CIFI: Cell Idle Factory Incremental Guide
Ship build orders, mod and token buy orders, loop resets, Snek and Pong: the idle game, played on purpose.
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Early game
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Getting Started
The first hour of CIFI in order: what to buy, what to ignore, and where the game opens up.
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Cells
Cells are the main run currency. They are made by generators and wiped by every reset.
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Mod Points
Mod Points (MP) come from filled Loops and are spent in the Mod Tree. They drive every reset cycle.
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Rank Points
Rank Points are earned by ranking up ships and spent on that ship's installs.
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Generators
MK1 to MK8 generators are a chain: each tier makes the tier below, and MK1 makes Cells.
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Tech Upgrades
Tech Upgrades are hardware and software boosts per generator tier. They unlock with Auxesia and stay through resets.
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Ship Build Order by Tier
The order to rebuild ships each run and the Cell costs you can expect.
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Cradle
The first ship. It ranks up from generator purchases and has a native Auto Unlock toggle.
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Auxesia
The second ship. It opens Tech Upgrades and ranks from tech purchases.
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Zagreus
The third ship. It opens loops, Mod Points and resets, and its Deja Vu install boosts MP directly.
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Hephaestus
The fourth ship. It opens the Automation Hub and has strong MP installs tied to automation.
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Crew
Crew boost installs and are needed for evolution. Buy them one at a time and watch the price.
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Evolution
Evolution is a permanent ship bonus bought with max crew plus a big Cell cost. It survives a Loop Reset.
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Installs
Installs are the hex grid of upgrades on each ship. Spend rank points where the multiplier helps most.
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Install Loadouts
A loadout stores a point-spend order so the game assigns your rank points for you.
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Automation
The Automation Hub buys things for you every tick. Own it, turn it ON, and stop buying by hand what it already buys.
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Loops and Mod Points
Tick loops and cell loops fill during a run. Each filled loop adds pending MP that a reset converts to real MP.
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Rebuild After a Reset
The order to rebuild your factory after every Loop Reset so production comes back fast.
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Mod Tree Basics
How the Loop Mod Tree works: nodes, colors, panels, and what not to touch.
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Mod Buy Order
The priority order for spending Mod Points, with the reasons.
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Mod Branch: Fast Loop
The starting nodes near the origin: loop speed, Cells and early MP boosts.
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Mod Branch: Ships and Crew
Per-ship automation, rank point, crew and cost nodes. Automation comes first.
Mid game
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Shards
Shards come from Demeter operations and buy shard milestones. Spend them before you reset because they vanish.
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Demeter
The fifth ship. It opens Shard Mining. Its Ahead of the Curve install prepares your next run.
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Koios
The sixth ship. It opens the Research Center and ranks from studies.
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When to Do a Loop Reset
Reset when the early burst of MP is over and the tail is slower than starting fresh. Data from one account.
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Short Runs vs Long Runs
Short runs chase MP. Long runs build shards, research or missions. Pick a goal before each run.
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Before You Reset
A short list to run through right before you tap Loop Reset.
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Mod Branch: Generators
Nodes that unlock generator tiers and boost output or cut their cost.
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Mod Branch: Loop and Time
Time Dilation, Trinity, Level Enhancement and Accumulative Level Growth nodes.
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Mod Branch: Shards and Mining
Nodes that boost shard income, operation speed and robotic miners.
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Shard Milestones
Spend shards here to permanently boost Cells, MP, shards, research and generators.
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Shard Milestone Buy Order
Which shard milestones to level first, based on what they boost.
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Demeter Operations
Operations run on ticks and pay shards on their own. Longer runs make them stronger.
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Token Tier Unlocks
How many token levels it takes to open Tiers 2, 3 and 4.
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Koios Research
Studies give Research Points that buy timed research. Affording a research is not finishing it.
Late game
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Zeus
The seventh ship. It opens the Space Academy and ranks from missions.
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Ouroboros
The eighth ship. It unlocks Traversal, orbs, hunters and a different install system.
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Mod Branch: Research
Nodes for studies, bio-scientists and research output. Useful only once Koios is active.
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Mod Branch: Missions and Academy
Far-east nodes for Academy, mastery, exchanges and extra time dilation. Late game only.
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Zeus Academy
The Space Academy: missions, personnel, materials, gear and badges. Late-game pre-Ouroboros content.
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Ouroboros and Traversal
Traversal is a deeper reset after Ouroboros. It gives orbs, gems and hunters, and changes how income works.
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Hunters
Borge, Ozzy and Knox are persistent fighters that earn resources. Choose push, loot or boss first.
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Late Game Routes
A short map of the post-Ouroboros route stages, with caveats for accounts without paid bonuses.
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Relics, Mechs and Gadgets
Late-game upgrades with different jobs. Pick based on the bottleneck, not on what is cheapest.
Any time
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The Core Loop
How Cells, ticks, loops, Mod Points and resets fit together in one picture.
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Resource Overview
Every currency in CIFI, what it buys, and whether a reset wipes it.
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Tokens
Tokens come from chests, the bank, daily rewards and achievements. They are spent in the Token Shop.
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Level Points
Level Points (LP) come from player levels and achievements. They add permanent boosts to Cells, MP and Shards.
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Arcade Points
Arcade Points come from Pong and Snek and buy permanent Arcade Shop upgrades.
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Diamonds
Diamonds are the premium currency. The guide never assumes you spend them.
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Ticks
A tick is the game's clock. Generators, operations, studies, automation and loop bars all advance per tick.
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Ships Overview
Eight ships, each one unlocks a system. Ships must be rebuilt after every Loop Reset.
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Install Math
How to compare two installs: next-level gain is not a clean double, and the +1 base matters.
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What Resets and What Stays
A one-page table of what a Loop Reset wipes and what survives.
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Token Shop
The Token Shop sells permanent boosts for Tokens in four tiers. The bank sits on top.
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Token Buy Order
What to buy with Tokens, in order, from income boosters to MP to generators.
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Token Bank
The bank collects bonus points from chests. Claim it near full and you get a larger payout.
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Where to Put Level Points
Spend LP on the resource that limits you now. A shared bonus unlocks after enough allocations.
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Achievements and Reward Lanes
Achievements pay Tokens, Diamonds and LP. Reward lanes pay at set player levels.
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Daily Rewards
A daily screen with permanent boosts and gifts. Claim every day.
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Daily Routine
A short checklist to run once a day and a few times in between.
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Arcade Overview
Pong and Snek are mini-games that pay Arcade Points and bonus ticks. Play them when READY shows.
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Arcade Shop
Spend Arcade Points on six permanent upgrades, three per game.
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Snek
How to score in Snek: 90 degree turns, pick up green and yellow, avoid red and your own tail.
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Pong
How to score in Pong: hold the arrows, hit with the middle of the paddle, and break edge locks.
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Common Mistakes
Mistakes that slow players down, with the fix for each.
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Troubleshooting Slow Progress
A symptom table for when your account feels stuck, with the first thing to check.
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Numbers and Notation
How CIFI writes big numbers, and how to compare them without mistakes.
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What Is Not Verified Yet
The open questions in this guide, so you know where to be careful.
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Glossary
Short definitions for the terms used in this guide and in community talk.