A two-speed division. Five players win on moving — all five clear 70% there, one clears 96 — and seven players are mode-flat grinders who concede nothing and take nothing. In restricted modes the whole division compresses to near-parity, which makes format choice worth more here than anywhere else in the league.
N = 12 players28 countries in playsource · ranked-system/progresssignal · ordinal (top/bottom 3)
Headline read
Russia is Div 3's true divider — simultaneously the most-listed strength (four players) and the most-listed weakness (five). Indonesia leans weakness (two strong, five weak). Structurally: every one of the division's five winners is a moving specialist whose restricted rates fall back to 46–58%.
Data quality — Division 3
Full current-rating coverage; alongside 1B the cleanest division. tacocat's 96.7% moving sits on a modest total sample (960 lifetime duels) — read it as a strong tilt, not a law of nature.
00
State of the field
A snapshot before the detail: where the twelve sit on rating, experience
and volume. The headline is the gap between seeded and current form — this is a
field well off its collective best.
1900
mean seeded ELO
1531
mean current ELO
−368
seeded → current
5.4y
mean account age
37,237
total ranked duels
ELO distribution — seeded vs current
seeded (enrollment)current (seeded value where absent)
Seeded ratings average 1900; current form averages 1531 — the division sits 368 points below its enrollment ratings. Every player carries a live current rating, so no imputation is involved. The axis is scaled to this division's own range.
Account age — a proxy for experience
Tick marks are individual players. Mean
~5.4 years, but read it loosely: account age is only a proxy for GeoGuessr
experience, and it breaks for fresh accounts of veteran players. Median lifetime volume
is 2,789 ranked duels.
01
Geographic signal map
Every player against every country that appears in a top-3 or bottom-3 list.
Warm = a ranked strength, cool = a ranked weakness, intensity = list position. Columns are
ordered by how much the field cares about that country. Hover any cell for the value.
strengthweaknessnot in top/bottom 3
Ordinal signal only: a blank cell means the country isn't in that player's
top or bottom three — not that they're necessarily neutral there.
02
Contested ground
Countries that are a strength for some players and a weakness for others —
the regions where a matchup is won or lost rather than shared.
03
Field patterns
Where the field collectively excels and bleeds. Shared weaknesses are the
soft ground worth drilling — common blind spots across skill tiers.
ID — RLH, JoeySpeeltGames, koendew, Stingray, Kiquke
US — JoeySpeeltGames, Matepotato
CA — Causey, Stingray
ES — RLH, PLAYHRD
MX — Quarksauce, Matepotato
IN — Quarksauce, Kiquke
ZA — PLAYHRD, Slam4
04
Player clusters — win-rate model
Our primary segmentation, built on lifetime per-mode win-rates
over hundreds-to-thousands of ranked duels per player — measured outcomes, not
imputed ratings, so no synthetic data props it up. Features: current ELO, lifetime
overall and per-mode win-rate, a win-rate-derived mode lean, accuracy and volume.
Ward and k-means agree. Two players resolve as singletons for real reasons (below).
A second, rating-based model in section 06 triangulates this one. At n=12
these are reading aids, not hard tiers — silhouette ≈ 0.31, a real but soft structure.
Mode-flat grinders
51–54% in every mode, samples of 1,300–6,000. No edge to press, no hole to attack — games against this group are decided by the day's form and the map. Causey heads the seeding from inside it, which is examined below.
CauseyPLAYHRDkoendewBurgoSlam4StingrayKiquke
Moving specialists
All five clear 70% moving — tacocat's 96.7% is the most extreme mode figure in the league — and all five fall to 46–58% restricted. RLH's split is the widest that matters: 70.4% moving against 46.4% NM. If you can drag any of these five into NM or NMPZ, the fight is even; on moving it is not.
