UnofficialBeginnerCommunity-compiled

Part of: CIFI main guide — Traversal and Ouroboros, for when you outgrow this page.

CIFI Beginner Basics Walkthrough: Early Loops, LR Pacing & Installs

Beginner · Player question: What should I do in my first hours before Ouroboros, and how do Loop Resets and installs work without bricking my game? This is a pre-Ouroboros page; Traversal threads live on the main guide.

I like these games and play them myself. Complete guides are hard to find online, so while playing I collect community experience from Reddit, add a little of my own notes, and put this site together—hoping it helps. Thank you.

Quick answer

Community Knowledge In the early game, the beginner guide's main message is not to rush your Loop Resets (LRs): make each one count, and plan on roughly 1 to 6 hours per LR. Put at least one point into every ship install as soon as you can[1][10].

Community Knowledge An LR resets your progress in exchange for MP. To do one, you have to fill a set number of loops, the Loop Reset Requirement, and that requirement grows with every LR you do. If you reset too fast, the requirement climbs above the loops you can fill quickly. Players call this bricking: you have to wait, sometimes a long time, before you can reset again, and early on waiting is the only way out[1][2].

Recommendation To avoid bricking, keep the requirement below the number of loops you can fill almost instantly, with some room to spare. The margin players name most often is 20 to 50 loops; others prefer a bigger cushion of around 100. If the game warns you about bricking when you use the bulk-reset slider, turn the slider down[2][4][5][6].

Recommendation Make a cloud save before a Traversal or any other big step. The community threads here don't describe a way to undo a bricked save; the way out they describe is longer runs[7][9].

What is CIFI?

Community Knowledge CIFI is an idle game: you progress by waiting for resources and cut the waiting by buying upgrades with them. The developer is Octocube Games[2]. The community's pre-Ouroboros guides run in this order: the Beginner guide (before Demeter), then Demeter and Koios, then Zeus[11].

Your first hours: pace your resets

Community Knowledge The beginner guide's core pacing advice is to avoid rushing Loop Resets and to make each one meaningful. It suggests spending 1 to 6 hours per LR, adding that shorter or longer runs may suit you better depending on your mods and real-life schedule, so it is worth experimenting[1].

Community Knowledge Players describe the general rhythm as alternating short runs and long runs, with long runs usually lasting 24 to 72 hours, because shards and research take a while to ramp up[4]. Short loops are for MP and long loops for shards and research[9]. Before about e500 RP, shards and research both benefit from longer runs, so players do them in the same run rather than splitting them[4].

Version-sensitive Slow stretches are normal. Progress is reported, in a single reply, as slow until around e80 MP, faster after that, and faster again after e350. In the same thread, another player at a similar level found that this is a common place to slow down and does not mean you have broken anything[4].

How Loop Resets and the requirement work

Community Knowledge In the community glossary, LR counts how many times you have used Zag to prestige, resetting your progress in exchange for MP, and the glossary says it is important to balance it[2].

Community Knowledge The Loop Reset Requirement (LRR) is the total number of loops Zagreus has to complete before you can do an LR. The beginner guide's example: going from LR 5 to LR 6 takes at least 7 filled loops, and going from LR 6 to LR 7 takes 8. The more LRs you have done, the faster the requirement grows[1][2].

Community Knowledge Bricking is the glossary's word for the state where your requirement is higher than your instant loops, so you have to wait, sometimes a long time, before you can loop again. The glossary calls it almost always undesirable, and the beginner guide warns that in the early game you have no way out of it except waiting[1][2]. In replies under the Zeus guide, the player who posted it describes instant loops as however many loops fill in about 10 minutes[5].

Version-sensitive How fast the requirement grows is not spelled out in the guides. A community breakdown, posted in a later-game thread, says the growth is not linear: a base of +3, then the minimum rises by +0.95 loops filled per reset up to 100 resets, +1.35 from 101 to 150, +1.95 from 151 to 200, +2.55 from 201 to 250, +3.25 from 251 to 300, and +4.05 from 301 resets onward[3]. These are numbers reported in a single reply, not an official formula. In another thread, a player stuck at 597 LRs mentions the step at 301 resets, and a couple of replies say they had not known about it[7]. In replies under the Demeter and Koios guide, the player who posted it adds that, because of how the requirement scales, one filled loop does not buy one reset[8].

