Svalbard's withdrawal removed this division's dominant outlier and the structure re-formed around what remains: a sharp low-volume trio at the top of the outcomes table, a four-player volume block, a middle three, and PuddingMilki — still a category of one. Full disclosure: the analyst is in the table below, at seed 9.
N = 11 players31 countries in playsource · ranked-system/progresssignal · ordinal (top/bottom 3)
Headline read
Australia is Div 6's shared strength — five players list it, one lists it weak — so no free kicks there. Thailand is the division's collective soft spot (four weaknesses against one strength): the closest thing to common ground worth nominating.
Data quality — Division 6
BluOnGeo and Pardalote carry no live current rating. NMPZ samples are thin for five of eleven players, so restricted-mode judgements here are the least certain of any middle division. Round-one results already contradicted at least one stale NMPZ figure; weekly data will correct these faster than lifetime records will.
00
State of the field
A snapshot before the detail: where the eleven 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.
1450
mean seeded ELO
1248
mean current ELO
−201
seeded → current
4.6y
mean account age
20,287
total ranked duels
ELO distribution — seeded vs current
seeded (enrollment)current (seeded value where absent)
Seeded ratings average 1450; current form averages 1248 — the division sits 201 points below its enrollment ratings. 2 players carry no live rating, so a seeded value stands in; the current curve is, if anything, flattered. The axis is scaled to this division's own range.
Account age — a proxy for experience
Tick marks are individual players. Mean
~4.6 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 937 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 — MDY_Waveboy, BluOnGeo, Alex The Flemish, PuddingMilki
BR — Scarlocck, Band1to, Bread, Pawel
MX — MDY_Waveboy, Pardalote, Bread
AU — BluOnGeo, Alex The Flemish, Band1to, PuddingMilki, Pardalote
RU — MDY_Waveboy, Band1to, Basby
Common weaknesses
CA — Gangooo, Band1to
US — Scarlocck, Bread
TH — Gangooo, Basby, Bread, Pawel
GB — MDY_Waveboy, Band1to
NZ — MDY_Waveboy
Shared soft spots (2+)
CA — Gangooo, Band1to
US — Scarlocck, Bread
TH — Gangooo, Basby, Bread, Pawel
GB — MDY_Waveboy, Band1to
IT — Scarlocck, Pardalote
ES — BluOnGeo, Basby
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=11
these are reading aids, not hard tiers — silhouette ≈ 0.31, a real but soft structure.
The volume block
3,100–4,900 duels each at 50.7–57.4%. Bread is the pick: the block's best rate on its smallest sample, and the ELO model promotes him out of it (see below). Pawel's −234 current drop is the block's warning light.
Band1toBasbyBreadPawel
Category of one
74.5% lifetime win-rate. 2,487 km average distance. Those two numbers should not coexist, and in PuddingMilki they do: wins by enormous margins of judgement over placement, or wins ugly — the record doesn't say which, only that it wins.
PuddingMilki
Sharp, light, winning
The division's three best win-rates (83.2%, 67.5%, 61.2%) and its three best accuracy figures (528–751 km), all on samples of 209–738 duels. The shared asterisk: NMPZ is nearly unmeasured for all three (24, 1 and 20 games). Their restricted-mode reads are the division's biggest open question — round one suggested at least one of those stale numbers was badly wrong.
BluOnGeoAlex The FlemishPardalote
The middle three
54–58% with real samples but uneven shapes: Gangooo's 1,839 km distance is carried by a 63% moving rate; Scarlocck's 33.3% NMPZ (21 games) is the division's most attackable posted number; MDY_Waveboy, the top seed, is solid and slightly declining (−56 on enrollment).
MDY_WaveboyGangoooScarlocck
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 (46% of the
variance): moving right means a higher current rating, a moving-mode lean and sharper average accuracy. PC2, the vertical axis
(33%): moving up means more uneven win-rates across modes, more ranked volume and a lower lifetime win-rate. 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 79% 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 (Basby+Pawel) 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
Band1to
The volume block
Mid rated
Basby
The volume block
Mid rated
Bread
The volume block
Higher rated
Pawel
The volume block
Mid rated
PuddingMilki
Category of one
Isolated
Alex The Flemish
Sharp, light, winning
Higher rated
BluOnGeo
Sharp, light, winning
Higher rated
Pardalote
Sharp, light, winning
Higher rated
Gangooo
The middle three
Mid rated
MDY_Waveboy
The middle three
Mid rated
Scarlocck
The middle three
Mid rated
What the divergences mean. The ELO model folds the sharp trio plus Bread into one strong tier, and reads PuddingMilki as unremarkable mid-table — 74.5% of outcomes rendered invisible by a 1,286 rating. Those two divergences are the actionable ones: Bread is the quiet overlap candidate both models half-endorse, and PuddingMilki is exactly the kind of player a ratings-based read walks into unprepared.
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.