Trout Farm
Trout Farm is a Total Annihilation map on Water World, 7,200 × 7,296 pixels, with 10 start positions.
15 X 15 Watch out for the sinkhole in the middle.
Each start position's territory: the part of the map nearer to it than to any other start in use.
Start Position Fairness
Even with 2 players. The poorest start makes 64.03 metal a second from its deposits, 5.9% less than the richest, which makes 68.06. The most cramped start has 2.7% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 34 | 68.06 | 0 | 49.2% | 26.7% | 19.6% | 6,640 pixels |
| 2 | 32 | 64.03 | 0 | 50.8% | 27.5% | 20.1% | 6,640 pixels |
Uneven with 3 players. The poorest start makes 32.01 metal a second from its deposits, 39% less than the richest, which makes 52.34. The most cramped start has 36% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 26 | 52.34 | 0 | 37.3% | 20% | 14.8% | 4,740 pixels |
| 2 | 24 | 47.74 | 0 | 38.5% | 20.8% | 15.3% | 4,742 pixels |
| 3 | 16 | 32.01 | 0 | 24.2% | 13.4% | 9.5% | 4,740 pixels |
Fairly even with 4 players. The poorest start makes 32.01 metal a second from its deposits, 10% less than the richest, which makes 35.72. The most cramped start has 5% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 16 | 32.34 | 0 | 25% | 13.2% | 9.9% | 4,740 pixels |
| 2 | 16 | 32.01 | 0 | 26.1% | 13.9% | 10.3% | 4,650 pixels |
| 3 | 16 | 32.01 | 0 | 24.2% | 13.4% | 9.5% | 4,740 pixels |
| 4 | 18 | 35.72 | 0 | 24.8% | 13.8% | 9.9% | 4,650 pixels |
Lopsided with 5 players. The poorest start makes 11.77 metal a second from its deposits, 69% less than the richest, which makes 38.39. The most cramped start has 66% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 11 | 22.26 | 0 | 15.8% | 11.1% | 3.4% | 2,613 pixels |
| 2 | 15 | 30 | 0 | 24% | 13.9% | 8.3% | 4,530 pixels |
| 3 | 6 | 11.77 | 0 | 14% | 10.7% | 2.4% | 2,361 pixels |
| 4 | 15 | 29.67 | 0 | 23.1% | 13.8% | 8.3% | 4,650 pixels |
| 5 | 19 | 38.39 | 0 | 23.1% | 4.7% | 17.3% | 2,361 pixels |
Lopsided with 6 players. The poorest start makes 11.77 metal a second from its deposits, 59% less than the richest, which makes 28.39. The most cramped start has 74% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 18.23 | 0 | 11.3% | 9.4% | 1.1% | 2,612 pixels |
| 2 | 14 | 27.98 | 0 | 23.3% | 13.9% | 7.6% | 4,416 pixels |
| 3 | 6 | 11.77 | 0 | 14% | 10.7% | 2.4% | 2,361 pixels |
| 4 | 10 | 19.43 | 0 | 15.3% | 11.8% | 2.7% | 2,435 pixels |
| 5 | 13 | 26.29 | 0 | 18.1% | 4.7% | 12.5% | 2,361 pixels |
| 6 | 14 | 28.39 | 0 | 17.9% | 3.7% | 13.4% | 2,368 pixels |
Lopsided with 7 players. The poorest start makes 11.77 metal a second from its deposits, 55% less than the richest, which makes 26.29. The most cramped start has 85% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 18.23 | 0 | 11.3% | 9.4% | 1.1% | 2,612 pixels |
