Luschinfloggen
Luschinfloggen is a Total Annihilation map on Lush, 4,096 × 5,120 pixels, with 6 start positions.
8 X 10 Find your way through the shallows into the enemy base.
6 geothermal vents
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 31.97 metal a second from its deposits, 18% less than the richest, which makes 39.17. The most cramped start has 6.2% less flat land than the roomiest. The geothermal vents are not shared evenly: from 2 to 4 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 21 | 31.97 | 2 | 50.8% | 37.7% | 8.9% | 5,044 pixels |
| 2 | 22 | 39.17 | 4 | 49.2% | 35.3% | 10.6% | 5,044 pixels |
Lopsided with 3 players. The poorest start makes 14.4 metal a second from its deposits, 52% less than the richest, which makes 29.95. The most cramped start has 48% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 4 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 20 | 29.95 | 2 | 43.6% | 32.5% | 7.3% | 4,074 pixels |
| 2 | 15 | 26.78 | 4 | 32.6% | 23.5% | 7.1% | 2,950 pixels |
| 3 | 8 | 14.4 | 0 | 23.8% | 17% | 5.1% | 2,950 pixels |
Uneven with 4 players. The poorest start makes 14.4 metal a second from its deposits, 29% less than the richest, which makes 20.16. The most cramped start has 15% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 3 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 11 | 16.99 | 1 | 25.2% | 18.3% | 4.7% | 3,063 pixels |
| 2 | 11 | 19.58 | 3 | 24.6% | 17.7% | 5.3% | 2,950 pixels |
| 3 | 8 | 14.4 | 0 | 23.8% | 17% | 5.1% | 2,950 pixels |
| 4 | 13 | 20.16 | 2 | 26.4% | 20% | 4.4% | 3,063 pixels |
Lopsided with 5 players. The poorest start makes 9.5 metal a second from its deposits, 60% less than the richest, which makes 23.9. The most cramped start has 48% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 2 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 14.69 | 1 | 21.7% | 16.6% | 3.3% | 3,063 pixels |
| 2 | 6 | 9.5 | 2 | 12.8% | 9.9% | 1.9% | 1,899 pixels |
| 3 | 7 | 12.38 | 0 | 19.7% | 14.9% | 3.5% | 2,950 pixels |
| 4 | 7 | 10.66 | 1 | 17% | 12.7% | 2.6% | 2,357 pixels |
| 5 | 14 | 23.9 | 2 | 28.8% | 18.9% | 8.1% | 1,899 pixels |
Lopsided with 6 players. The poorest start makes 8.64 metal a second from its deposits, 60% less than the richest, which makes 21.6. The most cramped start has 44% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 2 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 10.37 | 1 | 16.7% | 12.7% | 2.5% | 2,373 pixels |
| 2 | 6 | 9.5 | 2 | 12.8% | 9.9% | 1.9% | 1,899 pixels |
| 3 | 6 | 10.37 | 0 | 12.1% | 9.5% | 1.7% | 1,701 pixels |
| 4 | 7 | 10.66 | 1 | 17% | 12.7% | 2.6% | 2,357 pixels |
| 5 | 12 | 21.6 | 2 | 24.7% | 16.9% | 6.4% | 1,899 pixels |
| 6 | 6 | 8.64 | 0 | 16.7% | 11.2% | 4.2% | 1,701 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.