OGame Guides

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  • OGame Guides

    Dear player,

    This is collection of advanced and full content guides of following:


    1. Universe guide
    2. Player Styles
    3. Miner guide
    4. Fleeter guide
    5. Fleetsaving
    6. Trading
    7. Activity
    8. ACS
    9. IPM
    10. Expedition
    11. Colonising
    12. Relocation
    13. Moon
    14. Alliance
    15. Dark Matter and payment
    16. Account management
    17. Wreck Field
    18. Portal
    19. Credits and changelogs
  • 1. Universe guide

    Ogame has several universe types allowing players to select the universe with the settings that they like most and fits their playing style.
    You can see universe distinctions on the login page

    Some universes are old with strong players having a lot of defense and huge fleet and a lot of inactive accounts that can be farmed allowing a steady resource income for diligent farmers. It is very hard to reach the top when you start in such a universe but it is good if you are learning the game because you can find experienced players willing to help you with advice and resources.

    New universes are more active and you have a good chance to get in the top ranks especially if you already know the game and you have a friendly supportive alliance to enjoy the aggressive gaming

    Universe features
    Universe features that can be customized:
    - Universe duration
    - ACS (on or off) + Alliance Depot (on or off)
    - Fleet speed
    - Economy speed (resource production, building, research)
    - Field bonus +25 (on or off)
    - Galaxies number
    - Solar system number
    - % of Ship to Debris Field
    - Defense to Debris Field (on or off)
    - % of Defense to Debris Field
    - Galaxy distance
    - System distance
    - Circular system (on or off)
    - Circular galaxy (on or off)
    - Wreckfields (on or off) + min. amount of resources lost, life time of WF, max. repair time, min. repair time, which ships are not allowed.
    - Newbieprotection (on or off)
    - Newbie protection limit (50k or 500K)
    - DM for new accounts + validation (on or off)

    Universe types
    Ogame has several universe types:

    1. Standard universe (normal universe) is 1x Fleet speed, 1x economy speed, ACS , 30% Debris Field from Ships

    2. Limited duration universe is a universe that is going to be closed at a given date. Such universes are opened for different events or competitions or for testing new features

    3. Special universes can have one or more of the universe features changed:
    - Speed universe: speed can be from 2x up to 5x for Fleet or for Economy or for both of them
    - Non ACS universe: Alliance Combat System is disabled
    - Ships to Debris Field universes: more than 30% Debris Field from Ships (Ships destroyed in space battles are resulting in 60%, 70% of resources used to build them minus the Deuterium)
    - Defense to Debris Field universes: besides ships, destroyed Defense goes to Debris Field as well. This setting is not compatible with universes having a higher debris factor from ships and the engineer is affecting the outcome of a battle[/color]
    - Circular universes (introduced in version 5.8.5): distance between galaxy 9 and galaxy 1 would be the same as between galaxy 1 and galaxy 2. The same goes for solar systems: the distance between 1 and 499 would be the same as between 1 and 2. The distance between 100 and 400 would be only 199 solar systems of distance (you would fly from 400 to ... 498, 499, 1, 2 ... up to 100).

    In special universes these features can appear alone or in combination allowing players to enjoy a wide diversity of settings and assume the most suitable play style.

    Premium features
    The use of Premium features (Dark Matter or DM) may give you an advantage in the first days in a new universe.
    More information how to use the Premium features is given in the tutorial: >>Premium features<<.



    Credits: Ogame Origin
  • 2. Player Styles

    OGame's beauty is that a player can develop his own playing style. It is also possible that a player's playing style will change over time. There are mainly two types of playing: fleeter and miner. It is the wide diversity of the possible combinations of various characteristics from both fleeter or miner that gives the sensation of numberless playing styles. Basically each player can use his own way to climb the ranks, some are doing it faster, some are doing it more steadily but the real winner is the one playing longer and calculating his account's development stages in advance.

    Below you can find the features, advantages and disadvantages of the two main playing styles.

    Miners
    A miner is a player that has very high mines as major source of income and often trade resources with other players.
    Thus miners tend to have a set number of Cargos on each planet in order to transport their resources.
    Since a miner doesn’t have a fleet, he can trade deuterium with fleeters to gain additional resources and (usually) the fleeter’s protection.
    However, a miner will need defence to protect resource income and Satellites.

    Advantages:
    - Mines are solid points that cannot be lost.
    - They generally do not need to spend as much time playing.
    - By trading regularly with highly ranked players in his area, a miner can acquire NAPs (non attacking pact) with potential attackers as well as gaining their protection.

    Disadvantages:
    - Miners must manage Energy efficiently to power up their mines, as Solar Plants are expensive and Solar Satellites are targets. Solar plants become useless way faster than Solar Satellites and building them up to the high twenties is not cost efficient and consumes much space on the planet. See more information <<Energy production>>.
    - Miners climb ranks slower than active fleeters, especially in universes where economy speed is not higher than fleet speed. However, miners with high mines and with regular farming can climb ranks faster than most fleeters because of their limited time.
    - Mines get very expensive and slow to raise towards the higher levels.

    Colony Positioning:
    - Close positioning in order to minimize deuterium costs and time on transporting resources can be easy target for some fleeters.
    - Picking a quiet galaxy (e.g 5) is advisable as less people are around, although it might increase time needed to trade with other players.

    Other notes:
    - Most miners usually build Solar Plants up to the high twenties, and then switch to Solar Satellites to cover their energy.
    - There are different types of miners, to learn more about it see our <<Miner guide>>.
    - Player style which is based on building mines and big number of defense is called Turtle style of playing


    Fleeters
    These are the players that have all the HoF battles and have the most chance of reaching the top of the toplist.
    They have large fleets consisting of every attacking ship type.
    Rather than farming small players like raiders, A fleeter makes his profit by crashing other players’ fleets and harvesting the debris field. However, farming small players is main source of resources. Attacking big players could be risky.

    Advantages:
    - Massive profits to be made.
    - Because of HoFs and Top Ten hits, fleeters are usually the players that are remembered after leaving.
    - Highly ranked fleeters are rarely probed in most cases.
    - Fleeting is said to be the most exciting way to play the game.

    Disadvantages:
    - A fleeter MUST be able to predict when he will be online.
    - This type of playing is time consuming.
    - If a fleeter has his fleet crashed, he will lose a lot of points.
    - For many players, a fleet crash is the end of the game.
    - It costs a lot of deuterium to fly with large fleet.

    Colony Positioning:
    - The further apart your planets, the more ground you will cover and therefore the more targets are available.
    - However, longer distance between planets, means more deuterium for transporting fleet around the galaxy. See more in <<Fleet saving>>.

    Other notes:
    - Fleeters often start out as miners. It is wise to have a good set of mines behind your fleet, as then in the event of being crashed you will be able to rebuild faster.
    - Fleeters often need to be good at calculations, as many attacks require precise planning.
    - There are different types of fleeters, to learn more about it see our <<Fleeter guide>>.


    Credits: OGame Origin
  • 3. Miner guide

    As discussed in <<Player styles guide>>, each player must make his own strategy, this guide contains only a few aspects what worth taking into consideration when selecting to play OGame as a miner.

    What makes you a miner?
    A miner is a player whose main income is coming from his own production of resources. Is hard and slow to advance in game only as a pure miner. If you want to add income from attacking other planets you might want to consider farming the inactives (Miner - farmer), or try to round up your income by attacking much weaker players with the help of a basic fighting fleet (Miner - raider).

    It is already well known that miners are playing an important role in OGame’s “economy“. Playing as a miner is less time consuming than playing as a fleeter. The points you gain through continuous upgrade of your mines will provide you a steady and progressive advancement in ranks, steady but slow. The points you gain are permanent, while a fleeter points will consists in fleet points and thus can be lost overnight. You can achieve top ranks in your universe with the condition that you are a constant and perseverant player, and you will have patience to work on your mines for a few years. Having a strong alliance with like minded fellow player can only be of help and a stimulant for a long time play career in OGame.

    Account building for miners
    - start colonizing as soon as possible
    - keep only colonies with higher fields
    - consider abandoning the home planet once you find a high field colony (over 200 fields)
    - develop first the technologies that are serving you
    Some miners are usually positioning all colonies in the same system to make transports easier– this is a very bad strategy and a major weakness .
    Calculate with care what will be your next mine. Take into consideration the amortization
    Don't spend precious fields for buildings you don't need

    How to position your colonies
    Do not place your colonies in the same system. This will make you vulnerable to enemies that can move a planet in your system and farm you until you will be forced to quit
    Best way to position your colonies is to select places enabling you to fleetsave for a decent amount of hours. See tutorial <<Fleetsave>>.

    Select a colony that you are going to use as headquarters, take care to get a moon, use it to collect the resources from your other colonies until you get the necessary quantity for your next mine upgrade. It is optimal to position the other colonies so that transports collecting resources to your headquarters will take more or less the same time and thus you will be able to send them in fleetsave or to the colony needing the next upgrade without keeping ships or large amounts of resources on your planet or moon for too long time and tempt some greedy fleeter to attack you or destroy your moon.
    Another reason for a moon would be to allow you to do BIG trades without being noticed.

    Another advantage of having planets spread across galaxies is a larger range of systems with inactives whose resources can round up your daily income.

    Good colony distribution is 2 planets per galaxy. For example: two colonies in G1, two colonies in G2, two colonies in G4 and two colonies in G6 or G9 (if you have a circular universe). The 2 colonies per galaxy should be placed at the optimal distance for a good fleetsaving, thus allowing you to periodically change the location of fleetsaving place making playing routine unpredictable for enemies. Later in game, having a moon on every colony will provide you a partial safety (remember, moons can be destroyed).

    Income & spending management
    Your main source of income and base for development is the production of your mines. Therefore is very important how you spend your resources. You can use third party tools to calculate the amortization of your mines, like o-calc (o-calc.com/index.php?sec=_amortisation&lang=en).

    Maximizing your production can be achieved by:
    - Raising your plasma technology (it costs you only resources and gives you 1% more metal and 0.66% more crystal per level of development, effective on all your planets all the time)
    - Enlist a geologist (costs Dark Matter and gives you 10% of your mines production for all your planets)
    - Buy a resource booster (costs Dark Matter and gives you 30%, 20% or10% more production for a given resource type on the planet where is activated

    Energy management is very important: the difference between top 100 miner and top10 miner is simple: top 10 miner’s solar plant stops at level 24/25, after a certain level, solar plans are giving a smaller energy output than they cost, use solar satellites instead, especially if your planets are in spot 6 to 9.

    Don’t invest in things you don't need like engine technologies or espionage (with espionage, players will scan you harder) or computer after a certain level. Investing in armor, shield and weapon can enhance your defensive capabilities.

    Nanites (very useful thing but only build them when you're building 9 mines on all of your planets and still have some resources left!)
    For example: the time of building next mine is 5 days with your nanite level 3. Saving resources for next mine will take you like 2 weeks. So why build nanite 4? It doesn't matter if you have wait a week to finish a mine if you don't have resources to start another one. It will come a time when you'll need 4 weeks to finish a mine level, in this situation a nanite level in plus can be useful.

    Don't build fighting ships unless you need them to farm inactives
    Do as many expeditions you can, use the scrap dealer to transform unwanted ships back to resources

    Trading
    Don’t believe anyone telling you that selling deuterium at low ratio like 2:1:1 is useless. You can get important advantages by trading this useful resources either to the merchant (costs 3.500 DM) or with other players.

    Trading with other players brings one of the most attractive aspects of OGame: the social aspect – interaction with other players that can be really advantageous to you if you manage to establish permanent trading connections. By supplying a big fleeter you might be offered also a NAP (Non Aggression Pact) from him, although if you play this game as u should (i.e. by never being profitable to anyone) no need for such NAPs anyway. But these partnerships might be useful for other reasons like: ninjas, return hits of any sat bashers.

