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). Zahlreiche Gefahren und strategische Herausforderungen, aber auch Reichtum und Macht erwarten den risikofreudigen Weltraum-Pionier in den.
Wie funktioniert oGame?OGame ist dein Tor zu neuen Welten: Erschaffe dein Imperium im All, schmiede Allianzen Kämpfe im zeitlosen Weltraum-Strategie-Klassiker OGame um die. "oGame" ist ein browsergestütztes Strategiespiel. Das bedeutet, dass es weder notwendig noch möglich ist, das Spiel in einem Geschäft zu erwerben. Das Spiel. Ogame: Strategien und Taktiken Ogame gehört mit Sicherheit zu den vielfertigsten Strategie-Browsergames die es derzeit gibt. Deswegen gibt.
Ogame Strategie Gameforge Login VideoOGame: Testing Out Nanite Factories And Building a Nanite Level 14. Deathstars In 8 Seconds! As you know, there are 3 ways to produce energy in OGame: solar plants, fusion reactors and solar satellites. Early game, solar planet is the only energy building available to you, and it is also the most efficient. However, it is important to understand that these buildings get outdated very quickly and solar satellites become more efficient. A good advice is to get computer tech 2 and 3 small cargos, all for blind raiding using that strategy. Farming everyone around will make you grow faster and it will also make others grow slower. Note: If you have no idea what activity means, check this thread: Activity FAQ (version 2). You can achieve top ranks in your universe with the condition that you are a constant and perseverant player, and you will have patience to work on your mines for a few years. Having a strong alliance with like minded fellow player can only be of help and a stimulant for a long time play career in OGame. Fleeters tend to forget about their mines, however all resources in an OGame universe are produced by mines. So never forget that your production is a significant part of the resources you make. Higher mines mean more resources without having to work for them! Farming actives. Battle for universal dominance in the timeless space strategy classic OGame: conquer new planets, research ground-breaking technologies, form alliances and fight unbelievable space wars with thousands of other emperors. Grundsatzstrategie. Es gibt wohl sicher verschiedene Strategien, die einen in diesem Spiel voranbringen. Manche Spieler setzen rein aufs raiden (pure Piraterie). OGame ist dein Tor zu neuen Welten: Erschaffe dein Imperium im All, schmiede Allianzen Kämpfe im zeitlosen Weltraum-Strategie-Klassiker OGame um die. Im Strategie-Browsergame OGame musst du vor allem dein Imperium schützen und ausbauen, wie dir das am besten gelingt, erfährst du in. Die Stufe der Metallmine sollte je nach Strategie über der der Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig).
Inactives: Before you get a recycler, inactives will be the best way to fleetsave. You should use attack mission to an inactive player: Fleetsaving version 2 This way you can save your fleet and gain some resources while you're gone.
If all of the the inactive's defences around you are too strong and they have no ships on the planet, use espionage mission: Fleetsaving version 2 This should only be used until you get a recycler.
Your first recycler : Now that you have a recycler, you should fleetsave with harvest mission to any DF: Fleetsaving version 2 This is the best way to fleetsave until there's no moons around your planet until you're not in a lanx range.
Recyclers can bring you plenty of profit if you're the first to get them. You will see a lot of debris fields DFs arounf your home planet.
Those are the ruins of ships that got ninjad; as most players don't have a recycler yet to harvest that, you can clean them on your own and get some easy profit.
It's still not a good time for fleet. Having more colonies early in game is the most important, so you should work on that as your main goal.
More colonies mean once more mine production and a wider raiding area if placed properly. However, there are a few things you need to take into account when starting to colonize.
With all the farming you should be able to afford the colony ship easily, but it will still be rather expensive for you.
This why one of the advices is to place your first colony in the same system and keep it as a temporary colony for the first couple of weeks.
It will serve you to get some extra resources from it's mines. Only build mines and solar plant on that colony. Fields don't matter at all!
Use the extra mine output to research more levels of astro tech and build more colonies. You should concentrate on building up your deut and crystal mines as you'll need a lot of those to build astro and new colony ships.
Note: Don't forget to continue with farming. It will speed up the entire procedure. One way of placing your 2nd colony is trying your luck and placing it to the position where you wish your permanent colony.
Getting to the stage where you have all permanent colonies is very important! Question: Where should I place my colony? Answer: That depends a bit on your style, but as this is the guide on the most affective way to pregress, I will only explain the most efficient colony placement.
