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OGame is a browser-based, money-management and space-war themed massively multiplayer online browser game with over two million accounts.[1] OGame was created in 2002 and is produced and
maintained by Gameforge.[2][3] OGame is available in multiple languages, and different nationalities have their own communities. The game does not differ between the nationality communities
except in rare cases. Players are generally informed of news, rule changes, or new versions through the official forums.[4]
As of January 19, 2011, OGame.org has a total of 52 universes, including ten universes using the new redesign. More are being added periodically. The Ogame prOgame universe (Universe 35) has
been discontinued as an exclusive for paying members, so anyone may now sign up for it.
All OGame universes consist of three classifications: galaxies, systems, and planet slots (which break down to planets, moons, and debris fields). All universes have up to 9 galaxies, each with
499 (1-499) systems, which have 15 planet slots.
Gameplay
Each player starts with one planet at randomly assigned coordinates in slots 4,6,8,10,12, in a random system and galaxy. The first planet always consists of 163 fields, which determine how many
building upgrades can be built on the planet, regardless of the slot in the player's system. Originally, the player's empire could consist of up to 9 planets in any unoccupied planet slot.
However, with the redesign, that cap was lifted, albeit with the requirement that each planet required two additional levels of research, with a progressive cost. All construction, research,
and missions are performed and launched from a planet or moon. Development is done through using five resources: metal, crystal, deuterium, energy, and dark matter. There are different ways to
obtain these resources, including mining, trading, and raiding (see Combat below). Players are ranked according to their points, with one point awarded for every thousand resource units
invested in construction, research, ships, or defense. No points are given for unspent resources.
Combat
Unlike many other real-time strategy games, OGame does not give the player constant control of his or her spacecraft. Instead, the player sends the ship(s) to a location (using the game's
coordinate system) and what happens when the fleet arrives is beyond the player's control; in OGame, combat is resolved when fleets and/or defenses meet. The combat takes place instantly and
consists of 1 to 6 rounds. Fleet attacks are usually aimed to obtain other player's planetary resources, which is called raiding, although players may also initiate fleet attacks to destroy an
opponent's fleet and collect resources from the debris field created from the battle. Debris fields only contain Metal and Crystal, increasing the probability of a raid from those in search of
Deuterium. Defenses are built to defend a planet against an attacking enemy fleet. If destroyed, 70 percent of defensive structures will be recovered after the battle. Destroyed ships are not
recovered.[5]
Alliances
An alliance is a group of players who have banded together and is mostly used for solidarity purposes. Alliances are created for players to protect each other from attacks, join together to
raid other planets, or to promote free trade amongst members. Members of an alliance can use the Alliance Combat System, available in some universes, to synchronize fleet movements and missions
with members of the same alliance and temporarily deploy a fleet on an ally's planet. Alliances can utilize certain forums on the boards to instigate wars or truces between each other, as well
as create their own alliance page in the game itself.
Merchants
Players can hire a merchant using dark matter to trade one resource type for another. The amount of resources traded is limited to the amount of free space in one's storage buildings and the
amount of dark matter the player has.
Officers
OGame offers four different Officers and a Commander, each costs a set amount of Dark Matter, obtained with in-game exploration or microtransactions to 'hire' for either 1 week or 3 months. The
names of the four different officers are the Engineer, the Geologist, the Technocrat and the Fleet Admiral. Each one improves certain elements of chance or resource production.
The Commander officer gives the user extra benefits such as an ad-free interface, a building queue, an improved galaxy view with added information, a message filter, extra shortcuts to enhance
play and an 'Empire' view. Empire view gives the player an interface which shows information about all planets, including mine and power plant levels and ships currently docked. Upgrades to
buildings can be performed via the Empire view.
Resources
There are three main resources: Metal, Crystal and Deuterium.
The three main resources (Metal, Crystal, Deuterium) can be created via mines or money. There are separate mines for each resource which can be upgraded to produce the resources faster. These
resources are used for making buildings, ships, defenses and for researching technology. To run the mines, energy is needed. Energy is produced by creating the following: solar plant, solar
satellites (available via shipyard), and fusion reactor (converts a specified amount of deuterium into energy). These buildings can also be upgraded to produce more energy.
Dark Matter, however, cannot be created. Fleets can be sent out on expeditions to search for it. It can also be bought with real money. Dark Matter is used to "call a trader" who trades the
main three resources, to buy an officer, or move an existing planet.
Deuterium is the most particularly valuable resource because it seconds as fuel for ships. The bigger the fleet of ships, the more fuel is required to travel certain distances. Players with
large fleets will find themselves selling their Metal and Crystal to buy Deuterium, as Deuterium mines are very expensive to upgrade along with maintaining a large fleet.
Expeditions
Expeditions are fleets that go outside the system but not to another. Astrophysics is needed for expeditions. Expeditions can find resources and the valuable Dark Matter.
Moons
Moons are created when a debris field is large enough to form together. The largest debris fields will yield a maximum 20 percent chance of creating a Moon, and they will also create the Moons
with the most available space. Players in an alliance will often give each other "moonshots" by attacking a certain number of ships purposefully left behind.
Once a planet has a Moon orbiting it, many more options are opened up for movement and tracking other ships. A Jump Gate can be built which allows players to send ships instantly from Jump Gate
to Jump Gate. After a Jump Gate is used, there is an hour-long cooling period before it can be used again. A Sensor Phalanx also can be built, which tracks enemy ship movements in its range.
Building and upgrading on Moons uses fields just like planets, but Moons have far fewer fields to work with.
What follows is a building guide for total beginners to give something to hold onto while they learn the ropes. The main goal here is to get a Small Cargo Ship ASAP to start raiding inactive
players or undefended planets. It will also give you the option of building a few Rocket Launchers.
Resource Collection
This Guide will sometimes make you drop below 0 energy, but that is only because there is an increase in production or if the overal loss is too little to counter the effect of extra resources.
The notes will give indications of the energy and additional information. You also might want to switch point 12 and 13, but that depends on how many resources you have at the moment and wether
you will be away for a while or not. If you do go away for a while, I suggest you switch them, otherwise stick to the guide.
When colonizing feel free to follow this guide again. However, send twice your home planet's hourly production of Metal and Crystal along.
Point 37: be aware of the note.
Step
Building/Tech
Building Tech Level
notes
1
Solar Plant
1
2
Metal mine
1
3
Metal Mine
2
4
Solar Plant
2
5
Metal Mine
3
+8 Energy
6
Metal Mine
4
- 11 Energy but improvement in production
7
Solar Plant
3
8
Crystal Mine
1
+9 energy. Do not upgrade. Stick to the guide
9
Solar Plant
4
10
Metal Mine
5
You can also switch steps 10 and 11 if you're doing the tutorial to get free rss
11
Crystal Mine
2
+11 energy
12
Crystal Mine
3
-4 energy but do upgrade because improvement in production. Metal prod decreases with 9 metal/h no biggy
13
Solar Plant
5
Make sure to build this as soon as you can to reduce unnecessary production loss
14
Deuterium Synthesizer
1
Energy +18
15
Crystal Mine
4
Energy -1 Upgrade in production so build it.
16
Solar Plant
6
17
Metal Mine
6
18
Metal Mine
7
-6 but improvement (produce at 97%)
19
Solar Plant
7
20
Crystal Mine
5
21
Deuterium Synthesizer
2
22
Solar Plant
8
23
Deuterium Synthesizer
3
24
Deuterium Synthesizer
4
25
Solar Plant
9
26
Deuterium Synthesizer
5
27
Robotics Factory
1
Robo 1 is the first building that costs deuterium. Continue with the list in the given order as much as you can. If you dont have deuterium left, then just continue with non deuterium costing
buildings.
28
Robotics Factory
2
29
Research Lab
1
30
Shipyard
1
31
Crystal Mine
6
32
Shipyard
2
33
Solar Plant
10
34
Deuterium Synthesizer
6
35
Metal Mine
8
36
Energy Research
1
37
Combustion Drive
1
If you have enough resources
38
Solar Plant
11
Whenever you can research combustion drive 2, research it.
