Drag and drop operators between rooms, or from the character list above.
Config changed since last optimization — re-run to update.
Math
Optimization
The algorithm iterates over all possible and meaningful Control Nexus permutations, it then fills other rooms based on the following heuristic:
score = production_bonus + (uptime_gain * 2.2)
This comes from the fact that baseline production is 220% assuming the room is filled with 3 non-matching operators. This is why I count every 1% uptime gain as 2.2% effective production gain.
This gives us a good enough starting point from which we can then try to further optimize by exhaustive search until the score is no longer improving.
Efficiency Calculation
Base efficiency depends on operators in room:
base = 100% + (40% × operator_count)
Matching stat bonuses sum up and multiply the base:
nominal = base × (1 + stat_bonus%)
Mood System
Operators work until mood hits 0%, then rest. Base rates:
mood_drop = 7% per hour
mood_regen = 12% per hour
Slow Mood Drop reduces drop rate, Mood Regen (Control Nexus) increases regen for all: