Red River North
Red River North is a Total Annihilation map on Red Planet, 10,752 × 6,784 pixels, with 10 start positions.
21 X 14 Smaller segment of Red River.
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 113.64 metal a second from its deposits, 12% less than the richest, which makes 128.39. The most cramped start has 5.6% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 57 | 113.64 | 0 | 50.3% | 37.3% | 8.7% | 10,815 pixels |
| 2 | 64 | 128.39 | 0 | 49.7% | 35.2% | 9.2% | 10,815 pixels |
Lopsided with 3 players. The poorest start makes 57.01 metal a second from its deposits, 52% less than the richest, which makes 119.35. The most cramped start has 49% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 29 | 57.01 | 0 | 30% | 20.9% | 6.8% | 5,684 pixels |
| 2 | 59 | 119.35 | 0 | 45.1% | 34.2% | 6.5% | 9,392 pixels |
| 3 | 33 | 65.67 | 0 | 24.8% | 17.5% | 4.7% | 5,684 pixels |
Fairly even with 4 players. The poorest start makes 55.91 metal a second from its deposits, 15% less than the richest, which makes 65.67. 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 | 28 | 55.91 | 0 | 25.2% | 20.6% | 2.4% | 5,684 pixels |
| 2 | 29 | 58.3 | 0 | 24.8% | 17.8% | 4.6% | 5,504 pixels |
| 3 | 33 | 65.67 | 0 | 24.8% | 17.5% | 4.7% | 5,684 pixels |
| 4 | 31 | 62.15 | 0 | 25.1% | 16.6% | 6.2% | 5,504 pixels |
Lopsided with 5 players. The poorest start makes 28.22 metal a second from its deposits, 63% less than the richest, which makes 76.15. The most cramped start has 61% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 28.22 | 0 | 11.7% | 10.7% | 0% | 4,058 pixels |
| 2 | 24 | 48.57 | 0 | 18.7% | 16.7% | 0.2% | 5,504 pixels |
| 3 | 16 | 32.45 | 0 | 10.8% | 8.4% | 1.3% | 3,919 pixels |
| 4 | 28 | 56.64 | 0 | 19.5% | 15.5% | 2.2% | 5,504 pixels |
| 5 | 39 | 76.15 | 0 | 39.3% | 21.3% | 14.2% | 3,919 pixels |
Lopsided with 6 players. The poorest start makes 24.19 metal a second from its deposits, 62% less than the richest, which makes 64.22. 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 | 14 | 28.22 | 0 | 11.7% | 10.7% | 0% | 4,058 pixels |
| 2 | 12 | 24.19 | 0 | 10.7% | 9.6% | 0.1% | 3,708 pixels |
| 3 | 16 | 32.45 | 0 | 10.8% | 8.4% | 1.3% | 3,919 pixels |
| 4 | 17 | 34.46 | 0 | 10.3% | 8.7% | 0.6% | 3,524 pixels |
| 5 | 33 | 64.22 | 0 | 29.7% | 19.4% | 7.4% | 3,919 pixels |
| 6 | 29 | 58.49 | 0 | 26.7% | 15.9% | 8.5% | 3,524 pixels |
Lopsided with 7 players. The poorest start makes 15.4 metal a second from its deposits, 73% less than the richest, which makes 57.39. The most cramped start has 62% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 26.21 | 0 | 10% | 9.2% | 0% | 3,873 pixels |
| 2 | 12 | 24.19 | 0 | 10.7% | 9.6% | 0.1% | 3,708 pixels |
| 3 | 16 | 32.45 | 0 | 10.8% | 8.4% | 1.3% | 3,919 pixels |
| 4 | 16 | 32.26 | 0 | 10% | 8.7% | 0.2% | 3,524 pixels |
| 5 | 28 | 54.14 | 0 | 24% | 15.1% | 6.6% | 3,337 pixels |
| 6 | 28 | 57.39 | 0 | 22.9% | 15.7% | 5.1% | 3,524 pixels |
| 7 | 8 | 15.4 | 0 | 11.5% | 5.9% | 4.6% | 3,337 pixels |
Lopsided with 8 players. The poorest start makes 13.19 metal a second from its deposits, 76% less than the richest, which makes 54.14. 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 | 13 | 26.21 | 0 | 10% | 9.2% | 0% | 3,873 pixels |
| 2 | 12 | 24.19 | 0 | 10.7% | 9.6% | 0.1% | 3,708 pixels |
| 3 | 16 | 32.45 | 0 | 10.8% | 8.4% | 1.3% | 3,919 pixels |
| 4 | 13 | 26.21 | 0 | 7.7% | 6.9% | 0% | 2,691 pixels |
| 5 | 28 | 54.14 | 0 | 24% | 15.1% | 6.6% | 3,337 pixels |
| 6 | 24 | 49.14 | 0 | 19.6% | 13.4% | 4.4% | 2,326 pixels |
| 7 | 7 | 13.19 | 0 | 8.8% | 5.9% | 1.9% | 2,725 pixels |
| 8 | 8 | 16.51 | 0 | 8.4% | 4.1% | 3.6% | 2,326 pixels |
Lopsided with 9 players. The poorest start makes 13.19 metal a second from its deposits, 73% less than the richest, which makes 49.14. The most cramped start has 69% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 26.21 | 0 | 10% | 9.2% | 0% | 3,873 pixels |
| 2 | 12 | 24.19 | 0 | 10.7% | 9.6% | 0.1% | 3,708 pixels |
| 3 | 12 | 24.19 | 0 | 7.3% | 6.5% | 0.1% | 2,333 pixels |
| 4 | 13 | 26.21 | 0 | 7.7% | 6.9% | 0% | 2,691 pixels |
| 5 | 18 | 35.94 | 0 | 16% | 11.4% | 3.3% | 2,202 pixels |
| 6 | 24 | 49.14 | 0 | 19% | 13.1% | 4.2% | 2,326 pixels |
| 7 | 7 | 13.19 | 0 | 8.8% | 5.9% | 1.9% | 2,725 pixels |
| 8 | 8 | 16.51 | 0 | 8.4% | 4.1% | 3.6% | 2,326 pixels |
| 9 | 14 | 26.45 | 0 | 12.2% | 5.8% | 4.9% | 2,202 pixels |
Lopsided with 10 players. The poorest start makes 13.19 metal a second from its deposits, 68% less than the richest, which makes 41.08. The most cramped start has 63% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 26.21 | 0 | 10% | 9.2% | 0% | 3,873 pixels |
| 2 | 9 | 18.14 | 0 | 8.6% | 7.8% | 0.1% | 3,457 pixels |
| 3 | 12 | 24.19 | 0 | 7.3% | 6.5% | 0.1% | 2,333 pixels |
| 4 | 13 | 26.21 | 0 | 7.7% | 6.9% | 0% | 2,691 pixels |
| 5 | 17 | 33.73 | 0 | 15.4% | 11.3% | 2.9% | 2,202 pixels |
| 6 | 20 | 41.08 | 0 | 14.5% | 10.5% | 2.8% | 2,326 pixels |
| 7 | 7 | 13.19 | 0 | 8.8% | 5.9% | 1.9% | 2,725 pixels |
| 8 | 8 | 16.51 | 0 | 8.4% | 4.1% | 3.6% | 2,326 pixels |
| 9 | 10 | 20.35 | 0 | 9.4% | 5.2% | 2.9% | 2,202 pixels |
| 10 | 12 | 22.42 | 0 | 10% | 5.1% | 3.7% | 3,165 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.