39
Crystal Mine
7
Whenever you can build Shipyard 3, build it
40
Metal Mine
9
From this point on its most important to build small cargo ships to raid inactives for more resources. You should research the requirements for espionage drones for information about where to
strike best. I suggest to upgrade your mines steadily by using the following level differences:
Level of metal mine is 2 higher than crystal mine. For every 2 levels of crystal mines you build 1 deut mine.
You should have 17 metal 15 crystal and 10 deut by the time you reach those numbers.
However this is a very personal choice and once you started raiding there is no ‘real’ best way to develop your mines and researches. It is all up to you
After this
You should keep building up mines to get more resources and research new tech according to how you want to play from then on. If you like attacking people, focus on getting espionage probes as
soon as possible, so you can see planet defences. You can see what tech you need under the technology screen.
You could now research the Laser Technology for better defences after upgrading Energy Technology 2, or you could focus on impulse drive for Heavy fighters, Colony ships, and Cruisers (in that
order). Regardless what you choose, you should research armour tech, weapons tech, and shield tech: these help build your defences, and their benefits apply to other colonies too. You could
also try to improve your combustion engine tech for faster small cargo so you raid faster and will have access to recyclers and large cargo ships at level 6. Bear in mind that you could also
focus on getting impulse tech 5 instead, giving your small cargo a massive speed boost (they become as fast as heavy fighters), but consume more deut per 1k resources than large cargo ships.
Joining alliances could help prevent other players from attacking you, and will help you have people to whom you can ask questions, many alliances welcome new players and will help you
understand the game and find a play style right for you.
Bear in mind that you will have to research Astrophysics in order to colonize a new planet. See colonization.
See also
Tutorial Help
Tips
in:
Strategy, Defense
Defense Build Strategies
EDIT
SHARE
Different ratios of defensive structures provide different kinds of defense, each suited to repelling different types of fleets. This article presents a series of different ratios explaining
the costs, benefits and disadvantages of each. If you have an alternate strategy you would recommend, please add it to the end of this list; do NOT overwrite someone else's strategy.
If you don't have time for your account very often, you should build defense that would cause slightly more damage than the value of any resources that can be plundered in your absence.
If the amount of resources that can be plundered are much greater than your defense, then you can be certain another player will target your planet for the resources. A possible solution is
fleetsave.
Contents[show]
Calculator Edit
Optimal defense calculator I just found this, it may not have the various ratios but it's better then the dead page that was linked before.
I have a working one with the ratios, but 000webhost removed it because apparently javascript is hacking.... I'm doing what I can to try to make it wiki friendly so I can post it here. Sorry
for the time ^^.
Chaos henge8 (talk) 04:08, August 21, 2013 (UTC)
Those interested in build progress can watch here: Defense Calculator
Early Game Defense Edit
Ratios
Build Light Lasers as your fodder.
Build Rocket Launchers when you have spare metal but no spare crystal
Consider 2 Rocket Launchers as being 1 Light Laser
Build 1 Heavy Laser for every 10 Light Lasers.
Build 1 Ion Cannon for every 20 Light Lasers.
Build 1 Small Shield Dome when you reach 50 Light Lasers
Build 1 Gauss Cannon for every 50 Light Lasers.
Build 1 Large Shield Dome as soon as you can afford it
Fill a level 2 missile silo with Anti-ballistic Missiles when you reach 200 Light Lasers
That means when you acquire 200 Light Lasers, you should have:
300-400 Rocket Launchers (depending on how much spare metal you had)
20 Heavy Lasers
10 Ion Cannons
4 Gauss Cannons
1 Small Shield Dome
1 Large Shield Dome
20 Anti-ballistic Missiles
This strategy aims to offset your opponents likely use of Cruisers (which have Rapid Fire against Rocket Launchers) and scare off any smaller fleets. An appropriate amount of defense built at
this ratio (relative to how many resources you leave on planet) should keep away any player without a fleet of Battleships and Bombers but you should be working on a Big Gun Defense before you
reach the '200 Light Lasers' number in this example!
Big Gun Heavy Edit
Ratios:
Build Rocket Launchers as your fodder.
Build 1 Light Laser for every 2 Rocket Launchers.
Build 1 Heavy Laser for every 10 Rocket Launchers.
Build 1 Ion Cannon for every 25 Rocket Launchers.
Build 1 Small Shield Dome when you reach 10 Rocket Launchers
Build 1 Gauss Cannon for every 50 Rocket Launchers.
Build 1 Plasma Turret for every 100 Rocket Launchers.
Build 1 Large Shield Dome when you reach 100 Rocket Launchers
Build Anti-ballistic Missiles when you reach 100 Rocket Launchers
That means when you acquire 1000 Rocket Launchers, you should have:
500 Light Lasers
100 Heavy Lasers
20 Gauss Cannons
40 Ion Cannons
10 Plasma Turret
1 Small Shield Dome
1 Large Shield Dome
some Anti-ballistic Missiles
The Total Cost of this method is:
4,390,000 Metal
1,550,000 Crystal
340,000 Deuterium
+ costs of silos and missiles
Some critics of this setup would may point out that there are too many big guns (Gauss Cannons & Plasma Turrets) in this type of defense; however, in order to deter attack from higher level
players, Gauss and Plasma Turrets are necessary in order to make sure a defender can damage an attacker's upper tier ships (i.e. Battleships, Bombers, and Destroyers), since upper tier vessels
can easily break through defenses lacking in big guns.
The Heavy Lasers included in this strategy are included to clear a path through the Light Fighters that players like to use as fodder in their raiding fleets, and the Ion Cannons are there for
their strong shields.
Fodder Heavy Edit
Ratios
Build Rocket Launchers as your fodder.
Build 1 Light Laser for every 5 Rocket Launchers.
Build 1 Heavy Laser for every 20 Rocket Launchers.
Build 1 Ion Cannon for every 60 Rocket Launchers.
Build 1 Small Shield Dome when you reach 100 Rocket Launchers
Build 1 Gauss Cannon for every 150 Rocket Launchers.
Build 1 Plasma Turret for every 500 Rocket Launchers.
Build 1 Large Shield Dome when you reach 500 Rocket Launchers
Build 1 Anti-ballistic Missile when you reach 500 Rocket Launchers
That means when you acquire 500 Rocket Launchers, you should have:
100 Light Lasers
25 Heavy Lasers
8 Ion Cannons
3 Gauss Cannons
1 Plasma Turret
1 Small Shield Dome
1 Large Shield Dome
Anti-ballistic Missiles
Interplanetary Missiles
The Total Cost of this method is:
1,486,000 Metal
303,000 Crystal
36,000 Deuterium
At this point it would be very difficult to have enough resources sitting on a planet to make attacking profitable. People would only be attacking you to crash or ninja your fleet. Therefore
this defensive strategy is suited towards supporting a fleet of ships in orbit of the planet. You will achieve much more fodder for a comparable amount of res spent because the resources you
are not building nearly as many big guns - you have big ships in orbit instead. Your large amount of fodder makes it much harder for people to kill your ships and profit from the attack, while
your defense is killing their Light Fighter screen in droves.
Note that any defense built at this ratio will be more vulnerable to Death Star attack as shots from Rocket Launchers, Light Lasers, Heavy Lasers, and Ion Cannons are rendered pointless against
the Bouncing Effect.
Endgame (against rips) Edit
One thing you should be very careful with is the fact that the plasma turrets and shield domes are the only defense units which are not affected by a RIP's rapid fire. This means that if you
have no or very little of these compared to the rest of your defenses (i.e. lots of fodder) the rips will really go to town and can fire up to 160 times a piece in a single round, shredding
everything to bits. However, whenever a rip hits a plasma turret or a shield dome, its turn will end.
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.
Ratios
Build Light Lasers as your fodder.
Build Rocket Launchers when you have spare metal but no spare crystal (Consider 2 Rocket Launchers as being 1 Light Laser)
Build 1 Heavy Laser for every 3 Light Lasers.
Build 1 Ion Cannon for every 3 Light Lasers.
Build 1 Gauss Cannon for every 4 Light Lasers.
Build 1 Plasma Cannon for every 5 Light Lasers.
Of course, you should have both domes and as many ABMs as you can fit.
