Dire Straits
Dire Straits is a Total Annihilation map on Lush, 7,200 × 8,320 pixels, with 10 start positions.
15 X 17 Natural fortification to hide between.
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 74.3 metal a second from its deposits, 21% less than the richest, which makes 93.89. 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 | 39 | 74.3 | 0 | 47.3% | 14.5% | 14% | 7,904 pixels |
| 2 | 50 | 93.89 | 0 | 52.7% | 16.7% | 13.2% | 7,904 pixels |
Lopsided with 3 players. The poorest start makes 35.71 metal a second from its deposits, 49% less than the richest, which makes 70.56. 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 | 32 | 61.92 | 0 | 35.7% | 10.6% | 11.9% | 5,604 pixels |
| 2 | 38 | 70.56 | 0 | 42.1% | 14% | 10.1% | 5,557 pixels |
| 3 | 19 | 35.71 | 0 | 22.1% | 6.7% | 5.2% | 5,557 pixels |
Uneven with 4 players. The poorest start makes 35.71 metal a second from its deposits, 25% less than the richest, which makes 47.81. The most cramped start has 36% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 21 | 39.74 | 0 | 23.6% | 6.4% | 7.9% | 5,444 pixels |
| 2 | 24 | 44.93 | 0 | 27.4% | 10.1% | 6.2% | 5,557 pixels |
| 3 | 19 | 35.71 | 0 | 22.1% | 6.7% | 5.2% | 5,557 pixels |
| 4 | 25 | 47.81 | 0 | 26.8% | 8% | 7.9% | 5,444 pixels |
Lopsided with 5 players. The poorest start makes 14.4 metal a second from its deposits, 67% less than the richest, which makes 43.78. The most cramped start has 62% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 14.4 | 0 | 9.9% | 3.7% | 1.1% | 1,932 pixels |
| 2 | 23 | 43.78 | 0 | 25.7% | 9.6% | 5.5% | 5,557 pixels |
| 3 | 16 | 30.53 | 0 | 18.9% | 6.2% | 3.6% | 4,953 pixels |
| 4 | 22 | 42.62 | 0 | 21% | 7% | 4.3% | 3,982 pixels |
| 5 | 20 | 36.86 | 0 | 24.5% | 4.7% | 12.7% | 1,932 pixels |
Lopsided with 6 players. The poorest start makes 14.4 metal a second from its deposits, 66% less than the richest, which makes 42.62. The most cramped start has 63% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 14.4 | 0 | 9.1% | 3.7% | 0.2% | 1,932 pixels |
| 2 | 18 | 34.56 | 0 | 23.3% | 8.8% | 4.3% | 4,835 pixels |
| 3 | 9 | 18.14 | 0 | 11.1% | 4.5% | 0.5% | 2,731 pixels |
| 4 | 22 | 42.62 | 0 | 21% | 7% | 4.3% | 3,982 pixels |
| 5 | 10 | 19.3 | 0 | 15.1% | 3.3% | 7.2% | 1,932 pixels |
| 6 | 22 | 39.17 | 0 | 20.4% | 3.9% | 10.7% | 2,310 pixels |
Lopsided with 7 players. The poorest start makes 14.4 metal a second from its deposits, 63% less than the richest, which makes 38.59. The most cramped start has 73% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 14.4 | 0 | 9.1% | 3.7% | 0.2% | 1,932 pixels |
| 2 | 13 | 25.34 | 0 | 19.7% | 7.8% | 2.8% | 3,837 pixels |
| 3 | 9 | 18.14 | 0 | 11.1% | 4.5% | 0.5% | 2,731 pixels |
| 4 | 20 | 38.59 | 0 | 19% | 6.8% | 3.3% | 3,982 pixels |
| 5 | 8 | 15.26 | 0 | 12.2% | 2.8% | 5.5% | 1,932 pixels |
| 6 | 11 | 20.45 | 0 | 12.6% | 2.1% | 6.5% | 1,510 pixels |
| 7 | 20 | 36 | 0 | 16.2% | 3.4% | 8.4% | 1,510 pixels |
Lopsided with 8 players. The poorest start makes 11.23 metal a second from its deposits, 65% less than the richest, which makes 31.97. The most cramped start has 73% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 14.4 | 0 | 9.1% | 3.7% | 0.2% | 1,932 pixels |
| 2 | 13 | 25.34 | 0 | 19.4% | 7.8% | 2.8% | 3,837 pixels |
| 3 | 9 | 18.14 | 0 | 11.1% | 4.5% | 0.5% | 2,731 pixels |
| 4 | 11 | 22.18 | 0 | 12.1% | 5.2% | 1.4% | 1,847 pixels |
| 5 | 6 | 11.23 | 0 | 9.6% | 2.5% | 3.5% | 1,932 pixels |
| 6 | 11 | 20.45 | 0 | 12.6% | 2.1% | 6.5% | 1,510 pixels |
| 7 | 18 | 31.97 | 0 | 12.8% | 2.9% | 6.9% | 1,510 pixels |
| 8 | 13 | 24.48 | 0 | 13.3% | 2.5% | 5.5% | 1,847 pixels |
Lopsided with 9 players. The poorest start makes 11.23 metal a second from its deposits, 65% less than the richest, which makes 31.68. The most cramped start has 79% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 14.4 | 0 | 9.1% | 3.7% | 0.2% | 1,932 pixels |
| 2 | 9 | 18.14 | 0 | 11.9% | 6% | 0.4% | 2,057 pixels |
| 3 | 8 | 16.13 | 0 | 10.7% | 4.5% | 0.2% | 2,731 pixels |
| 4 | 11 | 22.18 | 0 | 11.9% | 5.2% | 1.4% | 1,847 pixels |
| 5 | 6 | 11.23 | 0 | 9.6% | 2.5% | 3.5% | 1,932 pixels |
| 6 | 11 | 20.45 | 0 | 12.4% | 2.1% | 6.4% | 1,510 pixels |
| 7 | 7 | 11.52 | 0 | 6.9% | 1.3% | 3.7% | 1,510 pixels |
| 8 | 12 | 22.46 | 0 | 11.9% | 2.3% | 5.3% | 1,847 pixels |
| 9 | 17 | 31.68 | 0 | 15.6% | 3.6% | 6% | 1,789 pixels |
Lopsided with 10 players. The poorest start makes 10.08 metal a second from its deposits, 68% less than the richest, which makes 31.68. The most cramped start has 79% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 14.4 | 0 | 9.1% | 3.7% | 0.2% | 1,932 pixels |
| 2 | 9 | 18.14 | 0 | 11.4% | 6% | 0.4% | 2,057 pixels |
| 3 | 8 | 16.13 | 0 | 10.7% | 4.5% | 0.2% | 2,731 pixels |
| 4 | 6 | 12.1 | 0 | 5.8% | 3.6% | 0.1% | 1,847 pixels |
| 5 | 6 | 11.23 | 0 | 9.6% | 2.5% | 3.5% | 1,932 pixels |
| 6 | 11 | 20.45 | 0 | 12.4% | 2.1% | 6.4% | 1,510 pixels |
| 7 | 7 | 11.52 | 0 | 6.9% | 1.3% | 3.7% | 1,510 pixels |
| 8 | 12 | 22.46 | 0 | 10.8% | 2% | 5% | 1,847 pixels |
| 9 | 17 | 31.68 | 0 | 14.2% | 3.3% | 6% | 1,789 pixels |
| 10 | 5 | 10.08 | 0 | 9.1% | 2.2% | 1.6% | 1,857 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.