##### ##### ### ## ## ##### # # # # # # # # # # # # ## # # # # # #### # # # # ##### # # # ##### ##### # # # # ##### LAST UPDATED: August 13, 2008 GUIDE VERSION: 1.00 GAME VERSION: 0.81 A FAQ/Guide by Xeigrich Copyright 2008 Xeigrich, All rights reserved. Please do not duplicate any portion of this FAQ without first requesting permission from the author: tonyjones17(at)yahoo(dot)com This guide should ONLY be found on GameFAQs.com +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +--------------------------- CONTENTS ----------------------------+ Intro F.A.Q. Guide Newbie Guide Buildings Breakdown Research Rundown Ships & Such Defense for Dummies OGame Technology Progress Guide Credits, Etc. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +---------------------------- INTRO ------------------------------+ Every guide has to have a decent Intro section. I'll make this quick. ABOUT THE GAME OGame is a true real-time strategy game. It's a text and web-based crossover of MMO games with persistent universes (like World of Warcraft) and good old RTS games like Command & Conquer or Starcraft. You build buildings, reseach "new" technology, unlock new units, and build ships and defensive structures. There are about 40 different universes, which are all independent of one another. Within each universe, time never stops and the game is always running. If you're not logged in, well, stuff still happens, even to your planet(s). OGame is completely free to play, but you can use real money to buy "Dark Matter" which is used to purchase temporary in-game upgrades that are only available to users who pay the real money. OGame is available in many different languages, but you can play on the English server at: www.ogame.org ABOUT THIS GUIDE I'm writing this guide because currently, there is only 1 guide on GameFAQs for OGame, and not everyone runs straight to the OGame forums for help. Plus, I like making guides, and I like helping people. This guide is meant to answer questions and provide help and organized information for beginners and intermediate players. If you consider yourself a pro OGame player, I hope you're only checking this guide for kicks and to see how much this small fry knows about your awesome game (haha). ABOUT THE AUTHOR I'm known on the world wide internets as Xeigrich. Besides that, the only thing you need to know about me is my email address: tonyjones17 (at) yahoo (dot) com NO, I will not help you out in-game. NO, I will not join your alliance. NO, I will not tell you which universe I play in. NO, thank you, but I do not want your in-game help. CHECK OUT MY BIOSHOCK GUIDE! I've also written a guide for BioShock (Xbox 360) which I take great pride in. It, too, was a lot of fun and I feel that I helped a lot of people. I sure got a lot of emails! My BioShock guide can easily be found on GameFAQs. FEEDBACK I love hearing from people who read my guides! My email address is all over the place already but here it is again: tonyjones17 (at) yahoo (dot) com So let me know what you think of my guide, or feel free to suggest changes, contributions, etc. If I don't reply to your email, please don't fret, I don't always have time to reply, but if I mention you or your contribution in this guide, you WILL be credited unless you wish to remain anonymous. Thanks! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +------------------------- F.A.Q. GUIDE --------------------------+ Frequently asked questions! I make no promise that any of these are actual questions asked of me. Many of them are questions I had back when I was a newbie. If anyone asks me a specific question not already touched in this list or elsewhere in the guide, I will add it, answer it, and credit the questioner. Q: What happens if someone wants to attack me? A: Since OGame is a "true real-time strategy game," even if you are not logged in, you can be attcked and have your destroyed ships and defense units scooped up as resources (called "debris") and some of your stockpiled resources can be snatched up as well. You cannot fight back with your ships directly; however, some ships may be able to fire their weapons even while docked. Your only chance of defending yourself, offline or online, is to have a sufficient defense system set up before the attacking fleet arrives. Basically, if the attacking fleet overpowers your defenses, you lose the fight. If your defenses blow the fleet out of the sky, you win the fight. Either way, anyone is now free to scout and scoop up the debris from the resulting battle using Recycler ships. You must reach a certain level of progress before you are vulnerable to attacks, though, so you are given a grace period to build up your initial defenses. After this point, though, you are fresh meat for anyone to attack and you must keep on your toes and check back often. Keep in mind that a fleet can only target and attack ONE planet or moon at a time, so unless you have a really mean attacker hitting all your planets at once, you may have time to flee your ships and resources to a safe place (or even to a debris field and back, but that's an advanced strategy for discussion elsewhere!). Q: I was just attacked! Are all my defenses and ships gone?! A: Relax! Depending on the size and intensity of the attack, you probably still have some of your defenses undamaged. Plus, most defense units have up to a 70% chance of automatically repairing themselves after an attack (note: I do believe attacks from Interplanetary Missiles Override this chance and render all damaged defenses permanently lost). You will probably lose a lot of ships if the attack broke through your defenses, but if your defense units fought off the attackers, you probably didn't lose any ships or resources at all! Just a note, though, it is entirely possible that some ill-meaning fiend could come along with Destroyers and Deathstars and just totally annihilate your defenses AND your ships, but they have little to gain from that if you aren't even high enough in level to fight back yet, so most people won't even bother. Q: I'm going to be away from the computer for a long time -- a matter of days, weeks or months! Should I just give up now? A: Absolutely not! OGame has a feature called Vacation Mode just for these types of situations. If you're going to be unable to log in and check up on things, or if you just want to take a long break from the game (real life is real-time, too!), you can check the Vacation Mode box in your Options page. Be warned that there are limitations, and you can only activate Vacation Mode if all construction is completed or stopped, all fleets are inactive, and no research is in progress. You must remain in Vacation Mode for 48 hours before you are able to deactivate it and return to normal play. During Vacation Mode, you cannot be targeted for new attacks, but if there is already a fleet on the way when you enter Vacation Mode, you will be attacked and you will be unable to react for 48 hours. Upon resuming from Vacation Mode, you will have to turn your Mines and all that back on (all production is stopped during Vacation Mode). Also keep in mind that if you do not log in for a very long time -- I believe it is either 60 days or 90 days, your account may be deleted permanently! Q: Which resource is the most valuable? A: I would actually say Energy, even though it's a constant source. If you're playing with a friend, or even if you just have additional planets colonized, you can get more metal, crystal and deuterium without upgrading your mines, but the ONLY ways to get more energy involve upgrading your power plants or building more solar satellites. But aside from energy, I'd say that deuterium, since a deuterium synthesizer produces far less deuterium than equal-level crystal and metal mines, and you use up deuterium for all research, travel, and even Galaxy View. Q: Should I build storage for my resources? I don't think I'll ever have that much of a resource to need storage! A: YES! If you do not build storage for your resources, then when you reach your maximum (which is 100k of any resource), your respective mine or synthesizer for that resource will STOP production