That means when you acquire 3000 Light Lasers (or 6000 Rocket Launchers), you should have:
1000 Heavy Lasers
1000 Ion Cannons
750 Gauss Cannons
600 Plasma Turrets
1 Small Shield Dome
1 Large Shield Dome
Total Cost of this method:
57.560.000 Metal (65.060.000 using Rocket Launchers)
50.810.000 Crystal (49.310.000 using Rocket Launchers)
19.500.000 Deuterium
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 155 RIPs(!) to
even have a chance of winning in one battle. Needless to say, you'll be needing massive amounts of ABMs.
Big Guns Mid-to-Late Game Edit
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.
Ratios:
Use the Rocket Launcher as your fodder.
1 Light Laser for every 2 Rocket Launcher
1 Heavy Laser for every 20 Rocket Launcher
1 Ion Cannon for every 20 Rocket Launcher
1 Gauss Cannon for every 20 or 40 Rocket Launcher (For every 20 will protect you better of mixed fleets with Cruiser on them, since they can destroy a Cruiser in one hit)
1 Plasma Turret for every 100 Rocket Launcher
1 Small Shield Dome when you have 50 Rocket Launcher
1 Large Shield Dome when you have 100 Rocket Launcher
Choice Anti-ballistic Missile
By the time you have 1000 Rocket Launchers, you'll have:
500 Light Laser
50 Heavy Laser
50 Ion Cannon
50 or 25 Gauss Cannon
10 Plasma Turret
Small Shield Dome
Large Shield Dome
Some Anti-ballistic Missile
The cost of this strategy is:
With the 50 Gauss Cannons:
Metal: 4,710,000
Crystal: 1,960,000
Deuterium: 400,000
Plus the cost of the ABM's you chosen to build.
With 25 Gauss Cannons:
Metal: 4,210,000
Crystal: 1,585,000
Deuterium: 350,000
Plus the cost of the ABM's you chosen to build
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.
Late-game Value for Resources Edit
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.
Use the Rocket Launcher as your fodder.
15 Heavy Lasers for every 50 Rocket Launchers
1 Plasma Turret for every 50 Rocket Launchers
Both domes and about 1 ABM for each PT.
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. Lastly, the PTs are there to kill any Cruiser/Battleship/Battlecruiser/Bomber in a single hit.
By the time you have 1000 Rocket Launchers, you'll have:
300 Heavy Lasers
20 Plasma Turrets
Small Shield Dome
Large Shield Dome
20 Anti-ballistic Missiles
The cost of this strategy is:
Metal: 5,020,000
Crystal: 1,660,000
Deuterium: 640,000
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 500
destroyer fleet will lose 4 of them, totaling 240,000 metal, 200,000 crystal and 60,000 deuterium.
10 Deathstars (lossless) -- note: 9 will win at 98%. If you want to protect against RIPs you should use the above set-up, or at least increase the number of PTs in this one.
500 Destroyers (240k, 200k, 60k)
1,000 Battlecruisers & 300 Bombers (450k, 475k, 195k)
2,000 Light fighters, 400 Cruisers, 200 Battleships, 100 Bombers, 100 Destroyers & 200 Battlecruisers (811k, 302k, 25k)
5,000 Heavy Fighters & 300 Bombers (350k, 225k, 15k)
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 2,000 Destroyers.
Balanced DefenseEdit
Build Light Lasers as your main fodder.
Build 1 Rocket Launcher for every 5 Light Lasers.
Build 1 Ion Cannon for every 5 Light Lasers.
Build 1 Heavy Laser for every 10 Light Lasers.
Build 1 Gauss Cannon for every 10 Light Lasers.
Build 1 Plasma Turret for every 20 Light Lasers.
You should have both domes and lots of ABMs.
So, for every 100 Light Lasers, you have 20 Rocket Launchers, 20 Ion Cannons, 10 Heavy Lasers, 10 Gauss Cannons, and 5 Plasma Turrets.
In this setup, the Light Lasers are good fodder because of their balanced cost and good cost/performance ratio. The Rocket Launchers are there as extra fodder, and having both LL and RL as
fodder decreases the rapid fire usefulness of Cruisers and 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. Finally, the Plasma Turrets are your best guns and help against Battleships, Bombers, Battlecruisers, Destroyers,
and Death Stars.
Late game damage absorbencyEdit
Use the Rocket Launcher as your fodder.
1 Light Laser for every 2 Rocket Launchers
1 Heavy Laser for every 10 Rocket Launchers
1 Ion Cannon for every 5 Rocket Launchers
1 Gauss Cannon for every 20 Rocket Launchers
1 Plasma Turret for every 100 Rocket Launchers
1 Small Shield Dome as soon as possible
1 Large Shield Dome when you have 50 Rocket Launchers
Lots of Anti-ballistic Missiles
With 10k rocket launchers you will get a defense like this
10000 Rocket Launchers
5000 Light Lasers
1000 Heavy Lasers
2000 Ion Cannons
500 Gauss Cannons
100 Plasma Turret
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 500 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 choice of Rocket Launchers as fodder is because Destroyers have no rapid fire against them and there will be less Cruisers in the attacking fleet, since
Cruisers are getting downed easily in large fights.
S.I, Shield, Weapon balancedEdit
Been a turtle since my first uni and this is the ratio i have perfected. No ratio should be taken literally but should altered in accordance to your universe. i.e newer universes should focus
on light lasers as fodder but rocket launchers are priceless in the late game (look up rapid fire).
The ratio was founded by GameForge Services user Ryan A. Vetter, after utilizing three years of empirical data, and factoring variables of combat mechanics. The era of which SpeedSim was still
in use. The only further modification to this ratio in that time was the addition of the 1:100 Death Star to Plasma Turret ratio, performed by an unknown individual.
"This ratio factors in a variety of game mechanics inclusive of resource production and combat mechanics. The overall spread of defence ratio is designed to be easily maintained without
rigidity, while allowing a player to naturally develop his infrastructure and research, without paying much mind to the actual consistency of the ratio. Essentially, the ratio was developed to
accommodate full defence production and spare resource dumping, while allowing for the most effective & consistent balance throughout the duration of 5+ years.
"Simply put, while miners/turtles may find themselves developing infrastructure and research consistently, this ratio can allow for 'untouchability.' Tested via my original Universe 1 account,
I maintained a total of 8 years without being raided, attacked, bashed, crashed, or IPMed.
"The ratio also takes into consideration the slower development of infrastructure and research of fresh players, while allowing them to sustain regular schedules of personal (RL) affairs. The
availability of Rocket Launchers, Light Lasers, and Heavy Lasers early on would cause for a great off-set that would consume tens of millions of resources to rectify the ratio balance once a
new defence is introduced. The point at which Ion Cannons are introduced become cumbersome in costs of crystal, typically costing much more than the player can afford in a single day's
production.
"The fairly balanced cost of the Gauss Cannon and the ease of how it is unlocked enables even fledgling/green players to bulk up quickly, in deference to the actual costs of Ion Cannons. Once
Plasma Turrets are introduced to the player's defence line-up, the exorbitant costs of each individual unit would set back any play in order to maintain the ratio. Taking into consideration the
relative rates of progress of 100+ other players and the rate in which they increase their infrastructure, production, and research, this ratio is designed to offer the best of both worlds:
Cost effectiveness and ease of maintenance in tandem with balanced power.
"I cannot claim responsibility for the addition of the Death Star to this ratio, though the entirety of the rest of the ratio is verbatim mine. Though I find it detestable one would claim full
development of the entire ratio, I would not mind if I had been appropriately credited for my work." - Ryan A. Vetter (Int'l Oboard handle "Revolutionary Lancer" @ 22/03/2018)
270 Rocket Launchers for every Plasma Turret
180 Light Lasers for every Plasma Turret
45 Heavy Lasers for every Plasma Turret
5 Gauss Cannons for every Plasma Turret
15 Ion Cannons for every Plasma Turret
1 Deathstar for every 100 Plasma Turrets
Both domes and lots of ABMs
This factored variance involves the combination of several statistics and dealing with simulations.
The ratio works great until the endgame as fodder usually just increases your losses against RIPs and therefore you should think about halving the fodder.
