UPDATED: The Ultimate Miner Guide v.2

  • Hello Again, Ladies, Gentlemen, Aliens, Mutants, Those who are Unsure and Those who are Unaware.


    This is a modified version of my Ultimate Miner Guide that was published in 2019, updated for classes and patches (the latest up to 1st October 2020).


    This guide is intended for speed unis (4x or higher) since I only play those. Hence, my experience and knowledge are based on speed uni settings. However, most tips and principles set through in this guide should be applicable to any universe.


    In order to benefit from the guide, you should have a clear understanding of game mechanics, how things work and what is available in the game. You should first have a look around the game and read all FAQs if you are a newbie. Some basic stuff is covered in OGame Guides.


    Here is a quick description of what will be covered in the guide:

    · Key principles for successful mining

    · Discoverer vs. Collector

    · Early game development

    · Astro-to-Mines levels

    · Energy management

    · Planet positioning

    · Dark Matter usage

    · Tech development

    · Defending your economy

    · Trading set-ups



    1. Key Principles for Successful Mining


    As a miner, your primary income comes from your own economy. Of course, you still can raid inactives, fly to expeditions and use a small fleet to attack weaker players. While raiding and attacking weaker players are secondary to your mining, please mind that expeditions are at the lowest estimate comparable to your mine income.


    Since your economy is of utmost importance, you should always prioritize things that allow, more importantly, for higher income, and, less importantly, for efficient utilization of that income. The main things that boost your economy are mines and expeditions.


    In determining how to develop your mines, you should prioritize mines with lowest amortization first, i.e. build the mines which repay their cost the fastest. There are various tools and add-ons available to help determine the economic effect of mines, with Antigame Reborn and Infocompte being useful in that regard.


    Those tools, however, require you to set up trade rates which should be used during calculations (i.e. how many units of Crystal or Metal does one unit of Deuterium cost, etc.). Depending on how you set up those rates, tips provided by the tools may vary significantly. You can try setting up Infocompte on your account and testing 3-2-1 and 2-1-1 trade rates and check the results. A good tip might be that you simply get the cheapest mine first: it is not a guarantee of best amortization, but it provides good results.


    At every next level, mines provide a % boost to their basic resource production (starting from 10 and increasing in accordance to mine levels, about 15% on average) compared to previous levels. All bonuses that increase mine production (Geologist, Commanding Staff, Plasma technology, planet boosters, Crawlers) apply “on top” of that basic income. The cost increase, however, is significantly higher, and amounts to 50% for each level of Metal and Deuterium mines, and 60% for each level of Crystal mine. Therefore, Crystal mines become less cost effective over time, and it is not uncommon for players in older universes to have higher levels of Deuterium mines than Crystal mines. In universes with merchant active, Crystal mines lose value even faster due to low cost of buying crystals via Merchant (3.500 DM) and the fact that now planets on positions 6-10 get a metal production bonus.


    As you probably already understood from the above, investments in mines provide for lower return on investment (ROI) as the game progresses, and at some point it may be not worth it to pursue another mine due to extremely high cost and insignificant increase in production.


    Maximizing your ROI requires some automated tools, which I mentioned above, strategic thinking and a good understanding of your universe. Since a lot of new universes open these days and many newer players join them, I suggested it would be best to continue my guide with tips on how to get on track quickly.


    1.1. NEW! Discoverer vs. Collector


    Since classes were introduced, players got to decide between three classes with bonuses which are both significant and vastly different. General class is off limits for a miner, so you have a choice between Discoverer and Collector.


    While Collector might seem a clear and natural choice for a miner, it is highly recommended to use Discoverer at the uni start. The main and key bonus of Discoverer is that their expedition yields increase greatly compared to other classes.


    The formula is as follows:


    Basic rate * Economy speed * 1,5 if you have a Pathfinder in an expedition fleet.


    After a patch of September 2020, classes have been rebalanced and now Discoverer has a 50% lower chance of meeting pirates and aliens on an expedition. While a heavy late game nerf, since Discoverers get 20% of debris from pirate and alien fleets, it is actually a buff for very early game when your SC and LC are vulnerable to hostile fleets you will encounter in the depths of unexplored space.


    Collectors get a 25% mine income bonus and 10% energy bonus, alongside faster, higher capacity SC and LC. A neat bonus, but not nearly as strong as Discoverer’s until you get high mines (Late 30s – Early 40s).



    2. Early Game Development


    So, you got yourself into a new uni. Regardless of the amount of Dark Matter you are going to buy (usage of Dark Matter, or DM, is covered later in this guide), the path you are going through stays the same. DM just allows you to fast-track it.


