Flooded Glaciers
Flooded Glaciers is a Total Annihilation map on Ice, 6,144 × 5,120 pixels, with 10 start positions.
12 X 10 Icy ocean battle.
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 28.85 metal a second from its deposits, 36% less than the richest, which makes 45.26. The most cramped start has 33% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 26 | 45.26 | 0 | 57.2% | 4.2% | 52.1% | 4,306 pixels |
| 2 | 17 | 28.85 | 0 | 42.8% | 2.8% | 39.2% | 4,306 pixels |
Uneven with 3 players. The poorest start makes 19.22 metal a second from its deposits, 34% less than the richest, which makes 29.21. The most cramped start has 5.2% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 17 | 29.21 | 0 | 38.6% | 2.4% | 35.5% | 3,019 pixels |
| 2 | 11 | 19.22 | 0 | 23.7% | 2.2% | 21.1% | 3,342 pixels |
| 3 | 15 | 25.68 | 0 | 37.7% | 2.3% | 34.8% | 3,019 pixels |
Lopsided with 4 players. The poorest start makes 10.78 metal a second from its deposits, 58% less than the richest, which makes 25.68. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 11 | 20.45 | 0 | 26.7% | 2.4% | 23.7% | 1,897 pixels |
| 2 | 10 | 17.2 | 0 | 20.3% | 2.2% | 17.8% | 3,214 pixels |
| 3 | 15 | 25.68 | 0 | 37.4% | 2.3% | 34.6% | 3,019 pixels |
| 4 | 7 | 10.78 | 0 | 15.5% | 0% | 15.3% | 1,897 pixels |
Lopsided with 5 players. The poorest start makes 3.95 metal a second from its deposits, 83% less than the richest, which makes 22.88. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 11 | 20.45 | 0 | 26.7% | 2.4% | 23.7% | 1,897 pixels |
| 2 | 9 | 16.05 | 0 | 14.6% | 2.2% | 12.1% | 1,796 pixels |
| 3 | 13 | 22.88 | 0 | 29.8% | 2.3% | 27.2% | 2,420 pixels |
| 4 | 7 | 10.78 | 0 | 15.5% | 0% | 15.3% | 1,897 pixels |
| 5 | 3 | 3.95 | 0 | 13.4% | 0% | 13.1% | 1,796 pixels |
Lopsided with 6 players. The poorest start makes 3.95 metal a second from its deposits, 80% less than the richest, which makes 19.3. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 19.3 | 0 | 22.1% | 2.4% | 19.2% | 1,897 pixels |
| 2 | 9 | 16.05 | 0 | 14.6% | 2.2% | 12.1% | 1,796 pixels |
| 3 | 8 | 14.9 | 0 | 18.8% | 2.2% | 16.5% | 950 pixels |
| 4 | 7 | 10.78 | 0 | 15.5% | 0% | 15.3% | 1,897 pixels |
| 5 | 3 | 3.95 | 0 | 13.4% | 0% | 13.1% | 1,796 pixels |
| 6 | 6 | 9.14 | 0 | 15.5% | 0.2% | 15.2% | 950 pixels |
Lopsided with 7 players. The poorest start makes 3.95 metal a second from its deposits, 80% less than the richest, which makes 19.3. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 19.3 | 0 | 21.8% | 2.4% | 19% | 1,897 pixels |
| 2 | 7 | 12.88 | 0 | 10.6% | 2.2% | 8.2% | 1,600 pixels |
| 3 | 6 | 12.1 | 0 | 14.7% | 2.2% | 12.4% | 950 pixels |
| 4 | 7 | 10.78 | 0 | 13.8% | 0% | 13.5% | 1,897 pixels |
| 5 | 3 | 3.95 | 0 | 11.2% | 0% | 11% | 1,565 pixels |
| 6 | 6 | 9.14 | 0 | 15.5% | 0.2% | 15.2% | 950 pixels |
| 7 | 4 | 5.97 | 0 | 12.3% | 0% | 12.1% | 1,565 pixels |
Lopsided with 8 players. The poorest start makes 3.95 metal a second from its deposits, 77% less than the richest, which makes 17.28. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 17.28 | 0 | 18.8% | 2.4% | 15.9% | 1,585 pixels |
| 2 | 7 | 12.88 | 0 | 10.6% | 2.2% | 8.2% | 1,600 pixels |
| 3 | 6 | 12.1 | 0 | 13.5% | 2.2% | 11.2% | 950 pixels |
| 4 | 4 | 6.83 | 0 | 11.9% | 0% | 11.7% | 1,777 pixels |
| 5 | 3 | 3.95 | 0 | 11.2% | 0% | 11% | 1,565 pixels |
| 6 | 6 | 9.14 | 0 | 15.1% | 0.2% | 14.7% | 950 pixels |
| 7 | 4 | 5.97 | 0 | 9.2% | 0% | 8.9% | 1,537 pixels |
| 8 | 4 | 5.97 | 0 | 9.7% | 0% | 9.7% | 1,537 pixels |
Lopsided with 9 players. The poorest start makes 3.95 metal a second from its deposits, 77% less than the richest, which makes 17.28. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 17.28 | 0 | 18.8% | 2.4% | 15.9% | 1,585 pixels |
| 2 | 7 | 12.88 | 0 | 9.3% | 2.2% | 6.9% | 1,600 pixels |
| 3 | 6 | 12.1 | 0 | 13.5% | 2.2% | 11.2% | 950 pixels |
| 4 | 3 | 4.82 | 0 | 8.6% | 0% | 8.4% | 1,060 pixels |
| 5 | 3 | 3.95 | 0 | 11.2% | 0% | 11% | 1,565 pixels |
| 6 | 6 | 9.14 | 0 | 15.1% | 0.2% | 14.7% | 950 pixels |
| 7 | 3 | 3.95 | 0 | 8.2% | 0% | 7.9% | 1,537 pixels |
| 8 | 3 | 4.82 | 0 | 8.7% | 0% | 8.7% | 1,537 pixels |
| 9 | 3 | 5.18 | 0 | 6.6% | 0% | 6.6% | 1,060 pixels |
Lopsided with 10 players. The poorest start makes 3.95 metal a second from its deposits, 74% less than the richest, which makes 15.26. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 15.26 | 0 | 17.8% | 2.4% | 15.1% | 1,585 pixels |
| 2 | 7 | 12.88 | 0 | 9.3% | 2.2% | 6.9% | 1,600 pixels |
| 3 | 6 | 12.1 | 0 | 13.5% | 2.2% | 11.2% | 950 pixels |
| 4 | 3 | 4.82 | 0 | 8.6% | 0% | 8.4% | 1,060 pixels |
| 5 | 3 | 3.95 | 0 | 11.2% | 0% | 11% | 1,565 pixels |
| 6 | 4 | 7.2 | 0 | 6% | 0.2% | 5.7% | 525 pixels |
| 7 | 3 | 3.95 | 0 | 8.2% | 0% | 7.9% | 1,537 pixels |
| 8 | 3 | 4.82 | 0 | 8.7% | 0% | 8.7% | 1,537 pixels |
| 9 | 3 | 5.18 | 0 | 6.6% | 0% | 6.6% | 1,060 pixels |
| 10 | 3 | 3.95 | 0 | 10.1% | 0% | 9.8% | 525 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.