What happens to your points, who sees you when you are online — and how much a match survives before it is truly lost.
Account, league and rating
Every account starts at 1200 points in every mode, and each mode keeps its own rating. The league is nothing but the display of that number: cross the threshold and you move up, drop below it and you move down. Nobody falls below 0.
| League | from rating |
|---|---|
| Rekrut | — |
| Bronze | 1000 |
| Silber | 1200 |
| Gold | 1400 |
| Platin | 1600 |
| Diamant | 1800 |
| Elite | 2000 |
The settling-in phase
Alongside the points the server keeps an uncertainty — how sure it is that the number is right. A fresh account starts at 350 and therefore moves a long way after each match; with every game the uncertainty shrinks until it stops at 60. After about 20 games in a mode an account is settled, separately for each mode: settled in 1v1 still means fresh in 2v2. No placement matches are needed; the uncertainty is the big first step. Pausing makes you uncertain again, so an old value does not stick forever: after a month away a match is worth ±23 again.
| Games in the mode | Win | Loss |
|---|---|---|
| 0 | +26 | −26 |
| 1 | +24 | −24 |
| 3 | +21 | −21 |
| 5 | +18 | −18 |
| 10 | +12 | −12 |
| 15 | +9 | −9 |
| 20+ | +6 | −6 |
What a match is worth
How much moves depends on two things: your own uncertainty and the gap to your opponent. A win against someone stronger brings a lot and a loss against them costs little; against someone weaker it is the other way round. Win streaks give no bonus.
| Situation | Win | Loss |
|---|---|---|
| Fresh account, equal opponent | +26 | −26 |
| Settled, equal opponent | +6 | −6 |
| Settled, opponent 200 points stronger | +9 | −3 |
| Settled, opponent 200 points weaker | +3 | −9 |
Example: a winning streak
A fresh account wins its first 20 matches, each against an equally strong opponent — that is how the matchmaker pairs. The first win brings +26, the last only +7: with every game the uncertainty drops and so does the step size. Win number 11 brings Gold, and at the end the account stands at 1483 points. From then on each win against an equal opponent is worth about as much as the last row.
| Win | Points | Total | League |
|---|---|---|---|
| 1 | +26 | 1226 | Silber |
| 2 | +24 | 1250 | Silber |
| 3 | +23 | 1273 | Silber |
| 4 | +21 | 1294 | Silber |
| 5 | +19 | 1313 | Silber |
| 6 | +18 | 1331 | Silber |
| 7 | +17 | 1348 | Silber |
| 8 | +15 | 1363 | Silber |
| 9 | +14 | 1377 | Silber |
| 10 | +13 | 1390 | Silber |
| 11 | +12 | 1402 | Gold |
| 12 | +12 | 1414 | Gold |
| 13 | +11 | 1425 | Gold |
| 14 | +10 | 1435 | Gold |
| 15 | +9 | 1444 | Gold |
| 16 | +9 | 1453 | Gold |
| 17 | +8 | 1461 | Gold |
| 18 | +8 | 1469 | Gold |
| 19 | +7 | 1476 | Gold |
| 20 | +7 | 1483 | Gold |
Rating calculator
Enter your situation: current points, how many matches you have played in this mode (that sets the uncertainty), how strong the opponents are and how many wins and losses follow. The calculator uses the same formula as the server; wins and losses are mixed evenly.
| Match | Result | points | Total | League |
|---|
Rating in teams
In a team the average of the opposing team counts as the opponent, and all teammates go the same direction: won or lost. Individual contribution deliberately does not count — whoever holds the economy and builds the supply has few kills, and a rating by damage would punish exactly that.
Friends and groups
The friends list shows not only who is online but what they are doing: in the menu, in a lobby, in a group, in the queue or in the middle of a match. From there you invite — into a lobby or into a group of up to 4 players. A group searches together; only the leader starts the search, but everyone picks their own faction. For the fairness calculation a group receives a surcharge on its rating, because coordinated play weighs more than the same number of solo players. The surcharge applies to the matchmaking only and never touches your actual rating.
| Mode | Players per side |
|---|---|
| 1v1 | 1 |
| 2v2 | 2 |
| 3v3 | 3 |
| 4v4 | 4 |
When the connection drops
A drop does not end the match. The server pauses it, shows everyone a window and runs a deadline; whoever returns continues where they left off. Re-entry hangs on the account, not on a note in the game's memory — which is why it survives a crash: restart, log in, and the running match is offered to you. Those still present may remove an absentee, but only unanimously and only after the waiting period; every vote can be withdrawn. Once the second deadline passes it happens without a vote, otherwise the match would hang forever on someone who is not coming back. If two players share a faction and the other is still there, nothing is interrupted at all: a hand is missing, not a warring party.
| Step | After the drop |
|---|---|
| Match paused, window for everyone | at once |
| Vote possible, unanimous only | 1 min |
| Removal without a vote | 5 min |
The server does not give up
The simulation does not run where the lobby lives, but on a compute node. If that node fails, the match moves to another one while it runs: the last saved state is loaded and every command since is replayed at speed — no jump back, no lost order. To you it looks like a brief notice that things will continue shortly. A restart of the main server no longer ends a running match either: the node keeps computing unimpressed, afterwards reports what it is working on, and the room is reclaimed. Anyone who was in it returns the same way as after an ordinary drop.
Replays
What is recorded is not the picture but only what was ordered. Because the simulation is deterministic — same starting point, same commands, same course — that list is enough to make the whole match happen again. The difference in size is considerable, and it is the reason replays exist at all. In exchange a recording is bound to its game version: if the balance changes, the recomputation runs differently, so every replay carries its version with it. The same property is what lets a match move to another machine.
| Recording | Per match |
|---|---|
| Every state, frame by frame | 1,76 GB |
| The commands only | unter 1 MB |
Player profile and awards
After a match every participant receives one of 6 play styles and, if earned, awards from a list of 12. Both come out of transparent formulas over the course of play, not out of a model whose verdict nobody could explain. The assessment describes, it does not grade: "turtle" is no reproach and "rusher" no praise, and there is deliberately no overall mark — who wins is already what the ladder says. If a match lasts less than 5 minutes or offers too few samples, no style is assigned at all; a verdict from thin data stays in the profile afterwards and shapes how others see someone. You can only give praise to fellow players — there is no channel for the opposite, because it would need moderation that does not exist. Whatever goes wrong in game you report with the bug button: the report takes version, faction, map and match time along with it.
| Name | Kind | What it depends on |
|---|---|---|
| Rusher | Play style | Army before harvesters |
| Technologist | Play style | Much research, costly units |
| Turtle | Play style | Share of defences |
| Economist | Play style | Harvesters, yield, buildings |
| Scout | Play style | Share of map scouted |
| Swarm leader | Play style | Many bodies, low unit value |
| First Blood | Award | First kill of the match |
| Map master | Award | Over 70 % scouted |
| Economic miracle | Award | Highest income per minute |
| Unbowed | Award | Win from far behind |
| Lightning win | Award | Win under ten minutes |
| Fortress | Award | No building of your own lost |
| Damage dealer | Award | Most damage of all |
| Harvest king | Award | Far more mined than second place |
| Triad | Award | All three ores mined |
| Endurance | Award | Match over 45 minutes |
| Head hunter | Award | Most kills |
| Master builder | Award | More than 40 buildings raised |