Hundred Isles
Hundred Isles is a Total Annihilation map on Archipelago, 6,272 × 6,400 pixels, with 10 start positions.
12 X 12 Fighting on over a hundred small islands
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 42.52 metal a second from its deposits, 16% less than the richest, which makes 50.35. 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 | 32 | 50.35 | 0 | 51.9% | 1.9% | 48% | 4,474 pixels |
| 2 | 27 | 42.52 | 0 | 48.1% | 1.7% | 44.6% | 4,474 pixels |
Uneven with 3 players. The poorest start makes 27.27 metal a second from its deposits, 19% less than the richest, which makes 33.64. The most cramped start has 26% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 20 | 31.95 | 0 | 31.6% | 1.2% | 29.2% | 3,914 pixels |
| 2 | 18 | 27.27 | 0 | 31.7% | 1% | 29.5% | 4,474 pixels |
| 3 | 21 | 33.64 | 0 | 36.7% | 1.4% | 33.9% | 3,914 pixels |
Lopsided with 4 players. The poorest start makes 6.45 metal a second from its deposits, 81% less than the richest, which makes 33.64. The most cramped start has 88% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 30.9 | 0 | 24.6% | 1.1% | 22.5% | 2,877 pixels |
| 2 | 15 | 21.87 | 0 | 25.2% | 1% | 23.2% | 2,591 pixels |
| 3 | 21 | 33.64 | 0 | 36.7% | 1.4% | 33.9% | 3,914 pixels |
| 4 | 4 | 6.45 | 0 | 13.6% | 0.2% | 12.9% | 2,591 pixels |
Lopsided with 5 players. The poorest start makes 6.45 metal a second from its deposits, 79% less than the richest, which makes 30.9. The most cramped start has 85% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 30.9 | 0 | 24.6% | 1.1% | 22.5% | 2,877 pixels |
| 2 | 9 | 13.64 | 0 | 18.4% | 0.7% | 17% | 2,591 pixels |
| 3 | 12 | 18.4 | 0 | 24.3% | 0.8% | 22.5% | 2,490 pixels |
| 4 | 4 | 6.45 | 0 | 13.6% | 0.2% | 12.9% | 2,591 pixels |
| 5 | 15 | 23.48 | 0 | 19.2% | 0.9% | 17.6% | 2,490 pixels |
Lopsided with 6 players. The poorest start makes 6.45 metal a second from its deposits, 73% less than the richest, which makes 24.12. The most cramped start has 80% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 15 | 24.12 | 0 | 18% | 0.8% | 16.5% | 2,097 pixels |
| 2 | 9 | 13.64 | 0 | 18.4% | 0.7% | 17% | 2,591 pixels |
| 3 | 8 | 12.27 | 0 | 15.5% | 0.6% | 14.4% | 2,413 pixels |
| 4 | 4 | 6.45 | 0 | 13.6% | 0.2% | 12.9% | 2,591 pixels |
| 5 | 15 | 23.48 | 0 | 19.2% | 0.9% | 17.6% | 2,490 pixels |
| 6 | 8 | 12.91 | 0 | 15.3% | 0.5% | 14.1% | 2,097 pixels |
Lopsided with 7 players. The poorest start makes 6.45 metal a second from its deposits, 72% less than the richest, which makes 23.16. The most cramped start has 86% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 11 | 17.67 | 0 | 15.3% | 0.6% | 14.2% | 2,097 pixels |
| 2 | 7 | 10.89 | 0 | 15.9% | 0.5% | 14.8% | 2,591 pixels |
| 3 | 5 | 7.51 | 0 | 12.5% | 0.2% | 11.9% | 2,181 pixels |
| 4 | 4 | 6.45 | 0 | 12.3% | 0.2% | 11.7% | 2,591 pixels |
| 5 | 9 | 14.28 | 0 | 16% | 0.4% | 15.1% | 2,213 pixels |
| 6 | 8 | 12.91 | 0 | 14% | 0.5% | 12.8% | 2,097 pixels |
| 7 | 15 | 23.16 | 0 | 14% | 1.2% | 12.2% | 2,181 pixels |
Lopsided with 8 players. The poorest start makes 6.13 metal a second from its deposits, 74% less than the richest, which makes 23.16. The most cramped start has 86% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 14.28 | 0 | 12.7% | 0.4% | 11.8% | 1,262 pixels |
| 2 | 7 | 10.89 | 0 | 15.9% | 0.5% | 14.8% | 2,591 pixels |
| 3 | 5 | 7.51 | 0 | 12.4% | 0.2% | 11.8% | 2,181 pixels |
| 4 | 4 | 6.45 | 0 | 12.3% | 0.2% | 11.7% | 2,591 pixels |
| 5 | 9 | 14.28 | 0 | 16% | 0.4% | 15.1% | 2,213 pixels |
| 6 | 6 | 10.16 | 0 | 12% | 0.4% | 10.9% | 1,349 pixels |
| 7 | 15 | 23.16 | 0 | 11.9% | 1.2% | 10.2% | 1,669 pixels |
| 8 | 4 | 6.13 | 0 | 6.9% | 0.3% | 6.4% | 1,262 pixels |
Lopsided with 9 players. The poorest start makes 6.13 metal a second from its deposits, 64% less than the richest, which makes 17.03. The most cramped start has 84% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 14.28 | 0 | 12.7% | 0.4% | 11.8% | 1,262 pixels |
| 2 | 7 | 10.89 | 0 | 15.9% | 0.5% | 14.8% | 2,591 pixels |
| 3 | 5 | 7.51 | 0 | 11% | 0.1% | 10.5% | 1,518 pixels |
| 4 | 4 | 6.45 | 0 | 12.3% | 0.2% | 11.7% | 2,591 pixels |
| 5 | 8 | 13.23 | 0 | 14.1% | 0.4% | 13.3% | 1,385 pixels |
| 6 | 6 | 10.16 | 0 | 12% | 0.4% | 10.9% | 1,349 pixels |
| 7 | 11 | 17.03 | 0 | 9.5% | 0.9% | 8.3% | 1,070 pixels |
| 8 | 4 | 6.13 | 0 | 6.9% | 0.3% | 6.4% | 1,262 pixels |
| 9 | 5 | 7.18 | 0 | 5.7% | 0.3% | 5.1% | 1,070 pixels |
Lopsided with 10 players. The poorest start makes 6.13 metal a second from its deposits, 57% less than the richest, which makes 14.28. The most cramped start has 82% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 14.28 | 0 | 12.7% | 0.4% | 11.8% | 1,262 pixels |
| 2 | 4 | 6.45 | 0 | 13% | 0.3% | 12.3% | 1,442 pixels |
| 3 | 5 | 7.51 | 0 | 11% | 0.1% | 10.5% | 1,518 pixels |
| 4 | 4 | 6.45 | 0 | 10.2% | 0.2% | 9.6% | 1,884 pixels |
| 5 | 8 | 13.23 | 0 | 14.1% | 0.4% | 13.3% | 1,385 pixels |
| 6 | 6 | 10.16 | 0 | 12% | 0.4% | 10.9% | 1,349 pixels |
| 7 | 9 | 14.28 | 0 | 6.4% | 0.8% | 5.3% | 1,070 pixels |
| 8 | 4 | 6.13 | 0 | 6.7% | 0.3% | 6.2% | 1,262 pixels |
| 9 | 5 | 7.18 | 0 | 5.7% | 0.3% | 5.1% | 1,070 pixels |
| 10 | 5 | 7.18 | 0 | 8.3% | 0.4% | 7.6% | 1,442 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.