until the resource is consumed or removed, or until proper storage is built. You don't need storage for a long time, but building storage with excess metal and crystal can boost your rank a bit early in the game. If you have more than one colonized planet (including your homeworld), you can bypass the need for storage by using an underdeveloped planet for storage as you won't need to worry about that planet's mines shutting down. This is not advised, though, because an underdeveloped planet is easy prey for greedy attackers. Q: Am I stuck with just this planet I was given? I see other players with more than one planet! How can I get another planet? A: You can have up to 9 planets, including your homeworld colony. To get another planet you must have Robotics Factory 2, Shipyard 4, Research Lab 2, Energy Tech 1, and Impulse Drive 3 (includes redundant levels) to unlock a Colony Ship. You must then build a Colony Ship and have enough deuterium to send the ship to an empty planet slot to colonize that slot. You can view planet slots in Galaxy View for a small deuterium fee. The planet you will receive is RANDOM, and even if someone abandons a planet and the slot is freed up once again, a new randomp planet will be generated the next time that slot is colonized. Q: When I get a new colonized planet, do I have to start over from scratch there? A: Not exactly. Each new colony starts off as a blank slate. You do have to build your buildings up from scratch, but as long as your research lab is upgraded sufficiently, you will have access to most of your research levels thanks to the Intergalactic Research Network that shares research levels among connected colonies. Also, as long as you have ships, time, and deuterium, you can transport resources from one planet to another to save time and resources on the new planet. It's not a bad idea to specialize some planets for production, research, storage, or even to designate one as a "headquarters" for your ships. It all depends on your personal playing style, as well as how you like to set up your defense -- defending some planets more than others can save you a LOT of time and frustration, but only if you stick to the plan and can log in at least once a day to check up. Q: What's this fuss about moons? How do they work? How do I get one? A: I'll try to answer this in more detail later on in a Moon Guide section, but for now I'll summarize. A moon acts like an additional planet colony, although usually very small with very few fiels (room to build buildings). You can get a moon as a random chance when colonizing new planets (you NEVER get a moon with your homeworld). You can also sometimes find a moon has formed in the aftermath and debris from a Deathstar attack. With a moon, you can build Jump Gates that link together like Stargates (if you're a sci-fi fan) from one moon to another, as well as a Sensor Phalanx which provides surveillance around the planet which your moon orbits. Build carefully on a moon, since the number of fields in which you can build depends on the level of your Lunar Base on that moon! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +------------------------- NEWBIE GUIDE --------------------------+ So you're new to OGame? Here are some tips to get you on the right track! * Focus on your mines and power for a while. You can't accomplish much yet, and the sooner you can get more resources, the better! * Build up your Metal Mine and Crystal Mine up a few levels, and build up your Solar Power Plant to produce enough energy. THEN you can build a few levels of Deuterium Synthesizer. From there, start on your Robotics Factory, then your Shipyard. * Resources are your number-one priority throughout the game! METAL is for physical construction of ships and buildings CRYSTAL is for electrical components and research DEUTERIUM is a Hydrogen-based fuel for research and travel DARK MATTER is currency for the real-money features of OGame ENERGY is your available power for Mines and some other buildings such as a Terraformer * There is no end to OGame. You simply play until you get bored and completely stop playing, or you abandon all your colonies and officially quit. You could also decide to give all your resources over to a friend in the game, but don't give him your account unless you talk to a game mod about it first. It's against the rules for one person to use more than one account in the same universe, but sometimes you can get permission as long as the game mod says it's okay. * Join an alliance! Most alliances are happy to have new members, and many alliances are also happy to help out new players. Just don't get greedy or expect anything more than you deserve. Also, be aware that some alliances take the game very seriously and will expect you to log in with a minimum frequency, contribute "taxes" to higher alliance members, or even require that you send ships to aid fellow alliance members in battle if you are able. Being in an alliance can help keep your interest in the game a lot longer, and you'll have a lot more fun! * Try to use your resources wisely! Plan ahead what you want to build or unlock, and keep track of your resource income. * Don't worry about building ships and attacking planets for a long time. Sure, that's a fun part of the game, but you won't have much fun if your Light Fighters are all instantly vaporized by enemy defenses, wasting your resources and possibly earning you unwanted enemies and attackers. Be prepared before you attack! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +--------------------- BUILDINGS BREAKDOWN -----------------------+ OGame tells you a lot about how their game works, but they don't tell you everything, and they don't always tell you in plain, simple English. Here are all the buildings you can build in OGame, along with pros, cons, notes and any information OGame might not outright reveal about each building. Do note that while logged in to OGame, you can view the official description and available stats of any building by clicking that building's name on the building page. I may add in some of the stats and whatnot, but many players don't take the sheer mathematics into account so I don't consider it a priority (it may also confuse the newbies!). METAL MINE Purpose: Generates Metal resource in addition to base income (20). Pros: Cranks out more metal than you will usually need at once. Cons: Eats up a lot of energy early in the game. Notes: This is the first thing you will build. You probably won't need it to go past level 10 for a long time. CRYSTAL MINE Purpose: Generates Crystal resource in addition to base income (10). Pros: None Cons: Same level Metal Mine produces more metal for less energy. Often has to be several levels higher than your Metal Mine. Notes: Build one of these after your first Solar Plant. Unless you're trying to crank out a huge fleet, you will need far more Crystal than Metal. DEUTERIUM SYNTHESIZER Purpose: Generates Deuterium resource (no base income). Pros: Deuterium is rather valuable for research, travel, etc. Cons: Produces very little Deuterium for a high energy cost. Notes: You should have a few levels of Metal Mine and Crystal Mine as well as Solar Plant before you even NEED to build these. Later in the game, you may want to build this past your Crystal Mine level as you will consume a lot of Deuterium in travel and advanced research. SOLAR PLANT Purpose: Increases the amount of energy available. Pros: Lots of energy, fairly cheap. Cons: Doesn't get much better as you upgrade it; inefficient. Notes: Build this up to maybe 10 or 15 at most, since you can rely on the abundance of power from Fusion Reactors (at a price!) or from Solar Satellites (without using fields!) later on. FUSION REACTOR Purpose: Increases the amount of energy available. Pros: Abundance of energy! Very efficient at later levels. Cons: Eats into your Deuterium production (or stock, if production is stopped). Notes: Start building these as soon as you can, but don't go past 5 or so for a while, since you might want to accumulate some Deuterium for a while without having to turn off your Mines. This gets more efficient (more energy for