"oGame" ist ein browsergestütztes Strategiespiel. Das bedeutet, dass es weder notwendig noch möglich ist, das Spiel in einem Geschäft zu erwerben. Das Spiel. Die Stufe der Metallmine sollte je nach Strategie über der der Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig). Ogame: Strategien und Taktiken Ogame gehört mit Sicherheit zu den vielfertigsten Strategie-Browsergames die es derzeit gibt. Deswegen gibt.
OGame - Die 5 besten Tipps & TricksIm Strategie-Browsergame OGame musst du vor allem dein Imperium schützen und ausbauen, wie dir das am besten gelingt, erfährst du in. OGame ist ein Spiel der intergalaktischen Eroberung. Du startest mit nur OGame bietet dir grenzenlose Möglichkeiten. Wirst du deine Weltraum / Strategie. Die Stufe der Metallmine sollte je nach Strategie über der der Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig).
Ogame Strategie Gameforge Login VideoOGame: How to become a PRO player VIDEO No.1
Sie kГnnen Kingwhiteydude verwenden, kurz nachdem sie Ogame Strategie Beziehung zu Christian Wulff im FrГhsommer 2006 Гffentlich gemacht hatte. - Version 7.0 läutet neue Ära im Strategiespielklassiker einEs Küchenperle bei dir, welche Beziehungen du zu anderen Spielern pflegst. Written by me: This is a merged and rewritten version of three guides which can be found here: Reaching the Top in Three weeks, New uni guide An early game guide. Now you just raid like mad! Sofortüberweisung Commerzbank no sats on your planet means more protection and the Dame Brettspiel Regeln to stockpile more resources. Try to follow the quickest route you can to colony ship and astrophysics. Fleet will bring you a bigger hauls of resources.
Therefore the rules change when rips come into play, albeit this sort of defense won't disappoint against bombers either as their rapid fire can be annoying too.
Of course, you should have both domes and as many ABMs as you can fit. That means when you acquire Light Lasers or Rocket Launchers , you should have:.
You now have a plasma to fodder ratio of almost 1 to 10 and the point here is that the plasmas are numerous enough to actually be hit by rips, but have enough fodder to be fairly safe from the rest of the attackers' fleet.
The above defense by the way will kill 23 attacking RIPs with no other ships as fodder and kill most when 24 were to attack.
More importantly, the attacker needs a minimum of RIPs! Needless to say, you'll be needing massive amounts of ABMs. This defense strategy is the one that will protect you against the most Battle Ship based fleets and Destroyer based fleets, you'll have enough fodder that will protect your big guns while they destroy the attacking fleets effectively.
This Strategy covers most of fleets made by an average Raider with fleets of Cruiser , Battle Ship , Destroyer and shouldn't have much problem to take out Battlecruiser.
This strategy may be most effective against any kind of fleet, costing as little as possible. It will fare decently against all types of late-game fleets, inflicting a decent amount of damage.
Please note that this kind of defense is not appropriate in the early stages of a universe if you don't have the plasmas, it is very weak against Cruisers , and should be considered for fleeters who want to invest a minimal amount of resources in their defense, but still hurt anyone who would want to harm them.
RL is used as fodder to counter Destroyer fleets. HL are included to quickly wipe out Light Fighters in the case of fodder-based fleets, and also to help finish off dessies which aren't killed by the PTs.
As a demonstration, the following rather large fleets have been simulated at equal techs against this defense.
The numbers in are the losses to the attacking fleet. For example, the destroyer fleet will lose 4 of them, totaling , metal, , crystal and 60, deuterium.
As you can see, these are already rather expensive fleets, yet your planet needs to have at least 2 million resource sitting to be profitable.
The only way to make a flawless hit against this set-up without using RIPs , is by sending at least 2, Destroyers. Ion Cannons are necessary for their strong shields.
Heavy Lasers are useful to crush Light Fighters, and work well against Destroyers. The Gauss Cannons are your basic big gun, useful against all ships.
In late game attackers will come with thousands of Destroyers and Bombers, backed up with Battleships and Battlecruisers.
These ships are dealing tons of damage. That's why there is a large amount of Ion Cannons in this set up, as they have basic shield power.
The Heavy Lasers are there to clean out the fodder of the attacker, so that the Gauss Cannons and Plasma Turrets are able to attack the larger ships.
The question isn't whether sats can be destroyed they can or whether the deut costs of fusions is particularly high it isn't , it's about how often sats are destroyed versus how much it would cost to run Fusion in the mean time.
Not only is the upfront cost of energy and fusions significant, sats are so cheap that you need to be crashed on planet about once a month for the cost of replacing the sats to be more than the deut consumed by fusions!
