Town & Country
Town & Country is a Total Annihilation map, 8,640 × 8,640 pixels, with 10 start positions.
17 X 17 Urban vs. rural.
7 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 15.82 metal a second from its deposits, 38% less than the richest, which makes 25.66. The most cramped start has 19% less flat land than the roomiest. The geothermal vents are not shared evenly: from 2 to 5 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 11 | 15.82 | 2 | 50.7% | 48.3% | 0% | 8,048 pixels |
| 2 | 15 | 25.66 | 5 | 49.3% | 38.9% | 8.9% | 8,048 pixels |
Uneven with 3 players. The poorest start makes 10.13 metal a second from its deposits, 39% less than the richest, which makes 16.7. The most cramped start has 40% less flat land than the roomiest. The geothermal vents are not shared evenly: from 1 to 4 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 10.13 | 2 | 37.8% | 36.1% | 0% | 5,703 pixels |
| 2 | 10 | 16.7 | 4 | 36.7% | 29.7% | 5.8% | 5,759 pixels |
| 3 | 9 | 14.64 | 1 | 25.5% | 21.5% | 3% | 5,703 pixels |
Lopsided with 4 players. The poorest start makes 4.49 metal a second from its deposits, 70% less than the richest, which makes 15.01. The most cramped start has 18% less flat land than the roomiest. The geothermal vents are not shared evenly: from 1 to 3 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 3 | 4.49 | 1 | 23% | 22% | 0% | 5,024 pixels |
| 2 | 9 | 15.01 | 3 | 25.3% | 19.7% | 4.8% | 5,759 pixels |
| 3 | 9 | 14.64 | 1 | 25.4% | 21.5% | 3% | 5,703 pixels |
| 4 | 5 | 7.34 | 2 | 26.3% | 24% | 1% | 5,024 pixels |
Lopsided with 5 players. The poorest start makes 1.69 metal a second from its deposits, 89% less than the richest, which makes 15.01. The most cramped start has 69% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 3 a start.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 1.69 | 1 | 18.9% | 18.3% | 0% | 3,825 pixels |
| 2 | 9 | 15.01 | 3 | 25.3% | 19.7% | 4.8% | 5,759 pixels |
| 3 | 5 | 8.96 | 1 | 21.4% | 17.9% | 3% | 3,912 pixels |
| 4 | 5 | 7.34 | 2 | 26.3% | 24% | 1% | 5,024 pixels |
| 5 | 6 | 8.49 | 0 | 8.1% | 7.4% | 0% | 3,825 pixels |
Lopsided with 6 players. The poorest start makes 1.69 metal a second from its deposits, 83% less than the richest, which makes 10.01. The most cramped start has 74% 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 | 1 | 1.69 | 1 | 18.9% | 18.3% | 0% | 3,825 pixels |
| 2 | 4 | 6.7 | 2 | 20% | 16.3% | 3.2% | 3,606 pixels |
| 3 | 5 | 8.96 | 1 | 21.4% | 17.9% | 3% | 3,912 pixels |
| 4 | 4 | 5.64 | 2 | 22.8% | 21.8% | 0% | 4,352 pixels |
| 5 | 6 | 8.49 | 0 | 8.1% | 7.4% | 0% | 3,825 pixels |
| 6 | 6 | 10.01 | 1 | 8.8% | 5.7% | 2.6% | 3,606 pixels |
Lopsided with 7 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 10.01 metal a second from its own. The most cramped start has 68% 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 | 0 | 0 | 1 | 16% | 15.6% | 0% | 3,601 pixels |
| 2 | 4 | 6.7 | 2 | 20% | 16.3% | 3.2% | 3,606 pixels |
| 3 | 5 | 8.96 | 1 | 21.4% | 17.9% | 3% | 3,912 pixels |
| 4 | 0 | 0 | 2 | 18.6% | 18.1% | 0% | 3,424 pixels |
| 5 | 6 | 8.49 | 0 | 8.1% | 7.4% | 0% | 3,825 pixels |
| 6 | 6 | 10.01 | 1 | 8.8% | 5.7% | 2.6% | 3,606 pixels |
| 7 | 5 | 7.34 | 0 | 7% | 6.4% | 0% | 3,424 pixels |
Lopsided with 8 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 10.01 metal a second from its own. The most cramped start has 68% 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 | 0 | 0 | 1 | 16% | 15.6% | 0% | 3,601 pixels |
| 2 | 4 | 6.7 | 1 | 15% | 12.3% | 2.4% | 3,305 pixels |
| 3 | 1 | 1.69 | 1 | 16.8% | 16% | 0.5% | 3,904 pixels |
| 4 | 0 | 0 | 2 | 18.6% | 18.1% | 0% | 3,424 pixels |
| 5 | 6 | 8.49 | 0 | 8.1% | 7.4% | 0% | 3,825 pixels |
| 6 | 6 | 10.01 | 1 | 8.8% | 5.7% | 2.6% | 3,606 pixels |
| 7 | 5 | 7.34 | 0 | 7% | 6.4% | 0% | 3,424 pixels |
| 8 | 4 | 7.26 | 1 | 9.6% | 5.8% | 3.4% | 3,305 pixels |
Lopsided with 9 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 10.01 metal a second from its own. The most cramped start has 79% 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 | 0 | 0 | 1 | 16% | 15.6% | 0% | 3,601 pixels |
| 2 | 4 | 6.7 | 1 | 14.8% | 12.2% | 2.4% | 3,305 pixels |
| 3 | 0 | 0 | 1 | 13.8% | 13.6% | 0% | 2,032 pixels |
| 4 | 0 | 0 | 2 | 18.6% | 18.1% | 0% | 3,424 pixels |
| 5 | 6 | 8.49 | 0 | 8.1% | 7.4% | 0% | 3,825 pixels |
| 6 | 6 | 10.01 | 1 | 8.8% | 5.7% | 2.6% | 3,606 pixels |
| 7 | 5 | 7.34 | 0 | 7% | 6.4% | 0% | 3,424 pixels |
| 8 | 0 | 0 | 1 | 6.3% | 4.7% | 1.4% | 1,956 pixels |
| 9 | 5 | 8.96 | 0 | 6.4% | 3.7% | 2.5% | 1,956 pixels |
Lopsided with 10 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 11.7 metal a second from its own. The most cramped start has 78% 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 | 0 | 0 | 1 | 16% | 15.5% | 0% | 3,601 pixels |
| 2 | 3 | 5 | 1 | 10.2% | 7.8% | 2.2% | 2,889 pixels |
| 3 | 0 | 0 | 1 | 13.6% | 13.4% | 0% | 2,032 pixels |
| 4 | 0 | 0 | 0 | 13.8% | 13.4% | 0% | 3,177 pixels |
| 5 | 6 | 8.49 | 0 | 8.1% | 7.4% | 0% | 3,825 pixels |
| 6 | 0 | 0 | 1 | 3.9% | 3.4% | 0.1% | 1,873 pixels |
| 7 | 5 | 7.34 | 0 | 7% | 6.4% | 0% | 3,424 pixels |
| 8 | 0 | 0 | 1 | 6.3% | 4.7% | 1.4% | 1,956 pixels |
| 9 | 5 | 8.96 | 0 | 6.4% | 3.7% | 2.5% | 1,956 pixels |
| 10 | 7 | 11.7 | 2 | 14.5% | 11.6% | 2.7% | 1,873 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.