less Deut) as you upgraded it AND as you upgrade Energy Tech research. ROBOTICS FACTORY Purpose: Speed up building progress time; enable manufacturing of more advanced buildings. Pros: Speeds up building time significantly. Cons: Uses up fields and gets expensive per-level quickly. Notes: Only upgrade to level 2 or 3 so you can have get a Shipyard. Hold off on further upgrades until you want a Nanite Factory or if you have spare resources lying around and build times are getting unwieldy. NANITE FACTORY Purpose: Speeds up EVERYTHING except research and travel times. Contributes to unlocking the Terraformer. Pros: Speeds up all construction times "massively." Cons: Gets really expensive! Notes: Contributes to the Terraformer at level 1, so unless you are desperate for faster build times, leave it at 1 until much later in the game. SHIPYARD Purpose: Speed up ship and defense construction time; enable manufacturing of more advanced ships and defense units. Pros: Speeds up ship/defense construction time significantly; unlocks some important ships and units. Cons: Fairly expensive. Notes: Only upgrade as far as you need for a specific ship or unit. Build times shouldn't be a problem unless you are getting attacked often or if you decide to beef up your fleet and defenses significantly. METAL STORAGE Purpose: Prevent Metal production from halting at 100k; reduce amount of metal lost when attacked. Pros: Not much besides the basic purpose. Cons: Uses up fields with little in return. Notes: Don't bother with this until later in the game or if you are going to be offline a lot and will be racking up metal without using it up. CRYSTAL STORAGE Purpose: Prevent Crystal production from halting at 100k; reduce amount of crystal lost when attacked. Pros: Not much besides the basic purpose. Cons: Uses up fields with little in return. Notes: Don't bother with this until later in the game or if you are going to be offline a lot and will be racking up crystal without using it up. DEUTERIUM TANK Purpose: Prevent Deuterium production from halting at 100k; reduce amount of deuterium lost when attacked. Pros: Not much besides the basic purpose. Cons: Uses up fields with little in return. Notes: Don't bother with this until later in the game or if you are going to be offline a lot and will be racking up deuterium without using it up. RESEARCH LAB Purpose: Increase research speed and unlock new technologies. Pros: Same as purpose. Cons: VERY expensive to upgrade. Notes: Upgrade to 7 ASAP then leave it! Upgrade to 10 when you can afford it. Don't upgrade to 12 until you want to make Deathstar ships (level 12 unlocks Graviton Tech). Don't bother upgrading any further unless you come into some serious dough, or if you are hardcore about getting your research levels even higher. TERRAFORMER Purpose: Increase the number of fields on the planet Pros: More fields means more room for building upgrades! Cons: VERY, VERY expensive, takes up 1 field itself per upgrade. Notes: I'll get specific numbers up here soon, but basically, when you build (or upgrade) the Terraformer, you must have resources for it to consume, but also a minimum amount of energy needed just to initiate the job. Once complete, the Terraformer does NOT require the energy anymore, unlike Mines and the Synthesizer which always require energy. I believe you get "3 more fields" per level, but one field is always automatically used for the Terraformer's upgrade. ALLIANCE DEPOT Purpose: Deposit up to 10,000 units of Deuterium to friendly fleets orbiting your planet. Pros: Help out your buddies if you've got extra Deuterium. Cons: Uses up your Deuterium Notes: I've never actually found a use for this, so I'm not exactly sure what it does or why you might want to use it. MISSILE SILO Purpose: Stores missiles. Pros: Store defensive Anti-Ballistic Missiles or offensive Inter- planetary Missiles in the same silo. Great supplement for any defensive or offensive maneuvers. Cons: Rather expensive; "missiles not included." Notes: For every level of Missile Silo, you can get 5 Interplanetary Missiles and 10 Anti-Ballistic Missiles... But you have to build the missiles first, they don't come free with the silo. Level 2 is required just to be able to build defensive missiles, and level 4 is required for offensive missiles. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +----------------------- RESEARCH RUNDOWN ------------------------+ Research helps you unlock new technology, ships, etc as well as beefing things up all over. Unlike buildings or ships, there are no cons for research, besides the obvious cost of resources. And since Research doesn't take up fields, there is theoretically no limit to how much you can research except your resources. Better yet, your colonies can share research with the help of the Intergalactic Research Network, so you don't have to manually research everything on your new colonies to get them caught up! ESPIONAGE TECH Purpose: General purpose spy tech, surveillance and security. Benefits: Can alert you of attacking ships; Contributes to Espionage Probes for spying on others. Level 2 alerts you of an attack and tells you how many ships. Level 4 alerts you of both the number of ships and what types. Level 8 alerts you of exactly how many of each type of ship. Notes: Get it to level 2 and leave it for a while. You'll definitely want at least level 8 if you start getting attacked a lot, or if you just want to spy a lot. Probes themselves are fairly cheap but you may need a large number of them. COMPUTER TECH Purpose: Develop faster computers capable of more complex functions. Benefits: Contributes to Intergalactice Research Net and Nanite Factory. Gives you one additional Fleet slot per level. Notes: You get a single Fleet slot with your Shipyard. One fleet is just a group of ships travelling together, so if you want to control several groups of ships going to different places (or the same place at different times), you'll need to upgrade your computer tech to the sufficient level. Upgrading to level 3 or 4 should be plenty until you want that Nanite Factory. WEAPONS TECH Purpose: Beef up the weapons on your ships and defense units. Benefits: Contributes to the Guass Cannon; +10% damage per level. Notes: Get it to level 3 (for Guass Cannon) and leave it. You can compensate for weaker firepower with sheer numbers (of defense and ships) but you won't need the extra beefy weapons until later, unless you want them of course. SHIELDING TECH Purpose: Beef up the defensive factors on ships and defense units. Benefits: Contributes to Gauss Cannon, Recycler, and Shield Domes. +10% strength to all shields. Notes: Once you hit level 6 you can make the Large Shield Dome, and any levels after that are just a boon to reduce the number of units lost either when defending against an attacker or when attacking some other planet. Combined with high level Armour Tech, you lose significantly fewer units during attacks (both offensive and defensive events). ARMOUR TECH Purpose: Beef up the phsycial defensive factors of all ships and defense units. Benefits: Contributes to Heavy Fighter; +10% defense to all units. Notes: I'd recommend Armour Tech over Shielding Tech because it beefs up the base structual integrity of all units. At least get it to level 2 for your Heavy Fighter, but don't forget to upgrade a bit later or else you will have to spend a LOT more resources building a LOT more defense units and sending a lot more ships on attack missions. ENERGY TECH Purpose: Discover and develop new energy-related technology. Benefits: Contributes to several Research techs and buildings. Makes some tasks more efficient (such as the Fusion Reactor). Notes: Upgrade this as much as you can, as soon as you can! Don't stop at level 12, which is required for the Terraformer. Keep upgrading, especially if you have a lot of Fusion Reactor levels, as it will make your Fusion Reactors pump out more energy for less Deuterium, which can help you rack up more resources for less actual upgrades to your mines and synthesizer and saving those resources for ships, defense, and research. HYPERSPACE TECH Purpose: Research the concept of