Community Knowledge An LR does not reset ship evolutions[1].

How to avoid bricking: what most players do

Community Knowledge The guides agree on one basic rule: keep the requirement below your instant loops, so you can reset when you need to[2]. Pacing is the first defence. The beginner guide gives the growing requirement as its reason not to reset too quickly, and its suggested pace is 1 to 6 hours per LR[1].

Community Knowledge The margin named most often is 20 to 50 loops. The highest-voted reply to a player worried about bricking put the right gap between max loops filled and the requirement at 20 to 50 for the foreseeable future[4]. The player who posted the Zeus guide gives the same range in replies measured against instant loops, with the exact figure depending on your appetite for risk. Their view is that the requirement keeps rising, but staying 20 to 50 behind keeps you safe[5]. The reason not to keep a much bigger gap is that the closer the requirement sits to your instant loops, the more you get from the mods and installs that scale with loop resets done[5].

Community Knowledge The bulk-reset slider. A mod lets you do several LRs in one reset, set with a slider. When that would push your next requirement above what you can currently fill, the game shows a bricking warning and asks you to reduce the slider. Players report that it will not let you reset if the requirement would be too high, and that this warning came in with a change to bulk resets[6]. Doing fewer resets at once means fewer loops are needed next time. Other ways out that players list are spacing resets further apart, buying upgrades that push the reset limit further, or doing a Traversal[6].

Recommendation Taken together, a simple routine follows: check the requirement shown for your next LR against the loops you fill in about ten minutes before each reset, and once the gap is down to the margin you have chosen (20 to 50 loops is the common figure), do a longer run instead of another quick reset[2][5].

How big a buffer? Views differ

Community Knowledge The threads do not settle on one number. Each figure below is a separate player's rule of thumb, and they do not all measure the same thing:

Recommendation Before you copy a figure, check which two numbers it compares. A smaller buffer gets you more from loop resets, while a bigger one leaves more room for mistakes[4][5].

Why your LR count matters

Community Knowledge The Zeus guide asks you to keep your LR count healthy throughout Zeus, because a low count costs you large boosts to cells, shards and RP, and some to MP. Its minimum signal: if the game shows "Loops required to reset – 1", do more LRs. Reset, press the orange button as soon as possible, and repeat until that number is no longer 1. Then do one or two normal runs to rebuild Ahead of the Curve[5]. The guide also lists LR-count milestones by MP level, which the player who posted it calls, in replies, only a rough guide that they tried to stay slightly above. The stored text of the guide does not include those figures[5].

Version-sensitive The Demeter and Koios guide says to do as many LRs as you reasonably can, since each one means more cells and a faster, easier push to Zeus. It says going as far as 300 is possible and that 310 is close to bricking but will still work out[8]. In replies, the player who posted it clarified that this means loop resets done, not the requirement, and that resets are not required to progress but will speed you up[8].

Community Knowledge The benefit comes from installs and mods that give a boost per loop reset done. The loop reset menu shows these bonuses, including ones for shards and RP. Players also name Deja Vu Theory on Zagreus, an MP boost that grows with loop resets, and Print Efficiency Accumulator, a loop mod that boosts cells[4][8].

Other approaches: who resets differently

Community Knowledge "LR count barely matters." A smaller group plays down the count. One reply called the loops-reset-done number pretty much meaningless while granting that more is better, and said it has no link to the requirement. Other replies in the same thread disagreed strongly and pointed to the LR bonuses in the reset menu[4]. The beginner guide, for its part, ties faster requirement growth to having more LRs[1].

Community Knowledge Bulk resets at the start of a run. Players with the bulk-reset mod describe maxing the slider early in a Traversal to get near their cap, then dropping to 1 to 5 resets at a time so the run doesn't brick. Another player uses the slider only at the start of a Traversal or to grab the last few mod points for a big upgrade. A third argues that when one reset gives a large number of LRs at once, taking the maximum gets you there much faster[6]. These are later-game habits rather than first-hours advice.

