Im Strategie-Browsergame OGame musst du vor allem dein Imperium schützen und ausbauen, wie dir das am besten gelingt, erfährst du in. Ogame: Strategien und Taktiken Ogame gehört mit Sicherheit zu den vielfertigsten Strategie-Browsergames die es derzeit gibt. Deswegen gibt. "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 TaktikenOGame ist ein Spiel der intergalaktischen Eroberung. Du startest mit nur OGame bietet dir grenzenlose Möglichkeiten. Wirst du deine Weltraum / Strategie. Version läutet neue Ära im Strategiespielklassiker ein. OGame. - Am 3. Oktober ist der Startschuss für OGame gefallen. Seitdem. Die Stufe der Metallmine sollte je nach Strategie über der der Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig).
Ogame Strategie Gameforge Login VideoOGame: Testing Out Nanite Factories And Building a Nanite Level 14. Deathstars In 8 Seconds!
So hat bisher noch Wo Kommt Heute Champions League Teil der Avengers-Filmserie einen eigenen Slot erhalten! - OGame spielen und als Weltraum-Imperator durchstartenOGame Beherrsche die Galaxie!
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.
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.
You should first have a look around the game and read all FAQs if you are a newbie. Some basic stuff is covered in OGame Guides. As a miner, your primary income comes from your own economy.
Of course, you still can raid inactives, fly to expeditions and use a small fleet to attack weaker players, but those sources of income are secondary at best.
Since your economy is of utmost importance, you should always prioritize things that allow, more importantly, for higher income, and, less importantly, for efficient utilization of that income.
In determining how to develop your mines, you should prioritize mines with lowest amortization first, i.
There are various tools and add-ons available to help determine the economic effect of mines, with Antigame Origin and Infocompte being useful in that regard.
Those tools, however, require you to set up trade rates which should be used during calculations i. Depending on how you set up those rates, tips provided by the tools may vary significantly.
You can try setting up Infocompte on your account and testing and trade rates and check the results.
A good tip might be that you simply get the cheapest mine first: it is not a guarantee of best amortization, but it provides good results.
Therefore, Crystal mines become less cost effective over time, and it is not uncommon for players in older universes to have higher levels of Deuterium mines than Crystal mines.
As you probably already understood from the above, investments in mines provide for lower return on investment ROI as the game progresses, and at some point it may be not worth it to pursue another mine due to extremely high cost and insignificant increase in production.
Maximizing your ROI requires some automated tools, which I mentioned above, strategic thinking and a good understanding of your universe.
Since a lot of new universes open these days and many newer players join them, I suggested it would be best to continue my guide with tips on how to get on track quickly.
So, you got yourself into a new uni. Regardless of the amount of Dark Matter you are going to buy usage of Dark Matter, or DM, is covered later in this guide , the path you are going through stays the same.
DM just allows you to fast-track it. Early on, you should absolutely prioritize mines and astrophysics, which allows to colonize new planets.
ROI early is extremely high and any piece of resource that is not put into mines sets you back. The best defense early is, simply put, being online.
Because of high ROI, you will have a lot of resources that might attract unwanted visitors rushing small cargoes and light fighters fleet, and investing in rocket launchers interferes with your income generation activities.
Try to follow the quickest route you can to colony ship and astrophysics. Getting your first 2 colonies is not expensive in speed unis and you can do it in a few days without DM and within an hour with a decent DM starter pack.
It is hard to say what level of mines you need to start going for the first astro, but it is common to stop at 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. Do not place your colonies in the same system.
This will make you vulnerable to enemies that can move a planet in your system and farm you until you will be forced to quit Best way to position your colonies is to select places enabling you to fleetsave for a decent amount of hours.
Select a colony that you are going to use as headquarters, take care to get a moon, use it to collect the resources from your other colonies until you get the necessary quantity for your next mine upgrade.
It is optimal to position the other colonies so that transports collecting resources to your headquarters will take more or less the same time and thus you will be able to send them in fleetsave or to the colony needing the next upgrade without keeping ships or large amounts of resources on your planet or moon for too long time and tempt some greedy fleeter to attack you or destroy your moon.
Another reason for a moon would be to allow you to do BIG trades without being noticed. Another advantage of having planets spread across galaxies is a larger range of systems with inactives whose resources can round up your daily income.
Good colony distribution is 2 planets per galaxy. For example: two colonies in G1, two colonies in G2, two colonies in G4 and two colonies in G6 or G9 if you have a circular universe.
The 2 colonies per galaxy should be placed at the optimal distance for a good fleetsaving, thus allowing you to periodically change the location of fleetsaving place making playing routine unpredictable for enemies.
Later in game, having a moon on every colony will provide you a partial safety remember, moons can be destroyed.
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. The firs thing to built is always a metal mine followed by a solar plant or a solar plant followed by a metal mine, the difference ranges from a second's worth of production up to a few minutes, so it's basically neglibile.
You'll then want to keep on upgrading the metal mine and solar plant until you reach lvl 4 metal mine and lvl 3 solar plant.
Now this is where the old and new design differ. In the old design, it was generally better to wait for awhile for resources to pile up and build a lvl 5 metal mine and a lvl 4 solar plant before starting on the crystal, but with the redesign and it's tutorials, it's better to leave the metal at 4, and rush the crystal until lvl 2, then build the solar plant up to lvl 4 in order to get the tutorial bonus.
You'll end up with lvl 4 metal mine, lvl 2 crystal mine and a lvl 4 solar plant [insert a link of the tutorial with the rewards..
Would you like to build a small cargo as fast as you can and start raiding recommended if you have some more experience with the game and more time to spend on it , or would you like to lay low and mine for the first few days of the uni recommended for new players, and people who have less time to spend on ogame?
You will not be building any deuterium synthetisers, and you will get all the deut you need from the merchant you can purchase with the free dark matter you get from one of the tutorials.
The general idea is to build up your metal and crystal mines high enough so you can research the requirements and build the small cargo, and use excess metal to trade off with the merchant for the deut you'll need for the research lab, robotics plant, shipyard and the researches themself.
Do not worry about fuel costs, because with the tutorial's reward system, once you get your first small cargo, you will get some deuterium as a reward.
What to build and when to build it. First thing to remember is energy. Without enough energy your mines won't work at full capacity, so building a metal mine 10 when you have no energy to power it are at 0 available energy, or in the negative values is of no use, so build the solar plant first!
You will still get a better income than building the next level of solar plant first. In short words, when at 0 or negative power, build a solar plant first.
When you have 1 or more power left over, build the mine first. This way, you will ensure maximum production for the whole time. The first mine to get upgraded is the metal mine.
You need metal for all your buildings, plus the combustion drive research, and you also need to have enough metal to trade for deuterium around 10k metal, can vary due to the merchant's varying rates.
Upgrade the metal mine until you reach level 7, and then upgrade one level of crystal. Keep the metal and crystal at a 4 lvl difference after that metal mine at lvl 8 - crystal mine at level 4.
Don't forget to upgrade the solar plant accordingly. Fallen Megastructures Shattered megastructures from those who came before us are around the galaxy!
Awaken Empire The Awaken Empire will revive two powerful galatic entities that were rivals for eons! Pirate and Asteroid Hunt While you can find asteroids around the galaxy - abandoned giant mineral bodies you can hunt for resources - you can also find Pirates!
Guardians Across the universe there are mythical Space Guardians you can interact with. But when they attack on return Expect the unexpected.