There's little additional risk to your planet from the 2k sats as overnight was easily double that value, and people kept k cargos per planet , and with enough def you generally won't get attacked for m worth of stuff.
As you say, little things add up in Ogame, as it is a long term game. So with some rather large exceptions like slot 15s and defense to DF universes where you can't defend your sats, sats are still generally a better choice for miners than fusions.
I tried fusion once and since then never build a single satelite. If i am a pure miner in x7 eco uni, 0. I can't run out of deut.
With fusion you don't need to worry about anything, just regulary FS res from all planets. Then you pretty much don't understand anything About weapon tech yes, i can see logic there Fusion reactor has much higher initial cost, satellites are cheap.
You spend more on fusion that on satellites on "normal" slots, so why go more expensive? Sats can be killed, ye, but they are waaaay cheaper.
I just recently improved Terra on all planets Built fusion 22s on all planets moved all planets to slot 14 and 15 scraped all sats save k now Im tearing down Plants as I need to could not be happier in Uni So is the cost of sats 2k sats is 4kk crystal 1kk deut Note that unless you're getting crashed somewhere around once a month, it's cheaper to build sats than to run fusion.
However, even with 7x eco, the cost of Fusion reactors is very high. So unless you're doing slot 15s, it's better to invest in some def and sats instead of the Fusions.
Indeed, I think they shouldn't - they should be focusing on basic things like FS'ing properly or farming inacs. If you are running fusion, you need to be getting your plasma tech as high as possible as well.
It can pay for all the deut you use powering your fusion and can even make you a deut profit. Fusion without engergy tech and plasma tech are not worth having.
Expensive right now but not over the long term. OGame doesn't have a an end game. And as universes continue to merge, so too will the threat to your satellites remain.
Fusion provides safety and that might be enough to offset the costs needed right now. There are others who build fusion so they can use it if their sats get destroyed.
In this scenario, you don't care how much deut it costs you as the focus is keeping your production going. It is a temporary thing as you go and build your cheap satellites again until they get hit I mean, you can ignore fusion, but you do so at your own risk.
Leave same amount but have no ss the attack just lost 2 mil crystal instantly. Crystal builds me some more bcs, I would pass if the deut cost was so high to make that hit.
Having no sats on your planet means more protection and the ability to stockpile more resources. Yep, the story is very different in defense to DF universes.
No way you can defend your sats when your defense is profit. And 2k sats is enough for some of the biggest mines there, most people have quite a bit fewer.
It depends, ultimately, on how often your satellites get crashed in the long run. If they're getting crashed more than once a month for example, if you're in a war, or you're in system to hungry fleeter , eventually Fusion will pay itself off off.
Funnily enough I have some comments on other parts of the guide, that I will eventually write My fleet is not lucky enough to find 5m profit in Galatea yet.
I do agree that in bigger uni's the 2k sats become less and less profitable and with didf even more so, but some people do just like to sat slap people.
SmurfySmurf Hey, excellent guide! Guderian sure man. The Galaxy is vast and full of wonders! Fallen Megastructures Shattered megastructures from those who came before us are around the galaxy!
Awaken Empire The Awaken Empire will revive two powerful galatic entities that were rivals for eons!
Pirate and Asteroid Hunt While you can find asteroids around the galaxy - abandoned giant mineral bodies you can hunt for resources - you can also find Pirates!
Guardians Across the universe there are mythical Space Guardians you can interact with. But when they attack on return 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.
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. 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.
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.
This will give you a great advantage of a wide farming area. Note that players in lower galaxies will want to protect themselves building more defence and trying to be unproffitable.
That's why you should move to a different one are after a while to get some fresh farms. Make sure your colonies are big enough. Keep them above fields.
See this guide for details: Colonising a new planet, old and new You should soon delete your small colonies and aim to have all permanent ones.
Mines: Keep some cargos on all planets so you can transport the daily mine output to develop mines. Don't build up a "super planet" with very high mines and ignore your colonies.
You should have all planet's mines developed the same way. Solar sats: As solar plants will start getting expensive, you should switch to solar sats.
It's recommended not to have a solar plant above levels as solar sats are a lot more efficient and cheap. Defence: Note that they are very vulnerable to local farmers, so you should have some plasma turrets in your defence to protect them.
Build some fodder with defence as well, but don't invest in it too much. Many players ask how many solar sats can they have for a certain defence.
The best answer is - see for yourself. If you're not getting farmed, it's enough. Once you get farmed, double the defence. As soon as you get plasmas, you should have ABMs as well.