Empirical Data and Original Source:
Ryan A. Vetter (01/09/2008). bwakel's guide to being totally turtle: The building blocks, FAQ, and more! Retrieved from: http://z9.invisionfree.com/Otarian/index.php?showtopic=813
LATE GAME: FLEXIBLE "LAST STAND"Edit
The following is geared towards game play later on that is oriented towards total destruction of your defenses. A good defense needs to take pure statistics into consideration. Therefore, the
below set of defensive fortifications is advised:
100 or 1,000 ion cannons per Gauss cannon
10 or 100 Gauss cannons per plasma turret
The above provides options based on both preference and amount of deuterium you have available.
Resource Balanced: early to mid-late gameEdit
This setup uses the fact that only RIPs have Rapid Fire against Gauss Cannons. Thus, you don't have to rely on the very expensive (and hard to research) Plasma Turrets as your RF blockers and
main Big Guns.
Use Light Laser or Rocket Launcher as Your Fodder.
1 Gauss Cannon for every 8 Light Lasers or Rocket Launchers.
1 Ion Cannon for every 4 Light Lasers, or 3 Rocket Launchers.
Both Domes.
Plasma Turrets to your choice - about 1 for 5 Gauss Cannons.
Using Light lasers gives better results, is more cost balanced, and it protects you much better against cruisers.
The Ion Cannons are there for multiple reasons: to balance the crystal:metal ratio, and for their good shields, and they help against fodder based fleets. Adding PTs will defend you better from
Destroyers. Notice, though, that this setup isn't worth at all against RIPs.
When you have 200 Light Lasers. you will have:
200 Light Lasers
25 Gauss Cannons
50 Ion Cannons
2 Domes
[5 Plasma Turrets]
For 200 Light lasers, this setup will cost you:
without PT:
960.000 Metal, 835.000 Crystal and 50.000 Deuterium
with PT:
1.210.000 Metal, 1.085.000 Crystal and 200.000 Deuterium.
Sensor Phalanx
EDIT
SHARE
Base Cost
Metal: 20.000
Crystal: 40.000
Deuterium: 20.000
Energy: 0
Sensor Phalanx
The Sensor Phalanx, only buildable on a moon, is one of the most useful buildings in the game. Using the Phalanx you can scan a planet for 5,000 deuterium. Fleets in flight towards the planet
will be shown, together with their composition of ships and time of arrival (note that you don't see resources that fleets are carrying). This allows a player to send their fleet on an attack
that is timed to arrive a few seconds after the target fleet gets back, leaving not enough time for it to be saved again. Note that moons cannot be scanned with a Sensor Phalanx due to their
lack of atmosphere.
Sensor Phalanxes are also useful when attacking another player. When attacking another player, the person being attacked can see the attacking fleet coming in. Often, the person being attacked
will "ninja" the attacker: move a sizable fleet to the target so that it arrives seconds before the attacking fleet, destroying it, and turning the attacker's fleet into debris. A Sensor
Phalanx can be used by the attacker to see if the target is moving a fleet in an attempt to "ninja" the attacking fleet, and the attacker can then decide to call off the attack if need be.
Before moving your fleet to a new area, it is important to be aware of nearby moons. You can find out the ranges of other phalanxes by probing their moons. It should be noted that when another
player sensor phalanxes you, there is no in-game message or any message at all notifying you. The only way you could tell that you have been sensor phalanxed is if you see an attacking fleet
coming at you within seconds of your own fleet's return. Sensor phalanxes give information on the fleet's origin, size, where it is heading, how long it will take to get there, and when it will
get back. If you only see a fleet that has already completed its mission, you won't be able to see the composition of the fleet. In this sense, it is possible to avoid sensor phalanxes by
stationing your fleet on a moon, and then fleetsaving from the moon (e.g., to a debris field). As stated above, moons cannot be scanned; therefore, if a player has at least two moons, a
fleetsave from one moon to another moon is the safest possible fleetsave and cannot be detected in any way.
Contents[hide]
Calculator
Level Table
What a Sensor Phalanx Can See
What a Sensor Phalanx Cannot See
Formula
Practical Upward Limits
See Also
CalculatorEdit
There is a level calculator available here
Level TableEdit
Level Cost Range
Metal Crystal Deuterium
1 20,000 40,000 20,000 1
2 40,000 80,000 40,000 3
3 80,000 160,000 80,000 8
4 160,000 320,000 160,000 15
5 320,000 640,000 320,000 24
6 640,000 1,280,000 640,000 35
7 1,280,000 2,560,000 1,280,000 48
8 2,560,000 5,120,000 2,560,000 63
9 5,120,000 10,240,000 5,120,000 80
10 10,240,000 20,480,000 10,240,000 99
11 20,480,000 40,960,000 20,480,000 120
12 40,960,000 81,920,000 40,960,000 143
13 81,920,000 163,840,000 81,920,000 168
14 163,840,000 327,680,000 163,840,000 195
15 327,680,000 655,360,000 327,680,000 224
16 655,360,000 1,310,720,000 655,360,000 255
17 1,310,720,000 2,621,440,000 1,310,720,000 288
Level Metal Crystal Deuterium Range
Cost
What a Sensor Phalanx Can SeeEdit
If you scan the target planet of the fleet
Attacking fleets (ACS too)
Trading fleets
Fleets on deployment mission
Spying fleets
Fleets with the mission hold (ACS)
If you scan the home planet of the fleet
Fleets coming home from any mission (except Recalled deployment)
Fleets on a hold or expedition mission
What a Sensor Phalanx Cannot SeeEdit
If you scan the target planet:
Fleets heading to the planet's DF from moon
Fleets heading to the planet's moon
Harvesting fleets launched from or returning to a moon
Deployment missions from a planet to another planet THAT HAS BEEN RECALLED
(Note : This is the only fleetsaving method from a planet without a moon that cannot be seen, but it has to be recalled before reaching the target before it drops off from the Phalanx scan)
In short, you will see when a fleet is arriving at the target planet , whether that fleet is deployed to the target, attacking the target, or some mission from the target that will return the
fleet to the target. The key is that a fleet will be making a stop at the target planet, whether it is the target of a mission or the origin of a round trip mission.
FormulaEdit
Phalanx range =(Sensor Phalanx Level)2−1
This range is the number of Solar Systems on both sides of your moon's coordinates that can be scanned.
(Note : With level 1 sensor phalanx, only the solar system containing the moon with the sensor on it can be scanned.)
Practical Upward LimitsEdit
You can scan every planet in an entire galaxy with a sensor Phalanx of level 16. However, your moon will need to be in the range of X:244:X - X:256:X. A Sensor Phalanx of level 23 will be able
to scan the entire galaxy no matter where your moon is located.
Unfortunately, a level 16 Sensor Phalanx would need 655 million metal and deuterium, 1.31 billion crystal, and would take about 5 years and 7 months to build with a level 15 Robotic Factory.
Building a level 23 Sensor Phalanx would need 83.8 billion metal and deuterium, 167.7 billion crystal and would take slightly more than 547 years to build with a level 20 Robot Factory.
In addition to this, one should keep in mind the cumulative costs and times of building a level 23 Sensor Phalanx with a level 20 Robot Factory. They are as follows:
Metal: 167.772 billion
Deuterium: 167.772 billion
Crystal: 335.544 billion
Time: 1094 years, 4 months and 27 days
The practical upward limit to the Sensor Phalanx is level 8. It takes 2.56 million metal and deuterium, 5.12 million crystal and can be built by a level 10 Robot Factory in just under 2 weeks
(11 days).
A level 8 Sensor Phalanx would allow you to scan 63 systems to either side as well as the home system, giving you 127 systems to scan.
(In PRogame, Universe 35 the player Tallkido has achieved a level 10 Sensor Phalanx as stated on http://board.ogame.org/index.php?page=Thread&threadID=442095 )
(In OGame.ro, Universe 2, the player Draqshorul has achieved a level 10 Sensor Phalanx as seen here
http://board.ogame.ro/board169-joc/board50-universul-2/board53-hof-u2/14325-td-388-700-000-cingo-luftwaffe-corvin-xtrem-casper-empire-asasinu-l-e-o-n-vs-top-gun-ice)
(In OGame.ba, Universe 17 and 3 the players Rjecina and Don Thyrus have achieved a level 12 and 11 Sensor Phalanx (look senzofalanga) as stated on
http://board.ogame.ba/board268-novosti-i-sli%C4%8Dno/board485-vodi%C4%8Di-kroz-forum/board510-igra/board555-rekordi/122456-rekordi-ogame-ba/ )
OGame is a browser-based, money-management and space-war themed massively multiplayer online browser game with over two million accounts.[1] OGame was created in 2002 and is produced and
maintained by Gameforge.[2][3] OGame is available in multiple languages, and different nationalities have their own communities. The game does not differ between the nationality communities
except in rare cases. Players are generally informed of news, rule changes, or new versions through the official forums.[4]
As of January 19, 2011, OGame.org has a total of 52 universes, including ten universes using the new redesign. More are being added periodically. The Ogame prOgame universe (Universe 35) has
been discontinued as an exclusive for paying members, so anyone may now sign up for it.