multi-dimensional travel. Benefits: Contributes to many advanced ships and the Intergalactic Research Network. Notes: Get it up a few levels then you can leave it. You should get it up to level 3 as soon as you can (for Hyperspace Drive), then get it up to level 8 whenever you want (for the research net). Other than that, I don't think you get any additional benefits. COMBUSTION DRIVE Purpose: Further advance the age-old combustion engine. Benefits: Contributes to unlocking several ships; +10% to speed per level for Small Cargo, Large Cargo, Light Fighter, Recycler and Espionage Probe. Notes: You'll want at least Level 6 as soon as you can afford it, as Recyclers and Large Cargo ships are very useful. As for the speed boosts, that's up to you. IMPULSE DRIVE Purpose: Research plasma-based propulsion technology. Benefits: Contributes to unlocking several ships, Interplanetary Missiles, and Expedition Tech; +10% to speed per level for Bomber, Cruiser, Heavy Fighters, and Colony Ship; increases max distance for Interplanetary Missiles. Notes: At level 3 it helps you get Colony Ships, which can help you bring in extra resources from newly colonized planets. At level 6 it helps for the Bomber. After that, like with the Combustion Drive, it just beefs up the speed of some ships (and IP Missile distance) and that's up to you. HYPERSPACE DRIVE Purpose: Develop theoretical multi-dimensional travel into a reality. Benefits: Contributes to very advanced ships; +30% to speed per level for Battleship, Battlecruiser, Destroyer, and Deathstar. Notes: You don't need this at all until you want the 4 ships mentioned above. Past level 7 you only get speed increases. LASER TECH Purpose: Develop new and improved multi-purpose laser technology. Benefits: Contributes to some defense units, the Battlecruiser, Plasma Tech and Ion Tech; May contribute to Computer Tech efficiency. Notes: Level 12 is the recommended max (to get the Battlecruiser), but as long as you get to 10 to get Plasma Tech you'll be fine until you want that Battlecruiser. It's probably a waste of resources to upgrade past level 12, but I may be wrong. ION TECH Purpose: Develop new technology utilizing charged atoms. Benefits: Contributes to the Cruiser, Ion Cannon, and Plasma Tech. Notes: It probably boosts the power of the Cruiser and Ion Cannon, but if it does, I don't know the stats. Leave it at Level 5, for Plasma Tech, and you should be fine. PLASMA TECH Purpose: Develop new offensive technology based on ion technology. Benefits: Contributes to the Bomber and Plasma Turret. Notes: Bomber at Level 5, Plasma Turret at Level 7. Beyond that, it's probably all arbitrary stat boosting. INTERGALACTIC RESEARCH NETWORK Purpose: Communicate among colonies to speed up research. Benefits: Increase research speed and efficiency among linked planets. Notes: I'm not entirely sure how this works, but I know that only your colonies with research advanced enough to have the IRN unlocked can take advantaged of the benefits; otherwise, they are on their own. You should get this on your homeworld first, preferably before you even begin to colonize new planets. EXPEDITION TECH Purpose: Equip ships with mobile research technology for exploration. Benefits: I'm honestly not sure yet! Notes: I'll have to look into this before I can comment on it. I'm currently not even sure what it does... Kind of seems like it allows your ships to function as espionage probes, but I can't confirm anything yet. GRAVITON TECH Purpose: Research the graviton particle for Deathstar production. Benefits: Contributes to the Deathstar ship. Notes: Don't even think about researching this tech until you're already well prepared in defenses and resources. Deathstars are NOT cheap and you are likely to be interrupted by attackers trying to deter you from building your planet destroying monstrosities of modern technology. This should be the very last research you delve into, even if you have other research to upgrade some more. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +------------------------- SHIPS & SUCH --------------------------+ You can't have a space-based sci-fi game without spaceships! OGame offers a wide variety of ships, each with a specific function. Just don't expect your Deathstars and Battlecruisers right off the bat and you can get by just fine. Remember that ships are either used for offensive maneuvers (attacking a planet) or for travel and support (spying, collecting debris, colonizing new planets, etc). Also remember that ships docked on your planet can be destroyed if you are attacked there, and only your defense units can fight off the attacker(s). All stats are taken from www.ogame.org and are only guaranteed to be as accurate as the stats provided by the OGame staff themselves. SMALL CARGO Function: Transport small amounts of resources. Pros: Small and cheap; fairly fast and fuel efficient. Cons: Very limited cargo capacity. Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire from Deathstar: 250 Rapidfire from Heavy Fighter: 3 Rapidfire from Battlecruiser: 3 Structural Integrity: 4.000 Shield Strength: 10 Attack Strength: 5 Cargo Capacity: 5.000 units Base speed: 5.000 Fuel usage (Deuterium): 10 Notes: Good for supplementing Recyclers on debris scooping missions, along with Large Cargo ships for the bulk of the loot. Also not a bad idea to send a few with an attacking fleet to scoop up some of the looted resources. Apparently is refitted with an Impulse Drive once Impulse Drive reaches level 5 (I'm not sure of the specifics of this). LARGE CARGO Function: Transport large amounts of resources. Pros: Huge capacity. Cons: More expensive and less efficient than Small Cargo ships. Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire from Deathstar: 250 Rapidfire from Battlecruiser: 3 Structural Integrity: 12.000 Shield Strength: 25 Attack Strength: 5 Cargo Capacity: 25.000 units Base speed: 7.500 Fuel usage (Deuterium): 50 Notes: Use Small Cargo ships until you have this unlocked. Then you can replace the bulk of your cargo needs with these ships. Don't leave your Small Cargos behind, though, as they are still cheaper than Large Cargo and are better for small jobs like scavenging small debris fields. Definitely stick to Large Cargo ships when attacking other planets, though. LIGHT FIGHTER Function: Basic offensive attack ship. Pros: Light, fuel efficient, and agile; strong in numbers. Cons: Weak and vulnerable unless supplemented. Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire from Deathstar: 200 Rapidfire from Cruiser: 6 Structural Integrity: 4.000 Shield Strength: 10 Attack Strength: 50 Cargo Capacity: 50 units Base speed: 12.500 Fuel usage (Deuterium): 20 Notes: A good start for small-time attackers hitting planets that have been left behind by lazy, forgetful, or disinterested users. Probably best left behind when Heavy Fighters become available, but it never hurts to send a few dozen (or hundred!) along with any serious attacking fleet. HEAVY FIGHTER Function: Standard offensive attack ship. Pros: Strong attack and defense. Cons: Less fuel efficient than the Small Fighter. Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire against Small Cargo: 3 Rapidfire from Deathstar: 100 Rapidfire from Battlecruiser: 4 Structural Integrity: 10.000 Shield Strength: 25 Attack Strength: 150 Cargo Capacity: 100 units Base speed: 10.000 Fuel usage (Deuterium): 75 Notes: You can mostly leave the Light Fighters behind once this is available, except for small misions. Any serious attack fleet should have a fair number of Heavy Fighters along, even if they are merely a supplement to bigger ships rather than being the main offensive force. CRUISER Function: Heavy-duty offensive attack ship. Pros: Almost 3 times more powerful than the Heavy Fighter; well armored and very fast. Cons: Fairly inefficient compared to groups of Fighters. Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire against Light Fighter: 6 Rapidfire against Rocket Launcher: 10 Rapidfire from Deathstar: 33 Rapidfire from Battlecruiser: 4 Structural Integrity: 27.000 Shield Strength: 50 Attack Strength: 400 Cargo Capacity: 800 units Base speed: 15.000 Fuel usage (Deuterium): 300 Notes: Basically another upgrade to the Fighter ships. You will probably want to start replacing your Heavy Fighters with Cruisers as your resource income allows. While Cruiser ships are great offensive forces, don't build up too large of a fleet of them, since you will want some of those resources for development and construction of the more bad-ass ships yet to come. BATTLESHIP Function: Staple offensive attack ship for large-scale battles. Pros: Extremely powerful attack and defense; considerable cargo capacity for raid attacks Cons: Not as fast as a Cruiser and less fuel efficient Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire from Deathstar: 30 Rapidfire from Battlecruiser: 7 Structural Integrity: 60.000 Shield Strength: 200 Attack Strength: 1.000 Cargo Capacity: 1.500 units Base speed: 10.000 Fuel usage (Deuterium): 500 Notes: Don't be too hasty to replace your Cruisers with all Battleships. Instead, send equal numbers of Cruisers along with your Battleships, or better yet, send the Battleships first as they are slower but more powerful, then send slightly more Cruisers than Battleships second, to clean up. COLONY SHIP Function: Colonize new planets to increase the size of your empire. Pros: Colonize up to 8 additional planets! Cons: Expensive and slow. Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire from Deathstar: 250 Structural Integrity: 30.000 Shield Strength: 100 Attack Strength: 50 Cargo Capacity: 7.500 units Base speed: 2.500 Fuel usage (Deuterium): 1.000 Notes: It's only good for one thing, and that's colonizing new planets. You will only need to build 8 of these babies, which is good, since they're damn expensive. For the adventurous folk, though, you can abandon a colony completely and colonize a different planet or even the same place again... but you'll have to build another colony ship to colonize once more. Just don't build one unless you want to colonize a planet right then, and don't build more than one unless you're colonizing that many planets, becuase if you get attacked and your colony ship is destroyed... Well, it just sucks. RECYCLER Function: Scoop up debris floating in space near a planet. Pros: Great defense; can scoop in huge amounts of debris. Cons: Expensive, worthless for offense, and really, really slow. Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire from Deathstar: 250 Structural Integrity: 16.000 Shield Strength: 10 Attack Strength: 1 Cargo Capacity: 20.000 units Base speed: 2.000 Fuel usage (Deuterium): 300 Notes: You'll want several of these once they're available. You can check in Galaxy View to see if there are debris fields by any planet slots. Just take note of the coordinates where the debris field is, and you can send your fleet of Recyclers to scoop up whatever is there (provided your total Recycler capacities can hold it all) and bring it home to be added into your resource stockpile. Quick, easy resources, for nothing more than the cost of patience, some deuterium, and whatever it cost to build the Recyclers in the first place. ESPIONAGE PROBE Function: Pros: Dirt cheap, lightning fast, and indispensable for well- planned attacks. Cons: Useless for direct offense, gets obliterated at the first sign of damage; often need many of them to get the job done. Stats- Rapidfire from Small Cargo: 5 Rapidfire from Deathstar: 1250 Rapidfire from Large Cargo: 5 Rapidfire from Light Fighter: 5 Rapidfire from Heavy Fighter: 5 Rapidfire from Cruiser: 5 Rapidfire from Battleship: 5 Rapidfire from Colony Ship: 5 Rapidfire from Recycler: 5 Rapidfire from Bomber: 5 Rapidfire from Destroyer: 5 Rapidfire from Battlecruiser: 5 Structural Integrity: 1.000 Shield Strength: 0 Attack Strength: 0 Cargo Capacity: 5 units Base speed: 100.000.000 Fuel usage (Deuterium): 1 Notes: This will probably be the first thing to be available in your shipyard. Build a few at first and spy around a little, but keep in mind some people don't like you being nosy. You'll need several probes to get the full picture, and you'll need many, many more probes to get all the info about well-prepared planets. When you are attacked, any probes docked on that planet will probably be instantly vaporized, so don't keep more than you really need on hand -- they're cheap, but they're not THAT cheap. Also, probes are sometimes detected and destroyed in the process of spying, which may just mean you need to send more next time. BOMBER Function: Offensive ship designed to take out a planet's defenses. Pros: Wipe out a planet's defenses for more clean attack. Cons: Fairly slow, not fuel efficient, and rather expensive. Stats- Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire against Light Laser: 20 Rapidfire against Rocket Launcher: 20 Rapidfire against Ion Cannon: 10 Rapidfire against Heavy Laser: 10 Rapidfire from Deathstar: 25 Structural Integrity: 75.000 Shield Strength: 500 Attack Strength: 1.000 Cargo Capacity: 500 units Base speed: 4.000 Fuel usage (Deuterium): 1.000 Notes: If you've been attacking a lot of planets and finding yourself repeatedly losing to massive defenses, the Bomber is your saviour. It will wipe out the majority of those pesky defense units leaving your victim vulnerable to your Cruisers, Battleships, and other offensive ships. Don't send a fleet of just Bombers, though, unless you've got the real offensive force on the way right behind it. SOLAR SATELLITE Function: Collect solar energy while in orbit, then beam the energy down to the surface via laser. Pros: Cheap energy without using up planet fields. Cons: Destroyed in large numbers when you're attacked; efficiency and production depend on random planetary factors (temperature, distance from sun, etc). Stats- Rapidfire from Small Cargo: 5 Rapidfire from Deathstar: 1250 Rapidfire from Large Cargo: 5 Rapidfire from Light Fighter: 5 Rapidfire from Heavy Fighter: 5 Rapidfire from Cruiser: 5 Rapidfire from Battleship: 5 Rapidfire from Colony Ship: 5 Rapidfire from Recycler: 5 Rapidfire from Bomber: 5 Rapidfire from Destroyer: 5 Rapidfire from Battlecruiser: 5 Structural Integrity: 2.000 Shield Strength: 1 Attack Strength: 1 Cargo Capacity: 0 units Base speed: 0 Fuel usage (Deuterium): 0 Notes: You'll want a lot of these. A LOT. They're cheaper than Solar Plants and they don't use up valuable planet fields, but if you get attacked, they're the first to go (along with docked espionage probes). There's a slight difference in energy output depending on the planet's temperate and distance from the local sun (hotter and closer are better!) but it is mostly negligible. These are a great, quick supplement until you get Fusion Reactors, and even then they can provide relief if you need to get your deuterium stock up but your Fusion Reactor is greedy. Apparently, Solar Satellites can eliminate nosy Espionage Probes if the probes are detected while in your orbit. DESTROYER Function: Fearsome offensive force of destruction. Pros: Extremely, extremely powerful in offense and defense. Cons: Expensive, of course, but also slow and fuel inefficient. Stats- Rapidfire from Deathstar: 5 Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire against Battlecruiser: 2 Rapidfire against Light Laser: 10 Structural Integrity: 110.000 Shield Strength: 500 Attack Strength: 2.000 Cargo Capacity: 2.000 units Base speed: 5.000 Fuel usage (Deuterium): 1.000 Notes: The Destroyer is designed to defend against Deathstars, but it is still a great offensive ship. Build 6 of these and leave them in your dock when you get attacked, and you stand a fair chance even against a Deathstar! Until you get a Deathstar, this monster will be sufficient for tearing through your enemies (well, victims). Send a few Destroyers along with some Battecruisers and a lot of Large Cargo ships and see what happens! DEATHSTAR Function: The ultimate destructive force. Pros: Obliterates EVERYTHING! It destroys MOONS for crying out loud! It's even fuel efficient and has enourmous cargo capacity! Cons: Slowest ship ever; insanely expensive. Stats- Rapidfire against Espionage Probe: 1250 Rapidfire against Solar Satellite: 1250 Rapidfire against Small Cargo: 250 Rapidfire against Light Fighter: 