Keep at least as many as your plasma count is. Research : Research is not that important. Build impulse level 5 to speed up your cargos and unlock new ships.
You should concentrate on Astrophysics tech, Compute tech and Espionage tech. You can also try your luck with expeditions, but make sure you do them correctly.
Moonshots and FSing: It's a good idea to have a friend play a moonshot account to give you free moonshots.
Moonshots themselves are very expensive - especailly this early ingame, but a moon will be a great advantage as you can try your skill in blind lanxing.
Don't forget to FS! When you're not under lanx, use harvest or colonization mission. Once you're under lanx, you should always use deployment!
When a deployment FS becomes too expensive, and a lot of moons start appearing, you should consider buying moonshots if not having a MS acc.
The more you fleet, the faster you will grow. Note that a lot of high ranks go to people who are online a lot. In a couple of months, the list of top players change completely.
Being online helps you be ranked high at start, but it will not help you stay there forefer. At the early stages you should stil concentrate on inactives only.
After a while, you can start attacking those ranked lower than you. Once you get a moon, you can start having a proper fun.
Question: When should I join an alliance and which alliance should I join? Answer: That depends on your preferences. Don't join an alliance with too many members - that's a mass ally - it is full of noobs and normally has a poor organisation.
Also, alliances on the top are not necessarily the ones that will be there in a month. Rank does not mean that much at this stage.
You're best off joining an alliance of players you know. Good communication and cooperation is crucial.
The firs thing to built is always a metal mine followed by a solar plant or a solar plant followed by a metal mine, the difference ranges from a second's worth of production up to a few minutes, so it's basically neglibile.
You'll then want to keep on upgrading the metal mine and solar plant until you reach lvl 4 metal mine and lvl 3 solar plant. Now this is where the old and new design differ.
In the old design, it was generally better to wait for awhile for resources to pile up and build a lvl 5 metal mine and a lvl 4 solar plant before starting on the crystal, but with the redesign and it's tutorials, it's better to leave the metal at 4, and rush the crystal until lvl 2, then build the solar plant up to lvl 4 in order to get the tutorial bonus.
You'll end up with lvl 4 metal mine, lvl 2 crystal mine and a lvl 4 solar plant [insert a link of the tutorial with the rewards.. Would you like to build a small cargo as fast as you can and start raiding recommended if you have some more experience with the game and more time to spend on it , or would you like to lay low and mine for the first few days of the uni recommended for new players, and people who have less time to spend on ogame?
You will not be building any deuterium synthetisers, and you will get all the deut you need from the merchant you can purchase with the free dark matter you get from one of the tutorials.
The general idea is to build up your metal and crystal mines high enough so you can research the requirements and build the small cargo, and use excess metal to trade off with the merchant for the deut you'll need for the research lab, robotics plant, shipyard and the researches themself.
Do not worry about fuel costs, because with the tutorial's reward system, once you get your first small cargo, you will get some deuterium as a reward.
What to build and when to build it. First thing to remember is energy. Without enough energy your mines won't work at full capacity, so building a metal mine 10 when you have no energy to power it are at 0 available energy, or in the negative values is of no use, so build the solar plant first!
You will still get a better income than building the next level of solar plant first. In short words, when at 0 or negative power, build a solar plant first.
When you have 1 or more power left over, build the mine first. This way, you will ensure maximum production for the whole time.
The first mine to get upgraded is the metal mine. You need metal for all your buildings, plus the combustion drive research, and you also need to have enough metal to trade for deuterium around 10k metal, can vary due to the merchant's varying rates.
Upgrade the metal mine until you reach level 7, and then upgrade one level of crystal. Keep the metal and crystal at a 4 lvl difference after that metal mine at lvl 8 - crystal mine at level 4.
Don't forget to upgrade the solar plant accordingly. Once you've reached level 7 crystal mine and lvl 11 metal mine , stop upgrading the crystal.
Lvl 7 will work fine for the crystal you need for the fast small cargo, and you'll need the resources to upgrade the metal mine further.
Lvl 13 or 14 of metal mine is generally high enough in order to start saving up for the merchant. If you feel that you have too little crystal and excess metal, you can trade up some small amount of metal for crystal, but the main thing is, you need to sell enough metal in order to get deuterium.
The merchant trades at rates around , so you'll need around 10 metal in order to get your deuterium. After this, you'll need to build a research lab lvl 1 , research energy technology lvl 1 , then combustion drive lvl 2.
During the researches, you will build up your robotics factory to lvl 2, in order to be able to build the shipyard. After that is done, build the shipyard up to lvl 2.