| 2 | 13 | 25.97 | 0 | 18.3% | 13.1% | 3.6% | 2,719 pixels |
| 3 | 6 | 11.77 | 0 | 14% | 10.7% | 2.4% | 2,361 pixels |
| 4 | 8 | 15.16 | 0 | 12.1% | 10.7% | 0.8% | 2,435 pixels |
| 5 | 13 | 26.29 | 0 | 16.8% | 4.7% | 11.2% | 2,361 pixels |
| 6 | 9 | 18.06 | 0 | 13.3% | 3.7% | 8.8% | 1,747 pixels |
| 7 | 8 | 16.61 | 0 | 14.1% | 1.9% | 11.7% | 1,747 pixels |
Lopsided with 8 players. The poorest start makes 9.76 metal a second from its deposits, 56% less than the richest, which makes 22.26. The most cramped start has 84% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 18.23 | 0 | 11.3% | 9.4% | 1.1% | 2,612 pixels |
| 2 | 11 | 22.26 | 0 | 15.2% | 11.9% | 1.7% | 2,719 pixels |
| 3 | 5 | 9.76 | 0 | 10.5% | 9.5% | 0.5% | 2,361 pixels |
| 4 | 8 | 15.16 | 0 | 12.1% | 10.7% | 0.8% | 2,435 pixels |
| 5 | 8 | 15.72 | 0 | 13.8% | 4.7% | 8.2% | 1,802 pixels |
| 6 | 9 | 18.06 | 0 | 13.3% | 3.7% | 8.8% | 1,747 pixels |
| 7 | 8 | 16.61 | 0 | 11.6% | 1.9% | 9.2% | 1,747 pixels |
| 8 | 8 | 16.29 | 0 | 12.2% | 2.5% | 9.2% | 1,802 pixels |
Lopsided with 9 players. The poorest start makes 6.29 metal a second from its deposits, 72% less than the richest, which makes 22.26. The most cramped start has 98% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 14.27 | 0 | 9.1% | 7.8% | 0.6% | 2,091 pixels |
| 2 | 11 | 22.26 | 0 | 15.2% | 11.9% | 1.7% | 2,719 pixels |
| 3 | 5 | 9.76 | 0 | 10.1% | 9% | 0.5% | 2,361 pixels |
| 4 | 8 | 15.16 | 0 | 12.1% | 10.7% | 0.8% | 2,435 pixels |
| 5 | 3 | 6.29 | 0 | 5.3% | 0.2% | 5.1% | 593 pixels |
| 6 | 9 | 18.06 | 0 | 13.2% | 3.7% | 8.7% | 1,747 pixels |
| 7 | 8 | 16.61 | 0 | 11.6% | 1.9% | 9.2% | 1,747 pixels |
| 8 | 8 | 16.29 | 0 | 12.2% | 2.5% | 9.2% | 1,802 pixels |
| 9 | 7 | 13.38 | 0 | 11.3% | 6.6% | 3.7% | 593 pixels |
Lopsided with 10 players. The poorest start makes 6.29 metal a second from its deposits, 66% less than the richest, which makes 18.55. 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 | 7 | 14.27 | 0 | 9.1% | 7.8% | 0.6% | 2,091 pixels |
| 2 | 9 | 18.55 | 0 | 12.6% | 9.8% | 1.7% | 2,719 pixels |
| 3 | 5 | 9.76 | 0 | 10.1% | 9% | 0.5% | 2,361 pixels |
| 4 | 4 | 7.74 | 0 | 8.1% | 7.3% | 0.5% | 1,850 pixels |
| 5 | 3 | 6.29 | 0 | 5.3% | 0.2% | 5.1% | 593 pixels |
| 6 | 9 | 18.06 | 0 | 13.2% | 3.7% | 8.7% | 1,747 pixels |
| 7 | 6 | 12.34 | 0 | 6.1% | 0% | 6.1% | 1,016 pixels |
| 8 | 8 | 16.29 | 0 | 12.2% | 2.5% | 9.2% | 1,802 pixels |
| 9 | 7 | 13.38 | 0 | 11.3% | 6.6% | 3.7% | 593 pixels |
| 10 | 8 | 15.4 | 0 | 12% | 7.4% | 3.6% | 1,016 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.