Community Knowledge Catching up a low count. Players who let their requirement drift far below their loops describe fixing it by resetting over and over. A player whose requirement showed 1 at 721 highest loops reports fixing it after about 150 resets, after the player who posted the guide advised resetting until the requirement was 50 below their instant loops[5].

Cloud saves and getting un-bricked

Recommendation The Ouroboros introduction guide's firmest advice is to cloud save before a Traversal and turn auto cloud save off until you are sure nothing went wrong. More generally, it says to make a cloud save before doing anything big[9].

Community Knowledge If you do brick before Ouroboros, the top reply's answer is that longer runs are the only way around it[7]. Another reply agrees that bricking forces you into long runs that un-brick you over time, and that from later ships onward, Zeus especially, growth speeds up so much that it gets harder to stay bricked[4]. In replies under the Zeus guide, the player who posted it says bricking is hard but not impossible in Zeus and pushes you into a 3- to 4-day run to make real progress[5]. The player stuck at 597 LRs took this lesson from it: don't do too many short runs[7].

Community Knowledge The community threads cited here don't describe any way to restore or undo a bricked save, and they don't say whether loading an earlier cloud save is a fix.

How ships and installs work

Community Knowledge Each ship unlocks new mechanics with their own rank-up requirements and installs. Every install multiplies resources such as cells, MP gain and resources you unlock later, and installs scale with crew count and other factors such as manual generators and loops filled[1].

Community Knowledge The Zeus installs guide's first rule is to put one point into every install as soon as you can, unless you have deliberately chosen to skip it. The guide also notes that the numbering it uses is shared across all ships[10].

Version-sensitive For spreading points after that first one, the player who posted the beginner guide gives, in replies, a simplified order. Max MP first, then shards, RP and all-generator installs at about 4:2:1, then all-generator against cells or single-generator installs at about 8:1. Early on you will put extra points into the middle installs to unlock later ones, so the ratios don't apply there yet. Keeping equivalent installs at the same level is good advice, and installs that scale off tick count do poorly in short loops[1]. On the Aux ship, Aux 1 and 2 get as many points per point in Aux 3 to 7 as you have generators unlocked. With 4 generators that is 4 to 1[1][8].

Zeus: where the guide starts

Community Knowledge For a new arrival at Zeus, the guide says the in-game tutorial walks you through it. Play the campaigns until the first two materials are unlocked; the guide believes that is planet 1, mission 3 or 4, written c1-3 or c1-4. Then farm both materials from the f1-1 and f1-2 missions, where f stands for farm and c for campaign[5].

Hand-off to Ouroboros

Community Knowledge You start the game in Traversal 0. Once you unlock the Ouroboros ship and press Traversal, you begin TR1[5]. The Zeus guide says that from e850 onward you keep going until e888, which unlocks Sekhur. The glossary describes Sekhur-5 as the planet unlocked by an e888 MP mod, and completing its campaign unlocks Traversal with Ouroboros[2][5].

Community Knowledge The first new Ouroboros mechanic is Meltdown, an exponent on mk1 generator output. Cell multipliers are not affected, so you can shift ship installs to value cells more than generators, and MP and shards get a flat multiplier from Meltdown. Apart from that, install priorities stay as they were before Ouroboros: MP for short loops, shards and RP for long ones[9]. Make your cloud save before that first Traversal[9]. Traversal threads are on the CIFI main guide.

Why am I stuck?

If you can't reset at all, compare your requirement with your instant loops (see how the requirement works). Player threads on other sticking points are summarized in the related guides: the Ouroboros rank bar, the green milestone button and pre-Ouro ship loadouts.

What this guide does not cover

This is intentionally a pre-Ouroboros beginner page. It covers Loop Reset pacing, the Loop Reset Requirement and how players avoid bricking. It does not cover detailed post-Ouroboros progression or TR3 Hellroad. The Zeus guide's LR-count-by-MP table and the beginner guide's diamond spending advice are not in the stored guide text, so they are not summarized here.

