Build a fair two-choice scorecard
Record the visible upgrade names. Pick one goal metric. Record matched samples. Compare the results.
flatten the mountain tier list
Use measured progress, economy, payback, or convenience evidence to compare your own Skill Tree choices; no universal S-to-D ranking is verified. Earned resources can be reinvested in player progression through the game's upgrade system and Skill Tree. No invented complete node list or universal ranking is used. Use player-entered inputs to estimate progress and cash with no universal rates.
Last tested:

Record the visible upgrade names. Pick one goal metric. Record matched samples. Compare the results.
Compare mountain progress with the same sample length. Choose one visible upgrade between runs.
Compare cash change with the same sample length. Record the upgrade cost when it is visible.
Complete Skill Tree ranking. A complete node catalog, values, and versioned universal ranking are not verified.
Earned resources can be reinvested in player progression through the game's upgrade system and Skill Tree. No invented complete node list or universal ranking is used.
Earned resources can be reinvested in player progression through the game's upgrade system and Skill Tree. No invented complete node list or universal ranking is used. Progress and cash estimates must use values measured and entered by the player; the project has no universal rate defaults. Use player-entered inputs to estimate results with no universal rates.
Exact ranks remain unpublished until one documented metric can be applied to a complete live roster.
Choose one goal before comparing upgrades: visible mountain progress, cash efficiency, payback time, or convenience.
Record equal-duration before-and-after samples for at least two player-named Skill Tree choices, then order only the selected metric.
Keep ties and uncertainty visible; do not turn incomplete measurements into universal letter tiers.
Readiness: Ready for a player-measured comparison
Known: The Skill Tree supports progression choices, so equal-duration samples can compare mountain progress per minute before and after one change.
Missing: The complete node catalog, current values, and a universal best choice are not documented by the checked sources.
Readiness: Ready for a player-measured comparison
Known: Mining earns cash and earned resources feed the upgrade system, so equal-duration samples can compare cash per minute or measured payback.
Missing: Universal cash rates, exact costs, and stable upgrade values are not documented by the checked sources.
Compare the same number of minutes before and after each upgrade, then prefer the higher measured mountain-progress rate.
Exception: If samples use different conditions or tie within normal run-to-run variation, collect another equal-duration sample instead of forcing a winner.
Compare cash per minute under the same conditions; when an upgrade has a known cost, also compare how long its measured rate gain would take to repay that cost.
Exception: If the new cash rate does not exceed the baseline, report no measured payback and keep the choice unranked.
Use measured progress, economy, payback, or convenience evidence to compare your own Skill Tree choices; no universal S-to-D ranking is verified.
If two samples used different conditions, collect equal-duration replacements.
If the result ties, do not force a winner; use cost or convenience as a documented tiebreaker.
If the result ties, do not force a winner; use cost or convenience as a documented tiebreaker.