 | 0 | 11% | 0% | 11% | 1,959 pixels |
| 8 | 26 | 45.14 | 0 | 16.5% | 0% | 16.5% | 2,112 pixels |
Lopsided with 9 players. The poorest start makes 9.22 metal a second from its deposits, 80% less than the richest, which makes 45.14. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 15.84 | 0 | 7.5% | 0% | 7.5% | 1,959 pixels |
| 2 | 14 | 25.63 | 0 | 11.8% | 0% | 11.8% | 2,112 pixels |
| 3 | 15 | 26.42 | 0 | 11.1% | 0% | 11.1% | 2,925 pixels |
| 4 | 21 | 39.74 | 0 | 13.5% | 0% | 13.5% | 2,320 pixels |
| 5 | 13 | 21.89 | 0 | 13.4% | 0% | 13.4% | 2,002 pixels |
| 6 | 17 | 32.54 | 0 | 15% | 0% | 15% | 2,499 pixels |
| 7 | 9 | 16.05 | 0 | 7.5% | 0% | 7.5% | 1,959 pixels |
| 8 | 26 | 45.14 | 0 | 16.5% | 0% | 16.5% | 2,112 pixels |
| 9 | 5 | 9.22 | 0 | 3.7% | 0% | 3.7% | 2,700 pixels |
Lopsided with 10 players. The poorest start makes 9.22 metal a second from its deposits, 77% less than the richest, which makes 39.74. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 15.84 | 0 | 7.5% | 0% | 7.5% | 1,959 pixels |
| 2 | 14 | 25.63 | 0 | 11.7% | 0% | 11.7% | 2,112 pixels |
| 3 | 15 | 26.42 | 0 | 11.1% | 0% | 11.1% | 2,925 pixels |
| 4 | 21 | 39.74 | 0 | 13.5% | 0% | 13.5% | 2,320 pixels |
| 5 | 13 | 21.89 | 0 | 13.4% | 0% | 13.4% | 2,002 pixels |
| 6 | 17 | 32.54 | 0 | 15% | 0% | 15% | 2,499 pixels |
| 7 | 9 | 16.05 | 0 | 7.5% | 0% | 7.5% | 1,959 pixels |
| 8 | 18 | 31.6 | 0 | 9.6% | 0% | 9.6% | 2,112 pixels |
| 9 | 5 | 9.22 | 0 | 3.7% | 0% | 3.7% | 2,700 pixels |
| 10 | 8 | 13.54 | 0 | 7% | 0% | 7% | 3,738 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.