    Protection of your daily production
    Fleetsave
    Being a miner means your mines are well developed and have a higher output. It is very important to login at least once a day to “clean up” your colonies by collecting the resources produced over night and ordering new constructions. Before you log off is important to fleetsave: send your resources in deploy mission. YOU HAVE TO BE ONLINE WHEN YOUR CARGOS LAND – NO EXCUSES HERE. And this is about the most important difference between a pure miner and a turtle: a miner uses his (cheap) cargoes to move resources around while the turtle tries to use (expensive) tactic of storing them on his own, heavily defended, planet to do that job. Don't forget to make activity after a few minutes ( 15-20) on all your planets and moons to prevent enemies to detect your fleetsaving routine

    Defense
    This one is simple – any more defense than absolute minimum to guard your satellites and offline production – and you’re throwing your money (read resources) away…put it all in them mines. Each resource that we spend in defense doesn't produce resources so we want to spend as less resources as possible in defense to get the maximum profit!

    The size of defense will depend on the level of your mines e.g. 20 plasmas, 50 gauss, 100 hl 1550 ll and 1500 rl which proves to be enough to defend the production of level 30 metal, 25 crystal & 25 deuterium and 200 sats for the entire day.
    Optimal size of defense can also vary with universe speed (fleet and economy) and with other characteristics like defense to debris but best is to adapt on the run based on your own experience and your frequency of your login to the game.


    Credits: OGame Origin
  • 4. Fleeter guide

    Obviously there are many different types of fleeters. Some are absolutely all in on fleet, some keep their mines on a high level while building fleet etc...When exactly an account is considered a fleeter is a subjective decision. Important is that, when investing into a lot of fleet you want to use it to make resources. That is what fleeting is all about: Making resources by attacking or defending planets/moons and by that either receiving a lot of plunder or harvesting big debris fields.

    Requirements
    - good and safe fleet save
    - account managing and math calculation
    - work with phalanx
    - knowledge about ACS
    - knowledge about observing a player

    Basics
    Safety probe
    When going for attacks on active players you basically always want to delay your fleet and use a safety probe. Even when doing rather small attacks it is always useful to do so. By delaying your fleets arrival time you get the chance to scan possible defenders on your target location before you hit the planet.

    How does that work?
    Imagine you attack an active player on a planet or moon. Your fleet is scheduled to arrive at 08:00:00. It is possible that your target might be online and started asking friends to defend him. To make sure you do not run into their defending fleets (even if they are timed pretty well, like 7:59:58 arrival of defending fleets) you want to delay your fleet by adding a probe via ACS to your attack fleet. This probe is allowed to delay your fleet by a maximum of 30% of the fleet's remaining flight time.

    Example:
    Defending Fleet Arrival: 07:59:58
    Your Fleet Arrival: 08:00:00
    Remaining flight time: 3 Minutes

    Now add a probe on x% (depends on distance) that takes 3 minutes and 30 seconds to reach your target. It will delay your ACS to 08:00:30. By doing so you have a decent amount of time to react and adjust to possible defending fleets. Since you are arriving at a later timing now you can send a spying probe on your old arrival time. This probe will see the additional defending fleets in its spy report. You now have 30 seconds to recall your fleet to not get destroyed. A good defender might hold on several times to trick you (e.g. 07:59:58, 08:00:10 ...). More information about that later.

    Exercise delaying your fleet by ACS on inactives if you have never done that before.

    Observing a player
    When attacking a player several things come into play. Is that player online? Is that player hiding something from me? Where is he going to fleet save? Can he defend against me alone or does he need help?

    Tracking player activity

    To track someones activity you need to watch on his planets and follow activity indicators. Those activity indicators will tell you when is/was player online and making activity. More about which actions can trigger out activity indicators you can read at: <<Activity guide>>.
    Writing down times when activity indicators were triggered will show you player online time.

    Tracking when is player doing Fleet Save

    To find out when is player doing Fleet Save you will need lot of probes. First thing what you need to do is to find out on which planet/moon is he hiding his fleet. After you found out where is his fleet, you will need to spy continuously that planet/moon every 15-20 mins. After his fleet disappeared with all his resources you will know that he has done Fleet Save. Tricky part is to find out, how is he doing Fleet Save, is it Deployment, Harvest or Colonization. So after his fleet disappeared you will continue to spying but now not only that planet/moon but all his planets/moons. If the fleet returns to same location than it is probably Harvest or Colonization Fleet Save, but if it shows up on another planet/moon than he is doing Deployment Fleet Save. Best thing is to write down when he sent Fleet Save and when it has returned, because you will need those times later.

    Combination of tracked Activity and Fleet Save time
    Once you combine watching the activity and probing a planet, you can determine player's online times and Fleet Save times.
    You can attack players planets while he is offline or you can try to get his whole fleet when it's returning from Fleet Save with blind hit.
    To do blind hit, you need times of his online time and times when he is doing Fleet Save. First thing is to watch if he is logging before his Fleet Save returns, if not, you have big chance that your Blind hit be successful. You will need to send attack on him which will arrive before his Fleet Save returns. You just need to spy few minutes before attack and if his fleet is not arrived you just need to slow down your attack, repeat this process as many times as long his Fleet returns.

    What does each ship do? How can I use that?
    Small Cargo - Extremely fast, can be used as Fodder (used to decrease firepower efficiency of strong ships e.g. Destroyer/Plasma) especially in late game situations.
    Light Fighter - Fodder (used to decrease firepower efficiency of strong ships e.g. Destroyer/Plasma)
    Heavy Fighter - breaks cruiser's rapid fire on Light Fighters, good against small cargo fodder
    Cruiser - Death of Light Fighters and Rocket Launchers (anti-fodder)
    Battleship - It deals high damage on one target, so you want it to shoot a big target (e.g. Destroyer, Rips..deals more one hit damage than the Battlecruiser). Battleship needs fodder support and is bad against fodder.
    Bomber - good against defence (except Plasma Turret), can be used to kill Battlecruisers as the bomber is stronger in a one on one Battle. Apart from that no great use due to being slow and expensive
    Destroyer - strong against Battlecruisers and Rips. Weak against any kind of fodder.
    Battlecruiser - efficient ship! Can sustain a lot. Good for hunting down Battleships or Cruisers. Weak against Light Fighters.
    Deathstar/Rip - Can be used against anything. Good to minimize losses and costs. Maximum damage. Good against Defense without Rip support. Can be combined with some fodder to decrease damage taken by your Rips.

    Example 1 - Speedfleet
    It emphasizes on fast and mobile ships, that can be used to hunt down other fleets fast. You will need
    - (Small Cargo) (4-5)
    - Light Fighters (20)
    - Cruisers (4)
    - Battlecruisers (1)

    All these ships are fast and comparatively cheap in usage. Your Light Fighters will absorb most of the damage, so your cruisers and battlecruisers stay alive. Maybe you want to increase your Battlecruiser count in relation to the other ships in later stages so you can use battlecruisers only for attacks.

    Example 2 - Allround - efficiency when fighting an equal fleet
    - (Small Cargo) (60)
    - Light Fighters (300)
    - Heavy Fighters (60)
    - Cruisers (60)
    - Battleships (5-10)
    - Destroyers (10)
    - Battlecruiser (20)
    - Deathstars (0-1)

    In later stages of the Universe you want to increase your Deathstar count. This composition is really good. If you split it well it is extremely powerful against fleets of equal size.

    Example 3 - Ripfleet
    - (Light Fighter) (x*1000)
    - Deathstars (x)

    Fleets with anything but deathstars can be extremely strong and efficient. On the other hand they are pretty slow. You can add fodder to your Deathstars (optional). How many Light Fighters per Deathstar is up to you. Value is just given as example.

    Fleeting
    Different ways of making resources
    Inactives
    As a fleeter you basically want to make resources as fast and easy as possible. There will be times when you can barely attack any active player as most of them are online or saved their fleet. That's when you want to farm inactive players. The reason for that is, that inactives - most of the times - do not have any defense and are not likely to come online. So you are pretty much guaranteed to make the estimated resources. Farming inactives is not as suspenseful as attacking active players however it is a good way of working around time consuming attacks. To be efficient you want to use small cargos with high speed.

    Mines
    Fleeters tend to forget about their mines, however all resources in an OGame universe are produced by mines. So never forget that your production is a significant part of the resources you make. Higher mines mean more resources without having to work for them!

    Farming actives
    Since some players cannot log into their account frequently they amass a lot of resources on their planets (mine production). These resources are often protected by defense. The usual farm-attack focuses on taking these produced resources. Most of the times you get more resources out of this than from inactives but you also have a risk. Your target could log into his account and save his resources or even worse try to defend your fleet. Due to the defense you had to send more ships that cost more fuel. To be efficient with this type of attack you have to know when your target is online and when he is offline. You also want to check that there is no defending fleet lurking for you. So keep in mind to use a safety probe or your phalanx.

    Fleet combats
    This is the champions league in fleeting. You can categorize fleet crashes into two types. You either have to attack a standing fleet or you try to intercept it after it returned from save. Fleet crashes promise an extremely high win, since the debris field and the transported resources can become huge. On the other hand fleet crashes can be dangerous and you have to invest into a lot of fuel and time.

    Attacking a standing fleet
    You find a standing fleet by spying possible targets around your positions or by knowing that certain players tend to forget to save their fleet. When you find a possible target fleet you need to check if the player is online or not. If he is offline you can try your luck. During the attack on a standing fleet you want to observe the target player. It is extremely important to notice if your target is logging into his account because that means that your chances of success have dropped dramatically. You can still try, but be warned that you can fly into a trap. Most fleet crashes are attacks on standing/idling fleets.

    Intercepting a saved fleet
    This is where it gets tricky. How do I find possible targets? You basically try to find them like idling fleets, however every time you see that fleet you notice that the player is online. Before you can crash someone who is saving and watching his fleet you have to find out how, when and where the player is saving his fleet. To do that you have to observe the player. If the player is saving without moons it's easier to intercept him as you can basically rely on your phalanx alone. But when it comes to intercepting fleets saved from a moon it gets time consuming. Depending on how the player saves you have to destroy his moon(s) to be able to phalanx his fleet.
    Target saves without a moon:
    As long as it is not a deployment save just phalanx his planet, find out when the fleet is returning and time your attack shortly after the return (1-3 seconds).
    If it is a deployment save you can try to attack the fleet just like before but your target could be recalling his fleet. To know when the fleet was recalled you have to phalanx the destination planet regularly (every 1-3 seconds). If the fleet disappears out of your phalanx you know that it has been recalled. Memorize the time! Now you have to start calculating when the fleet will return on its origin planet. First of all you want to find out how fast the fleet has been saved (10%? 20%? 30%? etc.). You simply do that by using a flight calculator that tells you how long flight x on y% would have taken and then you exclude what is not possible or did not match what you saw in your phalanx. When you found out how the fleet was saved you now calculate when it is going to be returning:
    Time of Recall + flight time - (Difference between estimated arrival time (seen in phalanx) and time of recall).

    Example:
    Estimated Arrival (seen in phalanx): 6:00:00 am
    Time of Recall: 5:00:00 am
    Original Flight time: 10:00:00 Hours

    => Time of Return on starting planet: 5:00:00 am + (10:00:00h - 1:00:00h) = 2:00:00 pm
    Now you can send your fleet on 2:00:01 pm.

    How to stay alive?
    - Always fleet save
    - Split your fleet when attacking players (ACS with yourself)
    - Do not attack on 100% speed all the time. Due to splitting you can use 90% or 80%.
    - Do not use recyclers on 100% speed when active fleeters are watching your target too
    - Make sure to check for stronger fleeters who try to defend against you
    - If you are up late and you want to sleep for 2 hours until your Deathstars arrive at their target location make sure to fleet save during your nap


    Credits: OGame Origin
  • 5. Fleetsaving

    Planets can't be conquered, researches and mines can't be torn down by other players. Ships and defense, however, can be destroyed. While destroyed defenses don't create any debris of the Structural Integrity (metal + crystal) used to build a ship will end into debris, where attackers can harvest it and use it themselves. Each attack can also take up to 50% of the resources you left on the planet.