    Early on, you should absolutely prioritize mines and astrophysics, which allows to colonize new planets. ROI early is extremely high and any piece of resource that is not put into mines sets you back. Leave “toys” like unlocking combat ships and defense, making Robotics Factories and Shipyards beyond necessary level for colony ship and pathfinders for the later game.


    The best defense early is, simply put, being online. Because of high ROI, you will have a lot of resources that might attract unwanted visitors rushing small cargoes and light fighters fleet, and investing in rocket launchers interferes with your income generation activities.


    Try to follow the quickest route you can to colony ship and astrophysics. Getting your first 2 colonies is not expensive in speed unis and you can do it in a few days without DM and within an hour with a decent DM starter pack.


    It is hard to say what level of mines you need to start going for the first astro, but it is common to stop at 13-11-9 before pursuing astrophysics. Sending your first expedition provides you with 2 heavy fighters and 5 small cargoes, which are great to raid a little and help yourself get colony ship quicker.


    Tutorials and rewards are great ways of assisting yourself in your quest for early growth. Tutorial bonuses come around quicker, since they are not tied to days played, unlike the rewards. However, the first reward, providing you with metal and crystal, is extremely useful in chasing first planet.


    A huge early game issue is that you need a lot of Deuterium for astrophysics and colony ship, but you have a hard time producing it due to high energy costs. So you either use merchant to buy Deuterium with DM, exchange your extra metal for Deuterium, or wait. There is not much Deuterium to raid for, either, since the universe is stripped of it that early.


    Once you get 2 more colonies running, you will feel flowing with resources, but don’t let that fool you: ROI is still very high and you should focus on mines and getting further colonies.


    That said, it is often worth to prioritize more LC and pathfinders for expeditions. You can calculate the necessary amount of cargos to maximize expo yields here: https://expocalc.universeview.be/. This holds even more truth if you register in an established universe, since the max expo find depends on amount of points that Nr. 1 player has.


    3. Astro to Mines level


    A popular and an important question that many miners ask is: when do I go for the next planet? There is no universal answer, as the mathematics behind it are influenced by boosters, speed of development, current situation in the universe, availability of resources and so on.


    I use the following roadmap:


    Your amount of planets

    Mine levels on all your planets

    You should go for:

    1 planet

    14-11-10

    1 lvl astro (2nd planet)

    2 planets

    15-13-11 -> you may want to start getting an expo fleet*

    3 lvl astro (3rd planet)

    3 planets

    17-14-12

    5 lvl astro (4th planet)

    4 planets

    20-16-15 -> maximize expo fleets before going further*

    7 lvl astro (5th planet)

    5 planets

    21-18-17

    9 lvl astro (6th planet)

    6 planets

    25-21-21

    11 lvl astro (7th planet)

    7 planets

    28-23-24

    13 lvl astro (8th planet)

    8 planets

    29-24-25

    15 lvl astro (9th planet)

    9 planets

    32-26-28

    17 lvl astro (10th planet)

    10 planets

    36-30-32

    19 lvl astro (11th planet)

    11 planets

    38-31-34

    21 lvl astro (12th planet)

    12 planets

    40-32-36

    23 lvl astro (13th planet)


    *For Discoverer only


    After Astrophysics level 23, the ROI is not good and the investments repay after a very long time, so it is basically a matter of whether you want to get the tech and further mines or not. I personally think that Deathstars (RIPs) are a better investment that late in the game.


    4. Energy Management


    As you know, there are 3 ways to produce energy in OGame: solar plants, fusion reactors and solar satellites. Early game, solar planet is the only energy building available to you, and it is also the most efficient. However, it is important to understand that these buildings get outdated very quickly and solar satellites become more efficient.


    That said, solar satellites can be destroyed, while solar plants and fusion reactor, which are buildings, can not. In case of war or just simple attack from an enemy, solar satellites can be targeted or hit during a raid on your planet. In that case, you will see a terrible consequence for energy. Solar satellites can’t be repaired with a space dock.


    Nevertheless, satellites are extremely efficient, because they are cheap and allow you to invest more resources into mines and get a quick growth. Early in the game, solar satellites allow you to quickly outgrow players who go for high levels of solar plant. The minimum level of solar plant when it is cost-efficient to change for satellites is 16; however, if you have energy boosters, specifically 80% ones, you might easily go up to level 25-26 as Solars will not be expensive in comparison to mines.


    Fusion reactor is a building for later game because its efficiency is highly influenced by the level of energy technology and the energy production of the reactor itself grows exponentially. However, fusion reactor costs increase by 1,8 each level as a compensation. Last but not the least, fusion reactors consume Deuterium as fuel.