← Back to CIFI main guide · Related guides: Ouroboros Rank Bar · Zeus ship loadouts · Milestones Green Button

Community sources

  1. Discord Beginner/Basics Guide (opens Reddit) — Beginner guide mirrored from Discord: Loop Requirement, bricking, LR pacing, ships and install ratios.

    u/ExpertOdin: “to perform LR, you need to complete enough Loops. This is Loop Requirement. For example, to perform LR 5 -> 6 you should fill at least 7 loops. For LR 6 -> 7 it is 8 loops.” — original post 1qech8g

    u/ExpertOdin: “The more LRs you have, the bigger Loop Req growth will be. This is why you shouldn’t perform LRs too quick: you can softlock or "brick" yourself, which means you'll need to wait quite a long time to perform another LR. In the early game you especially don’t have means to get yourself out of this besides waiting.” — original post 1qech8g

    u/ExpertOdin: “You shouldn’t rush your Loop Resets (LRs). Make them all meaningful and ensure that each one counts.” — original post 1qech8g

    u/ExpertOdin: “My suggestion is to spend 1-6 hours per LR. You may find that shorter or longer LRs work better for you given your particular mods (and IRL timing). Experiment and see what works best for you.” — original post 1qech8g

    u/ExpertOdin: “Note: Loop reset doesnt reset ship evolutions” — original post 1qech8g

    u/ExpertOdin: “Full credit to KingArthur or as otherwise credited.” — original post 1qech8g

    u/ExpertOdin: “Each ship unlocks new mechanics, which have their own rank-up requirements and installs. Every install gives multipliers to various resources such as cells, mp gain, and other resources unlocked in the future. Your installs scale from crew members count and other factors like manual generators, loops filled” — original post 1qech8g

    u/ExpertOdin: “Realistically after 1 point in each install it's easier to just Max MP first > shards:RP:AllGens at a 4:2:1 ratio. Then do AllGens:cells/single gens at a 8:1 ratio.” — comment od0tl20

    u/ExpertOdin: “Obviously it's unavoidable putting more into the middle ones early because you need to put points in to unlock later installs, so you effectively ignore the ratios there.” — comment od0tl20

    u/ExpertOdin: “the math of keeping equal installs at the same level is good advice because they basically scale the same with subsequent points. You'll also notice that installs that scale off tick count (Hephaestus middle left) scale very poorly in short loops.” — comment oehm1xk

    u/ExpertOdin: “If you have 4 generators unlocked Aux1/2 should have 4 points for every 1 point in Aux3-7.” — comment oqzhg2i

  2. Glossary of Terms Commonly Used (opens Reddit) — Community glossary mirrored from Discord: LR, LRR, Brick, Sekhur, idle game and developer.

    u/ExpertOdin: “Loop Reset, the number of times you use Zag to prestige and reset your progress in exchange for MP.” — original post 1rs2q5o

    u/ExpertOdin: “Important to balance to progress” — original post 1rs2q5o

    u/ExpertOdin: “Loop Reset Requirement, the total number of Loops that Zagreus needs to complete in order to do a LR.” — original post 1rs2q5o

    u/ExpertOdin: “You want to keep this number below your instant loops so you can loop when you need to” — original post 1rs2q5o

    u/ExpertOdin: “A state where your LRR is higher than your instant loops and you must wait (sometimes a long time) to Loop again.” — original post 1rs2q5o

    u/ExpertOdin: “Almost always undesirable” — original post 1rs2q5o

    u/ExpertOdin: “Sekhur-5, the fourth planet that is unlocked by a e888MP mod, completing the campaign unlocks the ability to Traverse with Ouro” — original post 1rs2q5o

    u/ExpertOdin: “A game where you progress by waiting to acquire resources, you reduce waiting by purchasing upgrades with those resources.” — original post 1rs2q5o

    u/ExpertOdin: “The Developer of the game, in this case Octocube Games” — original post 1rs2q5o

    u/ExpertOdin: “Credit: Shordu” — original post 1rs2q5o

  3. Potential loop reset requirement bug? I'm super confused (opens Reddit) — Later-game (TR 38) question about the requirement; one reply gives a player's breakdown of how the requirement grows per reset.

