Attribute Tiers

This classifies the individual attribute picks into tiers of effectiveness. Generally industry builds will want to draw from the blue and green categories. Usually avoid the orange, and only use yellows and purples with care, for specific use cases and builds. More detailed comments below.
dbAttribute Tiers
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Strength Tier
Attributes
1
Superlative
Farm +1.5FP
Amaze +2IP
Slow -0.5RP
BB +100%
GalNav
Tinkers +1RP
2
Base OK
Normal FP
Normal GC
Prosper +0.75GC
FB +50%
Reg Grav
Medium HW -4 pop
Poor HW
Normal tech tree
FT +10%
No special
Repulsive
Blundering
3
Rush / Combat
IF -1FP
Thrifty -0.5GC
OF -50%
Low Grav
Huge HW
Rich HW
CP
Broad
BH
SI
FE
Smug
Pirates
4
Science
IF -1FP
Sloth -0.5IP
Genius +3RP
Lender +1.5GC
OF -50%
Low Grav
Huge HW
Techies →15%
BR
Persnick +20%
SI
5
Situational
Ind +1IP
Lender +1.5GC
HG
CP
Pirates
6
Only 1 pt left
Tolerant
Normal Diplo
7
Combo Req’d
IF -1FP
Huge HW
SI
8
Almost never
Plant +3FP
Thrifty -0.5GC
Normal Growth
Large HW
No cross-bonus
HFS
Persnick +20%
Charisma
Talented
9
Never EVER
Normal IP
Normal RP
Quick +1.5RP
Abundant HW
Base Spy/Reputation
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dbAttribute Categories
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Category
Attributes
1
Farming
IF -1FP
Normal FP
Farm +1.5FP
Plant +3FP
2
Industry
Sloth -0.5IP
Normal IP
Ind +1IP
Amaze +2IP
3
Science
Slow -0.5RP
Normal RP
Quick +1.5RP
Genius +3RP
4
Money
Thrifty -0.5GC
Normal GC
Prosper +0.75GC
Lender +1.5GC
5
Pop Growth
OF -50%
Normal Growth
FB +50%
BB +100%
6
Gravity
Low Grav
Reg Grav
HG
7
HW Size
Huge HW
Large HW
Medium HW -4 pop
8
HW Minerals
Rich HW
Abundant HW
Poor HW
9
GalNav
GalNav
10
CP
CP
11
Tolerant
Tolerant
12
Cross-Bonus
Tinkers +1RP
No cross-bonus
Techies →15%
13
BR
BR
14
Tech Tree
Broad
Normal tech tree
HFS
15
BH
BH
16
Pop Special
FT +10%
No special
Persnick +20%
SI
17
Spy Rolls
Charisma
Base Spy/Reputation
Repulsive
18
FE
FE
19
Smug
Smug
20
Pirates
Pirates
21
Diplomats
Talented
Normal Diplo
Blundering
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Select list:
Superlative
+9
dbAttribute Choices
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Attribute
Full Name
Tier
Category
Cost
Comments
1
IF -1FP
Inadequate Farmers
Combo Req’d
Science
Rush / Combat
Farming
-3
Do not pick this without SI, you WILL run out of food. SI also requires huge HW as well, and these should be used for science or rush only
2
Normal FP
Normal Food
Base OK
Farming
0
3
Farm +1.5FP
Proficient Farmers
Superlative
Farming
3
4
Plant +3FP
Plant Whisperers
Almost never
Farming
6
Rarely worth it
5
Sloth -0.5IP
Slow as Sloths
Science
Industry
-3
Science only
6
Normal IP
Normal Industry
Never EVER
Industry
0
Useless, go high or low
7
Ind +1IP
Industrious Individuals
Situational
Industry
3
Only if really really need the points
8
Amaze +2IP
Amazing Industrialists
Superlative
Industry
6
Base build for most maps
9
Slow -0.5RP
Slow Thinkers
Superlative
Science
-3
Base build for most maps
10
Normal RP
Normal Science
Never EVER
Science
0
Useless, go high or low
11
Quick +1.5RP
Quick Thinkers
Never EVER
Science
3
Useless, go high or low
12
Genius +3RP
Borderline Genius
Science
Science
6
Science only
13
Thrifty -0.5GC
Thrift Spenders
Almost never
Rush / Combat
Money
-3
This is too low, you WILL run out of money on 90% of maps. It is generally too expensive to “econ fund” GC
14
Normal GC
Normal Money
Base OK
Money
0
Base build for most maps
15
Prosper +0.75GC
Prosperous Businessmen
Base OK
Money
3
16
Lender +1.5GC
Money Lenders
Situational
Science
Money
6
Leaders or science
17
OF -50%
Old Fashioned
Science
Rush / Combat
Pop Growth
-3
This is the worst penalty possible. Science or rush ONLY. Otherwise, game lost at choice screen
