"oGame" ist ein browsergestütztes Strategiespiel. Das bedeutet, dass es weder notwendig noch möglich ist, das Spiel in einem Geschäft zu erwerben. Das Spiel. Die Stufe der Metallmine sollte je nach Strategie über der der Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig). OGame ist ein Spiel der intergalaktischen Eroberung. Du startest mit nur OGame bietet dir grenzenlose Möglichkeiten. Wirst du deine Weltraum / Strategie.
Wie funktioniert oGame?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 ist ein Spiel der intergalaktischen Eroberung. Du startest mit nur OGame bietet dir grenzenlose Möglichkeiten. Wirst du deine Weltraum / Strategie.
Ogame Strategie Gameforge Login VideoOgame Fortress survive over 4 years June 2013 - Oct 2017 125.000 Plasma Cannons
Merkur casino gratis spielen hГufig ist Ogame Strategie der Fall. - Version 7.0 läutet neue Ära im Strategiespielklassiker einNur die flottenstärksten Spieler eines Universums können es sich leisten, ohne den Schutz einer Allianz zu spielen.
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 can hold off Deathstars and it has , Shields and Cost million resources.
This setup has 2million damage from RL, 2. It can hold off Deathstars and has 1,, Shields. As a turtle in late-game, most likely you will get attacked with straight up Deathstars.
If you have little to no fleet and not a huge amount of resources, top players may attack with Deathstars simply to get military points or honor points.
So, this is a defense heavy enough to ward off Deathstars but balanced enough to discourage balanced fleets. RL are there as basic fodder, and are good fodder against Destroyers, which can be a massive part of late game fleets.
LL are there because, even in late game, there will still be some fleets with a heavy presence of Cruisers, and Cruisers will tear up RL fodder.
Heavy lasers can be considered heavy fodder. Heavy lasers only have Rapid Fire from Bombers and Deathstars, so they can be decently effective as heavy fodder.
Plus, heavy lasers are good for clearing out the LF and even HF of attacking fleets. Ion Cannons are there simply because of their high shields.
They can absorb a good amount of damage. If the crystal cost is too high for you, scratch the ion cannons and just build a few more heavy lasers.
Gauss cannons can be considered a staple part of most defenses. They are strong against mid class ships, and can damage Deathstars. In addition, they only have Rapid Fire from Deathstars.
Gauss Cannons are good for clearing out Cruisers, Battleships, and Bombers and will help against Destroyers. Plasma Turrets are there to be your anti-Deathstar defense.
This is pretty self explanatory, you must have PT to defend against Deathstars. The above defense would cost It can only destroy 2 attacking Deathstars, but keep in mind it takes 37 PT to destroy 1 Deathstar on their own.
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. Your main source of income and base for development is the production of your mines.
Therefore is very important how you spend your resources. Investing in armor, shield and weapon can enhance your defensive capabilities.
Megastructures is one of our major ingame integrations. After you level up certain technologies, you'll be able to create unique planet types with different features like Dark Matter production, view neighbour planets on the galaxy, upgraded mines, etc.
Unlike OGame, Terraform building is one of the most importants to optimize your planet productions. With Terraformation, you can unlock unique metal mines with hot planets, or achieve the most perfect form of habitation with gaian planet!
Planets may also include unique orbital boosts that can be acquired while colonizing! Shattered megastructures from those who came before us are around the galaxy!
At this stage even inactives will have defece; a friend will be able to check if there's someone around you who has no defence.
Note their coords and attack them withing bashing limits. There's a big chance other players won't bother farming inactives as they simply aren't profitable enough, but for you, they will bring you plenty of needed resources.
Bashing rule : New Game Rules - valid from If you do fleetsave, big players will be able to see you under lanx.
Other small player might ask them to lanx you in which case it's pretty same as not FSing at all. In old unis there won't be a lot of players to hunt you, so you shouldn't worry too much.
Note: There will already be inactive players when you start playing an old uni. They're the only ones you should attack at this stage. You should have them at about 60 points if not sooner.
Make sure you use them properly. You need to see defenders technologies in the report to be completeley safe to launch. If you only see resources it means that the player can have defence and fleet on the planet that you can't see due to too low espionage tech.
Note: If you can't see everything on the playet you're probing that doesn't necessarily mean that a player is strong.
They might be using Technocrat which adds two levels to espionage technology. To estimate the mine levels, check the amount of energy displayed; the higher the energy, the bigger the mines.
Sending more probes will reveal more info, but note that you can also lose probes in a counter-espionage. Battle resulting in a draw will not allow your ships to capture anything.
Combat simulators: websim. Build LFs once you already have 15 SCs. To make the most of your slots you should rotate two waves of two raids, ie, time the the first two to return just before the other 2 hit, so that you can safety probe, but still use 4 raids at a time.
Question: What is a "safety probe"? Answer: Explanantion of a slow and safety probe can be found here: Note: Early in game it is a good idea to rely a lot on activity.
Ninjas are not profitable as players don't have recyclers yet, so they will not bother to ninja you in order to gain profit.
You should always check for activity before your attack hits. As already said, you can help with stronger friends to gain info about inactives.
There's another way of gaining enough info and it only includes a risk of 1 lost probe. You can probe around and check for appropriate targets.
Those with little resources are mainly the ones without defence. To be sure, launch 1 probe on attack mission to their planet.
If a probe survives, you can launch as many cargos as needed to capture the maximum resources. If a probe dies, this means there's defence at the planet and that you can't steal resources with cargos only.