All OGame universes consist of three classifications: galaxies, systems, and planet slots (which break down to planets, moons, and debris fields). All universes have up to 9 galaxies, each with
499 (1-499) systems, which have 15 planet slots.
Gameplay
Each player starts with one planet at randomly assigned coordinates in slots 4,6,8,10,12, in a random system and galaxy. The first planet always consists of 163 fields, which determine how many
building upgrades can be built on the planet, regardless of the slot in the player's system. Originally, the player's empire could consist of up to 9 planets in any unoccupied planet slot.
However, with the redesign, that cap was lifted, albeit with the requirement that each planet required two additional levels of research, with a progressive cost. All construction, research,
and missions are performed and launched from a planet or moon. Development is done through using five resources: metal, crystal, deuterium, energy, and dark matter. There are different ways to
obtain these resources, including mining, trading, and raiding (see Combat below). Players are ranked according to their points, with one point awarded for every thousand resource units
invested in construction, research, ships, or defense. No points are given for unspent resources.
Combat
Unlike many other real-time strategy games, OGame does not give the player constant control of his or her spacecraft. Instead, the player sends the ship(s) to a location (using the game's
coordinate system) and what happens when the fleet arrives is beyond the player's control; in OGame, combat is resolved when fleets and/or defenses meet. The combat takes place instantly and
consists of 1 to 6 rounds. Fleet attacks are usually aimed to obtain other player's planetary resources, which is called raiding, although players may also initiate fleet attacks to destroy an
opponent's fleet and collect resources from the debris field created from the battle. Debris fields only contain Metal and Crystal, increasing the probability of a raid from those in search of
Deuterium. Defenses are built to defend a planet against an attacking enemy fleet. If destroyed, 70 percent of defensive structures will be recovered after the battle. Destroyed ships are not
recovered.[5]
Alliances
An alliance is a group of players who have banded together and is mostly used for solidarity purposes. Alliances are created for players to protect each other from attacks, join together to
raid other planets, or to promote free trade amongst members. Members of an alliance can use the Alliance Combat System, available in some universes, to synchronize fleet movements and missions
with members of the same alliance and temporarily deploy a fleet on an ally's planet. Alliances can utilize certain forums on the boards to instigate wars or truces between each other, as well
as create their own alliance page in the game itself.
Merchants
Players can hire a merchant using dark matter to trade one resource type for another. The amount of resources traded is limited to the amount of free space in one's storage buildings and the
amount of dark matter the player has.
Officers
OGame offers four different Officers and a Commander, each costs a set amount of Dark Matter, obtained with in-game exploration or microtransactions to 'hire' for either 1 week or 3 months. The
names of the four different officers are the Engineer, the Geologist, the Technocrat and the Fleet Admiral. Each one improves certain elements of chance or resource production.
The Commander officer gives the user extra benefits such as an ad-free interface, a building queue, an improved galaxy view with added information, a message filter, extra shortcuts to enhance
play and an 'Empire' view. Empire view gives the player an interface which shows information about all planets, including mine and power plant levels and ships currently docked. Upgrades to
buildings can be performed via the Empire view.
Resources
There are three main resources: Metal, Crystal and Deuterium.
The three main resources (Metal, Crystal, Deuterium) can be created via mines or money. There are separate mines for each resource which can be upgraded to produce the resources faster. These
resources are used for making buildings, ships, defenses and for researching technology. To run the mines, energy is needed. Energy is produced by creating the following: solar plant, solar
satellites (available via shipyard), and fusion reactor (converts a specified amount of deuterium into energy). These buildings can also be upgraded to produce more energy.
Dark Matter, however, cannot be created. Fleets can be sent out on expeditions to search for it. It can also be bought with real money. Dark Matter is used to "call a trader" who trades the
main three resources, to buy an officer, or move an existing planet.
Deuterium is the most particularly valuable resource because it seconds as fuel for ships. The bigger the fleet of ships, the more fuel is required to travel certain distances. Players with
large fleets will find themselves selling their Metal and Crystal to buy Deuterium, as Deuterium mines are very expensive to upgrade along with maintaining a large fleet.
Expeditions
Expeditions are fleets that go outside the system but not to another. Astrophysics is needed for expeditions. Expeditions can find resources and the valuable Dark Matter.
Moons
Moons are created when a debris field is large enough to form together. The largest debris fields will yield a maximum 20 percent chance of creating a Moon, and they will also create the Moons
with the most available space. Players in an alliance will often give each other "moonshots" by attacking a certain number of ships purposefully left behind.
Once a planet has a Moon orbiting it, many more options are opened up for movement and tracking other ships. A Jump Gate can be built which allows players to send ships instantly from Jump Gate
to Jump Gate. After a Jump Gate is used, there is an hour-long cooling period before it can be used again. A Sensor Phalanx also can be built, which tracks enemy ship movements in its range.
Building and upgrading on Moons uses fields just like planets, but Moons have far fewer fields to work with.
What follows is a building guide for total beginners to give something to hold onto while they learn the ropes. The main goal here is to get a Small Cargo Ship ASAP to start raiding inactive
players or undefended planets. It will also give you the option of building a few Rocket Launchers.
Resource Collection
This Guide will sometimes make you drop below 0 energy, but that is only because there is an increase in production or if the overal loss is too little to counter the effect of extra resources.
The notes will give indications of the energy and additional information. You also might want to switch point 12 and 13, but that depends on how many resources you have at the moment and wether
you will be away for a while or not. If you do go away for a while, I suggest you switch them, otherwise stick to the guide.
When colonizing feel free to follow this guide again. However, send twice your home planet's hourly production of Metal and Crystal along.
Point 37: be aware of the note.
Step
Building/Tech
Building Tech Level
notes
1
Solar Plant
1
2
Metal mine
1
3
Metal Mine
2
4
Solar Plant
2
5
Metal Mine
3
+8 Energy
6
Metal Mine
4
- 11 Energy but improvement in production
7
Solar Plant
3
8
Crystal Mine
1
+9 energy. Do not upgrade. Stick to the guide
9
Solar Plant
4
10
Metal Mine
5
You can also switch steps 10 and 11 if you're doing the tutorial to get free rss
11
Crystal Mine
2
+11 energy
12
Crystal Mine
3
-4 energy but do upgrade because improvement in production. Metal prod decreases with 9 metal/h no biggy
13
Solar Plant
5
Make sure to build this as soon as you can to reduce unnecessary production loss
14
Deuterium Synthesizer
1
Energy +18
15
Crystal Mine
4
Energy -1 Upgrade in production so build it.
16
Solar Plant
6
17
Metal Mine
6
18
Metal Mine
7
-6 but improvement (produce at 97%)
19
Solar Plant
7
20
Crystal Mine
5
21
Deuterium Synthesizer
2
22
Solar Plant
8
23
Deuterium Synthesizer
3
24
Deuterium Synthesizer
4
25
Solar Plant
9
26
Deuterium Synthesizer
5
27
Robotics Factory
1
Robo 1 is the first building that costs deuterium. Continue with the list in the given order as much as you can. If you dont have deuterium left, then just continue with non deuterium costing
buildings.
28
Robotics Factory
2
29
Research Lab
1
30
Shipyard
1
31
Crystal Mine
6
32
Shipyard
2
33
Solar Plant
10
34
Deuterium Synthesizer
6
35
Metal Mine
8
36
Energy Research
1
37
Combustion Drive
1
If you have enough resources
38
Solar Plant
11
Whenever you can research combustion drive 2, research it.