    Mastering the art of fleetsave (FS) requires understanding one important concept of Ogame, that while your fleet is moving around the Universe, it cannot be attacked. Therefore it is imperative that you fleetsave while you're not online.

    Fleetsaving is important to any type of player. "No Fleetsave = no Fleet" is a golden rule of Ogame and respecting it surely is the first step to a successful Ogame career.

    Theoretical concepts
    The more time you are online, the more you play, the less and the shorter you are safe the harder it is to catch your fleet. Depending on your universe's activity and depending on the fleeters playing in it, it might be crucial to save at a certain time in day instead over night.

    Variance
    If you change your saving-technique regularly, it will be harder to predict your fleetsave resulting in less chance to catch your fleet. Do not save at the same position and timing every day (especially when saving Moon -> Harvest or Moon -> Colonising or Moon -> ACS defend to moon). Vary your savetimes. Even small changes (about 30 minutes - 1 hour) do matter. Ideally you want to switch up your savetimes completely.

    Splitting your fleet
    There are players that tend to split their fleets into several parts and save all parts individually (like 1/4 of your fleet per moon). This is only useful if your attacker is trying to maximize his win and minimize his efforts. In older universes or universes that progressed to the point where destroying all your moons is easy, you should abandon splitting your fleet, as you will not be able to save any of your fleet's parts. Even in fresh universes it is questionable if splitting your fleet for saving is actually useful or not.

    Observing
    Observing your target is a crucial skill as an attacker, but nonetheless it is important for you (as the attacked one) as well. The least a potential attacker has to do to attack your fleet is: Spy/Scan or phalanx your fleet (saving without moon). After finding you, the attacker has to wait until you log off. A player who has never seen your fleet before is unlikely to attack you or blindly destroying your moons.

    Advice
    Basically, when you notice someone is regularly scanning you or trying to attack you where you usually fleetsave it is imperative to switch up your savingmethod.

    Many fleeters wait for you to idle and leave your fleet alone for a while not saving it properly. So if player A is observing you on coordinate B because he is positioned close to it, do not leave your fleet alone on coordinate B. Leave it somewhere else, so you have more time to log in, in case something happened and delayed you. Do not leave your fleet idling close to players who are trying to catch you. They will gladly take your fleet.
    New planets in your own system could be rated as a confession: I want your fleet!

    Always save your fleet!
    No matter when and for how long you have to leave your fleet unattended: Save it!

    Be online before fleet returns
    A good value is being online at least 1 hour before your fleet returns from save to check for anything strange in your account. If something happened, like this you still have some time to react.

    Stay yourself
    In the following save descriptions you will see, that increasing universe speed requires you to invest more time into OGame to stay safe. This is just a game and that is what it is supposed to remain. Do not overdo it.

    Fleetsaving
    Why do I need a moon?
    A moon has several benefits for saving and defending your fleet.
    1. Moon hides your fleet. It cannot be phalanxed as long as the moon is not destroyed (exluding Moon -> Harvest or Moon -> planet (any mission). They can be retimed without destroying the moon. However a potential attacker does not know what might hide behind the moon [possible defenders]).
    2. Friends/Helpers/Defenders can hide behind the moon as well.
    3. You can use your moon for jumping (moving fleet between moons with cooldown within a second).
    4. You can position tons of resources on your moon, not affecting any production.

    Fleetsaving without a moon
    1. Harvest / Colonising / ACS defend (defending duration = 0 hours)
    You should refrain from using them as fast as possible. Furthermore they are pretty similar to each other. You have a flight to your destination, an impact time and a flight back to your starting position. These methods are only viable in a universe's first few days, as long as there are no moons and/or phalanxes that can reach you. Afterwards these saving methods are a free ticket to lose your fleet.

    2. Deployment (planet to planet)

    If you have no moon you should only save like this. Deployment from planet to planet. It enables you to always have the chance to recall your fleet (that's why you have to log in before your fleet returns). Deployment (recalled) cannot be seen in the phalanx anymore. Deployment can only be seen by phalanxing the target. After recalling, it disappears. A potential attacker has to spend a lot of deuterium (phalanxing every few seconds until you recall) to determine your return time. Small fleets are not worth doing so. Especially when your start planet (now your returning target) is not in the attacker's phalanx range.

    Fleetsaving with a moon
    1. Moon -> Harvest / Moon -> Colonising | Moon -> ACS defend to mate's Moon (defending duration = 0 hours)
    You still have a flight to your destination, an impact and a flight back to your starting moon. As long as your starting moon is not being destroyed all three methods are really safe (be aware Moon -> Harvest can be retimed by observing debris fields. Use shadow waves). However, if you lose your origin moon your fleet is probably lost. It is hard to react in time, as the moon can be destroyed close to your return time, except you've been online for several hours before your fleet returns from save. After your moon has been successfully destroyed all 3 missions are easily phalanxable.
    If you are using these techniques pay close attention to Variance chapter. Save from different positions, otherwise you become an easy target.

    2. Moon/Planet -> Moon: Deployment (Recall)
    This is how you want to save your fleet! This is, by far, the safest saving method. You deploy your fleet to one of your moons. It is not that important to start from a moon however it is recommended. By saving Moon -> Moon: Deployment (Recall) you can become close to uncatchable. It's still possible to lose your fleet, but if you are doing it right it is way too expensive.

    To carry out a deployment save with huge fleets most of the time you use two moons in the same system to minimize fuelcosts. Throw in some RIPs to slow down your fleet to increase savetime. If you do not recall your fleet, half the fuel costs will recover.
    To become invisible it is essential that you recall your fleet before a potential attacker could destroy your destination moon. After recalling your fleet is no longer visible in the phalanx even if your moons fall and before your recall the fleet was sent between two moons, these are unphalanxable.

    => Attackers have no exact time when your fleet returns. They can only guess.

    There are two methods to ensure, that your fleet is recalled before your FS fall:
    1. You only log off/go to sleep when your fleet is already recalled. Example: 8 hours before you go to sleep you save via deployment. When you go to sleep you recall your fleet and it will be extremely save for 8 hours.
    2. Every few hours (depending on universe's speed) you check if a recall is necessary.
    Advantage: You are not bound to save your fleet before you actually go offline.
    You might be able to safe deuterium.
    Disadvantage: You cannot sleep for more than x hours straight.

    3. Moon -> Harvest on Moon's Debris Field (DF)
    Last but no least.
    It is the cheapest saving method. Takes as much deuterium as flying to the moon's planet. You should only use this when you are experienced with shadow waves. On top of that: This is only useful in slow universes, otherwise you will not have much savetime.


    Credits: OGame Origin
  • 6. Trading

    Trading Laws
    Firstly, you must make sure you trade within the legal trade rates so you aren't banned for pushing. In all universes the legal trade rates are between 3:2:1 and 2:1:1.

    What does this means:
    3:2:1 Where each unit of deuterium is worth 2 units of crystal or 3 units of metal.
    2:1:1 Where each unit of deuterium is worth 1 unit of crystal or 2 units of metal.

    Keep in mind that when forming trade rates if you change rates for metal the same change must be done in crystal rate.

    Note that if you are ranked lower, you are allowed to sell your resources for a higher price. That is called pulling and is legal, however, due to a high price, no one will be willing to buy your resources that expensive. Check the trade section of your universe to see what are the regular prices at that time to know what is the best price you can set.

    Important: Always read pushing rule on your board.

    Trade scams
    You're in risk to be scammed when you're a higher ranked player in trade. As you can send the lower ranked player anything without anything in return legally and Game staff can't help you with that.
    When trading resources make sure that the lower ranked players' resources arrive to the higher ranked player first.
    This way the higher ranked player is forced to send something tangible in return or both higher and lower ranked accounts will be banned for pushing. Unless you (as a higher ranked player) inform your GO via ticket system and follow instructions on what to do with resources.

    Trading Basics
    The strategy of trading is that people make two or more transactions to end up increasing the number of resource units they began with. The basic and most logical rule is "sell expensive and buy cheap".

    A basic trade will look like this:
    • Deuterium > Crystal in 3:2:1
    • Crystal > Deuterium in 2:1:1
    This trade, at the best trade rates possible will double your Deuterium at the start. (100% Profit).

    Good and/or bad ratios
    Sell metal, buy crystal: Good ratio 3:2:1 (1kk metal would get you 667k crystal). Bad ratio 2:1:1 (1kk metal would only get you 500k crystal)
    Sell metal, buy deuterium: Good ratio 2:1:1 (1kk metal would get you 500k deuterium). Bad ratio 3:2:1 (1kk metal would only get you 333k deuterium)
    Sell crystal, buy metal: Good ratio 2:1:1 (1kk crystal would get you 2kk metal). Bad ratio 3:2:1 (1kk crystal wold only get you 1,5kk metal)
    Sell crystal, buy deuterium: Good ratio 2:1:1 (1kk crystal would get you 1kk deuterium). Bad ratio 3:2:1 (1kk crystal would only get you 500k deuterium)
    Sell deuterium, buy metal: Good ratio 3:2:1 (1kk deuterium would get you 3kk metal). Bad ratio 2:1:1 (1kk deuterium would only get you 2kk metal)
    Sell deuterium, buy crystal: Good ratio 3:2:1 (1kk deuterium would get you 2kk crystal). Bad ratio 2:1:1(1kk deuterium will only get you 1kk crystal)

    Trades are usually a bit above ratio 2:1:1. Normally the rates are higher in new unis as it's more active and more players are trying to profit out of the trades, You need to be careful not to trade for a too high ratio though.
    You may also not trade for a ratio ie 3:1:1 as metal would be too expensive compared to crystal. You always need to calculate if a trade rate is good before you agree to trade.

    Increasing Your Profit
    As you need to increase your profit, you need to make more trades for the same resources, the more trades you make for the best possible ratios, the most profit you can gain.

    • Deuterium > Crystal in 3:2:1 2 Crystal
    • Crystal > Deuterium in 2:1:1 2 Deut
    • Deuterium > Crystal in 3:2:1 4 Crystal
    • Crystal > Deuterium in 2:1:1 4 Deut
    • Deuterium > Crystal in 3:2:1 8 Crystal
    • Crystal > Deuterium in 2:1:1 8 Deut
    If you start with 1kk deuterium, you end up with 8kk deuterium.

    Note: Trading all resources with only one person all the time is not allowed as it's pushing. You may sell your deuterium to one person all the time but buy deuterium from a different person all the time though.

    Note: Never cheat on a trade agreement. Do it once and your reputation is burned, that means no more trading.

    Merchant
    Merchant will buy your resources based on a ratio 3:2:1, which is normally higher than you could get from players. This method can be used when gaining profit via trades, but it includes having a lot of regular deuterium sellers. You can't make a profit just with a merchant - players have to be involved. Also, note that "merchant abusers" (players who use merchant to gain profit) are not appreciated by the majority of players.

    Note: If you are using merchant it is always wise to wait for merchant event, where price for calling a merchant is 2k DM instead of 3,5k or Cash back event where you get some DM back.


    Credits: OGame Origin
  • 7. Activity

    Activity indicators
    Activity indicators will tell you if there is/was an activity at a planet or moon at a certain period of time.

    There are three phases:
    - There is activity at a planet: 0 minutes - 14 minutes 59 seconds
    - There was activity at a planet XX minutes ago - 14 minutes 59 seconds - 59 minutes 59 seconds
    - There was no activity - beyond 59 minutes 59 seconds

    There are three ways you can see the activity:
    For the first 14 minutes 59 seconds after the activity stops (*) will be shown next to the planet name. Beyond 15 minutes a time is then displayed in place of the star (15 min). This time value is shown up until 59 minutes 59 seconds (59 min) and then after that point there will be no activity indicator displayed next to the planet name.
    If you scroll over the planet picture, you will see another activity indicator. When there's an activity at the planet (for the first 14 minutes 59 seconds), you can see an orange triangle.