    u/hodorspenis: “I'd appreciate any insight on how the loop reset requirement works” — original post 1rpa3jf

    u/p0rt: “Loop requirement scales upwards depending on the number of loop resets you've done. It is not linear.” — comment o9jmgsa

    u/p0rt: “Base Loop requirement scaling is +3.” — comment o9jmgsa

    u/p0rt: “Up to a 100 resets the minimum increases by +0.95 loops filled per reset.” — comment o9jmgsa

    u/p0rt: “From 101 to 150 resets the minimum increases by +1.35 loops filled per reset.” — comment o9jmgsa

    u/p0rt: “From 151 to 200 resets the minimum increases by +1.95 loops filled per reset.” — comment o9jmgsa

    u/p0rt: “From 201 to 250 resets the minimum increases by +2.55 loops filled per reset.” — comment o9jmgsa

    u/p0rt: “From 251 to 300 resets the minimum increases by +3.25 loops filled per reset.” — comment o9jmgsa

    u/p0rt: “From 301 resets and onwards the minimum increases by +4.05 loops filled per reset.” — comment o9jmgsa

  4. I was under the impression that as long as I could comfortably hit my loop requirement that I'm safe to reset. Am I wrong? (opens Reddit) — Community discussion on buffer size, whether LR count matters, run length and getting un-bricked.

    u/Awkward_Donut_2379: “I was under the impression that if I can easily hit my loop requirement that I'm safe but I've read a couple comments saying that you want loops done to be close to loop reset required.” — original post 1q5np9j

    u/TD_Urination: “At Your stage, and for the foreseeable future, having a 20-50 difference in max and required loops is where You wanna be” — comment ny18qv1

    u/Sweet_Dreams88: “Game tells you what is your next loop requirement. Then compare this to your max loops filled. (Next requirement - max loops = buffer)” — comment ny1f1d9

    u/Sweet_Dreams88: “This is your buffer. Keep it around 100.” — comment ny1f1d9

    u/Sweet_Dreams88: “Yeah, loop resets done value is meaningless pretty much. It still impacts some thing on the game (more is better) but the is no relation between it and requirement” — comment ny1g71x

    u/Hopeful_Ad_2872: “You can even check the bonusses in the loop reset menu.” — comment ny1v1qa

    u/Hopeful_Ad_2872: “there are also ones for shards and RP, so definentky start loop reserting you will make your grind go by a lot faster.” — comment ny1v1qa

    u/tama_da_lama: “alternating between short runs and long runs, which are usually 24-72 hours long. Shards and research take a while to really ramp up.” — comment ny24lkm

    u/tama_da_lama: “You definitely want to keep your LRs done as high as you can, generally within 20 of what your highest loops filled is a good place to be, don't let it get too far behind or you will later find yourself having to spend forever doing quick resets just to get that number up.” — comment ny24lkm

    u/thisrockismyboone: “What i would do is never exceed 25 loops more than my current amount of loops reset. I know this metic isnt the one to follow but its going to be higher than your minimum requirement so it just gives a bigger safety net” — comment ny1v35u

    u/ExpertOdin: “You do that after e500 RP, before hand both shards and RP benefit from longer runs so you do them together” — comment ny2d2zi

    u/CaptTornSack: “Don't forget Deja Vu Theory on Zagreus for MP. It's also boosted by number of loop resets. There's also Print Efficiency Accumulator, a loop mod that boosts cells.” — comment ny2n649

    u/Synapticks: “It's slow until around e80mp then picks up speed a lot (you'll unlock a new shop) then after e350 it goes even faster” — comment ny2sfg5

    u/avocator: “it appears as though this is a common area to experience significant slowness and it doesn't mean you have broken things.” — comment ny1c1pj

    u/BiggieSlonker: “if you do "get bricked" (lol, phrasing) it will force you into long runs which will over time un-brick you. Once you get to later ships, especially Zeus, growth goes parabolic, and doesnt slow down, it gets harder and harder to stay bricked over time.” — comment ny40g68

  5. Zeus Guide - from discord (opens Reddit) — Zeus guide mirrored from Discord: keeping LR count healthy, the “requirement 1” signal, instant-loop buffer, the Zeus start and TR0 to TR1.

