The league's most homogeneous division. The outcome model's best split here is the weakest primary separation anywhere (silhouette 0.29), because nine of twelve players are statistically adjacent — 51.6 to 56.2%. Div 5 also has the league's oddest top: seeds 1, 2 and 3 all carry sub-50 moving records. The top of this division was built in restricted modes.
N = 12 players26 countries in playsource · ranked-system/progresssignal · ordinal (top/bottom 3)
Headline read
Indonesia is Div 5's strength (five strong, two weak); Mexico its shared weakness (four list it). The structural headline: OceanicPrairie, Owen and Juri — the top three seeds — hold moving rates of 45.4%, 49.1% and 42.6%. Nominate moving against the top of this division; ban it when they hold the choice.
Data quality — Division 5
Starkily is delisted. Cameera's moving record is 12 games; OceanicPrairie's 45.4% moving is the number most worth verifying against live rounds before trusting. Everything else is adequately sampled.
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.
1643
mean seeded ELO
1335
mean current ELO
−308
seeded → current
3.9y
mean account age
25,260
total ranked duels
ELO distribution — seeded vs current
seeded (enrollment)current (seeded value where absent)
Seeded ratings average 1643; current form averages 1335 — the division sits 308 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
~3.9 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 1,986 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.
Common strengths
ID — OceanicPrairie, Owen, Cameera, Starkily, Arpansarangi
US — GeoMango, Starkily, Leo
BR — OceanicPrairie, Owen, Leo
IN — Juri, Arpansarangi, Leo
ZA — Owen, Lirik, Dragon, PML
Common weaknesses
US — OceanicPrairie, Owen, Dragon
MX — Owen, Dragon, PML, Arpansarangi
RU — Owen, Cameera, PML
CL — OceanicPrairie, Cameera, GeoMango
ES — OceanicPrairie, EvBeverage, Arpansarangi
Shared soft spots (2+)
US — OceanicPrairie, Owen, Dragon
MX — Owen, Dragon, PML, Arpansarangi
RU — Owen, Cameera, PML
CL — OceanicPrairie, Cameera, GeoMango
ES — OceanicPrairie, EvBeverage, Arpansarangi
CA — Juri, Dragon
MY — Lirik, Leo
ID — Lirik, EvBeverage
TR — GeoMango, Starkily
PE — PML, Leo
AR — Cameera, Arpansarangi
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.
Above the line
The only two lifetime rates that clear the pack: 59.7% and 63.8%, both on light volume (729 and 348 duels). Starkily is delisted, so the stronger of the two numbers is also the least verifiable.
GeoMangoStarkily
The undifferentiated middle
Nine players inside five percentage points of each other. The differences that matter are inside the modes, not the totals: the NM-tilted top seeds noted above, and Owen's 1,755 km average distance — the division's widest — sustained across 5,705 duels.
The division's one sharp mode split: 70.2% moving against 51.6% NM and 47.4% NMPZ. In a division whose top seeds are moving-weak, PML holds the inverse profile — the most format-sensitive player in Div 5, in both directions.
PML
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 (47% of the
variance): moving right means a higher lifetime win-rate, less ranked volume and more uneven win-rates across modes. PC2, the vertical axis
(29%): moving up means a restricted-mode lean, more even win-rates across modes 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 77% 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 (Dragon+Arpansarangi) 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
GeoMango
Above the line
Higher rated
Starkily
Above the line
Higher rated
Arpansarangi
The undifferentiated middle
Lower rated
Cameera
The undifferentiated middle
Higher rated
Dragon
The undifferentiated middle
Mid rated
EvBeverage
The undifferentiated middle
Lower rated
Juri
The undifferentiated middle
Higher rated
Leo
The undifferentiated middle
Mid rated
Lirik
The undifferentiated middle
Higher rated
OceanicPrairie
The undifferentiated middle
Mid rated
Owen
The undifferentiated middle
Isolated
PML
The moving specialist
Mid rated
What the divergences mean. Div 5 inverts the league's usual pattern: here the ELO model carries more structure (k=4, silhouette 0.328) than outcomes do. When results are this even, the live ladder does the differentiating. Its standout is Cameera — current 75 above enrollment, 58.1% NM, and twelve moving games in her entire recorded history. Form, or a profile the data simply hasn't measured yet; round results will say.
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.