    Beyond 15 minutes, you will see "Activity: XXm". Time indicator here also disappears at 59 minutes 59 seconds. You can only see it when scrolling over a planet picture. Scrolling over a moon picture will show same kind of activity.
    Third way of seeing activity is via espionage reports. Whenever you probe a moon/planet, you will see activity report which tells you if there's been any activity at the planet/moon. Activity report is under resources and you see it in any case, no matter what your espionage technology is. If there's activity only at moon and you probe a planet, the report will show no activity vice verse. If you're probing a planet with a moon, this is the only way to see whether the activity was made on planet or moon. It will look like this:

    For the first 14 minutes 59 seconds:
    -Your espionage report shows abnormalities in the atmosphere of the planet which suggests activity within the last 15 minutes.

    For time between 14 minutes 59 seconds and 59 minutes 59 seconds:
    -Your espionage report shows abnormalities in the atmosphere of the planet which suggests activity within the last XX minutes.

    After 59 minutes 59 seconds:
    -Your espionage does not show abnormalities in the atmosphere of the planet. There appears to have been no activity on the planet within the last hour.

    NOTE: Seeing your own activity is a bug. Your own activity does not behave like a normal activity, thus it can not be used to test the activity.

    Activity behavior/creating activity
    General:
    - An * appears on the home planet when you login.
    - An * appears on the current planet/moon when you logout.
    - An * appears on the NEW location at changing the current planet / moon.
    - An * appears on the current planet/moon with EVERY click on all menu items.
    - NO * appears with click on Support/GameForge/Help/Board/Rules/Imprint.
    - The * (or the time) from the planet and the associated moon overlaps. It appears always the last activity.

    Events:
    - An * appears on the current planet/moon with click on reload at event list, sensor phalanx and fleet movement.
    - An * appears on the current planet/moon with auto reload at event list and fleet movement.
    - NEW foreign fleets ONLY appears in the event list when reloading the overview.

    Flights:
    - An * appears at departure on the starting planet/moon.
    - An * appears at arrival on the target planet/moon.
    - An * appears at return on the starting planet/moon.
    - An * appears at abort on the current planet/moon.

    Special situations:
    - Normal * behavior for banned players without vacation mode.
    - Normal * behavior for inactive players. (i and I)
    - Activation and deactivation of vacation mode will cause activity on every planet and moon.

    How can I use activity?
    Activity is a very important part of the gameplay. There are many strategies based on it.

    Activity indicators can tell you two things. One is that a player is/was online and making activity. The other is that activity was caused the other way - with fleet contact. Once you combine watching the activity and probing a planet, you can determine player's online times and fleetsave times. This is very useful when it gets to hunting and planning missions like moon destructions or blind phalanx.

    Note: Server forces you to log off at 3:00 AM German time. As logging in again creates activity, players with no activity at homeworld are not online at this time. It is quite safe to attack them at that time of a day.

    Watching activity will also help to prevent you from being ninja'd, as well as hiding your activity can make you look offline thus ninja-ing a player.


    Credits: OGame Origin
  • 8. ACS

    ACS (Alliance Combat System) is a method used to combine different fleets from different players or even from the same player, to attack or defend a given planet/moon.

    How to invite into an ACS-Attack?
    1) send the fleet on attack mission to the coordinates you want.
    2) go to fleet movement and use the Fleet Union Button to Invite others or yourself to the attack.
    You could either chose a player from the box on your left (these players are from your Buddy List), press "Invite", then press "OK"; or you could put the name of the player that you want to invite to the ACS-Attack in the "Search User" box, press "Search", and then press OK. If you want to only ACS with yourself then just click OK without choosing any player.

    Invited players get a message and have in the fleet-menu the option to join a group-attack. They can choose between all the groups they are invited to.

    How to join an ACS-Attack?
    After you get an invitation to the attack
    1) Go to fleet and choose the fleet you want to add to the ACS-Attack
    2) Press continue and then choose the Attack you want to join in the "Combat Forces" drop-down box. Press on "next" and select the ACS-Attack mission and then "Send Fleet".
    ACS-Attacks don't require being in the same alliance as the other attackers or having them on Friend List.
    Each joining fleet will modify the arriving time depending of speed but the fleet that is already flying cannot be slowed down more than 30% of the remaining time. If new fleets to be added are slower than this 30% limit, the option for a group-attack is not available
    NOTE: In case the player goes into vacation mode or returns to Newbie protection after an ACS is initiated, no more fleets can be added.

    How to make an ACS-Defend?
    1) Choose the fleet you want to defend with
    2) Enter the coordinates you want to defend (choose moon or the planet), and then select the ACS-Defend Mission and the holding time you want.

    NOTE:
    First requirement in doing an ACS-Defend is to have the player to be defended in your alliance or on your Friend List (unlike ACS-Attack)
    You can Hold your fleet in defense up to 32 straight hours.
    The longer the fleet stays in defend mode the more deuterium is needed. The deuterium is automatically loaded onto your fleet, so be sure to have enough cargo capacity to hold enough deuterium with the fleet to make the ACS-Defend.

    General information about ACS
    All involved parties in the ACS (defenders and attackers) get a full detailed CR unless the attacking fleet was destroyed during the first round of battle.
    The ships during the whole battle belong to its owners and use his techs.

    The Combat system works normally as if it is solo attack:
    - Maximum of 6 rounds (after 6 rounds, the result will end as a draw) and the targets are chosen randomly.
    - The resources plunder are divided according to the total cargo capacity of the fleets and divided up accordingly (i.e. if attacker A sends 75% of the total cargo capacity, they will return with 75% of the plunder)
    - You pay only as much deuterium as you would pay for a normal attack.
    - After the battle every surviving fleet flies back to where it came from with its own speed.
    - When you recall the fleet, all deuterium required for launch and holding is gone.

    A maximum of 5 players can ACS together in attack and a maximum of 5 players can defend a certain planet/moon; they can ACS in maximum of 16 different slots.
    Group attacks count for every attacker as one normal attack in the sense of the bashing-rule.

    The Group of fleets flies at the speed of the slowest ship in the ACS; and if a slower ship joins, the whole group is slowed down.
    When a fleet leaves the group, the remaining fleets continue to fly without a change to speed, even when the ACS starter leaves. (Caution: if the fleet that started the ACS was recalled, no more ships can be added )
    When in an ACS-Defend mission against an incoming attack, the planet/moon owner is the only one that can see the attack on his overview.
    If you are attacking and defending the same planet/moon, you will be fighting against yourself (e.g in a Moonshot attempt).
    If you are ACS-Defending moon which is meanwhile destroyed by moon destruction mission, the defending fleet will ACS defend the planet.

    Bashing: Each ACS attack is counted a a single attack, so you can still attack him 5 times after the main ACS hit, and each one of your friends can attack 5 more times.

    What else can ACS be used for?
    - Slowing down fleets and Safety Probing (you slow down the main attack enough to sneak in probes on espionage mission.
    - Hiding the attacking fleets flying times with the ACS function so they cannot be easily be hit on return.



    Delaying of arrival time (real safety probing)
    A regular safety probe is sent a few seconds before your hit impacts, you do this to check the esp. report of the planet/moon you are attacking to see that nothing has changed, i.e., no big enemy fleet is waiting for your arrival to totally destroy you! However, you need a few seconds to read the spy report and to recall your fleet in case of an emergency like the one mentioned before => typically you sent this safety probe to arrive 30-15 secs before impact. Try to make this delay at least one minute but more preferably 5 minutes or perhaps more! Never become predictable with your timing, slow by different amounts each time.

    Managing time in phalanx hits
    You can use fleet slowing by sending additional ships in ACS to your main attack in case you see in phalanx that the targeted fleet arrives after your attacking fleet. If you recall you won't have time anymore to send the same fleet to arrive in time and loose precious fuel. You don't need to recall, just adapt the arrival time using ACS, exactly the same idea as the delay safety probe in other words! This of course gives no solution when your timing is too late instead of too early.

    Avoiding debris thieves
    Debris thieves need at least 1hour (in 1x speed universe) to get to the debris even if he is in system. You can delay the attacking moon chance fleet with 5-15 minutes or so and his recyclers will certainly arrive too early, giving your friend plenty of opportunity to gather the debris without having to worry about debris thieves.

    ACS ninja
    Ninja means surprising a player that is attacking your planet with a larger defending fleet. You can do this by letting arrive a fleet of your own or a friend’s fleet that is able to take out his fleet just before impact. If your timing is good, he won't have time to spot this change and let the hit go, but he will get an unexpected result, i.e. he will get owned instead of getting raiding profit.

    Moon to friends moon fleetsave
    Choose a ACS defend mission from your own moon towards your friend's moon and set holding time to zero hours, the fleet will just fly to the moon and back, this has the advantage that you can carry resources and that moon to moon fleetsave is not phalanxable, they can't even make use of debris watching to time your fleetsave. The disadvantage remains that once returning, the fleet can't be recalled and that you have to trust the owner of the other moon. Best fleetsave remains deployment from own moon to own moon.

    ACS as backup for your return trip
    Especially later ingame when you launch big parts of your fleet at a big target, you might risk to have someone try to time your return, and thus instead of you crashing your target and enjoying the profits, you might end up with a crashed target perhaps, but also with yourself being crashed.
    There are a few simple guidelines to avoid such events to happen.

    - split up your fleet using acs and make sure you launch them with different flight times. The fleets will jointly arrive at the target on the Estimated Time (of) Arrival of your slowest ACS fleet, BUT they will return in parts based upon the flight times of the individual fleet parts. This way it is more difficult to crash whole of your fleet, and it is more difficult to time, certainly when you launch from a moon.

    - Make sure you get an ally or friend waiting for your return. That way when you see someone trying to catch you on your return, you can inform your friend to ACS defend you.

    Alliance Depot
    An Alliance Depot can re-fuel a friendly fleet, allowing them to remain at your planet longer than initially planned. This building is only available in universes where Alliance Combat System is enabled The amount of deuterium is 20,000 deuterium for each Alliance Depot Level.

    Normally the maximum time a fleet can hold is 32 hours. Every time you launch a support-rocket, the fleet is able to use the deuterium to remain in orbit longer. Because larger depots are able to launch more deuterium in the support rockets, they are able to sustain larger fleets.

    Building and using Alliance depot is not so much useful, because even without alliance depot you fleet can stay up to 32 hours at planet or moon of your friend which is not advisable to do because there is always a bigger fleet in the universe able to take yours down.


    Credits: OGame Origin and OGame Origin
  • 9. IPM

    Attacking a player with ships is not always the only possibility, you have also the missiles. There are two types of missiles: Interplanetary Missiles (IPM) and Anti-Ballistic Missiles(ABM). The IPMs can be launched to destroy enemy defense and ABMs can intercept attacking IPMs.

    Interplanetary missiles
    Interplanetary missiles are a powerful weapon against planets with a lot of defensive structures, the so called bunker. By all means they are a strategic facility to make small targets more lucrative, for example by eliminating several plasma turrets. They will be sent from your planet and will destroy a certain number of adverse defensive structures of your choice– but they also can be destroyed by self deploying anti-ballistic missiles. (When IPM's are detected your ABM's will auto deploy) Interplanetary missiles are launched from the Galaxy Screen and are designed to destroy enemy defense.The defenses which were destroyed by interplanetary missiles will not be rebuild, that represents the force of those missiles, besides the penetrating power. In an IPM attack, only the missile's Weapon Technology and the defense are used for calculation, as IPMs penetrate shields, including Small and Large Shield Domes. Before an IPM can hit the defense itself, all Anti-ballistic Missiles must be destroyed. Each ABM destroys one IPM.

    How do i get those missiles?