200 Rapidfire against Heavy Fighter: 100 Rapidfire against Large Cargo: 250 Rapidfire against Recycler: 250 Rapidfire against Cruiser: 33 Rapidfire against Colony Ship: 250 Rapidfire against Battleship: 30 Rapidfire against Battlecruiser: 15 Rapidfire against Bomber: 25 Rapidfire against Destroyer: 5 Rapidfire against Light Laser: 200 Rapidfire against Rocket Launcher: 200 Rapidfire against Ion Cannon: 100 Rapidfire against Heavy Laser: 100 Rapidfire against Gauss Cannon: 50 Structural Integrity: 9.000.000 Shield Strength: 50.000 Attack Strength: 200.000 Cargo Capacity: 1.000.000 units Base speed: 100 Fuel usage (Deuterium): 1 Notes: Oh dear Lord, help us! If your little spy probes detect one of these mama's coming at you, evacuate! On the other hand, very, very few planets will be prepared to defend against this beast, and if you've been so lucky as to build one, you'll be nearly unstoppable except against other high-level players with Battlecruisers, Destroyers, and their own Deathstars. Use with caution, though, as you are likely to anger a lot of people by willy-nilly demolishing all that they hold dear, and you may attract the attention of large alliances who want to teach you a lesson (think of the little kid's big brother showing up to rip you a new one for stealing his kid brother's lunch money). BATTLECRUISER Function: Destructive force to be reckoned with. Pros: Fast and overall more efficient & balanced than the Destroyer. Cons: Still really expensive, but weaker than the Destroyer. Stats- Rapidfire from Deathstar: 15 Rapidfire from Destroyer: 2 Rapidfire against Espionage Probe: 5 Rapidfire against Solar Satellite: 5 Rapidfire against Small Cargo: 3 Rapidfire against Heavy Fighter: 4 Rapidfire against Large Cargo: 3 Rapidfire against Cruiser: 4 Rapidfire against Battleship: 7 Structural Integrity: 70.000 Shield Strength: 400 Attack Strength: 700 Cargo Capacity: 750 units Base speed: 10.000 Fuel usage (Deuterium): 250 Notes: A sort of sister-ship to the Destroyer. Fast and efficient, but not nearly as powerful as the Destroyer. Send a few Destroyers along with some Battecruisers and a lot of Large Cargo ships and see what happens! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +--------------------- DEFENSE FOR DUMMIES -----------------------+ Your only real chance in defending yourself from an attacking fleet is to have a well-prepared defense. If you have a good enough Espionage level and a high-level Shipyard and Nanite Factory, you can often beef up your defenses last-minute and catch an attacker off-guard with far more firepower than he expected. (You can also trying to time it just right and have your own attacking fleet hit the attacker's planet just in time for his returning ships to ROCKET LAUNCHER Function: Basic missile-based defense system. Pros: Dirt cheap and quick to build. Cons: Fairly ineffective once stronger weapons are available. Stats- Rapidfire from Deathstar: 200 Rapidfire from Cruiser: 10 Rapidfire from Bomber: 20 Structural Integrity: 2.000 Shield Strength: 20 Attack Strength: 80 Notes: At just 2,000 Metal per unit, you can load up on these very early in the game. Don't go too crazy with them, though, because once you get better defensive weapons, your resources are much better spent there instead. Rocket Launchers are still always good to have around as a sort of damage buffer since they are the first to take damage, and the first to be destroyed, possibly as metal martyrs sacrificed to save some of your more effective defensive units. LIGHT LASER Function: Basic energy-based defense system. Pros: Fairly cheap and quick to build. Cons: Only a little bit more effective than Rocket Launchers. Stats- Rapidfire from Deathstar: 200 Rapidfire from Bomber: 20 Rapidfire from Destroyer: 10 Structural Integrity: 2.000 Shield Strength: 25 Attack Strength: 100 Notes: I'd recommend keeping an almost equal amount of Rocket Launchers and Light Lasers around at all times, even once better units are available. They still make a difference, even if their only purpose is to take the brunt of the force when an attacking fleet hits. Also great to fend off pesky smaller fleets that don't pose much threat. HEAVY LASER Function: Heavy-duty energy-based defense system. Pros: Good punch for the price. Cons: Starts to get expensive and slow to build. Stats- Rapidfire from Deathstar: 100 Rapidfire from Bomber: 10 Structural Integrity: 8.000 Shield Strength: 100 Attack Strength: 250 Notes: Once available, the majority of your defensive force should consist of Heavy Lasers. Let the Light Lasers and Rocket Launchers take the hits while the Heavy Lasers dish out the real damage. You should have at least half as many Heavy Lasers as Light Lasers -- if you intend to fend off any attackers, anyway. GAUSS CANNON Function: Electromagnetic projectile-based defensive unit. Pros: Excellent damage and defense. Cons: Expensive and slow to build, what do you expect? Stats- Rapidfire from Deathstar: 50 Structural Integrity: 35.000 Shield Strength: 200 Attack Strength: 1.100 Notes: The second best defensive unit as far as fighting off direct attacks is concerned. You can compensate for not having Plasma Turrets yet by pumping out as many Gauss Cannons as you can afford. They will defend you well. You will build more than you will likely ever need. Good. With a little boost to your Shielding Tech research levels, Gauss Cannons will resist major beatings and blast holes through most attacking ships. ION CANNON Function: Energy-based projectile defensive unit with good shielding. Pros: Great shield strength compared to Gauss Cannon or Heavy Laser. Cons: Poor attack strength only slightly better than Light Laser. Stats- Rapidfire from Deathstar: 100 Rapidfire from Bomber: 10 Structural Integrity: 8.000 Shield Strength: 500 Attack Strength: 150 Notes: Notch this one up with the Rocket Launchers and Light Lasers. It's decent in large numbers and is likely to avoid or absorb more damage than anything less than a Gauss Cannon or Plasma Turret, but don't try to depend on Ion Cannons to save your ass against Cruisers and Battleships and the like. PLASMA TURRET Function: Plasma-based defensive unit with massive power. Pros: Kicks major ass. No, really. Cons: Really expensive and slow to build (of course). Stats- Structural Integrity: 100.000 Shield Strength: 300 Attack Strength: 3.000 Notes: By the time these are available, you should have a considerable base installment of lesser units already. Try to maintain your base set of cannons and lasers as you build up your store of Plasma Turrets. They will make a HUGE difference in defending yourself, and you will find that with a large installed base of lesser units, you will rarely have to rebuild any Plasma Turrets, saving you money to simply build ADDITIONAL Plasma Turrets! Woohoo! SMALL SHIELD DOME Function: Basic energy shield covering the entire planet. Pros: Provides world-wide defense. Cons: Expensive for a newly colonized planet. Stats- Structural Integrity: 20.000 Shield Strength: 2.000 Attack Strength: 1 Notes: I need to double check if a Large Shield Dome eclipses the benefits of a Small Shield Dome or if the two domes work together for a greater total protection. Either way, it's never, ever a bad idea to build your Small Shield Dome ASAP, as it can be a long time until your Large Shield Dome is available and affordable. LARGE SHIELD DOME
Function: Massive energy shield covering the entire planet.
Pros: Provides enhanced world-wide defense.
Cons: Very expensive. That's about it.
Stats-
Structural Integrity: 100.000
Shield Strength: 10.000
Attack Strength: 1
Notes: Build this as soon as you can, whether you have a
Small Shield Dome built already or not. This is your
single greatest defense against attacking fleets.
ANTI-BALLISTIC MISSILES
Function: Defensive missile for fending off incoming IPMs.
Pros: Defend yourself from Interplanetary Missiles.
Cons: Supply limited to Missile Silo level.
Notes: You should always have a handful of ABMs in your Missile Silo
just in case someone tries to send a few IPMs your way. Don't
worry about these too much. I'd say 10 or 15 will do unless you
seem to be hit often.
