← Knowledge baseACCOUNT AND RANK

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; the league beside it is nothing but the display of that number. 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 and the value turns sluggish. No placement matches are needed for that: the uncertainty is the big first step, and it fades on its own. Anyone who pauses for a long time becomes uncertain again, so an old value does not stick forever. In a team everyone receives the same change — whoever holds the economy and builds the supply has few kills, and a rating by damage would punish exactly that.

Leaguefrom rating
Rekrut—
Bronze1000
Silber1200
Gold1400
Platin1600
Diamant1800
Elite2000

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.

ModePlayers per side
1v11
2v22
3v33
4v44

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 Those still present may remove an absentee, but only unanimously and only after the waiting period; every vote can be withdrawn.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.

StepAfter the drop
Match paused, window for everyoneat once
Vote possible, unanimous only1 min
Removal without a vote5 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.

RecordingPer match
Every state, frame by frame1,76 GB
The commands onlyunter 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.

NameKindWhat it depends on
RusherPlay styleArmy before harvesters
TechnologistPlay styleMuch research, costly units
TurtlePlay styleShare of defences
EconomistPlay styleHarvesters, yield, buildings
ScoutPlay styleShare of map scouted
Swarm leaderPlay styleMany bodies, low unit value
First BloodAwardFirst kill of the match
Map masterAwardOver 70 % scouted
Economic miracleAwardHighest income per minute
UnbowedAwardWin from far behind
Lightning winAwardWin under ten minutes
FortressAwardNo building of your own lost
Damage dealerAwardMost damage of all
Harvest kingAwardFar more mined than second place
TriadAwardAll three ores mined
EnduranceAwardMatch over 45 minutes
Head hunterAwardMost kills
Master builderAwardMore than 40 buildings raised