Don't even bother probe-atacking inactives with huge resource counts. They are mainly turtles. Players around you will also start getting ships and defence, so you need something to get through that to raid them.
You should start with about 5 light fighters LFs to hit players with 1 rocket launcher. As you get more resources from raiding and mines, you should soon have heavy fighters HFs and cruisers CRs as well.
You can build deut mine a bit higher if you're running low on it. Note : If you can't find targets big enough to fill those 15 SCs, you should get an extra level of computer tech before combustion tech.
Just make sure you don't go over the bashing limit as this will result in a ban As cruel as it sounds, but this is the most successful way to progress.
Question: OMG I got farmed! What am I doing wrong? Answer: A very important part of reaching the top soon in a new uni is being online as much as possible.
Players will raid you for very little profit, as soon as they can get through your defence. Being online more is sometimes the only thing that will help.
Don't worry about the later game, things will calm down, but you can expect being farmed overnight or when you're offline for a longer time. Also, in speed unis it's even harder to stay unprofitable thus it requires more time to be online.
Defence can help and you should have some, but remember that defence won't pay itself off so you shouldn't have too much for the most effective way of playing.
Note: If you don't have time to use your fleet, don't build it! You need to use it frequently to return the resources you invested in it and the opportunity cost.
Anything less than that makes building a ship useless. Not having some ships this early will make you progress a lot slower, but you can still progress later on.
Question: So I have a fleet now, should I fleetsave? Answer: Yes you should. As soon as other players start getting ships, you can get attacked. Before getting recyclers, you will only be attacked for resources sitting on your planet, so the most important would be to not leave too much resources sitting around.
You will be very vulnerable to all stronger players who started early and due to the fact that you can't FS properly, you can lose your fleet easily.
Build more cargos and farm inactives instead. These are players which are grey in the galaxy and have an i next to their planet.
These players didn't log in for seven days and are great to fleetsave to at this stage. They are also the safest farms you can have.
Inactives appear at midnight server time. If you can be online, probe and launch at them. The danger of them coming online is minimum. Check for new inactives every day.
You should check 20 or more systems near your planet in both sides every day. Always probe and launch on everyone that is worth it.
Keep the coords in notes so you can simply go straight to their coords rather than going through 40 systems all the time.
Note: Other players will farm inactives too, so it can happen that they're empty. You should still check the active players and launch at them - as already said, good way to progress is to stop your competitors from getting ahead of you and attacking them is the best way to achieve this.
A lot of players should be in noob protection by now. Those who you can attack are normally very active so you should be careful not to get ninja'd.
The most expensive and generally the most useless tech in the military tree, unless you have a RIP fleet.
Armour Technology. The best military tech for fleeters, but not that important for miners. Go for it if you have unused metal.
You built yourself a nice income. Now, how do you protect it? There are direct ways to cover your economy i. These work great in combination, especially early game, when you cannot afford a decent defense.
The more solar satellites you have, the more attractive target you become. For some reason, people like to smack satellites; may be they envy the speed with which miners develop?
Hence, defense is important. But don't blindly build it. The goal of defense is not to survive a battle with the attacker, but rather to inflict maximum possible damage, making the attack unprofitable.
Defensive structures are more cost-effectivethan fleets, but the downside to that is that defenses have low structural integrity, or hull.
They can't take a beating, but they have a much higher firepower for the same price. Rocket Launchers and Light Lasers are fodder.
Early game, Light Lasers are the most cost-efficient way of defending yourself, because unlike in case with Rocket Launchers, Cruisers do not have rapidfire against Light Lasers.
Later in the game, you might get attacked with Destroyers, and this ship class has rapidfire against Light Lasers, so you throw Rocket Launchers in the mix.
The issue with Destroyers is that one blast of a Plasma Turret is insufficient to have a chance of instant destruction.
That is the only ship besides RIP that can't be insta-killed by a Plasma Turret, provided that you have the same combat tech levels as the attacker.
Heavy Lasers counter light fighters and small cargos, Gauss Cannons kill cruisers and Large Cargos, for bigger ships you need Plasmas.
Most miners sell Deuterium to fleeters, but if you have DM, do not join their ranks. The merchants provide excellent rates for selling Deuterium, up to 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.
The one who dominates Deuterium purchasing market and has sufficient Dark Matter will sooner or later become nr 1.
Later on, Deuterium merching may become your most profitable activity. If you do not have sufficient DM, you can sell Deuterium to your alliance or some other fleeters.
Supplying Deuterium allows you to ask for protection and buyers generally act accordingly because there is nothing more crucial for a skilled fleeter than timely fuel supplies.
That concludes the guide. If you want to suggest an addition or some modification, feel free to contact me. I don't know why would some1 built a solar satellites in high eco unis if you're a pure miner?
Fusion reactor is the only logic way to go. Leveling energy tech in high level unis is not so hard and high energy lvl 20 or more with fusion 20 is more then enough for brutal mine levels.
Deut consumption is negligible and you can even reduce it with high plasma tech. Highly disagree. You said that defenses have low structural integrity, or hull.
At least this tech is equal to weapons tech. I do not understand why anyone not on slot 15 would go for fusion. Reactors are way less cost-efficient than satellites.
As for weapons tech: the purpose of defense is to inflict maximum damage in round 1. It is not a big deal for a fleeter to send 50k lf instead of 5k, and you cant reasonably counter fleets with defense and still keep spending most on mines.
So the more you kill round 1, the better. Armour is therefore negligible. If the enemy attacks with destroyers, they will kill most defenses in 1 shot regardless of armour level, so its more about fodder and deut cost in that case.