INTERPLANETARY MISSILES
Function: Long-range offensive missile for hitting surface defenses.
Pros: Excellent preliminary strike before a full-on offensive.
Cons: Supply limited to Missile Silo level; distance limited by
Impulse Drive research level.
Notes: Sending a few IPMs ahead of an attacking fleet may help to
disrupt the defenses of the target planet, but don't expect
there to be a big difference, especially if the target is
well-prepared and has a few ABMs on hand. Without ABMs, much of
a target's defenses will be destroyed beyond repair, as standard
defense units cannot stop an IPM from impacting and causing
massive damage.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+----------------------- OGAME TECHNOLOGY ------------------------+
All of the information in this section can be obtained from the
Technology panel in the left-hand navigation panel of OGame. It even
highlights in RED what technology you do not have unlocked, and in
GREEN what you do have unlocked. Do note that clicking the [i] next
to the name on the left will show you the independent requirements
for that technology, including redundancies (for example, you only
need Computer Tech 10 and Robotics Factory 10 to unlock Nanite
Factory, but the page will list the redunant Research Lab 1 which is
a requirement for Computer Tech). I'm duplicating this information,
not including redundancies, straight from OGame just so you have a
more complete guide at your disposal.
---+ Buildings ----
METAL MINE - No requirements
CRYSTAL MINE - No requirements
DEUTERIUM SYNTHESIZER - No Requirements
SOLAR PLANT - No Requirements
FUSION REACTOR
Deuterium Synthesizer (level 5)
Energy Technology (level 3)
ROBOTICS FACTORY - No Requirements
NANITE FACTORY
Robotics Factory (level 10)
Computer Technology (level 10)
SHIPYARD
Robotics Factory (level 2)
METAL STORAGE - No Requirements
CRYSTAL STORAGE - No Requirements
DEUTERIUM TANK - No Requirements
RESEARCH LAB - No Requirements
TERRAFORMER
Nanite Factory (level 1)
Energy Technology (level 12)
ALLIANCE DEPOT - No Requirements
MISSILE SILO
Shipyard (level 1)
---+ RESEARCH ----
ESPIONAGE TECH
Research Lab (level 3)
COMPUTER TECH
Research Lab (level 1)
WEAPONS TECH
Research Lab (level 4)
SHIELDING TECH
Energy Technology (level 3)
Research Lab (level 6)
ARMOUR TECH
Research Lab (level 2)
ENERGY TECH
Research Lab (level 1)
HYPERSPACE TECH
Energy Technology (level 5)
Shielding Technology (level 5)
Research Lab (level 7)
COMBUSTION DRIVE
Energy Technology (level 1)
IMPULSE DRIVE
Energy Technology (level 1)
Research Lab (level 2)
HYPERSPACE DRIVE
Hyperspace Technology (level 3)
LASER TECH
Energy Technology (level 2)
ION TECH
Research Lab (level 4)
Laser Technology (level 5)
Energy Technology (level 4)
PLASMA TECH
Energy Technology (level 8)
Laser Technology (level 10)
Ion Technology (level 5)
INTERGALACTIC RESEARCH NETWORK
Research Lab (level 10)
Computer Technology (level 8)
Hyperspace Technology (level 8)
EXPEDITION TECH
Espionage Technology (level 4)
Impulse Drive (level 3)
GRAVITON TECH
Research Lab (level 12)
---+ SHIPS ----
SMALL CARGO
Shipyard (level 2)
Combustion Drive (level 2)
LARGE CARGO
Shipyard (level 4)
Combustion Drive (level 6)
LIGHT FIGHTER
Shipyard (level 1)
Combustion Drive (level 1)
HEAVY FIGHTER
Shipyard (level 3)
Armour Technology (level 2)
Impulse Drive (level 2)
CRUISER
Shipyard (level 5)
Impulse Drive (level 4)
Ion Technology (level 2)
BATTLESHIP
Shipyard (level 7)
Hyperspace Drive (level 4)
COLONY SHIP
Shipyard (level 4)
Impulse Drive (level 3)
RECYCLER
Shipyard (level 4)
Combustion Drive (level 6)
Shielding Technology (level 2)
ESPIONAGE PROBE
Shipyard (level 3)
Combustion Drive (level 3)
Espionage Technology (level 2)
BOMBER
Impulse Drive (level 6)
Shipyard (level 8)
Plasma Technology (level 5)
SOLAR SATELLITE
Shipyard (level 1)
DESTROYER
Shipyard (level 9)
Hyperspace Drive (level 6)
Hyperspace Technology (level 5)
DEATHSTAR
Shipyard (level 12)
Hyperspace Drive (level 7)
Hyperspace Technology (level 6)
Graviton Technology (level 1)
BATTLECRUISER
Hyperspace Technology (level 5)
Laser Technology (level 12)
Hyperspace Drive (level 5)
Shipyard (level 8)
---+ DEFENSE UNITS ----
ROCKET LAUNCHER
Shipyard (level 1)
LIGHT LASER
Energy Technology (level 1)
Shipyard (level 2)
Laser Technology (level 3)
HEAVY LASER
Energy Technology (level 3)
Shipyard (level 4)
Laser Technology (level 6)
GAUSS CANNON
Shipyard (level 6)
Energy Technology (level 6)
Weapons Technology (level 3)
Shielding Technology (level 1)
ION CANNON
Shipyard (level 4)
Ion Technology (level 4)
PLASMA TURRET
Shipyard (level 8)
Plasma Technology (level 7)
SMALL SHIELD DOME
Shielding Technology (level 2)
Shipyard (level 1)
LARGE SHIELD DOME
Shielding Technology (level 6)
Shipyard (level 6)
ANTI-BALLISTIC MISSILES
Missile Silo (level 2)
Shipyard (level 1)
INTERPLANETARY MISSILES
Missile Silo (level 4)
Shipyard (level 1)
Impulse Drive (level 1)
---+ LUNAR BUILDINGS ----
LUNAR BASE - No Requirements
SENSOR PHALANX
Lunar Base (level 1)
JUMP GATE
Lunar Base (level 1)
Hyperspace Technology (level 7)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+------------------------ PROGRESS GUIDE -------------------------+
Any time while logged in to OGame, you can check the Technology
page on the left navigation panel, but you only get so much
info there. You're probably wondering, "What's the most efficient
path to take? Is it worth constructing this next level of building,
or should I spend the resources on developing this research tech?"
This section is a sort of reverse-engineering of the Technology list.
Here you can find out what a certain level of building or research
will contribute to unlocking, rather than seeing what is needed to
unlock something.
---+ NO REQUIREMENTS -----
These buildings are available from the start. By carefully upgrading
these buildings, you can quickly unlock new buildings as well as
ships, defense units, and researchable technologies. For details on
the functions, pros, cons and other info for each type of building
see the Buildings Breakdown section.
