Moon Quartet
Moon Quartet is a Total Annihilation map on Lunar, 9,760 × 9,856 pixels, with 10 start positions.
20 X 20 Great map for team play. Light side vs. dark side.
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 79.28 metal a second from its deposits, 21% less than the richest, which makes 100.91. The most cramped start has 4.1% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 56 | 100.91 | 0 | 52% | 46.5% | 0% | 7,952 pixels |
| 2 | 49 | 79.28 | 0 | 48% | 44.6% | 0% | 7,952 pixels |
Uneven with 3 players. The poorest start makes 52.5 metal a second from its deposits, 26% less than the richest, which makes 70.63. The most cramped start has 31% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 39 | 70.63 | 0 | 37.9% | 32.9% | 0% | 5,273 pixels |
| 2 | 35 | 57.06 | 0 | 37.5% | 34.4% | 0% | 6,132 pixels |
| 3 | 31 | 52.5 | 0 | 24.7% | 23.8% | 0% | 5,273 pixels |
Uneven with 4 players. The poorest start makes 37.88 metal a second from its deposits, 28% less than the richest, which makes 52.5. The most cramped start has 28% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 24 | 42.39 | 0 | 21.5% | 19.2% | 0% | 4,554 pixels |
| 2 | 24 | 37.88 | 0 | 28.6% | 26.7% | 0% | 6,132 pixels |
| 3 | 31 | 52.5 | 0 | 24.7% | 23.8% | 0% | 5,273 pixels |
| 4 | 26 | 47.42 | 0 | 25.2% | 21.5% | 0% | 4,554 pixels |
Lopsided with 5 players. The poorest start makes 12.11 metal a second from its deposits, 77% less than the richest, which makes 52.5. The most cramped start has 67% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 24 | 42.39 | 0 | 21.5% | 19.2% | 0% | 4,554 pixels |
| 2 | 20 | 30.82 | 0 | 22.4% | 21.1% | 0% | 4,242 pixels |
| 3 | 31 | 52.5 | 0 | 24.7% | 23.8% | 0% | 5,273 pixels |
| 4 | 23 | 42.37 | 0 | 22.3% | 19.2% | 0% | 4,554 pixels |
| 5 | 7 | 12.11 | 0 | 9.1% | 7.9% | 0% | 4,242 pixels |
Lopsided with 6 players. The poorest start makes 12.11 metal a second from its deposits, 73% less than the richest, which makes 45.43. 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 | 20 | 35.33 | 0 | 19% | 16.9% | 0% | 4,554 pixels |
| 2 | 20 | 30.82 | 0 | 22.4% | 21.1% | 0% | 4,242 pixels |
| 3 | 27 | 45.43 | 0 | 21.1% | 20.4% | 0% | 4,267 pixels |
| 4 | 23 | 42.37 | 0 | 22.3% | 19.2% | 0% | 4,554 pixels |
| 5 | 7 | 12.11 | 0 | 9.1% | 7.9% | 0% | 4,242 pixels |
| 6 | 8 | 14.13 | 0 | 6.2% | 5.6% | 0% | 4,267 pixels |
Lopsided with 7 players. The poorest start makes 10.08 metal a second from its deposits, 78% less than the richest, which makes 45.43. The most cramped start has 76% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 33.31 | 0 | 17.2% | 15.3% | 0% | 4,195 pixels |
| 2 | 20 | 30.82 | 0 | 22.4% | 21.1% | 0% | 4,242 pixels |
| 3 | 27 | 45.43 | 0 | 21.1% | 20.4% | 0% | 4,267 pixels |
| 4 | 19 | 34.31 | 0 | 17.8% | 15.6% | 0% | 3,286 pixels |
| 5 | 7 | 12.11 | 0 | 9.1% | 7.9% | 0% | 4,242 pixels |
| 6 | 8 | 14.13 | 0 | 6.2% | 5.6% | 0% | 4,267 pixels |
| 7 | 5 | 10.08 | 0 | 6.2% | 5.1% | 0% | 3,286 pixels |
Lopsided with 8 players. The poorest start makes 10.08 metal a second from its deposits, 74% less than the richest, which makes 38.37. The most cramped start has 71% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 33.31 | 0 | 17.2% | 15.3% | 0% | 4,195 pixels |
| 2 | 16 | 25.25 | 0 | 18.3% | 17.4% | 0% | 4,242 pixels |
| 3 | 23 | 38.37 | 0 | 18% | 17.5% | 0% | 4,267 pixels |
| 4 | 19 | 34.31 | 0 | 17.8% | 15.6% | 0% | 3,286 pixels |
| 5 | 7 | 12.11 | 0 | 9.1% | 7.9% | 0% | 4,242 pixels |
| 6 | 8 | 14.13 | 0 | 6.2% | 5.6% | 0% | 4,267 pixels |
| 7 | 5 | 10.08 | 0 | 6.2% | 5.1% | 0% | 3,286 pixels |
| 8 | 8 | 12.63 | 0 | 7.1% | 6.6% | 0% | 4,766 pixels |
Lopsided with 9 players. The poorest start makes 6.07 metal a second from its deposits, 82% less than the richest, which makes 34.31. The most cramped start has 78% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 15 | 27.24 | 0 | 11.4% | 10% | 0% | 2,475 pixels |
| 2 | 16 | 25.25 | 0 | 18.1% | 17.3% | 0% | 4,242 pixels |
| 3 | 19 | 31.3 | 0 | 13.2% | 12.8% | 0% | 2,853 pixels |
| 4 | 19 | 34.31 | 0 | 17.7% | 15.4% | 0% | 3,286 pixels |
| 5 | 7 | 12.11 | 0 | 9.1% | 7.9% | 0% | 4,242 pixels |
| 6 | 4 | 6.07 | 0 | 4.3% | 3.8% | 0% | 3,230 pixels |
| 7 | 5 | 10.08 | 0 | 6.2% | 5.1% | 0% | 3,286 pixels |
| 8 | 8 | 12.63 | 0 | 7.1% | 6.6% | 0% | 4,766 pixels |
| 9 | 12 | 21.2 | 0 | 12.9% | 12.2% | 0% | 2,475 pixels |
Lopsided with 10 players. The poorest start makes 6.07 metal a second from its deposits, 81% less than the richest, which makes 31.3. 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 | 15 | 27.24 | 0 | 11.3% | 10% | 0% | 2,475 pixels |
| 2 | 13 | 19.21 | 0 | 12.8% | 12.1% | 0% | 3,278 pixels |
| 3 | 19 | 31.3 | 0 | 13.2% | 12.7% | 0% | 2,853 pixels |
| 4 | 14 | 25.23 | 0 | 11.6% | 10% | 0% | 3,158 pixels |
| 5 | 4 | 6.07 | 0 | 6.1% | 5.2% | 0% | 3,358 pixels |
| 6 | 4 | 6.07 | 0 | 4.3% | 3.8% | 0% | 3,230 pixels |
| 7 | 5 | 10.08 | 0 | 6.2% | 5.1% | 0% | 3,286 pixels |
| 8 | 8 | 12.63 | 0 | 7.1% | 6.6% | 0% | 4,766 pixels |
| 9 | 11 | 19.18 | 0 | 12% | 11.3% | 0% | 2,475 pixels |
| 10 | 12 | 23.19 | 0 | 15.3% | 14.4% | 0% | 3,158 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.