    To build interplanetary missiles you must have a missile silo level 4 on a planet (total cost: 300.000 metal, 300.000 crystal and 15.000 deuterium) and Impulse drive on level 1 (total cost: 2.000 metal, 4.000 crystal, 600 deuterium) after that you can commission interplanetary missiles, from the defense menu.
    A missile costs 12.500 metal, 2.500 crystal and 10.000 deuterium, per each level of the missile silo a maximum of five interplanetary missiles can be stored at the same time. So a silo on level five enables you to construct a maximum 25 interplanetary missiles. As long as there are missiles in the silo it is not possible to tear down a silo, however the upgrading is possible. To destroy missiles (ABM's or IPM's) without launching on a target, just click on the loading capacity in the missile silo and tear the missiles down there or you can sell them to the scrap dealer (see merchant menu).

    To build anti-ballistic missiles you only need missile silo on level 2 (total cost: 60.000 metal, 60.000 crystal, 3.000 deuterium), so the anti-ballistic missiles are easier to reach over the interplanetary missiles. Moreover a defense missile just takes half as much space; hence up to 50 anti-ballistic missiles can be stored in a silo on level 5. A defense missile costs 8.000 metal and 2.000 deuterium. Mind you, ABM's and IPM's share the same silo after missile silo level 4. Although you cannot build a missile silo on a moon, the anti-ballistic missiles of the planet also defend the defensive structure on a possibly existent moon!

    How to attack with Interplanetary missiles?
    To attack a player's planet or moon with interplanetary missiles you first have to switch to the galaxy view. If the target is within reach you will be able to attack the planet with interplanetary missiles by clicking on the missile icon symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the appropriate link. After that a new menu will be opened in which you will have to enter the amount of mobilized missiles and the primary target, before affirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your interplanetary missiles selectively at rocket launchers, plasma turrets or any other type of defense, which you want to destroy.
    If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in random order (system will chose new random target). If all defensive structures are eliminated then the interplanetary missiles will be destroyed also. The force of the attack depends of the weapon technology of the attacker and the armor technology of the defender.

    Formula for calculating missile range:
    Reach (in systems) = (level of impulse drive * 5) – 1

    Note: When sent, the interplanetary missiles cannot be recalled.

    So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate towards interplanetary missile attacks with counter attacks, you should not battle with too strong players, however the number makes the win: alliances with many small ranked players can use IPM coordinated attacks against much stronger players. After the impact you will receive a report with remaining defensive structure of the planet from the enemy. The defender also gets a short report with the name of the attacker and the amount of deployed missiles and the destroyed defensive units.

    Anti-ballistic missiles are always ready. As soon as an enemy attacks a player's planet or moon with interplanetary missiles, each anti-ballistic missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of anti-ballistic missiles, the damage on the defensive structure from a player, in case of an interplanetary missile attack, can be abated or avoided entirely.

    Useful tips
    If you can see the interplanetary missile symbol next to a player in the galaxy view, you will be able to attack him with Interplanetary missiles. Make sure to check your espionage report to see if the enemy does not have too many anti-ballistic missiles, which can intercept the interplanetary missiles that you send, making your attack inefficient. If you want to attack a bigger bunker, you will have to build interplanetary missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can build anti-ballistic missiles and thus slowing the damage down. However interplanetary missiles are significantly faster than battle ships.

    Formula for calculating time of flight:
    time of flight (in seconds) = 30 + (30 * distance in systems)


    You can calculate the number of missiles, which you will need to destroy the defense of your enemy, with a Combat simulator, like: OSimulate , RakSim or SpeedSim


    Credits: OGame Origin
  • 10. Expedition

    Since 2009, Ogame has included the new technology: astrophysics. This technology allow you to have more colonies, send more expeditions at time and colonise all planet slots.

    How to send expedition?
    First, to be able to send an expedition, you need to have astrophysics. The number of expedition depends of this technology. Here the formula:
    Number of expeditions = RootSquare(Astrophysics). So, the number of expedition grow at level like that:

    Astrophysical level 1 = 1 expedition in the same time
    Astrophysical level 4 = 2 expedition in the same time
    Astrophysical level 9 = 3 expedition in the same time
    Astrophysical level 16 = 4 expedition in the same time
    Astrophysical level 25= 5 expedition in the same time

    Note that it is possible to have one extra expedition if you activate Admiral. Check <<Premium features>> for more information.

    What we need to put to maximize the expedition for find ships, resources? It’s depending of the top 1.
    On the universes that the top 1 has least than 100k of points, the value maximum of your fleet of expedition is limited to 2.500 expedition points. You
    can find maximum 500.000 metal, 250.000 crystal or 166.667 deuterium during an expedition.
    On the universes that the top 1 has least than 1M of points, the value maximum of your fleet of expedition is limited to 6.000 expedition points. You can find maximum 1.200.000 metal, 600.000 crystal or 400.000 deuterium during an expedition.
    On the universes that the top 1 has least than 5M of points, the value maximum of your fleet of expedition is limited to 9.000 expedition points. You can find maximum 1.800.000 metal, 900.000 crystal or 600.000 deuterium during an expedition.
    On the universes that the top 1 has least than 25M of points, the value maximum of your fleet of expedition is limited to 12.000 expedition points. You can find maximum 2.400.000 metal, 1.200.000 crystal or 800.000 deuterium during an expedition.
    On the universes that the top 1 has least than 50M of points, the value maximum of your fleet of expedition is limited to 15.000 expedition points. You can find maximum 3.000.000 metal, 1.500.000 crystal or 1.000.000 deuterium during an expedition.
    On the universes that the top 1 has least than 75M of points, the value maximum of your fleet of expedition is limited to 18.000 expedition points. You can find maximum 3.600.000 metal, 1.800.000 crystal or 1.200.000 deuterium during an expedition.
    On the universes that the top 1 has least than 100M of points, the value maximum of your fleet of expedition is limited to 21.000 expedition points. You can find maximum 4.200.000 metal, 2.100.000 crystal or 1.400.000 deuterium during an expedition.
    On the universes that the top 1 has more than 100M of points, the value maximum of your fleet of expedition is limited to 25.000 expedition points. You can find maximum 5.000.000 metal, 2.500.000 crystal or 1.666.666 deuterium during an expedition.

    The number of expedition points is: (Structural Integrity* 5) / 1.000
    So, here the number of expedition points:
    Light Fighter: 20
    Heavy Fighter: 50
    Cruiser: 135
    Battleship: 300
    Battlecruiser: 350
    Bomber: 375
    Destroyer: 550
    Small Cargo: 20
    Large Cargo: 60
    Espionage Probe: 5

    You can't find death star, colony ship and recycler.

    Tip for raiders:
    You need to have 1 Destroyer, 1 Espionage probes and Small/Large Cargo.
    Example:
    Top 1 < 100k points, you can have 2.500 expedition points, the preference, you should have 1 Destroyer, 1 probes and 33 Larges Cargo
    Top 1 < 1M points you can have 6.000 expedition points, the preference, you should have 1 Destroyer, 1 probes and 91 Larges Cargo/273 Smalls Cargo
    Top 1 < 5M points you can have 9.000 expedition points, the preference, you should have 1 Destroyer, 1 probes and 141 Larges Cargo/423 Smalls Cargo
    Top 1 < 25M points you can have 12.000 expedition points, the preference, you should have 1 Destroyer, 1 probes and 191 Larges Cargo/573 Smalls Cargo
    Top 1 < 50M points you can have 15.000 expedition points, the preference, you should have 1 Destroyer, 1 probes and 241 Larges Cargo/723 Smalls Cargo
    Top 1 < 75M points you can have 18.000 expedition points, the preference, you should have 1 Destroyer, 1 probes and 291 Larges Cargo/873 Smalls Cargo
    Top 1 < 100M points you can have 21.000 expedition points, the preference, you should have 1 Destroyer, 1 probes and 341 Larges Cargo/1.023 Smalls Cargo
    Top 1 > 100M points you can have 25.000 expedition points, the preference, you should have 1 Destroyer, 1 probes and 417 Larges Cargo/1.223 Smalls Cargo

    This is not useful to use more fight ship, because there are a risk with aliens or pirates. Also, the expedition takes only the best ships in the expedition.
    Another advice, a lot of players prefer put a bomber, to avoid big fight against the aliens and pirates.

    For miners: You need to have full Small/Large Cargo.
    Example:
    Top 1 < 100k points, you can have 2.500 expedition points, the preference, you should have 42 larges cargo or 125 smalls cargo + 1 probes
    Top 1 < 1M points you can have 6.000 expedition points, the preference, you should have 100 larges cargo or 300 smalls cargo + 1 probes
    Top 1 < 5M points you can have 9.000 expedition points, the preference, you should have 150 larges cargo or 450 smalls cargo + 1 probes
    Top 1 < 25M points you can have 12.000 expedition points, the preference, you should have 200 larges cargo or 600 smalls cargo + 1 probes
    Top 1 < 50M points you can have 15.000 expedition points, the preference, you should have 250 larges cargo or 750 smalls cargo + 1 probes
    Top 1 < 75M points you can have 18.000 expedition points, the preference, you should have 300 larges cargo or 900 smalls cargo + 1 probes
    Top 1 < 100M points you can have 21.000 expedition points, the preference, you should have 350 larges cargo or 1.050 smalls cargo + 1 probes
    Top 1 > 100M points you can have 24.000 expedition points, the preference, you should have 400 larges cargo or 1.200 smalls cargo + 1 probes

    What can I find?
    What happen during the expeditions? They are different scenario possible; you can find resources, fleet, Dark Matter, Merchant. However, you can have a fight, lost ships. Also, your fleet can be back faster or slower. Finally, you can find nothing during an expedition. Here the probability of each events:

    1) Find Dark Matter:
    - 9% of the expedition.
    The experience show you can find:
    small package: 300-400 DM
    medium package: 500-700 DM
    large package: 1.000-1.800 DM

    2) Find abandoned ships:
    - 22% of the expedition finds ships

    3) Find resources ships:
    - 32,5% of the expedition brings resources
    68,5% metal
    24% crystal
    7,5% deuterium.

    4) Find pirates:
    - 5,8% of the expedition meet pirates. They have you combat technology -3 (If you have technologies 10/10/10, they have
    7/7/7). Normal pirates fleet are +/- 30% of your structural points, large pirates fleet are +/- 50% of your structural points, x-large pirates fleet +/- 80% of your structural integrity points.

    5) Find aliens:
    - 2,6 % of the expedition meet aliens. They have you combat technology +3 (If you have technologies 10/10/10, they have 13/13/13). The size of the aliens fleet are between 40% to 120% of you structural integrity points.

    6) The fleet has delay:
    - 7% of the expedition takes 2, 3 or 5 times of delay.

    7) The fleet back early:
    - 2% of the expedition come back early

    8) Find nothing:
    -18,6% of the expedition finds nothing.

    9) Black hole:
    - 0,33% of the expedition the whole fleet or in partial can be lost.

    10) Find a merchant:
    -0,7% of the expedition finds a merchant. CAREFUL!!! You need to click on the right resources! He is in an orange box! If you don’t click on the right box, you pay 3.500 Dark Matter.

    In the case that you find resources, you can have a normal discovery with 89% of chance, so the factor of multiplication with the expedition points is 10 to 50.
    You can also have a large discovery with 10% of chance, the factor of multiplication with the expedition points is 50 to 100.
    If you are really lucky, you have 1% of chance to have a X-Large discovery with the factor of multiplication with the expedition points is 100 to 200.

    We need to use this formula to know how many resource you find:
    (factor) * (Expedition points) = Metal
    ((factor) * (Expedition points)) / 2 = Crystal
    ((factor) * (Expedition points)) / 3 = Deuterium

    Example: If you have a X-Large discovery and the factor of multiplication is 176 with the top 1 over 100M points (So the maximum of expedition points are 24.000):
    176 (factor) * 24.000 (Expedition points) = 4224.000 metal.
    CAREFUL: Don’t forget to have enough cargo capacity in your ships.