39
Crystal Mine
7
Whenever you can build Shipyard 3, build it
40
Metal Mine
9
From this point on its most important to build small cargo ships to raid inactives for more resources. You should research the requirements for espionage drones for information about where to
strike best. I suggest to upgrade your mines steadily by using the following level differences:
Level of metal mine is 2 higher than crystal mine. For every 2 levels of crystal mines you build 1 deut mine.
You should have 17 metal 15 crystal and 10 deut by the time you reach those numbers.
However this is a very personal choice and once you started raiding there is no ‘real’ best way to develop your mines and researches. It is all up to you
After this
You should keep building up mines to get more resources and research new tech according to how you want to play from then on. If you like attacking people, focus on getting espionage probes as
soon as possible, so you can see planet defences. You can see what tech you need under the technology screen.
You could now research the Laser Technology for better defences after upgrading Energy Technology 2, or you could focus on impulse drive for Heavy fighters, Colony ships, and Cruisers (in that
order). Regardless what you choose, you should research armour tech, weapons tech, and shield tech: these help build your defences, and their benefits apply to other colonies too. You could
also try to improve your combustion engine tech for faster small cargo so you raid faster and will have access to recyclers and large cargo ships at level 6. Bear in mind that you could also
focus on getting impulse tech 5 instead, giving your small cargo a massive speed boost (they become as fast as heavy fighters), but consume more deut per 1k resources than large cargo ships.
Joining alliances could help prevent other players from attacking you, and will help you have people to whom you can ask questions, many alliances welcome new players and will help you
understand the game and find a play style right for you.
Bear in mind that you will have to research Astrophysics in order to colonize a new planet. See colonization.
See also
Tutorial Help
Tips
in:
Strategy, Defense
Defense Build Strategies
EDIT
SHARE
Different ratios of defensive structures provide different kinds of defense, each suited to repelling different types of fleets. This article presents a series of different ratios explaining
the costs, benefits and disadvantages of each. If you have an alternate strategy you would recommend, please add it to the end of this list; do NOT overwrite someone else's strategy.
If you don't have time for your account very often, you should build defense that would cause slightly more damage than the value of any resources that can be plundered in your absence.
If the amount of resources that can be plundered are much greater than your defense, then you can be certain another player will target your planet for the resources. A possible solution is
fleetsave.
Contents[show]
Calculator Edit
Optimal defense calculator I just found this, it may not have the various ratios but it's better then the dead page that was linked before.
I have a working one with the ratios, but 000webhost removed it because apparently javascript is hacking.... I'm doing what I can to try to make it wiki friendly so I can post it here. Sorry
for the time ^^.
Chaos henge8 (talk) 04:08, August 21, 2013 (UTC)
Those interested in build progress can watch here: Defense Calculator
Early Game Defense Edit
Ratios
Build Light Lasers as your fodder.
Build Rocket Launchers when you have spare metal but no spare crystal
Consider 2 Rocket Launchers as being 1 Light Laser
Build 1 Heavy Laser for every 10 Light Lasers.
Build 1 Ion Cannon for every 20 Light Lasers.
Build 1 Small Shield Dome when you reach 50 Light Lasers
Build 1 Gauss Cannon for every 50 Light Lasers.
Build 1 Large Shield Dome as soon as you can afford it
Fill a level 2 missile silo with Anti-ballistic Missiles when you reach 200 Light Lasers
That means when you acquire 200 Light Lasers, you should have:
300-400 Rocket Launchers (depending on how much spare metal you had)
20 Heavy Lasers
10 Ion Cannons
4 Gauss Cannons
1 Small Shield Dome
1 Large Shield Dome
20 Anti-ballistic Missiles
This strategy aims to offset your opponents likely use of Cruisers (which have Rapid Fire against Rocket Launchers) and scare off any smaller fleets. An appropriate amount of defense built at
this ratio (relative to how many resources you leave on planet) should keep away any player without a fleet of Battleships and Bombers but you should be working on a Big Gun Defense before you
reach the '200 Light Lasers' number in this example!
Big Gun Heavy Edit
Ratios:
Build Rocket Launchers as your fodder.
Build 1 Light Laser for every 2 Rocket Launchers.
Build 1 Heavy Laser for every 10 Rocket Launchers.
Build 1 Ion Cannon for every 25 Rocket Launchers.
Build 1 Small Shield Dome when you reach 10 Rocket Launchers
Build 1 Gauss Cannon for every 50 Rocket Launchers.
Build 1 Plasma Turret for every 100 Rocket Launchers.
Build 1 Large Shield Dome when you reach 100 Rocket Launchers
Build Anti-ballistic Missiles when you reach 100 Rocket Launchers
That means when you acquire 1000 Rocket Launchers, you should have:
500 Light Lasers
100 Heavy Lasers
20 Gauss Cannons
40 Ion Cannons
10 Plasma Turret
1 Small Shield Dome
1 Large Shield Dome
some Anti-ballistic Missiles
The Total Cost of this method is:
4,390,000 Metal
1,550,000 Crystal
340,000 Deuterium
+ costs of silos and missiles
Some critics of this setup would may point out that there are too many big guns (Gauss Cannons & Plasma Turrets) in this type of defense; however, in order to deter attack from higher level
players, Gauss and Plasma Turrets are necessary in order to make sure a defender can damage an attacker's upper tier ships (i.e. Battleships, Bombers, and Destroyers), since upper tier vessels
can easily break through defenses lacking in big guns.
The Heavy Lasers included in this strategy are included to clear a path through the Light Fighters that players like to use as fodder in their raiding fleets, and the Ion Cannons are there for
their strong shields.
Fodder Heavy Edit
Ratios
Build Rocket Launchers as your fodder.
Build 1 Light Laser for every 5 Rocket Launchers.
Build 1 Heavy Laser for every 20 Rocket Launchers.
Build 1 Ion Cannon for every 60 Rocket Launchers.
Build 1 Small Shield Dome when you reach 100 Rocket Launchers
Build 1 Gauss Cannon for every 150 Rocket Launchers.
Build 1 Plasma Turret for every 500 Rocket Launchers.
Build 1 Large Shield Dome when you reach 500 Rocket Launchers
Build 1 Anti-ballistic Missile when you reach 500 Rocket Launchers
That means when you acquire 500 Rocket Launchers, you should have:
100 Light Lasers
25 Heavy Lasers
8 Ion Cannons
3 Gauss Cannons
1 Plasma Turret
1 Small Shield Dome
1 Large Shield Dome
Anti-ballistic Missiles
Interplanetary Missiles
The Total Cost of this method is:
1,486,000 Metal
303,000 Crystal
36,000 Deuterium
At this point it would be very difficult to have enough resources sitting on a planet to make attacking profitable. People would only be attacking you to crash or ninja your fleet. Therefore
this defensive strategy is suited towards supporting a fleet of ships in orbit of the planet. You will achieve much more fodder for a comparable amount of res spent because the resources you
are not building nearly as many big guns - you have big ships in orbit instead. Your large amount of fodder makes it much harder for people to kill your ships and profit from the attack, while
your defense is killing their Light Fighter screen in droves.
Note that any defense built at this ratio will be more vulnerable to Death Star attack as shots from Rocket Launchers, Light Lasers, Heavy Lasers, and Ion Cannons are rendered pointless against
the Bouncing Effect.
Endgame (against rips) Edit
One thing you should be very careful with is the fact that the plasma turrets and shield domes are the only defense units which are not affected by a RIP's rapid fire. This means that if you
have no or very little of these compared to the rest of your defenses (i.e. lots of fodder) the rips will really go to town and can fire up to 160 times a piece in a single round, shredding
everything to bits. However, whenever a rip hits a plasma turret or a shield dome, its turn will end.
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.
Ratios
Build Light Lasers as your fodder.
Build Rocket Launchers when you have spare metal but no spare crystal (Consider 2 Rocket Launchers as being 1 Light Laser)
Build 1 Heavy Laser for every 3 Light Lasers.
Build 1 Ion Cannon for every 3 Light Lasers.
Build 1 Gauss Cannon for every 4 Light Lasers.
Build 1 Plasma Cannon for every 5 Light Lasers.
Of course, you should have both domes and as many ABMs as you can fit.
