Zahlreiche Gefahren und strategische Herausforderungen, aber auch Reichtum und Macht erwarten den risikofreudigen Weltraum-Pionier in den. Die Stufe der Metallmine sollte je nach Strategie über der der Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig). Version läutet neue Ära im Strategiespielklassiker ein. OGame. - Am 3. Oktober ist der Startschuss für OGame gefallen. Seitdem.
OGame: GrundsatzstrategieVersion läutet neue Ära im Strategiespielklassiker ein. OGame. - Am 3. Oktober ist der Startschuss für OGame gefallen. Seitdem. OGame ist ein Spiel der intergalaktischen Eroberung. Du startest mit nur OGame bietet dir grenzenlose Möglichkeiten. Wirst du deine Weltraum / Strategie. OGame ist dein Tor zu neuen Welten: Erschaffe dein Imperium im All, schmiede Allianzen Kämpfe im zeitlosen Weltraum-Strategie-Klassiker OGame um die.
Ogame Strategie Gameforge Login VideoOgame Version 7.1 Features And Miner Strategy (Collector Class/399 Million Points) 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).
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! Free registration A space strategy game in real time.
Free registration Play now! OGame-like server Fight for control of the universe in the classic space strategy sim OGame. Create your own ship!
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.
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. 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.
Of course, you should have both domes and as many ABMs as you can fit. That means when you acquire Light Lasers or Rocket Launchers , you should have:.
You now have a plasma to fodder ratio of almost 1 to 10 and the point here is that the plasmas are numerous enough to actually be hit by rips, but have enough fodder to be fairly safe from the rest of the attackers' fleet.
The above defense by the way will kill 23 attacking RIPs with no other ships as fodder and kill most when 24 were to attack. More importantly, the attacker needs a minimum of RIPs!
Needless to say, you'll be needing massive amounts of ABMs. This defense strategy is the one that will protect you against the most Battle Ship based fleets and Destroyer based fleets, you'll have enough fodder that will protect your big guns while they destroy the attacking fleets effectively.
This Strategy covers most of fleets made by an average Raider with fleets of Cruiser , Battle Ship , Destroyer and shouldn't have much problem to take out Battlecruiser.
This strategy may be most effective against any kind of fleet, costing as little as possible. It will fare decently against all types of late-game fleets, inflicting a decent amount of damage.
Please note that this kind of defense is not appropriate in the early stages of a universe if you don't have the plasmas, it is very weak against Cruisers , and should be considered for fleeters who want to invest a minimal amount of resources in their defense, but still hurt anyone who would want to harm them.
RL is used as fodder to counter Destroyer fleets. HL are included to quickly wipe out Light Fighters in the case of fodder-based fleets, and also to help finish off dessies which aren't killed by the PTs.
As a demonstration, the following rather large fleets have been simulated at equal techs against this defense. The numbers in are the losses to the attacking fleet.
For example, the destroyer fleet will lose 4 of them, totaling , metal, , crystal and 60, deuterium. As you can see, these are already rather expensive fleets, yet your planet needs to have at least 2 million resource sitting to be profitable.
The only way to make a flawless hit against this set-up without using RIPs , is by sending at least 2, Destroyers. Ion Cannons are necessary for their strong shields.
Heavy Lasers are useful to crush Light Fighters, and work well against Destroyers. The Gauss Cannons are your basic big gun, useful against all ships.
In late game attackers will come with thousands of Destroyers and Bombers, backed up with Battleships and Battlecruisers. These ships are dealing tons of damage.
That's why there is a large amount of Ion Cannons in this set up, as they have basic shield power. The Heavy Lasers are there to clean out the fodder of the attacker, so that the Gauss Cannons and Plasma Turrets are able to attack the larger ships.
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. Laser Technology. Ion Technology.
Besides unlocking stuff, it provides a bonus by decreasing deconstruction costs of buildings, which is generally quite useless. I stop at level 5.
Hyperspace Technology. That allows you to have less cargos and, for the same price, it is always better to have less destructible things, so more refined cargos are preferable.
Plasma Technology. It is not worth to rush plasma very early due to high unlocking costs, but later on this tech is indispensable for miner accounts.
Espionage Technology. The less people can see and the less they know about you, the better. High espionage might be one of the best security measures anyone can make, miners probably even more so.
Computer Technology. Be sure to always have sufficient slots for efficient management of your account. It is hard to give any advice on where to stop, because there are so many ways to manage resource transportations; listen to your gut.
That one goes without saying. The more colonies you have, the better. And this is about the most important difference between a pure miner and a turtle: a miner uses his cheap cargoes to move resources around while the turtle tries to use expensive tactic of storing them on his own, heavily defended, planet to do that job.
Don't forget to make activity after a few minutes on all your planets and moons to prevent enemies to detect your fleetsaving routine.
Each resource that we spend in defense doesn't produce resources so we want to spend as less resources as possible in defense to get the maximum profit!
The size of defense will depend on the level of your mines e. Optimal size of defense can also vary with universe speed fleet and economy and with other characteristics like defense to debris but best is to adapt on the run based on your own experience and your frequency of your login to the game.
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