    Ship
    First, structural integrity is metal + crystal. It’s the same formula for the ships as for the resources.
    The factor of multiplication stay the same so in the case that you find resources, you can have a normal discovery with 89% of chance, so the factor of multiplication with the expedition points is 10 to 50.
    You can also have a large discovery with 10% of chance, the factor of multiplication with the expedition points is 50 to 100.
    If you are really lucky, you have 1% of chance to have a X-Large discovery with the factor of multiplication with the expedition points is 100 to 200.

    ((factor) * (Expedition points)) / 2 = structural integrity (Metal + Crystal)

    Top 1 < 100k points, the maximum of structural integrity is 250.000.
    Top 1 < 1M points, the maximum of structural integrity is 600.000.
    Top 1 < 5M points, the maximum of structural integrity is 900.000.
    Top 1 < 25M points, the maximum of structural integrity is 1.200.000.
    Top 1 < 50M points, the maximum of structural integrity is 1.500.000.
    Top 1 < 75M points, the maximum of structural integrity is 1.800.000.
    Top 1 < 100M points, the maximum of structural integrity is 2.100.000.
    Top 1 > 100M points, the maximum of structural integrity is 2.500.000.

    The system is regenerate 10 expeditions per day.

    Between 0 to 10 expeditions in the day the message “ XXXXXX” say the zone is not exhausted so keep going!
    Between 10 to 25 expeditions in the day the message “ XXXXXX” say the zone is a little exhausted, maybe you should change sector.
    More than 25 expeditions in the day the message “ XXXXXX” say the zone is exhausted, you need to wait or change sector.


    Credits: OGame Origin
  • 11. Colonising

    The first step to colonise a new planet is to get a colony ship. To see what you need to build it, click the colony ship (located in the shipyard), and then the techtree button. For build the colony ship you need Shipyard 4 and Impulse Drive 3. For details, click the question mark under the picture of the colony ship. Same goes for every other ship/defense/building you're viewing.

    You need also astrophysics (astro) technology. The number of colony you can have is calculated by formula: (Astrophysics + 1) / 2

    Once you have a colony ship (and the needed astrophysics technology level), click on the GALAXY button on the left side menu. You are in the galaxy view now. Do you notice the numbers at the top of the screen? Galaxy and system?

    In a normal universe Galaxy goes from 1 - 9 and System goes from 1 - 499
    With the patch 5.8.5, all universes are circular. So the system and galaxy is a circle and not a line (1 is closer to 9 than to 3).

    Numbers 1 - 15 on the left side of the planets are planet slots. Ones with no planet on it are available to be colonised.

    Note:
    You can't "conquer" planets in Ogame. The only way to get a new colony is via colonising. You also can't destroy anyone else's mines, researches and buildings. You can only destroy the defense, fleet and steal max 50%, 75% or 100% of the resources per a raid. You can also destroy someone's moon.

    How to colonise?
    Click on fleet on the left bar. Select a colony ship and click "next". On next screen choose target coordinates in format [x:xxx:x] (Galaxy:System:PlanetSlot). If you have commander go to the slot you want to colonise click the link in galaxy view, and continue from step 2, however you won't need to enter the coordinate, just click continue. You can also take some ships and resources with you, but note that resources will be left on new planet. If you decide to abandon and try again, you will lose ships/resources unless you return them back which will take some time. Remember: There is also a little trick about planet size which will be explained later.

    Colony ship is destroyed in the process of colonisation - this means you will lose points in the value of a colony ship when you colonise. That only applies if the colonisation process is successful.

    With the redesign, there is no hard limit of how many planets you can have. The only obstacle is the astro cost and time it takes to research it.

    Help! I can't send a colony ship!
    1. Make sure you're sending your colony ship to the unpopulated planet slot.
    2. Make sure you have enough deuterium for the flight.
    3. Make sure you have enough cargo space for the flight - if you don't, send the ship on a slower speed and/or add a cargo to it.
    4. Make sure you have the needed Astrophysics research level. You can't colonize all planet slots with only few levels of Astro technology.
    5. Make sure you have a slot for fly the colony ship.

    Positions 3 and 13 can be populated from level 4 astrophysics.
    Positions 2 and 14 can be populated from level 6 astrophysics.
    Positions 1 and 15 can be populated from level 8 astrophysics.

    Deleting a colony
    If you want to get rid of one of your planets, click on overview, select the planet hitting its icon on the right. Now, click on the little gear next to the planet name or the same icon under the planet data (it says: give up/rename).

    Under functions, click abandon colony. Verify the planet coordinates are correct where it says "Please confirm deletion of planet [X:XXX:X] by typing your password", then click the "Confirm" button. DO NOT HIT ENTER, it is not guaranteed it will be deleted. Also, you cannot have back your planet if you press on delete.

    Planet size
    Homeworld will always have 163 fields and can be deleted. It is advised to abandon new colonies if they are smaller than 200 fields and find bigger planets for long term.

    Maximum colony size in new unis is about 250 fields. Best chance of finding a big planet is on slots 7, 8 and 9.
    Minimum colony size in new unis is around 65 fields.

    You can buy planet field premium feature in the shop.

    Planet temperature
    Slots closer to position 1 will give a higher temperature, but lower deuterium production and vice versa for positions closer to 15, higher deuterium production, but lower energy.

    The temperature distribution is a lot wider than in old unis; it varies with the difference of 40° from minimum and maximum temperature. Every position has it's own range of temperature. It takes 41 attempts to colonize the coldest planet at one position.

    Astrophysics
    Planets numbers, planet slots you can colonize and expeditions you can send at a time depending on the level of Astrophysics technology. It also tell you the cost of each level.

    Astrophysics : 4 000 M, 8 000 C, 4 000 D.
    cost by level : level = (cost level 1) * 1,75^(n-1)

    Tips for colonizing

    Planet placement
    It's recommended to place your first colony close to your homeworld. This will assure you to reach it more quickly and be be able to develop it faster. As colony ships are expensive at the beginning, you probably wont keep this colony in later stages as it's not likely to get a big enough colony on the first try. The cost to build a new colony ship is really high, so you need to find a good spot early and have bigger planet.

    Placing colonies across the galaxies
    In normal unis it takes quite some deuterium and time to travel from low to high galaxies meaning players will prefer to stay in lower galaxies close to their homeworlds. Galaxies 1-3 will stay more populated even once a uni gets older, so it's a good idea to place most of your colonies there as it is to have one or two planets in higher galaxies though, so you can catch players who will hide there.

    Spread colonies equally so you can reach the most systems from both sides of your planet

    Advantages
    - optimal selection of targets
    - you can cover the most players via phalanx once you have a moon
    - a single player will farm all of your colonies harder as they won't be able to reach all of them

    Disadvantages
    - in later stages it costs some deuterium to transport/deploy cargos from planet to another planet - jumpgate can make this easier
    - transport/deployment times between planets are longer

    Placing colonies in one system/close together
    Advantages
    - short transport/deployment times between colonies
    - low deuterium cost

    Disadvantages
    - you can get farmed/IPMed by a single person easily
    - extremely limited farming area

    Spreading your colonies, but keeping one colony in same system with another one of your colonies
    Advantages
    - safest Fleet Save there is (deployment between moons)

    Disadvantages
    - losing one farming area

    Colonising the edges of the galaxy/unpopulated parts of a galaxy
    Advantages
    - there's less active fleeters, so you aren't probed/attacked this much

    Disadvantages
    - less players to attack/farm

    Important notes
    - Planets with 200+ fields and over are generally recommended. You can use terraformer to create more fields if needed, but it gets expensive at high levels. (Every building/facility you upgrade will take one field, terraformer adds 5 more fields to the planet.)
    - Planets closer to sun will make your solar satellites produce more energy. Those are planets closer to slot 1. It's recommended to have at least one planet closer to sun (slot 4 in old and slot 6 in new unis are both warm and can give you a 200+ fielded planet). You need it for graviton tech. Disadvantages are lower deuterium production and smaller planets.
    - Planets at the edge of the system; closer to slot 15 will make your deuterium mines produce more deuterium. The temperature there is lower, so you will need more solar satellites to power your mines. It is also harder to find a big planet there.
    - Generally the best slots to colonize in old unis are 4-6 and 7-9 in new unis.
    - You need to wait the 2nd reset when you see a Destroyed planets before a new colonization. The reset is at 3 am german time.

    Relocation
    Relocation is a new feature that enable you to move any one of your planets along with a moon to a new position. Read more about it <<Relocation>>.


    Credits: OGame Origin
  • 12. Relocation

    Nowadays, Ogame gives the option to a player of moving planets from its original position to another one. If the planet has a moon, it moves with it.

    How to relocate
    There are several possibilities about moving a planet:
    - A planet in positions 1 - 3 and 13 - 15 can be moved to any position in the galaxy from 1 to 15
    - A planet in positions 4 - 12 can only be moved in positions from 4 to 12
    This operation costs 240.000 Dark Matter per planet. That is paid only if the planet is moved correctly. Note that you have to relocate from planet.
    To move a planet it is necessary to go to Galaxy option in the panel of the left, enter the desired coordinates where you want to move your planet and then choose a free position in the solar system you want. You have to click in the second button that appears in Name column. The first one is about new colonies that would be explained in <<Colonising>>.

    After that, you are going to see a confirmation about the relocating operation. You have to accept to start the final countdown of 24 hours.

    Conditions
    - If this button is in grey colour it means that the position is kept by another player. If you try to send to that position a colony ship you would receive the message: "Fleets can not be sent to this target. This planet has been reserved for a relocation". During this 24 hours you can use the planet without any drawback, but once is finished you should have your planet inactive to move.
    Inactive is without hangar queue, investigations, buildings or any fleet movement. If there is something of these things, relocation is automatically cancelled. The player don't lose Dark Matter but this planet stay 24 hours without being able to relocate it again.
    If you go to overview, after Honour points you will see the countdown of relocating.
    - If time is in green colour means that your planet at that moment would be moved.
    - If this time is in red colour means that there is something of things explained above active, and if it doesn't finish before the end of this countdown relocate is going to be cancelled.
    The time of relocating is also shown at the new coordinates in the position you chose.

    Consequences
    If the planet is well relocated, it moves with all resources you had in the previous coordinates, but all fleets (except solar satellites) you had in the planet (and also in the moon) are moved to the new coordinates at 100% speed of the slower ship you have in a deployment mission. This deployment cannot be seen with Sensor Phalanx.
    You can also see that in you previous coordinates planet and moon (if you had) appears like destroyed. Moon would appear with 0 km. If you spy it you are not going to find anything.
    If moon has jump gate, it is unavailable during the next 24 hours.

    Vacation Mode (VM)
    In VM, a relocation can continue its countdown. But if you pay attention to overview you are going to see that time in red colour, so it is going to be cancelled if you don't remove it before.
    You cannot start a relocation with VM activated.

    Facts about relocation
    Both planet and moon will be moved. Ships from your last planet will travel to the new location without any deuterium costs. Relocation starts 24 hours timer and at the end of the timer the planet will be moved to new location. Planet and moon will only be moved if there is no active building or research in progress and no new colony on the selected position. If the timer is green, the planet will be moved, if the planet will fail relocation, the timer will turn red. If all fleet movement, building, and/or research are completed before the timer finishes, the timer will return to green and the move will go through. Also if the planet is part of the intergalatic research network but the research is started on another planet, it will not interfere with the move.

    Multiple planets may be moved simultaneously. Jump gate on the moon deactivates for 24h after the move and incoming attacking/supporting fleet won´t block the movement, fleets will return after reaching empty position.

    Note: temperature and planet picture will be changed, planet size stays the same.


    Credits: OGame Origin
  • 13. Moon

    Moon size and fields
    Firstly, there is no field limit on a moon. Moon sizes are not completely random. They are indeed affected by the percentage. The higher the percentage, the higher the chances are of getting a big moon. It's possible to get a 4k moon on 19% or an 8k moon on 1%, but it's very very unlikely. A successful 20% chance (1667 light fighters) will ALWAYS give a moon of at least 8000km. You can have 20% chance by fight or you can buy M.O.O.N.S premium feature.