That means when you acquire 3000 Light Lasers (or 6000 Rocket Launchers), you should have:
1000 Heavy Lasers
1000 Ion Cannons
750 Gauss Cannons
600 Plasma Turrets
1 Small Shield Dome
1 Large Shield Dome
Total Cost of this method:
57.560.000 Metal (65.060.000 using Rocket Launchers)
50.810.000 Crystal (49.310.000 using Rocket Launchers)
19.500.000 Deuterium
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 155 RIPs(!) to
even have a chance of winning in one battle. Needless to say, you'll be needing massive amounts of ABMs.
Big Guns Mid-to-Late Game Edit
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.
Ratios:
Use the Rocket Launcher as your fodder.
1 Light Laser for every 2 Rocket Launcher
1 Heavy Laser for every 20 Rocket Launcher
1 Ion Cannon for every 20 Rocket Launcher
1 Gauss Cannon for every 20 or 40 Rocket Launcher (For every 20 will protect you better of mixed fleets with Cruiser on them, since they can destroy a Cruiser in one hit)
1 Plasma Turret for every 100 Rocket Launcher
1 Small Shield Dome when you have 50 Rocket Launcher
1 Large Shield Dome when you have 100 Rocket Launcher
Choice Anti-ballistic Missile
By the time you have 1000 Rocket Launchers, you'll have:
500 Light Laser
50 Heavy Laser
50 Ion Cannon
50 or 25 Gauss Cannon
10 Plasma Turret
Small Shield Dome
Large Shield Dome
Some Anti-ballistic Missile
The cost of this strategy is:
With the 50 Gauss Cannons:
Metal: 4,710,000
Crystal: 1,960,000
Deuterium: 400,000
Plus the cost of the ABM's you chosen to build.
With 25 Gauss Cannons:
Metal: 4,210,000
Crystal: 1,585,000
Deuterium: 350,000
Plus the cost of the ABM's you chosen to build
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.
Late-game Value for Resources Edit
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.
Use the Rocket Launcher as your fodder.
15 Heavy Lasers for every 50 Rocket Launchers
1 Plasma Turret for every 50 Rocket Launchers
Both domes and about 1 ABM for each PT.
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. Lastly, the PTs are there to kill any Cruiser/Battleship/Battlecruiser/Bomber in a single hit.
By the time you have 1000 Rocket Launchers, you'll have:
300 Heavy Lasers
20 Plasma Turrets
Small Shield Dome
Large Shield Dome
20 Anti-ballistic Missiles
The cost of this strategy is:
Metal: 5,020,000
Crystal: 1,660,000
Deuterium: 640,000
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 500
destroyer fleet will lose 4 of them, totaling 240,000 metal, 200,000 crystal and 60,000 deuterium.
10 Deathstars (lossless) -- note: 9 will win at 98%. If you want to protect against RIPs you should use the above set-up, or at least increase the number of PTs in this one.
500 Destroyers (240k, 200k, 60k)
1,000 Battlecruisers & 300 Bombers (450k, 475k, 195k)
2,000 Light fighters, 400 Cruisers, 200 Battleships, 100 Bombers, 100 Destroyers & 200 Battlecruisers (811k, 302k, 25k)
5,000 Heavy Fighters & 300 Bombers (350k, 225k, 15k)
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 2,000 Destroyers.
Balanced DefenseEdit
Build Light Lasers as your main fodder.
Build 1 Rocket Launcher for every 5 Light Lasers.
Build 1 Ion Cannon for every 5 Light Lasers.
Build 1 Heavy Laser for every 10 Light Lasers.
Build 1 Gauss Cannon for every 10 Light Lasers.
Build 1 Plasma Turret for every 20 Light Lasers.
You should have both domes and lots of ABMs.
So, for every 100 Light Lasers, you have 20 Rocket Launchers, 20 Ion Cannons, 10 Heavy Lasers, 10 Gauss Cannons, and 5 Plasma Turrets.
In this setup, the Light Lasers are good fodder because of their balanced cost and good cost/performance ratio. The Rocket Launchers are there as extra fodder, and having both LL and RL as
fodder decreases the rapid fire usefulness of Cruisers and 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. Finally, the Plasma Turrets are your best guns and help against Battleships, Bombers, Battlecruisers, Destroyers,
and Death Stars.
Late game damage absorbencyEdit
Use the Rocket Launcher as your fodder.
1 Light Laser for every 2 Rocket Launchers
1 Heavy Laser for every 10 Rocket Launchers
1 Ion Cannon for every 5 Rocket Launchers
1 Gauss Cannon for every 20 Rocket Launchers
1 Plasma Turret for every 100 Rocket Launchers
1 Small Shield Dome as soon as possible
1 Large Shield Dome when you have 50 Rocket Launchers
Lots of Anti-ballistic Missiles
With 10k rocket launchers you will get a defense like this
10000 Rocket Launchers
5000 Light Lasers
1000 Heavy Lasers
2000 Ion Cannons
500 Gauss Cannons
100 Plasma Turret
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 500 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 choice of Rocket Launchers as fodder is because Destroyers have no rapid fire against them and there will be less Cruisers in the attacking fleet, since
Cruisers are getting downed easily in large fights.
S.I, Shield, Weapon balancedEdit
Been a turtle since my first uni and this is the ratio i have perfected. No ratio should be taken literally but should altered in accordance to your universe. i.e newer universes should focus
on light lasers as fodder but rocket launchers are priceless in the late game (look up rapid fire).
The ratio was founded by GameForge Services user Ryan A. Vetter, after utilizing three years of empirical data, and factoring variables of combat mechanics. The era of which SpeedSim was still
in use. The only further modification to this ratio in that time was the addition of the 1:100 Death Star to Plasma Turret ratio, performed by an unknown individual.
"This ratio factors in a variety of game mechanics inclusive of resource production and combat mechanics. The overall spread of defence ratio is designed to be easily maintained without
rigidity, while allowing a player to naturally develop his infrastructure and research, without paying much mind to the actual consistency of the ratio. Essentially, the ratio was developed to
accommodate full defence production and spare resource dumping, while allowing for the most effective & consistent balance throughout the duration of 5+ years.
"Simply put, while miners/turtles may find themselves developing infrastructure and research consistently, this ratio can allow for 'untouchability.' Tested via my original Universe 1 account,
I maintained a total of 8 years without being raided, attacked, bashed, crashed, or IPMed.
"The ratio also takes into consideration the slower development of infrastructure and research of fresh players, while allowing them to sustain regular schedules of personal (RL) affairs. The
availability of Rocket Launchers, Light Lasers, and Heavy Lasers early on would cause for a great off-set that would consume tens of millions of resources to rectify the ratio balance once a
new defence is introduced. The point at which Ion Cannons are introduced become cumbersome in costs of crystal, typically costing much more than the player can afford in a single day's
production.
"The fairly balanced cost of the Gauss Cannon and the ease of how it is unlocked enables even fledgling/green players to bulk up quickly, in deference to the actual costs of Ion Cannons. Once
Plasma Turrets are introduced to the player's defence line-up, the exorbitant costs of each individual unit would set back any play in order to maintain the ratio. Taking into consideration the
relative rates of progress of 100+ other players and the rate in which they increase their infrastructure, production, and research, this ratio is designed to offer the best of both worlds:
Cost effectiveness and ease of maintenance in tandem with balanced power.
"I cannot claim responsibility for the addition of the Death Star to this ratio, though the entirety of the rest of the ratio is verbatim mine. Though I find it detestable one would claim full
development of the entire ratio, I would not mind if I had been appropriately credited for my work." - Ryan A. Vetter (Int'l Oboard handle "Revolutionary Lancer" @ 22/03/2018)
270 Rocket Launchers for every Plasma Turret
180 Light Lasers for every Plasma Turret
45 Heavy Lasers for every Plasma Turret
5 Gauss Cannons for every Plasma Turret
15 Ion Cannons for every Plasma Turret
1 Deathstar for every 100 Plasma Turrets
Both domes and lots of ABMs
This factored variance involves the combination of several statistics and dealing with simulations.
The ratio works great until the endgame as fodder usually just increases your losses against RIPs and therefore you should think about halving the fodder.
