Elo
A lobby is every human against every other: the winner first, then everyone by performance (land 40%, conquests 20%, nukes 20%, human kills 10%, gold 10%). A rating moves by K × (share of opponents beaten − share it was expected to beat). Everyone starts at 1000; K shrinks with experience, 800 for a first game down to 100 after 28, so a newcomer moves fast and a veteran barely.
Classes
Stretched to read like chess ratings, but one game says less here: a 400-point lead means finishing ahead about 68% of the time, not 91%. A class needs 5+ rated games: 31,647 players have that, 91,198 are still provisional. Nobody drops below 100.
| Class | Rating | Players | Top |
|---|---|---|---|
| OF Super GM | 2700+ | 0 | 0.00% |
| OF GM | 2500 – 2699 | 0 | 0.00% |
| OF Master | 2200 – 2499 | 40 | 0.13% |
| Expert | 2000 – 2199 | 197 | 0.75% |
| Strong club player | 1800 – 1999 | 958 | 4% |
| Club player | 1600 – 1799 | 2,217 | 11% |
| Amateur | 1300 – 1599 | 5,635 | 29% |
| Average | 900 – 1299 | 10,791 | 63% |
| Beginner | 600 – 899 | 7,296 | 86% |
| Novice | under 600 | 4,513 | 100% |
What one game is worth
The rating change when every opponent in the lobby is rated 1000. A higher rating is expected to beat more of them, so the same result pays less; more games played makes everything smaller.
| Result | For a newcomer, first game | For a regular rated 1000, 10 games in | For a Master rated 2200, 30 games in |
|---|---|---|---|
| wins the lobby | +400 | +114 | +9 |
| top 10% | +320 | +91 | -1 |
| top quarter | +200 | +57 | -16 |
| middle | +0 | +0 | -41 |
| bottom quarter | -200 | -57 | -66 |
| first out | -400 | -114 | -91 |
K was chosen by replaying every game and predicting each pair's order beforehand: it calls about 68% of pairs right, in small lobbies as in full ones.