You can read more about the different gameplay styles here: In a normal speed universe, you should mainly colonize in lower galaxies.
One of the recommneded planet placements are: Galaxy 1: Systems , and Galaxy 2: Systems , and Galaxy 3: System Galaxy 4: System etc. Advantages of this kind of planet placement are that it allows you to have the widest raiding area.
Lower galaxies are normally more occupied, so you should have more colonies there. Some colonies in the higher galaxies are a good thing as you can launch at players who hide their fleets there.
Placing a colony in the middle of the galaxy will allow you to reach oth edges of a galaxy easily. As there's less players in higher galaxies it is also a good spot to go for graviton.
Question: But all the good slots are already taken! What should I do? Answer: Planet slots with "destroyed planet" get cleared after 48 hours at am st.
If you're online then to send a colony ship and lucky to arrive there first, you will get a good spot eventually. Just make notes of "destroyed planets" and keep sending ships there.
In young unis galaxies are often very crowded, which makes you being the first with a colony ship is even more important. Note: In speed unis, the planet placement is different!
It takes less time to travel therefore it's a good idea to have one colony per galaxy. This will allow you to get a wider raiding area - you'll be able to farm more inactives thus get more resources.
It will also allow you to start FSing with deployment mission, which which will be your first safe FS. What now? The optimal solution would be to build more fleet, get recyclers and farm like crazy.
Invest in both - mines and fleet. Mines will supply you with a steady income during the time you won't be fleeting. Fleet will bring you a bigger hauls of resources.
Colonies : You should be getting as many colonies as possible. 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. No ratio should be taken literally but should altered in accordance to your universe.
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 Death Star to Plasma Turret ratio, performed by an unknown individual.
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.
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.
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.
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.
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.
Ryan A. 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:. 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.
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.
I Have found this setup to be fairly useful. There is such a large number of Plasma Turret as late game in particular as well as high speed universes you can came against huge fleets of RIPs , and this helps increase the number needed for a profitable hit.
Personally, I wouldn't use RIPs as defense as they are often targets for Fleeters , particularly when you go offline. Total Resource Consumption is Metal But with Light Fighter Fodder, This defenst will break easily, so you have to build more than 4k Rocket Launchers and other defenses.
This is a fodder with aprox. Merely build this up and add the ratio of the next Defense Structure type as you go.
Starts with a Rocket Launcher: Light Laser ratio. Requires larger Deuterium but requires much larger numbers of Death Stars to take down for the same cost.
This is also a Metal:Crystal setup but has a bit more damage from the Smaller defense. The downside is it stops less deathstars and has less damage from the Plasma cannons.
It may be easiest to develop this defense prior to the RL and PC only defence. This has 2. It is hard to say what level of mines you need to start going for the first astro, but it is common to stop at before pursuing astrophysics.
Sending your first expedition provides you with 2 heavy fighters and 5 small cargoes, which are great to raid a little and help yourself get colony ship quicker.
Tutorials and rewards are great ways of assisting yourself in your quest for early growth. Tutorial bonuses come around quicker, since they are not tied to days played, unlike the rewards.
However, the first reward, providing you with metal and crystal, is extremely useful in chasing first planet. A huge early game issue is that you need a lot of Deuterium for astrophysics and colony ship, but you have a hard time producing it due to high energy costs.
So you either use merchant to buy Deuterium with DM, exchange your extra metal for Deuterium, or wait. There is not much Deuterium to raid for, either, since the universe is stripped of it that early.
A popular and an important question that many miners ask is: when do I go for the next planet? There is no universal answer, as the mathematics behind it are influenced by boosters, speed of development, current situation in the universe, availability of resources and so on.
After Astrophysics level 23, the ROI is not good and the investments repay after a very long time, so it is basically a matter of whether you want to get the tech and further mines or not.
I personally think that Deathstars RIPs are a better investment that late in the game. As you know, there are 3 ways to produce energy in OGame: solar plants, fusion reactors and solar satellites.
Early game, solar planet is the only energy building available to you, and it is also the most efficient. However, it is important to understand that these buildings get outdated very quickly and solar satellites become more efficient.
That said, solar satellites can be destroyed, while solar plants and fusion reactor, which are buildings, can not. In case of war or just simple attack from an enemy, solar satellites can be targeted or hit during a raid on your planet.
In that case, you will see a terrible consequence for energy. Nevertheless, satellites are extremely efficient, because they are cheap and allow you to invest more resources into mines and get a quick growth.
