Polyp Fields
Polyp Fields is a Total Annihilation map, 13,824 × 11,264 pixels, with 10 start positions.
27 X 22 Large geometric polyps litter this battlefield.
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 110.3 metal a second from its deposits, 3.5% less than the richest, which makes 114.34. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 61 | 114.34 | 0 | 49.4% | 0% | 48.8% | 14,231 pixels |
| 2 | 59 | 110.3 | 0 | 50.6% | 0% | 49.9% | 14,231 pixels |
Uneven with 3 players. The poorest start makes 52.99 metal a second from its deposits, 44% less than the richest, which makes 93.89. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 42 | 77.76 | 0 | 32% | 0% | 31.6% | 8,230 pixels |
| 2 | 50 | 93.89 | 0 | 43.7% | 0% | 43.2% | 11,952 pixels |
| 3 | 28 | 52.99 | 0 | 24.3% | 0% | 24% | 8,230 pixels |
Fairly even with 4 players. The poorest start makes 52.99 metal a second from its deposits, 12% less than the richest, which makes 60.48. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 33 | 60.48 | 0 | 25.1% | 0% | 24.8% | 8,230 pixels |
| 2 | 29 | 55.87 | 0 | 25% | 0% | 24.7% | 7,633 pixels |
| 3 | 28 | 52.99 | 0 | 24.3% | 0% | 24% | 8,230 pixels |
| 4 | 30 | 55.3 | 0 | 25.6% | 0% | 25.3% | 7,633 pixels |
Lopsided with 5 players. The poorest start makes 28.51 metal a second from its deposits, 54% less than the richest, which makes 61.34. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 30 | 56.16 | 0 | 22.1% | 0% | 21.8% | 8,230 pixels |
| 2 | 15 | 29.38 | 0 | 14.3% | 0% | 14.1% | 6,138 pixels |
| 3 | 15 | 28.51 | 0 | 13.1% | 0% | 12.9% | 5,872 pixels |
| 4 | 27 | 49.25 | 0 | 22.8% | 0% | 22.6% | 7,633 pixels |
| 5 | 33 | 61.34 | 0 | 27.7% | 0% | 27.3% | 5,872 pixels |
Uneven with 6 players. The poorest start makes 28.51 metal a second from its deposits, 47% less than the richest, which makes 54.14. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 18 | 34.56 | 0 | 13.9% | 0% | 13.7% | 5,648 pixels |
| 2 | 15 | 29.38 | 0 | 14.3% | 0% | 14.1% | 6,138 pixels |
| 3 | 15 | 28.51 | 0 | 13.1% | 0% | 12.9% | 5,872 pixels |
| 4 | 18 | 31.97 | 0 | 15.3% | 0% | 15.1% | 6,165 pixels |
| 5 | 29 | 54.14 | 0 | 23.6% | 0% | 23.3% | 5,872 pixels |
| 6 | 25 | 46.08 | 0 | 19.8% | 0% | 19.5% | 5,648 pixels |
Lopsided with 7 players. The poorest start makes 20.45 metal a second from its deposits, 55% less than the richest, which makes 44.93. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 24.48 | 0 | 8.9% | 0% | 8.8% | 4,528 pixels |
| 2 | 15 | 29.38 | 0 | 14.3% | 0% | 14.1% | 6,138 pixels |
| 3 | 11 | 20.45 | 0 | 8.7% | 0% | 8.6% | 4,602 pixels |
| 4 | 18 | 31.97 | 0 | 15.3% | 0% | 15.1% | 6,165 pixels |
| 5 | 24 | 44.93 | 0 | 20.1% | 0% | 19.8% | 5,083 pixels |
| 6 | 22 | 40.9 | 0 | 17.5% | 0% | 17.2% | 5,615 pixels |
| 7 | 17 | 32.54 | 0 | 15.3% | 0% | 15.1% | 4,528 pixels |
Uneven with 8 players. The poorest start makes 20.45 metal a second from its deposits, 45% less than the richest, which makes 36.86. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 24.48 | 0 | 8.9% | 0% | 8.8% | 4,528 pixels |
| 2 | 11 | 21.31 | 0 | 9.8% | 0% | 9.6% | 4,425 pixels |
| 3 | 11 | 20.45 | 0 | 8.7% | 0% | 8.6% | 4,602 pixels |
| 4 | 12 | 21.6 | 0 | 9.7% | 0% | 9.5% | 4,103 pixels |
| 5 | 19 | 35.71 | 0 | 17.1% | 0% | 16.9% | 5,083 pixels |
| 6 | 20 | 36.86 | 0 | 15.4% | 0% | 15.2% | 5,615 pixels |
| 7 | 17 | 32.54 | 0 | 15.3% | 0% | 15.1% | 4,528 pixels |
| 8 | 17 | 31.68 | 0 | 15.2% | 0% | 15% | 4,103 pixels |
Uneven with 9 players. The poorest start makes 20.45 metal a second from its deposits, 41% less than the richest, which makes 34.85. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 24.48 | 0 | 8.9% | 0% | 8.8% | 4,528 pixels |
| 2 | 11 | 21.31 | 0 | 9.8% | 0% | 9.6% | 4,425 pixels |
| 3 | 11 | 20.45 | 0 | 8.7% | 0% | 8.6% | 4,602 pixels |
| 4 | 12 | 21.6 | 0 | 9.7% | 0% | 9.5% | 4,103 pixels |
| 5 | 15 | 27.65 | 0 | 12.1% | 0% | 12% | 2,081 pixels |
| 6 | 19 | 34.85 | 0 | 14.4% | 0% | 14.2% | 5,504 pixels |
| 7 | 14 | 27.36 | 0 | 13.5% | 0% | 13.3% | 4,009 pixels |
| 8 | 14 | 26.5 | 0 | 13.6% | 0% | 13.4% | 4,103 pixels |
| 9 | 11 | 20.45 | 0 | 9.5% | 0% | 9.3% | 2,081 pixels |
Uneven with 10 players. The poorest start makes 15.26 metal a second from its deposits, 45% less than the richest, which makes 27.65. Every start has the same flat land.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 24.48 | 0 | 8.9% | 0% | 8.8% | 4,528 pixels |
| 2 | 11 | 21.31 | 0 | 9.8% | 0% | 9.6% | 4,425 pixels |
| 3 | 11 | 20.45 | 0 | 8.7% | 0% | 8.6% | 4,602 pixels |
| 4 | 12 | 21.6 | 0 | 9.6% | 0% | 9.5% | 4,103 pixels |
| 5 | 15 | 27.65 | 0 | 12.1% | 0% | 12% | 2,081 pixels |
| 6 | 14 | 24.77 | 0 | 10.2% | 0% | 10% | 2,414 pixels |
| 7 | 14 | 27.36 | 0 | 13.1% | 0% | 12.9% | 4,009 pixels |
| 8 | 12 | 22.46 | 0 | 12.2% | 0% | 12% | 4,036 pixels |
| 9 | 8 | 15.26 | 0 | 7.3% | 0% | 7.2% | 2,081 pixels |
| 10 | 10 | 19.3 | 0 | 8.2% | 0% | 8.1% | 2,414 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.