Ror Shock
Ror Shock is a Total Annihilation map on Lush, 12,832 × 12,928 pixels, with 10 start positions.
26 X 26 Ocean Battles are a must for this fine map. Big surprise in center!
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 171.07 metal a second from its deposits, 16% less than the richest, which makes 202.46. The most cramped start has 16% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 103 | 202.46 | 0 | 48.3% | 3.9% | 40% | 12,196 pixels |
| 2 | 87 | 171.07 | 0 | 51.7% | 4.7% | 42.2% | 12,196 pixels |
Uneven with 3 players. The poorest start makes 86.98 metal a second from its deposits, 43% less than the richest, which makes 152.06. The most cramped start has 39% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 78 | 152.06 | 0 | 36.1% | 2.9% | 29.9% | 8,576 pixels |
| 2 | 68 | 134.5 | 0 | 38.8% | 3.5% | 31.6% | 8,688 pixels |
| 3 | 44 | 86.98 | 0 | 25.1% | 2.1% | 20.6% | 8,576 pixels |
Fairly even with 4 players. The poorest start makes 84.96 metal a second from its deposits, 23% less than the richest, which makes 110.59. The most cramped start has 1.2% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 57 | 110.59 | 0 | 24.2% | 2.2% | 19.7% | 8,576 pixels |
| 2 | 43 | 84.96 | 0 | 26% | 2.1% | 21.6% | 8,640 pixels |
| 3 | 44 | 86.98 | 0 | 25.1% | 2.1% | 20.6% | 8,576 pixels |
| 4 | 46 | 91.01 | 0 | 24.7% | 2.1% | 20.3% | 8,640 pixels |
Lopsided with 5 players. The poorest start makes 24.48 metal a second from its deposits, 75% less than the richest, which makes 96.19. The most cramped start has 99% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 49 | 96.19 | 0 | 18.8% | 2.1% | 14.4% | 4,753 pixels |
| 2 | 43 | 84.96 | 0 | 26% | 2.1% | 21.6% | 8,640 pixels |
| 3 | 44 | 86.98 | 0 | 25.1% | 2.1% | 20.6% | 8,576 pixels |
| 4 | 41 | 80.93 | 0 | 19% | 2.1% | 14.6% | 4,491 pixels |
| 5 | 13 | 24.48 | 0 | 11.1% | 0% | 11% | 4,491 pixels |
Lopsided with 6 players. The poorest start makes 12.38 metal a second from its deposits, 87% less than the richest, which makes 96.19. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 49 | 96.19 | 0 | 18.8% | 2.1% | 14.4% | 4,753 pixels |
| 2 | 39 | 77.76 | 0 | 20.9% | 2.1% | 16.5% | 4,717 pixels |
| 3 | 44 | 86.98 | 0 | 25.1% | 2.1% | 20.6% | 8,576 pixels |
| 4 | 38 | 75.74 | 0 | 13.9% | 2.1% | 9.5% | 4,491 pixels |
| 5 | 13 | 24.48 | 0 | 11.1% | 0% | 11% | 4,491 pixels |
| 6 | 7 | 12.38 | 0 | 10.2% | 0% | 10.2% | 4,687 pixels |
Lopsided with 7 players. The poorest start makes 12.38 metal a second from its deposits, 84% less than the richest, which makes 77.76. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 35 | 70.56 | 0 | 12.4% | 2.1% | 8% | 3,836 pixels |
| 2 | 39 | 77.76 | 0 | 20.9% | 2.1% | 16.5% | 4,717 pixels |
| 3 | 36 | 70.85 | 0 | 20.5% | 2.1% | 16% | 5,251 pixels |
| 4 | 38 | 75.74 | 0 | 13.9% | 2.1% | 9.5% | 4,491 pixels |
| 5 | 13 | 24.48 | 0 | 11% | 0% | 11% | 4,491 pixels |
| 6 | 7 | 12.38 | 0 | 10.2% | 0% | 10.2% | 4,687 pixels |
| 7 | 22 | 41.76 | 0 | 11.1% | 0% | 11% | 3,836 pixels |
Lopsided with 8 players. The poorest start makes 11.52 metal a second from its deposits, 85% less than the richest, which makes 75.74. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 35 | 70.56 | 0 | 12.4% | 2.1% | 8% | 3,836 pixels |
| 2 | 36 | 72.58 | 0 | 15.5% | 2.1% | 11.1% | 4,231 pixels |
| 3 | 32 | 64.51 | 0 | 16.6% | 2.1% | 12.1% | 5,251 pixels |
| 4 | 38 | 75.74 | 0 | 13.9% | 2.1% | 9.5% | 4,491 pixels |
| 5 | 13 | 24.48 | 0 | 11% | 0% | 11% | 4,491 pixels |
| 6 | 7 | 12.38 | 0 | 10.2% | 0% | 10.2% | 4,687 pixels |
| 7 | 22 | 41.76 | 0 | 11.1% | 0% | 11% | 3,836 pixels |
| 8 | 7 | 11.52 | 0 | 9.3% | 0% | 9.3% | 4,231 pixels |
Lopsided with 9 players. The poorest start makes 9.22 metal a second from its deposits, 87% less than the richest, which makes 68.54. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 32 | 64.51 | 0 | 10.6% | 2.1% | 6.2% | 3,836 pixels |
| 2 | 34 | 68.54 | 0 | 12.9% | 2.1% | 8.5% | 4,231 pixels |
| 3 | 31 | 62.5 | 0 | 13.6% | 2.1% | 9.2% | 5,251 pixels |
| 4 | 33 | 66.53 | 0 | 12.1% | 2.1% | 7.7% | 4,491 pixels |
| 5 | 10 | 18.43 | 0 | 8% | 0% | 8% | 4,491 pixels |
| 6 | 5 | 10.08 | 0 | 8.4% | 0% | 8.4% | 4,687 pixels |
| 7 | 15 | 27.65 | 0 | 7.7% | 0% | 7.6% | 3,836 pixels |
| 8 | 5 | 9.22 | 0 | 8% | 0% | 8% | 4,231 pixels |
| 9 | 25 | 46.08 | 0 | 18.6% | 0% | 18.5% | 5,372 pixels |
Lopsided with 10 players. The poorest start makes 9.22 metal a second from its deposits, 86% less than the richest, which makes 66.53. The most cramped start has 100% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 32 | 64.51 | 0 | 10.6% | 2.1% | 6.2% | 3,836 pixels |
| 2 | 33 | 66.53 | 0 | 12.6% | 2.1% | 8.2% | 4,231 pixels |
| 3 | 31 | 62.5 | 0 | 13.6% | 2.1% | 9.2% | 5,251 pixels |
| 4 | 31 | 62.5 | 0 | 11.8% | 2.1% | 7.4% | 4,491 pixels |
| 5 | 10 | 18.43 | 0 | 7.9% | 0% | 7.9% | 4,491 pixels |
| 6 | 5 | 10.08 | 0 | 8% | 0% | 8% | 4,687 pixels |
| 7 | 15 | 27.65 | 0 | 7.7% | 0% | 7.6% | 3,836 pixels |
| 8 | 5 | 9.22 | 0 | 8% | 0% | 8% | 4,231 pixels |
| 9 | 13 | 25.34 | 0 | 9.4% | 0% | 9.4% | 561 pixels |
| 10 | 15 | 26.78 | 0 | 10.4% | 0% | 10.3% | 561 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.