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Cyber Compound

A Cyber Compound

Compound is a 7x7(Super: 8x8, Mega and Zone Deluxe x4: 9x9) building that allows the player to keep mutants with corresponding genes and earn credits per hour for each mutant which is kept in such a compound until its credit capacity limit is reached.

Acquisition[]

"Slots" describe the number of mutants which can be kept in a compound/zone. "Universal" are the Deluxe only zones that can house any kind of mutants, regardless of genes.

Zoomorph/Galactic/Mythic compounds are required to unlock the specific genes in order to build them. Certain fame levels are necessary to build larger versions of them once unlocked.

Slots Cyber Necro Saber Zoomorph Galactic Mythic Universal
2 5,000 Credits 25,000 Credits 75,000 Credits 100,000 Credits N/A
3 10,000 Credits 33,500 Credits 125,000 Credits 175,000 Credits 850 Golds
4 20,000 Credits 55,000 Credits 200,000 Credits 275,000 Credits 1,000 Golds
4 (Deluxe) 750 Golds 700 Golds 650 Golds 500 Golds

Collecting Credits from Compounds[]

The player can collect the accumulated credits of a compound by hovering over it with their mouse cursor on Facebook versions, or by clicking "collect" on mobile versions.

The whole credits of entire compounds may be collected through the "Collect All" button in the selection menu of a compound.

Credit Capacity limit[]

Each compound accumulates credits of each mutant residing in it. Accumulation is in real time even as it is given in "per hour" in a mutant's in-game info panel.

Accumulation is however halted for a compound whenever it reaches its capacity limit. This limit is based on the type of compound, and the more expensive compounds have higher credit limits.

The limits are as follows:

Slots Cyber Necro Saber Zoomorph Galactic Mythic Universal
2 500 Credits 500 Credits 500 Credits 5,000 Credits 12,000 Credits 25,000 Credits N/A
3 2,500 Credits 2,500 Credits 2,500 Credits 15,000 Credits 50,000 Credits 80,000 Credits 320,000 Credits
4 9,000 Credits 30,000 Credits 80,000 Credits 160,000 Credits 400,000 Credits
4 (Deluxe) 320,000 Credits

Tip: For the players not often collect credits from compounds, it is recommended to move mutants of higher credit revenue that are part Zoomorph, Galactic or Mythic into compounds of said genes, for the higher overall income. This is because the rate at which a mutant generates income determines how many real time hours it takes for a compound to fill up. So putting the highest generation rate mutants in the compounds with the highest capacity gives you the longest time before you reach capacity and start missing out on credits.

Gallery[]

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