18
Normal Growth
Normal Growth
Almost never
Pop Growth
0
Too low to use civic, impairing
19
FB +50%
Fertile Biology
Base OK
Pop Growth
3
This will drive your race expansion capability
20
BB +100%
Baby Boomers
Superlative
Pop Growth
6
This will drive your race expansion capability
21
Low Grav
Low Gravity Affinity
Science
Rush / Combat
Gravity
-3
This is the worst penalty possible. Science or rush ONLY. Otherwise, game lost at choice screen
22
Reg Grav
Regular Gravity
Base OK
Gravity
0
Always ok to pick
23
HG
High Gravity Affinity
Situational
Gravity
1
High risk-reward choice, often decides game in retrospect
24
Huge HW
Huge Homeworld
Combo Req’d
Science
Rush / Combat
HW Size
2
Science or rush, usually paired with SI/IF OR rich HW
25
Large HW
Default Homeworld (Large)
Almost never
HW Size
0
Rarely used, sometimes with science
26
Medium HW -4 pop
Medium Homeworld
Base OK
HW Size
-3
Typical industry choice on larger maps: med/poor with high pop growth
27
Rich HW
Rich Homeworld
Rush / Combat
HW Minerals
2
Mostly for rushes on small maps, too expensive for larger maps
28
Abundant HW
Default Homeworld (Abundant)
Never EVER
HW Minerals
0
Not worth it
29
Poor HW
Poor Homeworld
Base OK
HW Minerals
-2
Typical industry choice on larger maps: med/poor with high pop growth
30
GalNav
Galactic Navigators
Superlative
GalNav
2
Industry ALWAYS picks this
31
CP
Combat Pilots
Rush / Combat
Situational
CP
2
Helps a lot with DM on ruin maps and potential gauss rush
32
Tolerant
Tolerant
Only 1 pt left
Tolerant
1
Meh, only when points mismatched
33
Tinkers +1RP
Natural Tinkers
Superlative
Cross-Bonus
2
Always grab this for industry
34
No cross-bonus
Default (no pick)
Almost never
Cross-Bonus
0
Usually pick the one matching your race, it influences stolen pops matching type as well
35
Techies →15%
Robust Techies
Science
Cross-Bonus
2
Best use of points for science
36
BR
Brilliant Researchers
Science
BR
5
Superb for science, unfortunately kind of random
37
Broad
Broad Field Experimentalists
Rush / Combat
Tech Tree
1
For rushes
38
Normal tech tree
Default (no pick)
Base OK
Tech Tree
0
Always works well
39
HFS
Highly Focused Scientists
Almost never
Tech Tree
1
Very rarely is this useful, don’t pick
40
BH
Battle Hardened
Rush / Combat
BH
2
Better long term than FE as it adds command points, and structures
41
FT +10%
Freethinking
Base OK
Pop Special
2
Best use of excess 2 pts
42
No special
Default (no pick)
Base OK
Pop Special
0
This is fine
43
Persnick +20%
Persnickety
Almost never
Science
Pop Special
4
Barely better than FT for +2 more points in cost. Rarely used, mainly science
44
SI
Shared Intelligence
Combo Req’d
Science
Rush / Combat
Pop Special
6
Science or rush, if you pick this you also automatically have to get huge HW and IF to help pay for it
45
Charisma
Charismatic
Almost never
Spy Rolls
2
Only for spy games with leaders
46
Base Spy/Reputation
Default (no pick)
Never EVER
Spy Rolls
0
Don’t forget the free points
47
Repulsive
Repulsive
Base OK
Spy Rolls
-2
Free points, basically
48
FE
Fantastic Engineers
Rush / Combat
FE
2
Amazing short term / small maps
49
Smug
Highly Trained Smugglers
Rush / Combat
Smug
2
Love in FFA, but is costly and less effective as game progresses
50
Pirates
Sanctioned Piracy
Rush / Combat
Situational
Pirates
2
Better with large FFA player counts, steal GC and RP passively and tech on capture
51
Talented
Talented Diplomats
Almost never
Diplomats
1
Only useful in large allied games for the research/money player ONLY
52
Normal Diplo
Default (no pick)
Only 1 pt left
Diplomats
0
Only if your points are mismatched, otherwise use the free point
53
Blundering
Blundering Diplomats
Base OK
Diplomats
-1
Use this point if you can!
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