We Require More Minerals: Collect Crystals and Gas
Reward:
Crystal and gas are vital for upgrading your base and defenses. The more you collect, the more you can build.
Click any resource building and select COLLECT ALL.
500 200 200 1-Min Accelerator x1
Collect Crystals and Gas
Crystal Method 1: Increase Crystal Production to 700 per hour
Reward:
Crystals are used as building materials.
Click BUILD. Select RESOURCES. Click the CRYSTAL MINE. Click BUILD.
1200 250 250
Increase Crystal Production to 700 per hour
Gas Giant 1: Increase Gas Production to 700 per hour
Reward:
Gas is used as fuel and for building.
Click BUILD. Select RESOURCES. Click the GAS REFINERY. Click BUILD.
1200 250 250 1-Min Accelerator x1
Increase Gas Production to 700 per hour
Solar Flair 1: Increase Energy Production to 700 per hour
Reward:
There's plenty of Sun to go around - don't be shy!
1000 250 250
Increase Energy Production to 700 per hour
Mutant Fun Club 1: Increase Uranium Production to 700 per hour
Reward:
Weapons rely on uranium. The more robust your enrichment program, the more of a threat you pose.
1000 250 250 1-Min Accelerator x1
Increase Uranium Production to 700 per hour
Crystal Method 2: Increase Crystal Production to 1,500 per hour.
Reward:
At this rate, your great-grandchildren will still be digging for crystals. Upgrade or expand!
1000 1-Min Accelerator x1
Increase Crystal Production to 1,500 per hour.
Gas Giant 2: Increase Gas Production to 1,500 per hour
Reward:
There's nothing worse than being in the middle of nowhere and running out of gas.
1000 1-Min Accelerator x1
Increase Gas Production to 1,500 per hour
Solar Flair 2: Increase Energy Production to 1,500 per hour
Reward:
You must do something with all that sunlight, and I'm not suggesting you treat yourself to a tan.
1000 1-Min Accelerator x1
Increase Energy Production to 1,500 per hour
Mutant Fun Klub 2: Increase Uranium Production to 1,500 per hour
Reward:
As long as you keep building weapons, you need to keep enriching uranium.
1000 1-Min Accelerator x1
Increase Uranium Production to 1,500 per hour
Mutant Phun Klub 3: Increase Uranium Production to 6,000 per hour
Reward:
All this radioactivity might save you the trouble of shaving... your other face.
3000
Increase Uranium Production to 6,000 per hour
Solar Flair 3: Increase Energy Production to 6,000 per hour
Reward:
Free sunlight spilling everywhere, and all it's doing is keeping this desert parched.
7500 1-Min Accelerator x2
Increase Energy Production to 6,000 per hour
Crystal Method 3: Increase Crystal Production to 6,000 per hour
Reward:
These crystals took millennia to form, and it's taking you almost as long to excavate them. Alright, maybe that's an exaggeration. But you could pick up the pace by upgrading your mines.
7500 1-Min Accelerator x2
Increase Crystal Production to 6,000 per hour
Gas Giant 3: Increase Gas Production to 6,000 per hour.
Reward:
The more gas you need, the more gas you produce. There's an existential crisis here, and it's highly flammable.
7500 1-Min Accelerator x2
Increase Gas Production to 6,000 per hour.
Crystal Method 4: Increase Crystal Production to 80,000 per hour.
Reward:
You're almost at peak crystal production. Don't slow down now!
10000 1-Min Accelerator x1
Increase Crystal Production to 80,000 per hour.
Gas Giant 4: Increase Gas Production to 80,000 per hour.
Reward:
This war isn't going to end anytime soon. Fuel your base accordingly.
10000 1-Min Accelerator x1
Increase Gas Production to 80,000 per hour.
Solar Flair 4: Increase Energy Production to 80,000 per hour.
Reward:
The sun can't stop giving away energy. Soak up as much as you can!
10000
Increase Energy Production to 80,000 per hour.
Mutent Phunn Klub 4: Increase Uranium Production to 80,000 per hour.
Reward:
What's that on your forehead_ Oh, I see... but not as well as you. My, what a great place for a third eye!
10000 1-Min Accelerator x1
Increase Uranium Production to 80,000 per hour.
Drill, Baby, Drill: Increase Crystal Production to 3,000 per hour.
Reward:
These vacuum-cooled osmium drills will enable us to extract even more crystals from Cerulea IV. They might even reduce workplace casualties by a percent or two.
2000 Uranium Nanos (1 Day) x1
Increase Crystal Production to 3,000 per hour.
Crystal_ Mine!: Increase Crystal Production to 12,000 per hour.
Reward:
Time to increase the output of our crystal mines if we're going to outlive our enemies. Push harder!
8000
Increase Crystal Production to 12,000 per hour.
Hunger Pangs: Increase Crystal Production to 24,000 per hour.
Reward:
I don't know why we never thought to tie food rations to crystal production. Our miners are approaching their work with a truly inspiring level of determination.
8500
Increase Crystal Production to 24,000 per hour.
