Sail Away
Sail Away is a Total Annihilation map on Archipelago, 6,144 × 10,240 pixels, with 10 start positions.
12 X 20 High winds sweep these islands.
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 75.18 metal a second from its deposits, 10% less than the richest, which makes 83.88. The most cramped start has 7.6% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 46 | 83.88 | 0 | 49.6% | 7.2% | 41.1% | 5,390 pixels |
| 2 | 39 | 75.18 | 0 | 50.4% | 6.7% | 42.4% | 5,390 pixels |
Uneven with 3 players. The poorest start makes 41.2 metal a second from its deposits, 36% less than the richest, which makes 64.58. 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 | 35 | 64.58 | 0 | 39.9% | 5.2% | 33.6% | 5,390 pixels |
| 2 | 28 | 53.27 | 0 | 31.9% | 3.9% | 27.3% | 5,390 pixels |
| 3 | 22 | 41.2 | 0 | 28.2% | 4.7% | 22.5% | 5,792 pixels |
Lopsided with 4 players. The poorest start makes 21.91 metal a second from its deposits, 63% less than the richest, which makes 59.2. The most cramped start has 47% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 32 | 59.2 | 0 | 33.2% | 4.7% | 27.5% | 5,390 pixels |
| 2 | 28 | 53.27 | 0 | 31.9% | 3.9% | 27.3% | 5,390 pixels |
| 3 | 11 | 21.91 | 0 | 17.3% | 2.7% | 14% | 5,569 pixels |
| 4 | 14 | 24.68 | 0 | 17.6% | 2.5% | 14.6% | 5,569 pixels |
Lopsided with 5 players. The poorest start makes 21.91 metal a second from its deposits, 52% less than the richest, which makes 45.87. The most cramped start has 28% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 33.77 | 0 | 21.5% | 2.6% | 18.4% | 3,306 pixels |
| 2 | 24 | 45.87 | 0 | 26.4% | 3.5% | 22.4% | 5,175 pixels |
| 3 | 11 | 21.91 | 0 | 17.3% | 2.7% | 14% | 5,569 pixels |
| 4 | 14 | 24.68 | 0 | 17.6% | 2.5% | 14.6% | 5,569 pixels |
| 5 | 17 | 32.83 | 0 | 17.2% | 2.5% | 14.1% | 3,306 pixels |
Uneven with 6 players. The poorest start makes 20.38 metal a second from its deposits, 40% less than the richest, which makes 33.77. 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 | 19 | 33.77 | 0 | 21.5% | 2.6% | 18.4% | 3,306 pixels |
| 2 | 17 | 31.73 | 0 | 21.8% | 2.3% | 19.2% | 3,440 pixels |
| 3 | 11 | 21.91 | 0 | 17.3% | 2.7% | 14% | 5,569 pixels |
| 4 | 14 | 24.68 | 0 | 17.6% | 2.5% | 14.6% | 5,569 pixels |
| 5 | 14 | 26.6 | 0 | 13.9% | 2.1% | 11.3% | 3,306 pixels |
| 6 | 10 | 20.38 | 0 | 7.9% | 1.7% | 5.9% | 3,440 pixels |
Lopsided with 7 players. The poorest start makes 20.38 metal a second from its deposits, 21% less than the richest, which makes 25.64. The most cramped start has 82% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 11 | 21.29 | 0 | 11% | 2.2% | 8.5% | 2,254 pixels |
| 2 | 14 | 25.64 | 0 | 13.8% | 2.2% | 11.3% | 3,152 pixels |
| 3 | 11 | 21.91 | 0 | 16.7% | 2.7% | 13.4% | 5,569 pixels |
| 4 | 14 | 24.68 | 0 | 16.4% | 2.5% | 13.5% | 5,569 pixels |
| 5 | 13 | 24.59 | 0 | 12.1% | 2.1% | 9.5% | 3,306 pixels |
| 6 | 10 | 20.38 | 0 | 7.7% | 1.7% | 5.8% | 3,440 pixels |
| 7 | 12 | 20.58 | 0 | 22.3% | 0.5% | 21.6% | 2,254 pixels |
Lopsided with 8 players. The poorest start makes 9.39 metal a second from its deposits, 63% less than the richest, which makes 25.64. The most cramped start has 82% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 16.34 | 0 | 7.1% | 1.9% | 4.9% | 2,234 pixels |
| 2 | 14 | 25.64 | 0 | 13.8% | 2.2% | 11.3% | 3,152 pixels |
| 3 | 11 | 21.91 | 0 | 16.4% | 2.7% | 13.1% | 5,569 pixels |
| 4 | 11 | 21.4 | 0 | 11.8% | 2.1% | 9.4% | 3,868 pixels |
| 5 | 13 | 24.59 | 0 | 12.1% | 2.1% | 9.5% | 3,306 pixels |
| 6 | 10 | 20.38 | 0 | 7.7% | 1.7% | 5.8% | 3,440 pixels |
| 7 | 11 | 19.41 | 0 | 16.9% | 0.5% | 16.2% | 2,254 pixels |
| 8 | 7 | 9.39 | 0 | 14.2% | 0.6% | 13.4% | 2,234 pixels |
Lopsided with 9 players. The poorest start makes 7.28 metal a second from its deposits, 70% less than the richest, which makes 24.59. The most cramped start has 92% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 16.34 | 0 | 7.1% | 1.9% | 4.9% | 2,234 pixels |
| 2 | 12 | 23.42 | 0 | 13% | 2.2% | 10.6% | 3,152 pixels |
| 3 | 7 | 13.12 | 0 | 10.5% | 2.7% | 7.2% | 3,817 pixels |
| 4 | 8 | 16.34 | 0 | 6.6% | 2% | 4.3% | 2,936 pixels |
| 5 | 13 | 24.59 | 0 | 12.1% | 2.1% | 9.5% | 3,306 pixels |
| 6 | 10 | 20.38 | 0 | 7.7% | 1.7% | 5.8% | 3,440 pixels |
| 7 | 10 | 17.22 | 0 | 14.9% | 0.5% | 14.3% | 2,254 pixels |
| 8 | 5 | 7.28 | 0 | 8.6% | 0.2% | 8.2% | 2,234 pixels |
| 9 | 12 | 20.37 | 0 | 19.4% | 0.5% | 18.7% | 2,707 pixels |
Lopsided with 10 players. The poorest start makes 7.28 metal a second from its deposits, 70% less than the richest, which makes 24.59. The most cramped start has 92% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 8 | 16.34 | 0 | 7.1% | 1.9% | 4.9% | 2,234 pixels |
| 2 | 9 | 17.51 | 0 | 8.3% | 2% | 6.1% | 2,472 pixels |
| 3 | 7 | 13.12 | 0 | 8.8% | 2.7% | 5.5% | 3,817 pixels |
| 4 | 8 | 16.34 | 0 | 6.6% | 2% | 4.3% | 2,936 pixels |
| 5 | 13 | 24.59 | 0 | 12.1% | 2.1% | 9.5% | 3,306 pixels |
| 6 | 10 | 20.38 | 0 | 7.7% | 1.7% | 5.8% | 3,440 pixels |
| 7 | 10 | 17.22 | 0 | 12.8% | 0.5% | 12.3% | 2,254 pixels |
| 8 | 5 | 7.28 | 0 | 8.6% | 0.2% | 8.2% | 2,234 pixels |
| 9 | 8 | 13.75 | 0 | 15% | 0.5% | 14.4% | 2,663 pixels |
| 10 | 7 | 12.52 | 0 | 13% | 0.3% | 12.6% | 2,472 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.