The Desert Triad
The Desert Triad is a Total Annihilation map on Desert, 3,072 × 3,136 pixels, with 10 start positions.
6 X 6 Fighting on 3 mesas.
4 geothermal vents
Each start position's territory: the part of the map nearer to it than to any other start in use.
Start Position Fairness
Uneven with 2 players. The poorest start makes 21.2 metal a second from its deposits, 24% less than the richest, which makes 27.77. The most cramped start has 34% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 21.2 | 2 | 43.2% | 21.4% | 0% | 2,166 pixels |
| 2 | 17 | 27.77 | 2 | 56.8% | 32.3% | 0% | 2,166 pixels |
Lopsided with 3 players. The poorest start makes 11.61 metal a second from its deposits, 53% less than the richest, which makes 24.74. The most cramped start has 46% less flat land than the roomiest. The geothermal vents are not shared evenly: from 1 to 2 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 11.61 | 1 | 27% | 12.5% | 0% | 1,983 pixels |
| 2 | 15 | 24.74 | 1 | 41.9% | 23.4% | 0% | 2,095 pixels |
| 3 | 8 | 12.63 | 2 | 31% | 17.8% | 0% | 1,983 pixels |
Lopsided with 4 players. The poorest start makes 6.07 metal a second from its deposits, 68% less than the richest, which makes 18.68. The most cramped start has 45% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 2 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 11.61 | 0 | 21.5% | 9.7% | 0% | 1,455 pixels |
| 2 | 11 | 18.68 | 1 | 30% | 16.4% | 0% | 1,181 pixels |
| 3 | 8 | 12.63 | 2 | 31% | 17.8% | 0% | 1,983 pixels |
| 4 | 4 | 6.07 | 1 | 17.4% | 9.9% | 0% | 1,181 pixels |
Lopsided with 5 players. The poorest start makes 6.07 metal a second from its deposits, 59% less than the richest, which makes 14.64. The most cramped start has 73% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 1 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 8.06 | 0 | 14.5% | 4.3% | 0% | 977 pixels |
| 2 | 9 | 14.64 | 1 | 29.5% | 15.9% | 0% | 1,181 pixels |
| 3 | 6 | 9.59 | 1 | 23.9% | 13.1% | 0% | 1,033 pixels |
| 4 | 4 | 6.07 | 1 | 17.2% | 9.8% | 0% | 1,181 pixels |
| 5 | 7 | 10.61 | 1 | 14.8% | 10.6% | 0% | 977 pixels |
Lopsided with 6 players. The poorest start makes 6.07 metal a second from its deposits, 43% less than the richest, which makes 10.61. The most cramped start has 60% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 1 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 8.06 | 0 | 14.5% | 4.3% | 0% | 977 pixels |
| 2 | 6 | 9.59 | 0 | 18% | 8.9% | 0% | 1,181 pixels |
| 3 | 5 | 8.58 | 1 | 18.4% | 10% | 0% | 1,033 pixels |
| 4 | 4 | 6.07 | 1 | 17.2% | 9.8% | 0% | 1,181 pixels |
| 5 | 7 | 10.61 | 1 | 14.8% | 10.6% | 0% | 977 pixels |
| 6 | 4 | 6.07 | 1 | 17% | 10.1% | 0% | 1,263 pixels |
Lopsided with 7 players. The poorest start makes 4.55 metal a second from its deposits, 50% less than the richest, which makes 9.12. The most cramped start has 57% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 1 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 8.06 | 0 | 13.9% | 3.9% | 0% | 977 pixels |
| 2 | 5 | 8.58 | 0 | 14.4% | 6.9% | 0% | 1,150 pixels |
| 3 | 5 | 8.58 | 1 | 16.3% | 9% | 0% | 1,033 pixels |
| 4 | 3 | 5.05 | 1 | 15.8% | 9.1% | 0% | 1,181 pixels |
| 5 | 3 | 4.55 | 0 | 10.4% | 7.3% | 0% | 913 pixels |
| 6 | 3 | 5.05 | 1 | 16% | 9% | 0% | 1,263 pixels |
| 7 | 7 | 9.12 | 1 | 13.2% | 8.6% | 0% | 913 pixels |
Lopsided with 8 players. The poorest start makes 2.02 metal a second from its deposits, 78% less than the richest, which makes 9.12. The most cramped start has 75% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 1 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 6.05 | 0 | 10.8% | 2.2% | 0% | 795 pixels |
| 2 | 5 | 8.58 | 0 | 14.4% | 6.9% | 0% | 1,150 pixels |
| 3 | 5 | 8.58 | 1 | 16.3% | 9% | 0% | 1,033 pixels |
| 4 | 3 | 5.05 | 0 | 12.6% | 7.3% | 0% | 731 pixels |
| 5 | 3 | 4.55 | 0 | 10.4% | 7.3% | 0% | 913 pixels |
| 6 | 3 | 5.05 | 1 | 16% | 9% | 0% | 1,263 pixels |
| 7 | 7 | 9.12 | 1 | 13% | 8.4% | 0% | 913 pixels |
| 8 | 1 | 2.02 | 1 | 6.5% | 3.6% | 0% | 731 pixels |
Lopsided with 9 players. The poorest start makes 2.02 metal a second from its deposits, 78% less than the richest, which makes 9.12. The most cramped start has 75% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 1 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 6.05 | 0 | 10.8% | 2.2% | 0% | 795 pixels |
| 2 | 4 | 8.06 | 0 | 10.8% | 4.1% | 0% | 623 pixels |
| 3 | 5 | 8.58 | 1 | 16.3% | 9% | 0% | 1,033 pixels |
| 4 | 1 | 2.02 | 0 | 9.4% | 5.9% | 0% | 731 pixels |
| 5 | 3 | 4.55 | 0 | 10.4% | 7.3% | 0% | 913 pixels |
| 6 | 3 | 5.05 | 1 | 16% | 9% | 0% | 1,263 pixels |
| 7 | 7 | 9.12 | 1 | 13% | 8.4% | 0% | 913 pixels |
| 8 | 1 | 2.02 | 1 | 6.5% | 3.6% | 0% | 731 pixels |
| 9 | 3 | 3.55 | 0 | 6.9% | 4.2% | 0% | 623 pixels |
Lopsided with 10 players. The poorest start makes 2.02 metal a second from its deposits, 78% less than the richest, which makes 9.12. The most cramped start has 72% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 1 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 6.05 | 0 | 10.8% | 2.2% | 0% | 795 pixels |
| 2 | 4 | 8.06 | 0 | 10.8% | 4.1% | 0% | 623 pixels |
| 3 | 4 | 6.56 | 0 | 12% | 5.3% | 0% | 645 pixels |
| 4 | 1 | 2.02 | 0 | 9.4% | 5.9% | 0% | 731 pixels |
| 5 | 3 | 4.55 | 0 | 10.4% | 7.3% | 0% | 913 pixels |
| 6 | 3 | 5.05 | 1 | 13.4% | 7.9% | 0% | 987 pixels |
| 7 | 7 | 9.12 | 1 | 12.5% | 8% | 0% | 913 pixels |
| 8 | 1 | 2.02 | 1 | 6.5% | 3.6% | 0% | 731 pixels |
| 9 | 3 | 3.55 | 0 | 6.9% | 4.2% | 0% | 623 pixels |
| 10 | 1 | 2.02 | 1 | 7.4% | 5.2% | 0% | 645 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.