Empirical Data and Original Source:
Ryan A. Vetter (01/09/2008). bwakel's guide to being totally turtle: The building blocks, FAQ, and more! Retrieved from: http://z9.invisionfree.com/Otarian/index.php?showtopic=813
LATE GAME: FLEXIBLE "LAST STAND"Edit
The following is geared towards game play later on that is oriented towards total destruction of your defenses. A good defense needs to take pure statistics into consideration. Therefore, the
below set of defensive fortifications is advised:
100 or 1,000 ion cannons per Gauss cannon
10 or 100 Gauss cannons per plasma turret
The above provides options based on both preference and amount of deuterium you have available.
Resource Balanced: early to mid-late gameEdit
This setup uses the fact that only RIPs have Rapid Fire against Gauss Cannons. Thus, you don't have to rely on the very expensive (and hard to research) Plasma Turrets as your RF blockers and
main Big Guns.
Use Light Laser or Rocket Launcher as Your Fodder.
1 Gauss Cannon for every 8 Light Lasers or Rocket Launchers.
1 Ion Cannon for every 4 Light Lasers, or 3 Rocket Launchers.
Both Domes.
Plasma Turrets to your choice - about 1 for 5 Gauss Cannons.
Using Light lasers gives better results, is more cost balanced, and it protects you much better against cruisers.
The Ion Cannons are there for multiple reasons: to balance the crystal:metal ratio, and for their good shields, and they help against fodder based fleets. Adding PTs will defend you better from
Destroyers. Notice, though, that this setup isn't worth at all against RIPs.
When you have 200 Light Lasers. you will have:
200 Light Lasers
25 Gauss Cannons
50 Ion Cannons
2 Domes
[5 Plasma Turrets]
For 200 Light lasers, this setup will cost you:
without PT:
960.000 Metal, 835.000 Crystal and 50.000 Deuterium
with PT:
1.210.000 Metal, 1.085.000 Crystal and 200.000 Deuterium.
Sensor Phalanx
EDIT
SHARE
Base Cost
Metal: 20.000
Crystal: 40.000
Deuterium: 20.000
Energy: 0
Sensor Phalanx
The Sensor Phalanx, only buildable on a moon, is one of the most useful buildings in the game. Using the Phalanx you can scan a planet for 5,000 deuterium. Fleets in flight towards the planet
will be shown, together with their composition of ships and time of arrival (note that you don't see resources that fleets are carrying). This allows a player to send their fleet on an attack
that is timed to arrive a few seconds after the target fleet gets back, leaving not enough time for it to be saved again. Note that moons cannot be scanned with a Sensor Phalanx due to their
lack of atmosphere.
Sensor Phalanxes are also useful when attacking another player. When attacking another player, the person being attacked can see the attacking fleet coming in. Often, the person being attacked
will "ninja" the attacker: move a sizable fleet to the target so that it arrives seconds before the attacking fleet, destroying it, and turning the attacker's fleet into debris. A Sensor
Phalanx can be used by the attacker to see if the target is moving a fleet in an attempt to "ninja" the attacking fleet, and the attacker can then decide to call off the attack if need be.
Before moving your fleet to a new area, it is important to be aware of nearby moons. You can find out the ranges of other phalanxes by probing their moons. It should be noted that when another
player sensor phalanxes you, there is no in-game message or any message at all notifying you. The only way you could tell that you have been sensor phalanxed is if you see an attacking fleet
coming at you within seconds of your own fleet's return. Sensor phalanxes give information on the fleet's origin, size, where it is heading, how long it will take to get there, and when it will
get back. If you only see a fleet that has already completed its mission, you won't be able to see the composition of the fleet. In this sense, it is possible to avoid sensor phalanxes by
stationing your fleet on a moon, and then fleetsaving from the moon (e.g., to a debris field). As stated above, moons cannot be scanned; therefore, if a player has at least two moons, a
fleetsave from one moon to another moon is the safest possible fleetsave and cannot be detected in any way.
Contents[hide]
Calculator
Level Table
What a Sensor Phalanx Can See
What a Sensor Phalanx Cannot See
Formula
Practical Upward Limits
See Also
CalculatorEdit
There is a level calculator available here
Level TableEdit
Level Cost Range
Metal Crystal Deuterium
1 20,000 40,000 20,000 1
2 40,000 80,000 40,000 3
3 80,000 160,000 80,000 8
4 160,000 320,000 160,000 15
5 320,000 640,000 320,000 24
6 640,000 1,280,000 640,000 35
7 1,280,000 2,560,000 1,280,000 48
8 2,560,000 5,120,000 2,560,000 63
9 5,120,000 10,240,000 5,120,000 80
10 10,240,000 20,480,000 10,240,000 99
11 20,480,000 40,960,000 20,480,000 120
12 40,960,000 81,920,000 40,960,000 143
13 81,920,000 163,840,000 81,920,000 168
14 163,840,000 327,680,000 163,840,000 195
15 327,680,000 655,360,000 327,680,000 224
16 655,360,000 1,310,720,000 655,360,000 255
17 1,310,720,000 2,621,440,000 1,310,720,000 288
Level Metal Crystal Deuterium Range
Cost
What a Sensor Phalanx Can SeeEdit
If you scan the target planet of the fleet
Attacking fleets (ACS too)
Trading fleets
Fleets on deployment mission
Spying fleets
Fleets with the mission hold (ACS)
If you scan the home planet of the fleet
Fleets coming home from any mission (except Recalled deployment)
Fleets on a hold or expedition mission
What a Sensor Phalanx Cannot SeeEdit
If you scan the target planet:
Fleets heading to the planet's DF from moon
Fleets heading to the planet's moon
Harvesting fleets launched from or returning to a moon
Deployment missions from a planet to another planet THAT HAS BEEN RECALLED
(Note : This is the only fleetsaving method from a planet without a moon that cannot be seen, but it has to be recalled before reaching the target before it drops off from the Phalanx scan)
In short, you will see when a fleet is arriving at the target planet , whether that fleet is deployed to the target, attacking the target, or some mission from the target that will return the
fleet to the target. The key is that a fleet will be making a stop at the target planet, whether it is the target of a mission or the origin of a round trip mission.
FormulaEdit
Phalanx range =(Sensor Phalanx Level)2−1
This range is the number of Solar Systems on both sides of your moon's coordinates that can be scanned.
(Note : With level 1 sensor phalanx, only the solar system containing the moon with the sensor on it can be scanned.)
Practical Upward LimitsEdit
You can scan every planet in an entire galaxy with a sensor Phalanx of level 16. However, your moon will need to be in the range of X:244:X - X:256:X. A Sensor Phalanx of level 23 will be able
to scan the entire galaxy no matter where your moon is located.
Unfortunately, a level 16 Sensor Phalanx would need 655 million metal and deuterium, 1.31 billion crystal, and would take about 5 years and 7 months to build with a level 15 Robotic Factory.
Building a level 23 Sensor Phalanx would need 83.8 billion metal and deuterium, 167.7 billion crystal and would take slightly more than 547 years to build with a level 20 Robot Factory.
In addition to this, one should keep in mind the cumulative costs and times of building a level 23 Sensor Phalanx with a level 20 Robot Factory. They are as follows:
Metal: 167.772 billion
Deuterium: 167.772 billion
Crystal: 335.544 billion
Time: 1094 years, 4 months and 27 days
The practical upward limit to the Sensor Phalanx is level 8. It takes 2.56 million metal and deuterium, 5.12 million crystal and can be built by a level 10 Robot Factory in just under 2 weeks
(11 days).
A level 8 Sensor Phalanx would allow you to scan 63 systems to either side as well as the home system, giving you 127 systems to scan.
(In PRogame, Universe 35 the player Tallkido has achieved a level 10 Sensor Phalanx as stated on http://board.ogame.org/index.php?page=Thread&threadID=442095 )
(In OGame.ro, Universe 2, the player Draqshorul has achieved a level 10 Sensor Phalanx as seen here
http://board.ogame.ro/board169-joc/board50-universul-2/board53-hof-u2/14325-td-388-700-000-cingo-luftwaffe-corvin-xtrem-casper-empire-asasinu-l-e-o-n-vs-top-gun-ice)
(In OGame.ba, Universe 17 and 3 the players Rjecina and Don Thyrus have achieved a level 12 and 11 Sensor Phalanx (look senzofalanga) as stated on
http://board.ogame.ba/board268-novosti-i-sli%C4%8Dno/board485-vodi%C4%8Di-kroz-forum/board510-igra/board555-rekordi/122456-rekordi-ogame-ba/ )
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