    Moons start with one free field, this means that you need to build a Lunar Base first, when this is complete you will be given another 3 fields (using 1/4). If you want to expand a decent amount then you need to reserve one of these fields for the next Lunar Base, leaving 2 spare fields.

    What can I build on a moon?
    - Lunar Base's are the building that will give you slots for other buildings
    - Robotics Factory will shorten the time taken to build the facilities and buildings in general
    - Shipyard is for building defense on moons. Note that Interplanetary Missiles can be fired at moons. Anti-Ballistic Missiles present on the planet will intercept any IPMs fired at the moon
    - Resource storage is pretty pointless to build this as it has no use. Storage is useful on planet where you want production (if storage is too small, production will be stopped).
    - Alliance Depot is useful only if you are playing a universe with ACS
    - Phalanx is the main reason to have a moon. A device that will let you scan the surrounding planets for fleet activity that it arriving or departing at the planet. Will provide you with fleet consistency time of arrival and place of origin
    - Jump gates allows you to move your fleet to any other gated moon you own at no cost. Note that only ships (and no resources) can be gated.

    What order do I build things?
    This all depends on personal taste. Some people advocate that you should build only Lunar Bases and Robotics Factories until you reach lvl10 on both, and then build a Phalanx to lvl 6 or more, and a Jump gate.

    If you are an active fleeter, or aspire to being one, then you should be thinking of getting the Phalanx up and running as soon as possible. If you are a more cautious player then you may think about getting some defense on the moon. Typically most gamers see defense on a moon as pointless, as it is ever so easy to fleetsave/res save with a moon, since moons cannot be scanned by another Phalanx. Defense can be useful to prevent your moon being destroyed in a Moon Destruction mission, which are especially common in speed unis. In this case you should have at least enough defense to force a draw with one RIP.

    Make sure you build Lunar Base first and never run out of slots because you will have to tear down something to get more slots.

    Abandoning a moon
    Maybe you have a small moon on a planet but want to get a bigger one so it cannot be destroyed by RIPs that easily. In this case you can abandon the moon like a colony. Change to the moon using the drop down menu and press on the link called: Moon "Moon" at orbit of [X:XXX:XX] where "Moon" is the name of your moon. There you can abandon it.

    Once it is abandoned it will still be visible in the Galaxy for 1-2 more days but in that time it is owned by the space. Missions going to the moon will still proceed and are not automatically recalled. The moon will be displayed red bordered if it was abandoned.

    How do I use my moon?
    What is a Sensor Phalanx and how does it work?
    A sensor phalanx allows you to scan any planet within range (range is [(level of the phalanx)² - 1] solar systems). Means level 2 would cover your system, 3 on the left and 3 on the right side. When you scan a planet, you get a readout in a popup of all fleets going to and coming from that planet, similar to the overview screen of that player, giving the exact arrival times, and the fleet composition. The advantage of this, is a player can scan your planet, see your fleet on a mission, and time his fleet to arrive 2 seconds after at your planet, this meaning he will destroy it for sure. This is why it's vital to avoid being in phalanx range. Every scan with a sensor phalanx costs 5,000 deuterium.

    What phalanx can see?

    If you scan the origin planet or the target planet:
    - Fleets on attack mission (ACS too)
    - Fleets on transport mission
    - Fleets on espionage mission
    - Fleets on hold mission (ACS)

    If you scan the origin planet:
    - Fleets on a harvest mission
    - Fleets heading towards a moon except deployment
    - Fleets recalled from all missions except deployment
    - Fleets on moon destruction mission
    - Fleets on colonise mission
    - Fleets returning from a mission

    If you scan the target planet:
    - Fleets on deployment
    - Incoming missions can be seen as well as returning missions to that planet (except recalled deployment)

    What phalanx can't see?
    If you scan the origin planet:
    - Fleets on a deployment mission
    - Fleets recalled from deployment mission

    If you scan the target planet:
    - Fleets recalled from deployment mission
    - Fleets on incoming deployment

    Special note: when scanning origin planet, you only see return time. If you scan target planet, you see only arrival time.
    You can't phalanx moon or debris field!

    A few things to note when using a Phalanx:
    - phalanx more times before launching your attack
    - When trying to time your attack choose your time carefully. Lag 2-3 seconds is possible
    - When a deploy mission is recalled it will disappear from your phalanx
    - Planets owned by (i I) [= space] are phalanxable
    - When phalanxing the target planet you will see the time till the fleet arrives there
    - When phalanxing the origin planet you will see the time till the return of the fleet but not when the fleet is arriving at it's target - it is the complete flight time that is displayed in this case!

    What are Jumpgates and what do they do?

    Jumpgates are expensive buildings that can be built on moons. You need at least TWO jumpgates (and therefore TWO moons) for them to function. You can send a fleet of as many ships as you like between the two jumpgates once per every 60 minutes (in a standard 1x universe, 30 mins in a 2x, 15mins in a 4x and so on) TOTALLY free. Jumpgate travel is instantaneous. You can only send fleets between two jumpgates that YOU own.

    Since v5.6.2, it is possible to upgrade your Jumpgate and therefore cooldown will be reduced depending how many upgrades you have.


    Credits: OGame Origin
  • 14. Alliance

    Alliances are arguably one of the most important parts of Ogame. An alliance constitutes a bond between players, usually with a common goal, or a multitude of other reasons (nationality, protection, crashing, domination, toplists, ACS...etc) or simply because they are all from the same college or workplace, and have real life friendship. Alliances are also a great place to meet new friends, and new enemies!

    A strong alliance is not always necessary to become a strong player, top ranked players may be without an alliance. This is fairly unusual, but demonstrates than an alliance is not necessary to get to the top!

    I want to start an alliance
    Before starting an alliance, you need several things in order to be successful. Remember, starting an alliance is hard and you will need a certain flair for what's in to get yourself noticed among the multitude of other alliances out there.

    Experience

    Experience not only as a leader, but as a player, is important. People are unlikely to follow you without you showing that you are worth being followed. Having a good rank while avoiding a reputation as a flamer, sore loser or farm will definitely help.

    An alliance core

    People will often refer to this. This will usually be a tight-knit group of friends that will stick together no matter what. These people give you a jump-start in several ways, but more importantly, nobody wants to join an alliance with just 1 person in it except for noobs. Frankly, you do want to avoid having noobs in your alliance if you wish to be a top-ranked, competitive alliance. Of course, having these people ready to hop into the alliance as soon as it's started will obviously also give you a good start in the rankings too.

    Forming alliances with people you know in life is a great way to get an alliance going. Mates from work, school, neighborhood and etc, these are all great ways to form an alliance. It adds a certain level of trust, interoperability and friendliness. I personally can't think of any top 20 alliances which are formed of RL friends, however I'm sure they must exist somewhere.

    Image
    A cool logo, a decent name and a good Tag for your alliance will all help in your recruiting. Some call this 'marketing.' More people will be willing to join an alliance in which the leader expresses him/herself well, spells properly, and the alliance has a decent name (hint: anything with 'death' 'kill' or 'pwn' in the alliance name is usually a mark of a newbie.

    Recruiting
    - Ingame: You can send message to players ingame. Note that some players wont like it and you could be blocked if you are sending too many messages. Remember that alliance should be trusted.
    - Board: You can advertise your alliance in special section and your signature. Note that you are not allow to spam advertise where its not allowed.

    Make sure that you recruit people that you can trust, that will have same/similar goal. Alliance mates usually help each other with resources, knowledge, moonshots, information, support.

    Diplomacy
    OK, so you've started an alliance and have a few members. You've pushed your way into the top 100. You look around and you see all these other alliance that have Allies, NAPs and Trade Agreements... even wars.

    Friendly Diplomacy
    There is nothing binding in having Allies, NAPs or agreeements, at least as far as the rules/code is concerned. This means that you can make and break them at will. However, your alliance's reputation may be tarnished if you fail to uphold any and all of these or you if you have too many.

    - NAPs are the most basic of these. They are properly called 'Non-Attack Pacts.' A NAP is two alliances agreeing not to target each other, affording both some small degree of safety.
    - Trade Agreements are the next step up. They can have some restrictions, sometimes in the form of rates that trade are done at or with a built-in NAP.
    - Alliance Allies are expected to support each other in war-time and revenge, ninjas and attacks in addition to being peaceful towards each other.

    These can often avail to little. The larger an alliance and the more agreements it has, the larger the communication breakdown. This can take the form of not getting help/trade from an ally in another alliance. It can also take the form of accidental attacks on someone in another, allied alliance.

    You will find that generally, the top 10 alliances in any universe have very few or none agreements. Five agreements is beginning to push it. Generally, the more elite an alliance, the fewer diplomatic agreements they will have. This is typically because of the fact that these reduce the number of targets available for raiding/crashing for all members of the alliance.

    When announcing the dropping or accepting of agreements, alliances will sometimes post in the diplomacy section of their universe's board to announce it.

    War
    When declaring war, you MUST post in the diplomacy section for your universe. An official war posted will allow bashing to be done between the alliances listed in the war thread.

    There are two types of wars:
    - Standard Wars - When the thread has been posted, 12 hours later, the bashing rule is lifted. The other side need not accept the war. Sometimes, in the war declaration, an alliance will state intentions (ex: We will continue this war until we have done 100kk total damage), but they are not binding.
    - Conditional Wars - These are often some form a contest. Both alliances involved in the war must agree on what conditions will end the war. Total damage of X amount? The first alliance to have a hit of X damage? Anything is possible. These can also take the form of restricted wars. Are IPMs not allowed? How about a minimum damage for any war hit to count towards the total damage condition? Again, conditions can be just about anything. These conditions are binding. If a condition ends the war, the war is over. If one side breaks a restriction condition, the war is over and a standard war can be opened to replace the conditional war.

    How to?
    How to start an alliance
    Go to Alliance > Form your own alliance. Then enter the alliance name and tag desired followed by clicking Go button.

    How to create ranks
    Go to Alliance > manage alliance > Configure rights. Then simply type in the name of the rank you would like to create followed by clicking the Create button.

    How to assign rights to ranks
    Go to Alliance > manage alliance > Configure rights. Next to a rank's name there are several check boxes. Click the box for each right you would assign to a rank and then press the Save button.

    List of rights:
    - disband alliance: Permission to delete the alliance. Simple as that.
    - Kick user: Permission to kick others out of the alliance.
    - Show applications: When a non-ally wants to enter the alliance, he sends an application. The ones with this permission can see who is applying.
    - Show member list: Obvious isn't it? Members with this permission can see and click the members list link from the alliance page.
    - Process applications: Remember the 'show applications' right? Well, for those that apply, the ones with this permission can accept/deny them.
    - Manage Alliance: Not only the creator can do all of these administrative tasks. Anyone with this right can help out and do some of these things. This gives someone as much power as the founder over their fellow members. Give this right/permission carefully only.
    - Show online status in member list: This is pretty simple too. For those that can see the members list, this also shows if they are online or how long it has been since the last activity for that alliance member.
    - Write circular message: Those with this permission can send messages to everyone in the alliance or can choose to send to only members of a certain rank.
    - 'Right hand' (needed to transfer founder rank): This would be given only to the person/persons that will take over the alliance if you were to step down or leave for whatever reason.

    How to assign a rank to a member

    Go to Alliance > manage alliance > manage members. There will be a list of all the members, the final column of which is labeled 'Function.' There are two buttons for each member in that column, for those that have the rights to see both. One is kick user and the other is assign rank. If you hover over the buttons, a tool-tip will show up telling you which is which. If you click on the assign rank button, beneath that person will appear a dropdown box. In that, select the rank you would like to assign followed by pressing the save button.

    Useful hints
    Common things to have on your alliance external text:
    - Contacts in the alliance, sometimes categorized (diplomacy, recruitment).
    - Alliances, NAPs and Wars.
    - Some sort of 'mission statement.' Basically, some blurb to give your alliance character.
    - Boasts of how awesome you are and how you'll pwn anyone that so much as looks at your alliance strange.

