Mounds of Mars
Mounds of Mars is a Total Annihilation map, 4,096 × 8,704 pixels, with 10 start positions.
8 X 17 For more than two players, play teams, North vs. South.
Each start position's territory: the part of the map nearer to it than to any other start in use.
Start Position Fairness
Even with 2 players. The poorest start makes 24.48 metal a second from its deposits, 0.8% less than the richest, which makes 24.68. The most cramped start has 3.5% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 24.48 | 0 | 49.8% | 43.8% | 0% | 7,728 pixels |
| 2 | 20 | 24.68 | 0 | 50.2% | 45.4% | 0% | 7,728 pixels |
Uneven with 3 players. The poorest start makes 12.18 metal a second from its deposits, 36% less than the richest, which makes 19.01. The most cramped start has 46% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 12.18 | 0 | 22.2% | 20.4% | 0% | 2,945 pixels |
| 2 | 15 | 17.97 | 0 | 33.2% | 30.9% | 0% | 4,788 pixels |
| 3 | 14 | 19.01 | 0 | 44.5% | 37.9% | 0% | 2,945 pixels |
Fairly even with 4 players. The poorest start makes 12.18 metal a second from its deposits, 2.6% less than the richest, which makes 12.5. The most cramped start has 20% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 12.18 | 0 | 22.2% | 20.4% | 0% | 2,945 pixels |
| 2 | 10 | 12.18 | 0 | 21.5% | 19.8% | 0% | 2,783 pixels |
| 3 | 9 | 12.3 | 0 | 28.5% | 24.1% | 0% | 2,016 pixels |
| 4 | 10 | 12.5 | 0 | 27.8% | 24.9% | 0% | 2,016 pixels |
Lopsided with 5 players. The poorest start makes 7.49 metal a second from its deposits, 40% less than the richest, which makes 12.5. The most cramped start has 53% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 9.38 | 0 | 16.8% | 15.3% | 0% | 2,194 pixels |
| 2 | 10 | 12.18 | 0 | 21.5% | 19.8% | 0% | 2,783 pixels |
| 3 | 5 | 7.61 | 0 | 21.2% | 17.4% | 0% | 1,822 pixels |
| 4 | 10 | 12.5 | 0 | 27.8% | 24.9% | 0% | 2,016 pixels |
| 5 | 6 | 7.49 | 0 | 12.7% | 11.8% | 0% | 1,822 pixels |
Uneven with 6 players. The poorest start makes 5.47 metal a second from its deposits, 48% less than the richest, which makes 10.61. The most cramped start has 32% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 9.38 | 0 | 16.8% | 15.3% | 0% | 2,194 pixels |
| 2 | 8 | 10.61 | 0 | 17% | 15.6% | 0% | 2,672 pixels |
| 3 | 5 | 7.61 | 0 | 21.1% | 17.3% | 0% | 1,822 pixels |
| 4 | 7 | 8.6 | 0 | 19.4% | 17.1% | 0% | 1,817 pixels |
| 5 | 6 | 7.49 | 0 | 12.7% | 11.8% | 0% | 1,822 pixels |
| 6 | 5 | 5.47 | 0 | 13% | 12.1% | 0% | 1,817 pixels |
Lopsided with 7 players. The poorest start makes 4.69 metal a second from its deposits, 56% less than the richest, which makes 10.61. The most cramped start has 45% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 7.49 | 0 | 10.4% | 9.4% | 0% | 1,844 pixels |
| 2 | 8 | 10.61 | 0 | 17% | 15.6% | 0% | 2,672 pixels |
| 3 | 3 | 4.82 | 0 | 15.9% | 12.6% | 0% | 1,822 pixels |
| 4 | 7 | 8.6 | 0 | 19.4% | 17.1% | 0% | 1,817 pixels |
| 5 | 6 | 7.49 | 0 | 12.7% | 11.7% | 0% | 1,822 pixels |
| 6 | 5 | 5.47 | 0 | 13% | 12.1% | 0% | 1,817 pixels |
| 7 | 4 | 4.69 | 0 | 11.6% | 10.7% | 0% | 1,844 pixels |
Lopsided with 8 players. The poorest start makes 3.91 metal a second from its deposits, 50% less than the richest, which makes 7.81. The most cramped start has 25% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 7.49 | 0 | 10.4% | 9.4% | 0% | 1,844 pixels |
| 2 | 6 | 7.49 | 0 | 13.9% | 12.5% | 0% | 2,278 pixels |
| 3 | 3 | 4.82 | 0 | 15.7% | 12.4% | 0% | 1,822 pixels |
| 4 | 6 | 7.81 | 0 | 12.2% | 10.3% | 0% | 1,717 pixels |
| 5 | 6 | 7.49 | 0 | 12.7% | 11.7% | 0% | 1,822 pixels |
| 6 | 5 | 5.47 | 0 | 13% | 12.1% | 0% | 1,817 pixels |
| 7 | 4 | 4.69 | 0 | 11.6% | 10.7% | 0% | 1,844 pixels |
| 8 | 3 | 3.91 | 0 | 10.6% | 10.1% | 0% | 1,717 pixels |
Lopsided with 9 players. The poorest start makes 3.46 metal a second from its deposits, 56% less than the richest, which makes 7.81. The most cramped start has 57% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6.71 | 0 | 8.6% | 7.7% | 0% | 1,232 pixels |
| 2 | 6 | 7.49 | 0 | 13.9% | 12.5% | 0% | 2,278 pixels |
| 3 | 3 | 4.82 | 0 | 14.9% | 11.6% | 0% | 1,712 pixels |
| 4 | 6 | 7.81 | 0 | 12.2% | 10.3% | 0% | 1,717 pixels |
| 5 | 4 | 3.46 | 0 | 11.1% | 10.2% | 0% | 1,437 pixels |
| 6 | 5 | 5.47 | 0 | 13% | 12.1% | 0% | 1,817 pixels |
| 7 | 3 | 3.58 | 0 | 10% | 9.2% | 0% | 1,346 pixels |
| 8 | 3 | 3.91 | 0 | 10.6% | 10.1% | 0% | 1,717 pixels |
| 9 | 4 | 5.92 | 0 | 5.7% | 5.4% | 0% | 1,232 pixels |
Lopsided with 10 players. The poorest start makes 1.89 metal a second from its deposits, 73% less than the richest, which makes 7.03. The most cramped start has 53% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6.71 | 0 | 8.6% | 7.7% | 0% | 1,232 pixels |
| 2 | 5 | 6.38 | 0 | 11.6% | 10.4% | 0% | 1,552 pixels |
| 3 | 3 | 4.82 | 0 | 14.9% | 11.6% | 0% | 1,712 pixels |
| 4 | 5 | 7.03 | 0 | 10.2% | 8.4% | 0% | 1,248 pixels |
| 5 | 4 | 3.46 | 0 | 11.1% | 10.2% | 0% | 1,437 pixels |
| 6 | 5 | 5.47 | 0 | 11.5% | 10.7% | 0% | 1,613 pixels |
| 7 | 3 | 3.58 | 0 | 10% | 9.2% | 0% | 1,346 pixels |
| 8 | 3 | 3.91 | 0 | 9.6% | 9% | 0% | 1,579 pixels |
| 9 | 4 | 5.92 | 0 | 5.7% | 5.4% | 0% | 1,232 pixels |
| 10 | 2 | 1.89 | 0 | 6.7% | 6.5% | 0% | 1,248 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.