CONQUER

The Army units you produce in the Factory can be sent out to battle into either the ISOPOD or Special Missions.

## Offensive and Defensive Power

Offensive and defensive power comes from your military units, built by buildings in the army units tab, selectable between beacons buildings and favourite buildings. Units accumulate over time as the buildings work, and are subject to diminishing returns. The formula relating overall power to unit offense or defense rating is for each unit type:

>
>
>
>
> P
> o
> w
> e
> r
> =
> (
> P
> o
> w
> e
> r
> M
> u
> l
> t
> i
> p
> l
> i
> e
> r
> )
> ∗
> (
> U
> n
> i
> t
> R
> a
> t
> i
> n
> g
> )
> ∗
>
> U
> n
> i
> t
> C
> o
> u
> n
> t
>
>
>
> {\displaystyle Power = (Power Multiplier) \* (Unit Rating) \* \sqrt{UnitCount}}
>
>
>
>

That is, your power grows with the square root of unit counts. For example 100k killbots with no upgrades will give 3.16k offensive power and 3.16k defensive power. So building the first few high tier units can be worthwhile even if they build slowly compared to lower tier ones that may have big production bonuses. Additionally, the lowest unit, cardboard spitdrones, have a 0.4 exponent rather than 0.5. Power multiplier is affected by musklukk, experiment, and relic upgrades, and can be viewed in the features tab of the completion log.

As a rule of thumb, to build your army's strength most efficiently you should focus on the unit with the highest proportional production per second compared to the number you already have. Since the number you already have will be increasing, this will change over time. For example, if you can produce 100 of a unit per second and have 1000 (10% per second) then the unit will contribute to military strength faster than one where you can produce 100 per second and have 1 million (1% per second). The actual strength of the units should also be considered but is less important since the square-root scaling dominates the effectiveness of each unit. Generally, buttbots are the way to go, since they build so quickly and have reasonable intermediate materials.

This also means that power multiplier is extremely important. Gaining a +50% power multiplier increases your power for a unit as if you had built a number proportional to the current number of units you have (

(

x
y
# )
1.5

(

x
)

⟺

# y

5
x

/

4

{\displaystyle \sqrt(x+y) = 1.5\sqrt(x) \iff y = {5x}/4}

). So although the incremental value of a power multiplier decreases as you gain more, its real value increases based on the number of units you have; for example, if you have 1000 units, gaining +50% is the equivalent of building 1250 more, but if you have 1 million units, it's the equivalent of building 1.25 million more.

## ISOPOD

The ISOPOD (Infinite Shed of Pissed Off Dudes) is where you can battle to obtain all sorts of rewards. It is very useful to slowly obtain hard to produce materials. Higher levels increases the chances of better materials or higher quantity. BDSM and Elementium can also be collected here after unlocking special researches, with the amount obtained scaled to the time taken to beat the enemies in level (the faster you beat an enemy, the less BDSM/Elementium you will obtain). Because of this, the most efficient way to farm in the ISOPOD is to kill the highest level enemy possible. Keeping your offense and defense roughly balanced allows you to take on the highest level enemies for a given amount of investment. If your defense gets too high compared to offense you might go past the 60 seconds per fight reward softcap.

You do not need to climb the ISOPOD, unlike the similarly named ITOPOD from NGU Idle. Instead, you choose your floor, up to 20 floors past your highest level achieved at any time.

ISOPOD enemy stats are calculated as follows:

O
f
f
e
n
s
# e
20
(

1.05

i
s
o
p
o
d
L
e
v
e
l

)
∗
r
a
n
d
o
m
(
0.98
−
1.02
)

{\displaystyle Offense = 20 (1.05 ^ {isopodLevel}) \* random(0.98-1.02) }

D
e
f
e
n
s
# e
20
(

1.05

i
s
o
p
o
d
L
e
v
e
l

)
∗
r
a
n
d
o
m
(
0.98
−
1.02
)

{\displaystyle Defense = 20(1.05 ^ {isopodLevel}) \* random(0.98-1.02)}

H
# P
200
(

1.05

i
s
o
p
o
d
L
e
v
e
l

)
∗
r
a
n
d
o
m
(
0.98
−
1.02
)

{\displaystyle HP = 200(1.05 ^ {isopodLevel}) \* random(0.98-1.02)}

ISOPOD rewards are calculated as follows:

T
i
m
e
M
u
l
t
i
p
l
i
e
# r

(
s
e
c
o
n
d
s

t
a
k
e
n
)

10

{\displaystyle Time Multiplier = \dfrac{(seconds\,taken)} {10}
}

clamped between 0.1 and 6.0.

M
a
t
e
r
i
a
l
# s
(
b
u
i
l
d
i
n
g

s
p
e
e
d

f
a
c
t
o
r
)
∗

l
e
v
e

l

0.3

10

∗
T
i
m
e
M
u
l
t
i
p
l
i
e
r
∗
(

1.5

b
u
i
l
d
i
n
g
t
e
c
h
l
e
v
e
l

)

{\displaystyle Materials = (building\,speed\,factor) \* \dfrac {level ^ {0.3}} {10} \* Time Multiplier \* (1.5 ^ {building tech level})}

B
D
S
# M
(
1

l
e
v
e

l

0.4

10

)
2

∗

T
i
m
e
M
u
l
t
i
p
l
i
e
r

33

∗
B
D
S
M

g
a
i
n

m
u
l
t
i
p
l
i
e
r

{\displaystyle BDSM = (1 + \dfrac {level ^ {0.4}} {10})^2 \* \dfrac {Time Multiplier} {33} \* BDSM\,gain\,multiplier}

E
l
e
m
e
n
t
i
u
# m
(
1

l
e
v
e

l

0.4

10

)
2

∗

T
i
m
e
M
u
l
t
i
p
l
i
e
r

500

∗
E
l
e
m
e
n
t
i
u
m

g
a
i
n

m
u
l
t
i
p
l
i
e
r

{\displaystyle Elementium = (1 + \dfrac {level ^ {0.4}} {10})^2 \* \dfrac {Time Multiplier} {500} \* Elementium\,gain\,multiplier}

Relics are always found if the required level has been reached.

Note: Difficulty scales exponentially, rewards scale polynomially, and your stats scale with the square root of unit count. Thus the isopod is subject to very heavy diminishing returns and is not the best place to invest in increasing production long term. Though, the passive nature of its income is nice.

## Special Missions

Special Missions are sets of enemies with varying difficulty and rewards. Each Special Mission unlocks progression the first time you defeat all the enemies in it, but has no further use after completing it. Unlike in the ISOPOD, you do not heal in between battles.

#### Difficulty

Special missions are labeled with a "difficulty". This isn't a very useful number as it does not reflect the stats required to complete the mission. It seems to instead be the stats of the last enemy in the encounter.