    Common things to have on your alliance internal text:
    - Links to useful websites for the game like simulators, CR converters, calculators.
    - Responsibilities of particular members.
    - Contact for members.
    - Rules for the alliance that are not publicly broadcast.


    Credits: OGame Origin
  • 15. Dark Matter and payment

    This is guide about payment. To find premium features, check tutorial <<Premium features>>.

    Using Dark Matter (DM)
    You may purchase either a 3-month or a 7-day subscription to the services. The cost is different for each officer.

    Planets can be relocated to another slot for 240,000 units of DM (-30% in the event). You need to wait 24 hours and your jump gate is block for 24 hours. You need to have no fleet to be in direction or from the planet/moon.

    You can buy fields for the planet or the moon or even a moon shot (1,667 light fighter).

    It is not possible to transfer DM between accounts, in the case of existing user subscription accounts you must cancel your current subscription and order a new one if you transfer to a new game account (e.g. account trade or free-give away). Further guidance on cancelling subscriptions can be found at billing.gameforge.com

    Account inactivity and Dark Matter
    Due to legal reasons, any account that contains unused purchased DM or an active Commander/Officer subscription is exempt from deletion after 35 days of inactivity. It should be noted here that DM found during expeditions does NOT protect an account from deletion. In addition, all purchased DM will be used before any that is found during an expedition.

    CAREFUL, you need to have purchased DM on the account. If all your purchased DM is spent, you account can be deleted in 35 days.

    Costs and Current Stock Levels Indicator
    The cost of DM varies depending on the quantities you buy and the method of payment selected. These vary from, for example, 30,000 units for €2.99 via SMS payment to 1,250,000 units for €49.99 via paypal or creditcard. (Costs quoted here are given for illustrative purposes only and will vary depending on country and current exchange rates. These costs are subject to change.)

    The amount of DM you currently possess is shown at the top of the Game interface, between the Energy and Deuterium level indicators. Although DM is listed next to the raidable resources, it is not a commodity that can be plundered, neither can you donate any of your DM stocks to another game account; the DM is only available to the account in which it can be seen. In addition, no player will be able to obtain any information on your current DM status from Espionage action or by any other means.

    How to Purchase Dark Matter
    Click on the ingame link in the left-hand gamepanel "Recruit Officers". Then click on this image: followed by "Purchase Dark Matter". Select the appropriate country for your geographic location from the dropdown menu in the top right of the payment window.

    Next choose either one of the payment options listed below the various DM quantities displayed. e.g. in the image below you have "Telephone" or "SMS", but this may also show options such as Wallie card etc, or if you have a GF coupon then use the coupon link (indicated with a green arrow below). If you wish to pay by Paypal, Credit/Debit Card or one of the many pre-paid options that Gameforge support then click directly on the quantity of DM you wish to buy (e.g as marked with the red arrow)

    Once you select the quantity of DM you wish to purchase you will find a scrollbar filled with various payment options (pink arrow below) and quick links to the most common choices (paypal, Creditcard and Paysafecard).

    Select your preferred payment method and then a summary of you selection will appear as well as a link to proceed to the final payment window, follow the instructions provided to complete your payment.

    Payment Options
    Purchase DM
    DM can be purchased using any of payment options (availability may be limited to specific Geographic regions). You will have options listed once you try to purchase DM.

    Free DM
    Offerpal is a payment option introduced in April 2009 (New Payment option) that allows people to obtain "free" DM. Since then Gameforge has switched to SponsorPay and SuperRewards. The DM obtained from these options will be considered as "paid for" DM with respect to inactive account deletion.
    You can get it by opening purchase window and choose option Earn DM. You will have offer for options. Usually you will have to watch video or like something.

    Dark matter can take 48hrs to be transferred to your game account, anyone with problems should contact the offer provider directly using the link from within the offer area ingame. Select the offer option that you have the problem with and you will see a link in the top right-hand corner for either "Get Help" (SuperRewards) or "Support" (SponsorPay).

    What to do if you have not received your Dark Matter?
    There can sometimes be a delay before your DM is transferred to your game account. You may need to re-login before the DM appears.
    Where DM was obtained from the "Earn DarkMatter" scheme: Please contact the offer provider directly as stated above.
    If you have questions or problems concerning the OGame DM payment service please contact billing.gameforge.com. Your email will be processed within 2 workdays.

    Dark Matter from Expeditions
    Expedition results vary greatly, one thing you can find on expedition is small quantities of DM. These quantities vary mostly in the range of 300 to 1.800 units from any one expedition mission. The DM found in expeditions does not protect an account from 35-day inactivity deletion since it is free DM and therefore not subject to the same legal consideration as the purchased DM.

    Dark Matter from events
    Occasionally there are events when you can send a recycler to position 17 and receive Dark Matter. The amount is almost 9 time bigger than the one you can find in expeditions. It is important to be the first to reach the "golden DF" if you want to receive the prize. The collected DM is automatically added to your Found DM upon reaching the marked position 17.


    Credits: OGame Origin
  • 16. Account management

    This guide will aim to cover all the technical aspects a user might encounter during their time playing Ogame.

    Account life
    Once you create an account, you have to validate it by following the link you received at the e-mail address that you used to register the account. If account is not validated, you will not be able to access some of the menus.

    Account will be deleted:
    - in 2 days if nothing is built and no purchased Dark Matter
    - in 5 days if you don't have at least 1 point (deleted in the 6th day at 3am server time)
    - in 36 days if you didn't log in regardless of points and vacation mode. Only bought Dark Matter can prevent it.
    - in 35 days if you didn't log in after your Commander expired

    Only purchased Dark Matter will prevent account deletion. Dark Matter found in expeditions or OGame birthday events will not prevent account deletion.
    Note: Bought Dark Matter is being spent prior to the one obtained by any other means.

    Useful links
    For Board and Game rules, team information, pillory list and game support please visit your game board.
    For irc go to onlinegamesnet.net

    Activating an account
    In the bottom left of your ingame screen you'll see a triangular symbol, click it and a pop out screen will open with a big green "Next" button. Click the next button, the button should then disappear and be replaced with text saying: "E-Mail has been send successfully!". Then check your inbox and junk folder and click the activation link. If you didn't receive an email, it means the link was blocked by your spam protection, in such cases ensure @Ogame.org and @mmogame.com is added to your safe senders list and try again. If this doesn't change anything then try with a different email provider (Googlemail is recommended) - hotmail and yahoo are notorious for blocking these emails
    In case you have an email account originally written with caps (EXAMPLE@YAHOO.COM), you need to request activation link written exactly like it is (with caps lock on), even though that doesn't matter when sending/receiving other emails.

    Account Safety & Security
    Ensure you use a secure password.
    - Password Strength – Avoid using dictionary words, proper nouns or personal information such as your pet’s name. The most secure passwords are those that contain a random mixture of letters (A-Z), Numbers (1-9) and symbols, such as !"£$%^&*@#~]{
    - Password Originality – Don’t use something that a hacker would be able to guess. Eg. If your username is “Darth Vader” then don’t use “starwars” as a password. Also avoid common strings like 123456 or qwerty
    - Multiple Passwords - Try to avoid using the same password for several sites, if security is compromised at one of those sites, then your accounts will also be endangered
    - Update Your Password - Everynow and then update your password to something new, it's annoying to have to remember a new password but it's much more preferable to having hack your account
    - Always use an official Gameforge website to login.

    - Logging in using anything other than an official Gameforge login is a big security risk as other people can gain access to your login data.
    - Doing so will invalidate your T&Cs so you might not receive assistance in retrieving your account
    - When the normal login portal isn't accessable use MMOgame instead of 3rd Party "emergency" login portals
    - Avoid sharing your login details with others.
    - If you have somebody sit your account then if possible change the password before hand or at the least change it when the sitting period is over
    - When trading accounts always ensure you change the passwordbefore giving away the account, especially if you use the same password for accounts in other universes

    If you use a public computer, take these extra steps:
    Always sign out of your account and clear forms, passwords, cache, and cookies in your browser on a regular basis.

    Never use your OGame Account password on another website.
    If you enter your password in an external website and it's compromised, someone could try to sign in to your OGame Account with the same information.

    Check for viruses and malware.
    Run a scan on your computer with a trusted anti-virus software. If the scan detects any suspicious programs or applications, remove them immediately.

    Always seek the help and advice of a GO when trading accounts.
    - Check GameStats to make sure that what they're offering you actually exists
    - Contact your GO to make sure the person you're trading with actually owns the account they're offering you
    - Make sure both parties open a ticket to notify the Game Team of the account trade
    - As soon as you login to the account change the email address as this is your main proof of ownership

    Ban Issues
    The Game Team reserves the right to deny access to an account if any of the rules have been violated. This can either be on a temporary or permanent basis depending on the severity of the case.

    All ingame bans for a particular universe can be seen in that univese's public pillory (pranger) page. The link to the pillory can be found within the relevant universe's subforum on your board.

    If you feel that the ban wasn't justified then it's possible to dispute the ban by talking to the GO who banned you. Members of the Game Team can be contacted by either the ticket system or via IRC Chat. Please remember to use your email address for verification.

    If the GO doesn't reply to you after 48 hours, the ticket will be automatically sent to the SGO. If the answer of the GO is not satisfactory and at any stage you're unhappy with the treatment or decision you can use the "complain " function to escalate your issue to the next level (SGO, GA).

    The Game Hierarchy is as follows:
    Game Operator (GO) -> Super Game Operator (SGO) -> Game Administrator (GA) -> Community Manager (COMA).
    As ban discussions are not allowed on board, please contact a GO who banned you for further info about the ban. You can contact him via ticket or on IRC.

    Reporting messages
    If you receive an ingame message which is insulting with the use of offensive words, is real life threatening or has inappropriate content, you can report it with the use of a "report" button which can be found after opening said message. Use of "report" button allows players to report insulting language and possibly ban the sending user by alerting a Game Team. With OGame v6 you can also report alliance applications.


    Credits: OGame Origin
  • 17. Wreck Field

    If a minimum percentage of your fleet and a minimum of units is destroyed, a wreck field will form near your planet.
    The life of the wreck field is 72 hours. The repair time of a Wreck Field is max 12h. The repair must be triggered manually.
    If another battle takes place at the same coordinates, the new wrecks will be added to the existing Wreck Field. The timer will increase up to 72h depending on the newly added Ships.

    - The Wreck Field is marked with an extra WF icon displayed next to your planet.
    - A mouse-over on the WF icon shows a list of the ships in the Wreck Field.
    - Clicking on the WF icon leads to the space dock of the planet (facilities screen, you need at least space dock level 1 for repairs).
    - The amount of ships gone into a WF will be displayed in the CR
    - The player can burn a wreck field in the space dock, if he does not need it.
    - After a confirmation if you really want to let your WF burn up, it will just disappear. This is only possible while no repairs are underway.

    Repair
    - There can be only one WF repair per planet, repairs can not be canceled.
    - In the space dock there is a button with which you can start to repair the WF.
    - You have the information about the ships currently under repair and those added later to the WF. You must press the button to bring the repaired ships back into service after the completion of the current repair.
    - The repair runs at the current production rate of the planet but not longer than 12h.
    - In the first 30 minutes you can’t restore any ship.
    - Different types of ships can be repaired in parallel.
    - The minimum level of shipyard (to build a ship) does not matter in repairs. So even on a planet with shipyard level 0, you can repair Death Stars (corresponding slow) if you have a Space dock.
    - The player can bring all repaired ships back to service via a button in the space dock.
    - The player has to take the ships manually out of the repair. If he does not do this, they will be automatically set back into service 72h after the repair finished.
    - Ships in repair will be displayed in the espionage report.

    Space Dock
    - New building having two main functions: start repairing a wreck field, bring back to service the repaired ships
    - Can be built only on planet and is not requiring a field.
    - Without a Space Dock on the planet no WF can be repaired.
    - The levels of Space dock can increase the amount of ships which arrive in the WF and which can be repaired.


    Credits: OGame Origin