    u/ExpertOdin: “You will want to keep your Loop Reset (LR) count healthy throughout Zeus - otherwise you lose out on great boosts to Cells, Shards and RP (and some to MP).” — original post 1qedbxx

    u/ExpertOdin: “At the very least if you see “Loops required to reset – 1”, do more LR’s. Just reset, hit the orange button ASAP, and keep going until that number isn’t 1, then do 1-2 normal runs to rebuild Ahead of the Curve.” — original post 1qedbxx

    u/ExpertOdin: “you start the game in Traversal 0 (TR 0). Once you unlock the Ouroboros ship and hit the Traversal button, you will start your Ouroboros journey at what we call TR1.” — original post 1qedbxx

    u/ExpertOdin: “From e850 onwards, you keep going, and that should get you all the way to e888 to unlock Sekhur.” — original post 1qedbxx

    u/ExpertOdin: “All credit to Nights or others as noted.” — original post 1qedbxx

    u/ExpertOdin: “In game tutorial walks you through Zeus stuff. Do the Campaigns up until you have the first 2 materials unlocked (I believe that is campaign mission, planet 1, mission 3 or 4 - often written as c1-3, c1-4 - to farm both from the f1-1 and f1-2 missions (f for farm, c for campaign)).” — original post 1qedbxx

    u/ExpertOdin: “You want to be 20-50 behind your instant loops depending on you appetite for risk. With Zeus it's hard to brick but not impossible. It just forces you into a 3-4 day run to make significant progress” — comment nzz3gzq

    u/ExpertOdin: “The closer you bring it to your instant loops the more benefits you will get from Morags thesis and the MK1-8 loop reset growth mods and the Zag install that scales off loop resets done.” — comment o000gw9

    u/ExpertOdin: “The LR count per eXXX MP is just a rough guide, I tried to stay slightly above it most of the time.” — comment ob1ui3t

    u/ExpertOdin: “The requirements will continue increasing, but if you stay 20-50 behind you'll be fine.” — comment ob1ui3t

    u/Orkxn_44: “Quick question, if my highest loop reached is 721 and my requirement is 1 (not a typo it really says 1), have i been playing the game very very wrong?” — comment ogjbvac

    u/ExpertOdin: “You can do resets until your requirement is 50 lower than your instant loops (however many fill in ~10 minutes)” — comment ogk1txh

    u/Orkxn_44: “Thanks so much, fixed it after about 150 resets.” — comment ogkz362

  6. Is anyone else getting this message? (opens Reddit) — Community discussion on the bulk-reset slider's bricking warning and how players use the slider.

    u/whiplashcc2011: “It say I need to reduce the slider, and there is a bricking danger. I know it's talking about the loop reset multiplier.” — original post 1js8sns

    u/whiplashcc2011: “why are there so many levels to the loop modification that increases the amount of resets you can get per reset?” — comment mlklujj

    u/Green_Sprout: “Basically your next loop reset would require more loops than you currently have so the next would not be completable without it being an extra long run to make up the deficit.” — comment mlkl8eu

    u/isjustwrong: “Yes, if you do fewer resets, it will require fewer loops on the next reset.” — comment mlkmlg9

    u/Opening-Criticism974: “Or you space your resets out a lot more, or you buy upgrades to push loop reset further, or you do a traversal” — comment mlkpfat

    u/ion_driver: “They added this warning when they changed the bulk buy.” — comment mlkvaup

    u/ion_driver: “Also they added this warning and it will not let you loop reset if your requirement would be to high” — comment mlkvaup

    u/Cumbucket789: “I generally stop using the slider once I get 1-2 hundred loops away from bricking.” — comment mlls9cr

    u/Cumbucket789: “Only value I get out of the slider is upping my loop reset count at the beginning of a tr or getting the last few mod points for a big upgrade” — comment mlls9cr

    u/isjustwrong: “I tend to max it out early on in the traversal to get near cap, then reset for 1-5x later to bot brick the run.” — comment mlkn0di

    u/davehemm: “you better believe that going for the max is going to get you to your destination a lot lot faster.” — comment mlkyaxc