    Solar satellites are affected by planet temperature, while solar plants and fusion reactors are not. You’ll learn more about why temperature is important later in this guide.


    5. Planet Positioning


    Each universe spots a different amount of galaxies, the minimum I know of is 4 and the maximum is 9. In most universes, the amount of system per galaxy is 499, and there are always 15 planets per system. Again, it is extremely likely that your universe is circular, and that means that there are no edges as such: system #499 is just one system away from system #1, same way as system #1 is one system away from system #2, and if you travel from system #400 to system #100, you wont have to go 300 systems through the middle, you will go through #499-#1 and will have to travel just 200 systems.


    Slots 1-5 get a notable crystal mine production bonus, while slots 6-10 get a metal buff and the colder ones at 11-15 get a deuterium buff.


    Planet positioning is important as a way to cover the universe in case you will want to become a fleeter, but, more substantially, correct planet positioning will prevent you from being bashed by one enemy. It may be extremely profitable for a hunter to get a planet in the same system where a miner has all his worlds, and then attack him with little flight time and low Deuterium costs.


    To avoid that, you have to place your planets correctly in the universe. Planet positioning, however, can be changed by using the relocation option (normally costs 240.000 DM per planet, but there are happy hours when you can relocate for a lower price, usually 168.000 DM).


    When you relocate, planets have their temperature changed according to the position you relocate to (position 1 has the hottest planets, position 15 – the coldest). Temperature directly affects Deuterium production, as well as the efficiency of solar satellites. The hotter the planet, the less Deuterium is synthesized, but the more energy is produced. Practice shows, however, that colder temperature is preferable.


    What can't be changed about the planet is its size. Most new universes provide for bonus +25 fields to normal planet size, but still you have to look for 210+ fields planets in speed unis, and 220+ fields if eco speed is 5x or higher. Getting additional planet fields requires terraformer or a DM planet fields bonus. Terraformers at lower levels aren’t really expensive, but still it’s an expenditure you can avoid.


    Here is the chart for planet sizes and temperature (credit to OWiki). The displayed temperature is always the highest possible one of the temperature range displayed on a planet.


    image.png


    It is possible to get large planets at slot 8 and then relocate them to slot 15, allowing for high Deuterium production while keeping acceptable planet size. Mind though, solar satellites produce very little energy in slot 15 and fusion reactors can be very expensive, so to me, this is more of a late-game feature, especially now when you get a metal buff at medium slots.


    6. Dark Matter Usage


    This chapter is dedicated to exploiting the benefits of premium features. There is no limit as to how much DM you can buy, but direct purchasing of resources is extremely expensive and you probably won’t be able to buy your way through directly. There are many other DM applications that can help you push yourself beyond the end of the universe level, namely officers, boosters, and “halve” buttons, which allow you to instantly complete any construction or research.


    So, you bought some DM? What you do? I would generally rate the possible DM applications in the following way:

    · Officers. Commanding staff provides for an additional nice bonus to mine production and energy generation. If you can’t get all the officers, Geologist and Engineer are your best bet.

    · Boosters. These are worth spending all your DM on after you get officers. Even 10% difference is large, while 40% is huge. +52% to your mining income from officers and boosters is a bigger bonus that you’d think, and allows for at least double account size if you start with them and play for a month compared to players who don’t use DM.

    · Direct resource purchase. Very useful early to get to colonies and peacefully mine later. After new resource system was introduced in September 2020, it became much cheaper to purchase large amount of resources. You get your daily mine production (with all boosters and other bonuses accounted for) by paying 360.000 DM, provided you have enough storage capacity on a planet. If you plan to spend a LOT, it might be worth going Collector first as the amount you get is tied to daily production, and switching to Discoverer for 500.000 DM after you are done spending your millions of dark matter.

    · Speedups. Extremely good for getting astro instantly and quick-building new planets, not really important in other applications.

    · Relocations. Probably the least important of all for a miner, especially if you set up your planet positioning correctly. Might be useful if there are a lot of dangerous fleeters near your area.

    I would also recommend looking for shop items on sale. Once a month or so Gameforge sells Newtrons, Krakens and Detroids at lower prices. These items are great for new planets and allow for cheap quick-building.


    7. Tech Development


    As I mentioned above, the most important technology for a miner is Astrophysics. However, after you pass the initial stages of development, you will want to have many, many different things OGame has to offer. Unlocking different things is obvious and of course you should go for that when you can afford it, but don’t prioritize it over mines. Here, I will analyze every tech there is OGame from a miner’s point of view.


