Have a question about the rating system in Age of Empires III: Complete Collection? Check here for answers to common questions.
Note The Power Rating ladder isn’t seasonal like the other ladders; it doesn’t expire every few months.
A listing of the Power Rating ranks and the corresponding level required to achieve the ranks can be found in the section “What are ranks and how do they work?”
Yes. Players who have a Power Rating level of 26 or greater will be subject to the rating decay system. This means that players who don’t play a rated game within a set period of time will lose rating points due to their inactivity. The period of time varies: players who are levels 26–36 need to play one game every two weeks, and players who are levels 37–50 need to play one game per week to avoid having their rating decayed.
A more detailed explanation about how rating is calculated can be found here.
Your stats are purged after a period of user inactivity. This means that if you haven’t played in over a year, your wins/losses may have been purged.
First make sure the game you play meets the requirements for XP/rated; the requirements are listed in the readme.rtf file.
Note You need to have at least 2 human players in a game to receive any XP on ESO, and in order to receive wins/losses, you need to have only human players arranged in even teams.
We’re investigating a possible issue with ESO whereby if a player disconnects from a game, either intentionally or not, it can cause the ESO stats to be incorrectly reported. We’re working diligently to resolve this.
In the meantime, if you feel you were cheated, contact Xbox Support to report it.
Probably Skill is the average skill level of the player before the game.
Your points represent where you are on the skill ladder. You get points for wins and lose points for losses. The number of points that you win or lose for a specific game depends on several factors, including the ranking points of the player(s) you’re playing against. Similar to other rating systems, high-level players gain very few points for defeating players of a significantly lower level, and therefore will advance in rank very slowly if these are the types of players that they seek out.
This variable determines how much of an impact you want variance to have.
Each player is assigned a level of variance when they start playing. This number starts high, representing the system's lack of familiarity with your actual skill level to start with. As you play more games, this number will get smaller as your rating is refined. This number is largely responsible for the big jumps up or down that your rating can initially take. These jumps decrease as you play more games.
Home Cities are divided into three tiers, much like the cards in your deck. A player using a level 1 Home City is at a disadvantage when playing against a level 40 Home City, so that player should earn more points if they win. The reverse is also true, so the player with the level 40 Home City will lose slightly more points if they lose this matchup. The tiers are broken down like this:
The players in each of the tiers have access to cards that are considered equally powerful. The Home City factor cancels out if you’re playing someone who’s using a Home City in the same tier as you, since we assume you have the best cards for your level.
The Power Rating system rates the civilizations in tiers. When playing a multiplayer game, the civilization you use is also rated in that game.
All Spanish players, for example, will affect the ranking of the Spanish civilization by winning or losing games. The civilization ranking looks something like this (only two civilizations are used to keep the example simple):
This ranking is dynamic and updating constantly throughout the day, adjusting to game results.
In the example above, Spanish Tier 3 (levels 25+) is rated the highest, while British Tier 1 (levels 0–9) is rated the lowest. A player using a higher-ranked civilization who defeats a player using a lower-ranked civilization will gain slightly fewer points, and vice versa, the idea being that players who use the civilization that wins the most will be more likely to win the game, and so will earn fewer points.
We use your skill level, which is points rounded up to the nearest integer, to assign you a rank title that represents your skill. The rank ladder looks like this:
Skill Level/Rank Title
Why not use the ELO system?
We have used a 1,600-based ELO rating system for our past games and have switched to the new Power Rating system for Age of Empires III.
Why the change?
The ELO system starts players at 1,600 points, and below-average players end up dropping below that mark right away. This can be very discouraging to players who may improve over time and could turn them off of competitive play completely.
Additionally, the number of points lost by a player who is rated 2,000+ on ELO when they play against someone who is 100 points below is substantial. However, a difference of 100 points often doesn’t mean a substantial difference in ability, so highly rated players have nothing to gain and everything to lose.
With the Power Rating system, high-ranked players will still lose ground, but the results are not nearly as catastrophic to their ranking.
Note A player who goes into negative points is still displayed as a Conscript and is still level 0. They aren’t making progress, but they aren’t being visibly set back (unless they happen to figure out what the points mean in their HC tab.)
Looking at it another way, you have to work your way up to becoming average in the Power Rating system, so for less-skilled players, it still rewards them, unlike ELO. The majority of players will be gaining levels, not going into negative points.
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