  7. I'm stuck waiting for loops to complete before I can LR again (opens Reddit) — A player bricked at 597 LRs; replies on the 301-reset step and longer runs as the pre-Ouroboros way out.

    u/widmerpool_nz: “I've done 597 LR's and just started having a problem filling the loops needed to be able to LR again.” — original post 1uv1qj6

    u/ExpertOdin: “Doing longer runs is the only way pre Ouro to get around it.” — comment ox7rq1m

    u/ThunderGeuse: “As someone at LR 289 and just now learning about the 301 multiplier thing...ruh roh.” — comment ox7sb2d

    u/TackleEnvironmental6: “I didn't even know about this and I am fairly far into Ouroboros content” — comment ox7xv4n

    u/widmerpool_nz: “Don't do too many short runs is what I now know in retrospect.” — comment ox82qmd

  8. Demeter and Koios Guide (opens Reddit) — Demeter and Koios guide mirrored from Discord: how many LRs to aim for, where bricking gets close, and why LRs help.

    u/ExpertOdin: “As many LR's as you reasonably can. Each LR = more cells -> faster/easier Zeus push. Going as far as 300 is possible, 310 is close to bricking but also will work out for you.” — original post 1qecwm3

    u/ExpertOdin: “All credit to KingArthur unless otherwise noted.” — original post 1qecwm3

    u/ExpertOdin: “Yes, it's the loop resets that gives you the boosts through installs/mods that say x.xx boost per loop reset done.” — comment obr2bo7

    u/ExpertOdin: “because of the way reset requirement scale it's not a 1:1 loop filled to reset ratio.” — comment obr2bo7

    u/Talkatoo42: “I think I thought this was 'loop reset requirement', but you're saying actual loop resets.” — comment obqscvz

    u/ExpertOdin: “They aren't required to progress but they will speed you up” — comment ovkpscf

    u/ExpertOdin: “So if you have 4 gens unlocked aux1/2 are worth x4 aux3-7” — comment op78jmn

  9. Ouro Introduction Guide - Unlock to Zeus Unlock (opens Reddit) — Ouroboros introduction mirrored from Discord: cloud saves before big steps, Meltdown, and install priorities.

    u/ExpertOdin: “Always, always cloud save before a TR and turn auto cloud save off, until you are certain you didn't mess anything up.” — original post 1qerbiw

    u/ExpertOdin: “Ultimate Advice 2: Before doing anything big, do a cloud save. Saved many lifes.” — original post 1qerbiw

    u/ExpertOdin: “Credit: Oilplank” — original post 1qerbiw

    u/ExpertOdin: “Meltdown is an exponent to mk1 gen output.” — original post 1qerbiw

    u/ExpertOdin: “so you can adjust ship installs to value cells more than gens. MP and Shards get a flat multiplier from meltdown.” — original post 1qerbiw

    u/ExpertOdin: “Everything else has the same importance as pre Ouro. MP for short loops, shards/RP for long loops” — comment ofuhj7y

  10. Zeus Installs Guide (opens Reddit) — Opening golden rules of the Zeus installs guide mirrored from Discord.

    u/ExpertOdin: “Credit to Anders and Nights.” — original post 1qediqb

    u/ExpertOdin: “Ship numbering is common across all ships” — original post 1qediqb

    u/ExpertOdin: “Unless it is a specific choice to completely ignore it, never leave an install at 0. Always put 1 point in as soon as possible.” — original post 1qediqb

  11. Links to Guides - Megathread (opens Reddit) — Opening list of the community's pre-Ouroboros guides.

    u/ExpertOdin: “Pre Ouro” — original post 1qerl0o

    u/ExpertOdin: “Beginner Guide (pre-Demeter)” — original post 1qerl0o

    u/ExpertOdin: “Demeter and Koios” — original post 1qerl0o

Evidence via Evidence Job consumer pointer under research/pipeline/jobs/cifi/ plus the page's Loop Reset collection. Claim classes defined on this site: Observed Game Fact, Community Knowledge, Recommendation, Version-sensitive. Classes used on this page: Community Knowledge, Recommendation, Version-sensitive.