    Energy Technology. It is required for Plasma Tech, among other things, and Plasma is something you want quite early. On later stages, Energy Technology allows for higher fusion reactor production. At level 12 it unlocks terraformer, and if you don’t use fusion, level 12 is as high as you want to go.


    Laser Technology. One of the few techs that doesn’t help with anything but unlocking stuff, so stop at level 12.


    Ion Technology. Besides unlocking stuff, it provides a bonus by decreasing deconstruction costs of buildings, which is generally quite useless. I stop at level 5.


    Hyperspace Technology. An extremely useful tech that increases cargo holds by 5% each level. That allows you to have less cargos and, for the same price, it is always better to have less destructible things, so more refined cargos are preferable.


    Plasma Technology. Upgrades your mine production, 1% for metal, 0,66% for crystal, 0,33% for Deuterium. It is not worth to rush plasma very early due to high unlocking costs, but later on this tech is indispensable for miner accounts.


    Espionage Technology. The less people can see and the less they know about you, the better. If they can’t see your defense, they might think it is a big one. If they don’t see your solar satellites, they might not know you have them. High espionage might be one of the best security measures anyone can make, miners probably even more so.


    Computer Technology. Be sure to always have sufficient slots for efficient management of your account. Don’t go too high though. It is hard to give any advice on where to stop, because there are so many ways to manage resource transportations; listen to your gut.


    Astrophysics. That one goes without saying. The more colonies you have, the better. It is explained when to get astrophysics earlier in this guide.


    Intergalactic Research Network. IGN allows for quicker research, nothing else. Generally this tech is not a priority.


    Graviton Technology. Of course you want RIPs. Who doesn’t like RIPs?


    Weapons Technology. A useful military tech for your defense. You will find more about defense set-up later in the guide.


    Shielding Technology. The most expensive crystal-wise, but helps reduce losses from aliens and pirates.


    Armour Technology. The best military tech for expedition fleets, as you take less losses depending on the difference between your weapons and armour (if your armour tech is 3-4 levels higher than weapons tech, you will barely take any LC losses on expos).


    8. Defending Your Economy


    So. You built yourself a nice income. Now, how do you protect it? There are direct ways to cover your economy (i.e. defensive structures) and indirect ones (high espionage, high rank). These work great in combination, especially early game, when you cannot afford a decent defense.


    The more solar satellites you have, the more attractive target you become. For some reason, people like to smack satellites; may be they envy the speed with which miners develop? Hence, defense is important. But don't blindly build it. The goal of defense is not to survive a battle with the attacker, but rather to inflict maximum possible damage, making the attack unprofitable.


    Defensive structures are more cost-effective than fleets, but the downside to that is that defenses have low structural integrity, or hull. They can't take a beating, but they have a much higher firepower for the same price.


    Rocket Launchers and Light Lasers are fodder. Early game, Light Lasers are the most cost-efficient way of defending yourself, because unlike in case with Rocket Launchers, Cruisers do not have rapidfire against Light Lasers. Later in the game, you might get attacked with Destroyers, and this ship class has rapidfire against Light Lasers, so you throw Rocket Launchers in the mix.


    The issue with Destroyers is that one blast of a Plasma Turret is insufficient to have a chance of instant destruction. That is the only ship besides RIP and Reaper that can't be insta-killed by a Plasma Turret, provided that you have the same combat tech levels as the attacker.


    Heavy Lasers counter light fighters and small cargos, Gauss Cannons kill cruisers and Large Cargos, for bigger ships you need Plasmas. Ion Cannons, after being reworked, turned from terrible to excellent as they have high shield that make enemy LF less efficient in fighting your defense.


    Focus your defense on inflicting maximum damage, and attackers will stay out of your way.


    9. Trading Set-Up


    Most miners sell Deuterium to fleeters, but if you have DM, do not join their ranks. The merchants provide excellent rates for selling Deuterium, up to 3-2-1. That means that if you purchase a lot of Deuterium and then resell it to the merchant, you can get a huge profit and there is no limit as to how much Deuterium you can purchase from other players. This scheme is entirely legal and within the rules of the game, however mind that «merchant abuse» is frowned upon by some old-time fleeters.


    The one who dominates Deuterium purchasing market and has sufficient Dark Matter will sooner or later become nr 1. Later on, Deuterium merching may become your most profitable activity and even surpass expeditions and mines with a large enough trading network.


    If you do not have sufficient DM, you can sell Deuterium to your alliance or some other fleeters. Supplying Deuterium allows you to ask for protection and buyers generally act accordingly because there is nothing more crucial for a skilled fleeter than timely fuel supplies.