RLHQuarksauceJoeySpeeltGamesMatepotatotacocat
05
How to read the two cluster views
The clustering runs in a 6-dimensional feature space; these two
plots are different windows onto it. The PCA map flattens that space to its two
most informative axes; the dendrogram shows the order in which players merged into
groups. Same data, complementary views.
PCA map. Each player projected onto the two directions of greatest
spread in this division's data. A principal component has no fixed
meaning — it is whatever mix of the six features varies most here — so the axis
readings below are derived from this division's own loadings, not carried over
from any other division. PC1, the horizontal axis (53% of the
variance): moving right means a restricted-mode lean, more even win-rates across modes and a lower lifetime win-rate. PC2, the vertical axis
(23%): moving up means a wider average guess distance and a higher current rating. Two of the six features
deserve definition, since both are computed from win-rates rather than from how
often a mode is played: mode lean = mean(NM%, NMPZ%) − Moving%, i.e. which
way a player's results tilt; mode spread = the standard deviation across
their three mode win-rates, i.e. how lopsided they are regardless of direction.
A player who wins 74/75/71 across the modes and one who wins 49/52/47 both score
flat on these; a 65/54/33 profile scores strongly on both. Distance on the plot
≈ overall dissimilarity. Together the two axes hold 76% of the variance
in the six clustering features.
Dendrogram. Built bottom-up: each player starts alone, then the two
most similar join, repeatedly, until all are one. Bar height = how different
two groups were when they merged — low joins (PLAYHRD+koendew) are near-twins;
high joins happen late and grudgingly. Reading down from the top, the first
split separates the strong tier from everyone else; cut the tree at any height
to get that many clusters. Dot colour marks final cluster membership.
06
Two models, triangulated
We trust two models, built on independent signals. The win-rate
model (section 04) asks who beats their opponents, from measured lifetime
outcomes. The ELO model asks where the ladder places them now, from
current per-mode ratings with mode-lean computed only from real (non-imputed) data —
the honest rating view, silhouette 0.29. Where they agree, a finding is robust; where
they diverge, that disagreement is itself signal worth a second look.
Player
Win-rate model
ELO model
Burgo
Mode-flat grinders
Mid rated
Causey
Mode-flat grinders
Lower rated
Kiquke
Mode-flat grinders
Lower rated
PLAYHRD
Mode-flat grinders
Isolated
Slam4
Mode-flat grinders
Mid rated
Stingray
Mode-flat grinders
Mid rated
koendew
Mode-flat grinders
Mid rated
JoeySpeeltGames
Moving specialists
Mid rated
Matepotato
Moving specialists
Mid rated
Quarksauce
Moving specialists
Mid rated
RLH
Moving specialists
Mid rated
tacocat
Moving specialists
Isolated
What the divergences mean. The ELO model at its preferred k=5 splinters the division and, in doing so, points at the two form stories the win-rate model can't date: PLAYHRD, isolated with a current of 2019 — the only player above 2000, up 109 on enrollment — and tacocat, seed 12, current up 56, with that 96.7% moving rate. Meanwhile Causey holds seed 1 on an enrollment snapshot while carrying a 51.0% lifetime rate and the division's weakest moving number (45.7%). On the evidence assembled here, that is the most pressured top seed in the league.
07
Geographic similarity
Where each player's competence is concentrated — thread weight is the
overlap in best-country lists. GeoGuessr ranks these countries within each player,
so the lists say where someone is strong relative to their own baseline, not how strong
they are.
Reading it
Thick threads mean two players'
strengths sit in the same places — on a map drawn from those countries, neither gets an
edge from familiarity. Thin or absent threads mean their competence is concentrated
elsewhere, so map choice cuts between them. Because each player's top-3 is ranked
against their own record, this maps the shape of a player's geographic
knowledge with their overall level divided out: a Division 8 player and a Division 1
player can share a thread while being nowhere near each other in strength. It is a map
of where someone is strong, not how strong they are — which is why it
is kept separate from the clustering, and why a thread is a matchup cue rather than a
prediction.