Early in the game, solar satellites allow you to quickly outgrow players who go for high levels of solar plant. The minimum level of solar plant when it is cost-efficient to change for satellites is 16; that is the level I always stop at.
Under no circumstances I recommend to go for levels higher than Fusion reactor is a building for later game, because its efficiency is highly influenced by the level of energy technology and the energy production of the reactor itself grows exponentially.
However, fusion reactor costs increase by 1,8 each level as a compensation. Last but not the least, fusion reactors consume Deuterium as fuel.
Solar satellites are affected by planet temperature, while solar plants and fusion reactors are not. Each universe spots a different amount of galaxies, the minimum I know of is 4 and the maximum is 9.
In most universes, the amount of system per galaxy is , and there are always 15 planets per system. Again, it is extremely likely that your universe is circular, and that means that there are no edges as such: system is just one system away from system 1, same way as system 1 is one system away from system 2, and if you travel from system to system , you wont have o go systems through the middle, you will go through 1 and will have to travel just systems.
Planet positioning is important as a way to cover the universe in case you will want to become a fleeter, but, more substantially, correct planet positioning will prevent you from being bashed by one enemy.
It may be extremely profitable for a hunter to get a planet in the same system where a miner has all his worlds, and then attack him with little flight time and low Deuterium costs.
To avoid that, you have to place your planets correctly in the universe. Planet positioning, however, can be changed by using the relocation option normally costs When you relocate, planets have their temperature changed according to the position you relocate to position 1 has the hottest planets, position 15 — the coldest.
Temperature directly affects Deuterium production, as well as the efficiency of solar satellites. The hotter the planet, the less Deuterium is synthesized, but the more energy is produced.
Practice shows, however, that colder temperature is preferable. What can't be changed about the planet is its size. Getting additional planet fields requires terraformer or a DM planet fields bonus.
Here is the chart for planet sizes and temperature credit to OWiki. The displayed temperature is always the highest possible one of the temperature range displayed on a planet.
It is possible to get large planets at slot 8 and then relocate them to slot 15, allowing for high Deuterium production while keeping acceptable planet size.
Mind though, solar satellites produce very little energy in slot 15 and fusion reactors can be very expensive, so to me, this is a late-game feature.
This chapter is dedicated to exploiting the benefits of premium features. So, you bought some DM?
What you do? I would generally rate the possible DM applications in the following way:. I would also recommend looking for shop items on sale.
Once a month or so Gameforge sells Newtrons, Krakens and Detroids at lower prices. These items are great for new planets and allow for cheap quick-building.
As I mentioned above, the most important technology for a miner is Astrophysics. However, after you pass the initial stages of development, you will want to have many, many different things OGame has to offer.
Energy Technology. It is required for Plasma Tech, among other things, and Plasma is something you want quite early. On later stages, Energy Technology allows for higher fusion reactor production.
Conquer them and they shall remain yours forever! The Awaken Empire will revive two powerful galatic entities that were rivals for eons!
Side with one of them and join PvPvE combat fights for unique rewards! Destroy the enemey and claim your honor! While you can find asteroids around the galaxy - abandoned giant mineral bodies you can hunt for resources - you can also find Pirates!
Challenge yourself attacking them and face the unexpected! Across the universe there are mythical Space Guardians you can interact with. They will award you with pieces for your motherships, unique resources and also researches!Anyway, you don't need to build probes so fast, just easily check the fleet statistics if player that you want to attack haven't any defense yet. You will find more about defense set-up later in Ogame Strategie guide. This is the most effective way to progress but it requires you to be online more and to know Ogame Strategie tricks. Expect the unexpected. Upgrade the metal mine until you reach level Google Spiele Kostenlos Spielen, and then upgrade one level of crystal. Vip Tickets Rb Leipzig forgot to take tutorial into account, so Najics did it for me. Once you find a lower ranked player, you should check the activity. For some reason, people like to smack satellites; may be they envy the speed with which miners Garnelen Größen Tabelle It will be announced here: board. Just make notes of "destroyed planets" and keep sending ships there. Reactors are way less cost-efficient than satellites. You will still get a better Wildschweinrücken Sous Vide than building the next level of solar plant first. That means that if you purchase a lot of Deuterium and then resell it to the merchant, you can get a huge profit and there is no limit as to how much Deuterium you can purchase from other players. Armour Technology.