    RIPs killed, universes played, board accounts created: too many to stay mentally healthy.
    AGAIN. Back in Ogame. Janice.us, LondoMollari.
    Discord - DarkDestroyerX#9119 or rather LondoMollari#2704 right now.
    Skype - andrew.interstellar (I log in very rarely).

  • Nice guide,

    For those that know you, whats about point 10: Multi, Vpn, Scripting chapter ? :thumbsup::hi:

    Compared to Chapter 6, this is soooo secondary xD

    RIPs killed, universes played, board accounts created: too many to stay mentally healthy.
    AGAIN. Back in Ogame. Janice.us, LondoMollari.
    Discord - DarkDestroyerX#9119 or rather LondoMollari#2704 right now.
    Skype - andrew.interstellar (I log in very rarely).

  • A couple points. The temperature chart is outdated. I have a planet that’s lowest temp is -146. As for planet positioning it depends what community you’re in. In org only slots 1-3 get crystal bonus. I know because I have a slot 4 planet and get no extra crystal.

  • A small note concerning astrophysics and plasma: treat them like they are mines and build/research whatever has the shortest return on investment time.


    -> Is building my M/C/D mines from level 0 to 22/18/18 cheaper than upgrading a single mine on a planet and providing a smaller ROI time? Yes? Boom, go for astro.

  • The entirety of section 2 can be scrapped and replaced with:
    1. Work on getting just enough mines so you can push for early astro

    2. start doing astros as soon as possible, even in 1x eco speed unis, this will provide you with more resources than mines can ever do and focus should be on maximising expos

    3. invest into expeditions until you can pull max resource/fleet finds from expeditions, then work on astro levels for more expeditions

    4. any leftover resources you can't spend fast enough on expedition fleet can be pushed into mine levels

  • What Nixian said. Also that expedition formula needs fixing and an additional multiplier. Going Collector is alright if you're never going to do anything, or you already have hundreds of millions of points in mines. Else, Discoverer absolutely blows Collector out the water. ("Do you guys not have phones? You guys all have phones, right?")


    Basic rate * Economy speed * 2 if you have a Pathfinder in an expedition fleet * 1,5 if Discoverer class is active


    If you are not a Discoverer, bothering with Expeditions is pretty much a waste of time. Fleet gained from expeditions can be sold through marketplace on universes which have it enabled, and is a solid profit buff, and on other servers with marketplace disabled, you can arrange crashing it if there is a high debris %, or just scrap it for ease of play.


    InfoCompte v7 shows what eiO talks about pretty well. ROI for Plasma tech, recommendations on when Astrophysics is a good choice instead of more mines, etc.


    johocknut has a point about crystal boost being on slots 1, 2 and 3 (1 30%, 2 22.5%, 3 15% if I'm not mistaken), however the temperature chart is actually correct, you are just reading it wrong. The chart shows MAXIMUM temperature only, since that is what's relevant for the calculation of deuterium production and solar satellite energy. The "minimum" in that chart means "the minimum highest temperature", average is the average maximum temperature (not the average "average" temperature of the whole planet), and "maximum" is the maximum highest temperature of the planet. This is a little confusing...



    Just a couple cents thrown in, if it helps any...

  • Nice guide, I never knew your mining guide was the key to all your success :rofl:

    Current Universes: Europa
    Former Universes: 3, 18, 30, 35, Jupiter, Nekkar, Quantum, Xanthus, Fenrir, Janice.fr, Kalyke, Norma
    Basic 20%: 1000+
    Advanced 20%: ~300
    Top Tens: 13-1

  • The temperature chart is outdated. I have a planet that’s lowest temp is -146.

    It isn't. The chart shows only max. temperatures as that's the only relevant figure for Deut and Energy production.

  • Right I guess I was reading the chart wrong. I was reading -132 as the lowest possible temp on a planet.

  • Can you please move this to FAQs, and move the old guide to archive? Rav3n or any other mod

    RIPs killed, universes played, board accounts created: too many to stay mentally healthy.
    AGAIN. Back in Ogame. Janice.us, LondoMollari.
    Discord - DarkDestroyerX#9119 or rather LondoMollari#2704 right now.
    Skype - andrew.interstellar (I log in very rarely).

  • I will add it to the list, I would leave it here though for the moment so that changes can be made for a week or so if necessary and feedback can be given.



    Be head to serve, not to reign(Bernard von Clairvaux)

  • Thank you Cassi

    RIPs killed, universes played, board accounts created: too many to stay mentally healthy.
    AGAIN. Back in Ogame. Janice.us, LondoMollari.
    Discord - DarkDestroyerX#9119 or rather LondoMollari#2704 right now.
    Skype - andrew.interstellar (I log in very rarely).