Miner's Hack: Increase Crystal Production to 50,000 per hour.
Reward:
Our mines have reached unprecedented production levels. The crystal dust will probably penetrate the miners' breathing-filters, but you can't make an omelet without breaking a few lungs.
9000
Increase Crystal Production to 50,000 per hour.
Enhance Solar Cells: Increase Energy Production to 3000 per hour.
Reward:
Solar energy isn't as volatile as fusion, or as flammable as gas, or as destructive as crystal mining, but it still deserves some attention. We need more of that energy, even if it isn't as exciting (or lethal) as the others.
2000
Increase Energy Production to 3000 per hour.
Y.A.M.S.: Increase Energy Production to 12,000 per hour.
Reward:
We must improve efficiency in our solar collection systems and increase energy production.
8000 Energy Nanos (1 Day) x1
Increase Energy Production to 12,000 per hour.
Solar Skillet: Increase Energy Production to 24,000 per hour.
Reward:
If we can just recalibrate the length of those aggregated diamond nanorods, we can multiply our energy production significantly. But that entails risking incineration on the superheated solar panels. My calculations suggest it is worth the risk.
8500
Increase Energy Production to 24,000 per hour.
A Dry Spell: Increase Energy Production to 50,000 per hour.
Reward:
Dispersing nanoclouds throughout the atmosphere has intensified the sun's rays, resulting in a higher output of solar energy... And possibly no rain for the next seven years.
9000
Increase Energy Production to 50,000 per hour.
Sunspots: Increase Energy Production to 75,000 per hour.
Reward:
Commander, by triggering sunspot activity, and redirecting it here with anaclastic satellite arrays, we can boost our energy production. Of course, we might also burn ourselves like ants under a magnifying glass. Malick would do it.
9500
Increase Energy Production to 75,000 per hour.
Advanced Refining: Increase Gas Production to 3,000 per hour.
Reward:
Commander, Cerulea IV has sufficient natural gas reserves to fuel our war effort for the next 2,000,000 years. I'll be around then, because I'm an AI. You, however, will need to hurry.
3000
Increase Gas Production to 3,000 per hour.
Side Effects: Increase Gas Production to 12,000 per hour.
Reward:
The clathrate deposits we've discovered within the planet's mantle will increase our gas production, but there may be some minor annoying incovenient side effects like respiratory failure and death. Just wanted to let you know.
8000
Increase Gas Production to 12,000 per hour.
Job Well Done: Increase Gas Production to 24,000 per hour.
Reward:
Good news, Commander. The multilateral shafts have allowed us to multiply our gas production fourfold, and as a reward to the team for their hard work, they're all getting bendy straws for their daily quart of protein slurry.
8500
Increase Gas Production to 24,000 per hour.
Gas In Your Pocket: Increase Gas Production to 50,000 per hour.
Reward:
Gas production is up 500%, in no small part due to the fact that we accidentally drilled into a gas pocket so heavily pressurized that our workers had no choice but to extract it all in a matter of minutes or we'd all be blown to smithereens. I didn't mention it before because I didn't want to alarm you.
9000 Gas Nanos (1 Day) x1
Increase Gas Production to 50,000 per hour.
Tectonic Shift: Increase Gas Production to 75,000 per hour.
Reward:
Roughly 70% of this planet's natural gas was believed to be 'unrecoverable.' However, with geothermal detonators, we can drop that number. Of course, it's possible that we'll trigger a tectonic plate shift in the process. So there's that.
9500
Increase Gas Production to 75,000 per hour.
Reach for the Heap Leach: Increase Uranium Production to 3000 per hour.
Reward:
The heap leach method isn't just fun to say — it's also fun to do. By spraying acid over piles of radioactive ore, we can increase our production significantly, and we can ensure that anyone who seizes this area from us acquires a territory soaked with radioactive acid.
3000
Increase Uranium Production to 3000 per hour.
Depleted Uranium: Increase Uranium Production to 12,000 per hour.
Reward:
By burning depleted uranium with some of the energy from the inital reaction, we can improve efficiency. This will let us draw more energy from the uranium ore that we've gathered. I expect a hefty holiday bonus, Commander.
8000
Increase Uranium Production to 12,000 per hour.
Worker Safety: Increase Uranium Production to 24,000 per hour.
Reward:
By eliminating failsafe mechanisms and emergency shutdown protocols, we've streamlined our production process, increasing uranium production as a result. No need to thank me, just doing my job.
8500
Increase Uranium Production to 24,000 per hour.
Nukes FTW: Increase Uranium Production to 50,000 per hour.
Reward:
It probably sounds counterintuitive to detonate nukes under the crust in order to force more uranium ore to the surface, but we're running low on time. This is our safest bet. Well, not our safest — it's our best bet.
9000
Increase Uranium Production to 50,000 per hour.
Molten Uranium Dregs: Increase Uranium Production to 75,000 per hour.
Reward:
The new liquid core has improved the reactor's efficiency, and we've been spraying the leftover dregs of molten uranium in the garden, just to see what the results are. I mean, what's the worst that could happen_