PC Games' Evad River Delta
PC Games' Evad River Delta is a Total Annihilation map on Green planet, 7,168 × 7,168 pixels, with 10 start positions.
14 X 14, Battle for the Evad River Delta
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 45.79 metal a second from its deposits, 20% less than the richest, which makes 57.42. The most cramped start has 7.8% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 31 | 57.42 | 0 | 59.6% | 21.9% | 35.1% | 5,416 pixels |
| 2 | 24 | 45.79 | 0 | 40.4% | 20.1% | 17.5% | 5,416 pixels |
Lopsided with 3 players. The poorest start makes 22.9 metal a second from its deposits, 54% less than the richest, which makes 49.68. The most cramped start has 52% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 27 | 49.68 | 0 | 49.3% | 20.7% | 26.2% | 5,234 pixels |
| 2 | 12 | 22.9 | 0 | 21% | 11.3% | 8.1% | 2,535 pixels |
| 3 | 16 | 30.64 | 0 | 29.7% | 9.9% | 18.2% | 2,535 pixels |
Uneven with 4 players. The poorest start makes 17.17 metal a second from its deposits, 44% less than the richest, which makes 30.64. The most cramped start has 29% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 25.09 | 0 | 37.3% | 13.3% | 22.5% | 3,462 pixels |
| 2 | 9 | 17.17 | 0 | 14.6% | 9.4% | 4% | 2,535 pixels |
| 3 | 16 | 30.64 | 0 | 29.7% | 9.9% | 18.2% | 2,535 pixels |
| 4 | 16 | 30.31 | 0 | 18.5% | 9.4% | 7.8% | 3,462 pixels |
Lopsided with 5 players. The poorest start makes 15.16 metal a second from its deposits, 50% less than the richest, which makes 30.31. 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 | 14 | 25.09 | 0 | 33% | 13% | 18.7% | 3,462 pixels |
| 2 | 9 | 17.17 | 0 | 14.6% | 9.4% | 4% | 2,535 pixels |
| 3 | 8 | 15.16 | 0 | 13.9% | 7.4% | 5.6% | 2,523 pixels |
| 4 | 16 | 30.31 | 0 | 18.5% | 9.4% | 7.8% | 3,462 pixels |
| 5 | 8 | 15.48 | 0 | 20% | 2.9% | 16.5% | 2,523 pixels |
Lopsided with 6 players. The poorest start makes 10.26 metal a second from its deposits, 66% less than the richest, which makes 30.31. The most cramped start has 77% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 14.83 | 0 | 19.1% | 10.6% | 7.5% | 2,164 pixels |
| 2 | 9 | 17.17 | 0 | 14.6% | 9.4% | 4% | 2,535 pixels |
| 3 | 8 | 15.16 | 0 | 12.8% | 7.1% | 4.7% | 2,523 pixels |
| 4 | 16 | 30.31 | 0 | 18.4% | 9.4% | 7.8% | 3,462 pixels |
| 5 | 8 | 15.48 | 0 | 13.7% | 2.5% | 10.8% | 2,523 pixels |
| 6 | 6 | 10.26 | 0 | 21.3% | 2.9% | 17.8% | 2,164 pixels |
Lopsided with 7 players. The poorest start makes 6.55 metal a second from its deposits, 78% less than the richest, which makes 30.31. The most cramped start has 83% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 14.83 | 0 | 18.8% | 10.6% | 7.2% | 2,164 pixels |
| 2 | 8 | 15.16 | 0 | 13.9% | 9.2% | 3.5% | 2,535 pixels |
| 3 | 6 | 11.45 | 0 | 8.4% | 5.3% | 2.3% | 1,897 pixels |
| 4 | 16 | 30.31 | 0 | 17.9% | 9.3% | 7.3% | 3,462 pixels |
| 5 | 6 | 11.45 | 0 | 11.8% | 1.8% | 9.7% | 2,082 pixels |
| 6 | 4 | 6.55 | 0 | 17% | 1.8% | 14.7% | 2,161 pixels |
| 7 | 7 | 13.46 | 0 | 12.2% | 3.9% | 7.8% | 1,897 pixels |
Lopsided with 8 players. The poorest start makes 6.55 metal a second from its deposits, 74% less than the richest, which makes 24.91. The most cramped start has 83% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 12.82 | 0 | 18.3% | 10.5% | 6.9% | 2,164 pixels |
| 2 | 4 | 7.42 | 0 | 9.9% | 7.3% | 1.6% | 1,891 pixels |
| 3 | 6 | 11.45 | 0 | 8.3% | 5.3% | 2.3% | 1,897 pixels |
| 4 | 13 | 24.91 | 0 | 13.5% | 8.4% | 4% | 2,041 pixels |
| 5 | 6 | 11.45 | 0 | 11.8% | 1.8% | 9.7% | 2,082 pixels |
| 6 | 4 | 6.55 | 0 | 17% | 1.8% | 14.7% | 2,161 pixels |
| 7 | 6 | 11.45 | 0 | 9.7% | 3.5% | 5.9% | 1,897 pixels |
| 8 | 9 | 17.17 | 0 | 11.4% | 3.4% | 7.5% | 1,891 pixels |
Lopsided with 9 players. The poorest start makes 3.71 metal a second from its deposits, 85% less than the richest, which makes 24.91. The most cramped start has 79% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 9.11 | 0 | 11.7% | 8% | 3.1% | 1,052 pixels |
| 2 | 4 | 7.42 | 0 | 9.9% | 7.3% | 1.6% | 1,891 pixels |
| 3 | 6 | 11.45 | 0 | 8.3% | 5.3% | 2.3% | 1,897 pixels |
| 4 | 13 | 24.91 | 0 | 13.5% | 8.4% | 4% | 2,041 pixels |
| 5 | 6 | 11.45 | 0 | 11.8% | 1.8% | 9.7% | 2,082 pixels |
| 6 | 4 | 6.55 | 0 | 15.5% | 1.8% | 13.3% | 2,161 pixels |
| 7 | 6 | 11.45 | 0 | 9.7% | 3.5% | 5.9% | 1,897 pixels |
| 8 | 9 | 17.17 | 0 | 11.4% | 3.4% | 7.5% | 1,891 pixels |
| 9 | 2 | 3.71 | 0 | 8% | 2.5% | 5.2% | 1,052 pixels |
Lopsided with 10 players. The poorest start makes 1.69 metal a second from its deposits, 93% less than the richest, which makes 24.91. The most cramped start has 90% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 9.11 | 0 | 11.7% | 8% | 3.1% | 1,052 pixels |
| 2 | 4 | 7.42 | 0 | 9.9% | 7.3% | 1.6% | 1,891 pixels |
| 3 | 5 | 9.76 | 0 | 6.5% | 4.5% | 1.4% | 963 pixels |
| 4 | 13 | 24.91 | 0 | 13.5% | 8.4% | 4% | 2,041 pixels |
| 5 | 6 | 11.45 | 0 | 11% | 1.8% | 8.8% | 1,897 pixels |
| 6 | 4 | 6.55 | 0 | 15.5% | 1.8% | 13.3% | 2,161 pixels |
| 7 | 6 | 11.45 | 0 | 9.6% | 3.4% | 5.9% | 1,897 pixels |
| 8 | 9 | 17.17 | 0 | 11.4% | 3.4% | 7.5% | 1,891 pixels |
| 9 | 2 | 3.71 | 0 | 8% | 2.5% | 5.2% | 1,052 pixels |
| 10 | 1 | 1.69 | 0 | 2.8% | 0.9% | 1.7% | 963 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.