Metal Mine
Crystal Mine
Deuterium Synthesizer
Solar Plant
Robotics Factory
Metal Storage
Crystal Storage
Deuterium Tank
Research Lab
Alliance Depot
Lunar Base (Moon)
---+ BUILDINGS -----
This list demonstrates what an upgrade to a building will contribute
to if you so choose to upgrade it, following this model:
Building Level Completed -> Contributes to this being unlocked
Deuterium Synthesizer 5 -> Fusion Reactor
Robotics Factory 2 -> Shipyard
Robotics Factory 10 -> Nanite Factory
Shipyard 1 -> Missile Silo
Shipyard 1 -> Light Fighter
Shipyard 1 -> Solar Satellite
Shipyard 1 -> Rocket Launcher
Shipyard 1 -> Small Shield Dome
Shipyard 1 -> Anti-Ballistic Missiles
Shipyard 1 -> Interplanetary Missiles
Shipyard 2 -> Small Cargo
Shipyard 2 -> Light Laser
Shipyard 3 -> Heavy Fighter
Shipyard 3 -> Espionage Probe
Shipyard 4 -> Large Cargo
Shipyard 4 -> Colony Ship
Shipyard 4 -> Recycler
Shipyard 4 -> Heavy Laser
Shipyard 4 -> Ion Cannon
Shipyard 5 -> Cruiser
Shipyard 6 -> Gauss Cannon
Shipyard 6 -> Large Shield Dome
Shipyard 7 -> Battleship
Shipyard 8 -> Bomber
Shipyard 8 -> Battlecruiser
Shipyard 8 -> Plasma Turret
Shipyard 9 -> Destroyer
Shipyard 12 -> Deathstar
Research Lab 1 -> Computer Tech
Research Lab 1 -> Energy Tech
Research Lab 2 -> Armour Tech
Research Lab 2 -> Impulse Drive
Research Lab 3 -> Espionage Tech
Research Lab 4 -> Weapons Tech
Research Lab 4 -> Ion Tech
Research Lab 6 -> Shielding Tech
Research Lab 7 -> Hyperspace Tech
Research Lab 10 -> I. Research Net
Research Lab 12 -> Graviton Tech
Missile Silo 2 -> Anti-Ballistic Missiles
Missile Silo 4 -> Interplanetary Missiles
Nanite Factory 1 -> Terraformer
Lunar Base 1 -> Sensor Phalanx (Moon)
Lunar Base 1 -> Jump Gate (Moon)
---+ RESEARCH TECHNOLOGIES -----
This list demonstrates what an upgrade to a research tech will
contribute to if you so choose to upgrade it, following this
model:
Tech Development Completed -> Contributes to this being unlocked
Espionage Tech 2 -> Espionage Probe
Espionage Tech 4 -> Expedition Tech
Computer Tech 8 -> I. Research Net
Computer Tech 10 -> Nanite Factory
Armour Tech 2 -> Heavy Fighter
Weapons Tech 3 -> Gauss Cannon
Energy Tech 1 -> Combustion Drive
Energy Tech 1 -> Impulse Drive
Energy Tech 1 -> Light Laser
Energy Tech 2 -> Laser Tech
Energy Tech 3 -> Fusion Reactor
Energy Tech 3 -> Shielding Tech
Energy Tech 3 -> Heavy Laser
Energy Tech 4 -> Ion Tech
Energy Tech 5 -> Hyperspace Tech
Energy Tech 6 -> Gauss Cannon
Energy Tech 8 -> Plasma Tech
Energy Tech 12 -> Terraformer
Combustion Drive 1 -> Light Fighter
Combustion Drive 2 -> Small Cargo
Combustion Drive 3 -> Espionage Probe
Combustion Drive 6 -> Large Cargo
Combustion Drive 6 -> Recycler
Impulse Drive 1 -> Interplanetary Missiles
Impulse Drive 2 -> Heavy Fighter
Impulse Drive 3 -> Colony Ship
Impulse Drive 4 -> Expedition Tech
Impulse Drive 4 -> Cruiser
Impulse Drive 6 -> Bomber
Shielding Tech 1 -> Gauss Cannon
Shielding Tech 2 -> Recycler
Shielding Tech 2 -> Small Shield Dome
Shielding Tech 5 -> Hyperspace Tech
Shielding Tech 6 -> Large Shield Dome
Hyperspace Tech 3 -> Hyperspace Drive
Hyperspace Tech 5 -> Destroyer
Hyperspace Tech 5 -> Battlecruiser
Hyperspace Tech 6 -> Deathstar
Hyperspace Tech 7 -> Jump Gate (Moon)
Hyperspace Tech 8 -> I. Research Net
Hyperspace Drive 4 -> Battleship
Hyperspace Drive 5 -> Battlecruiser
Hyperspace Drive 6 -> Destroyer
Hyperspace Drive 7 -> Deathstar
Laser Tech 3 -> Light Laser
Laser Tech 5 -> Ion Tech
Laser Tech 6 -> Heavy Laser
Laser Tech 10 -> Plasma Tech
Laser Tech 12 -> Battlecruiser
Ion Tech 2 -> Cruiser
Ion Tech 4 -> Ion Cannon
Ion Tech 5 -> Plasma Tech
Plasma Tech 5 -> Bomber
Plasma Tech 7 -> Plasma Turret
Graviton Tech 1 -> Deathstar
---+ MINIMUM LEVELS FOR DEVELOPMENT PROGRESS ------
These are the minimum levels required to have EVERY building,
tech, ship, and defense unit unlocked and available. This list
is only meant as a theoretical minimum since you will realistically
need to spend a lot of resources upgrading your mines and storage,
unless you have a very generous benefactor handing down piles and
piles of resources on demand. Just peek back to this list now and
then to make sure you aren't upgrading something that will not
contribute to new developments (for example, there is no reason to
waste resources on upgrading Weapons Tech past level 3 until you
want to start attack other colonies and need the extra firepower).
Deuterium Synthesizer 5
Robitics Factory 10
Shipyard 12
Research Lab 12
Missile Silo 4
Nanite Factory 1
Espionage Tech 4
Computer Tech 10
Armour Tech 2
Weapons Tech 3
Energy Tech 12
Combustion Drive 6
Impulse Drive 6
Shielding Tech 6
Hyperspace Tech 8
Hyperspace Drive 7
Laser Tech 12
Ion Tech 5
Plasma Tech 7
Graviton Tech 1
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+------------------------- CREDITS, ETC --------------------------+
Thank You's:
Thanks OGame staff for a great, immersive online RTS game!
Thanks GameFAQs for hosting another one of my guides!
Thanks to the Reader for reading my guide!
Thanks to Justin and Luke for getting me back into the game after
several years!
Thanks to FoxGame for a great FireFox extention that makes OGame
a little more user-friendly!
Version History:
1.00 *First complete version. I'll update with more info and
corrections if I get emails or if I finally get farther
in the game! (August 13th, 2008)
Future Plans and Ideas:
* Add battle strategies/tips
* Elaborate on the statistics and workings of attacking and defending
* Add advanced player strategies and tips
* Correct any misleading or false information
* Add equations and in-depth math-based factors such as "how to
determine the output of your Solar Satellites"
* Add to the FAQ and Newbie Guide sections
* Add info about the real-money "premium services"
* Add info about Player Rank, Points and Statistics systems
* Add technical info about Galaxies and site functions
Don't worry, though, all the necessary information is already here!
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LAST UPDATED: August 13, 2008
GUIDE VERSION: 1.00
GAME VERSION: 0.81
A FAQ/Guide by Xeigrich
Copyright 2008 Xeigrich, All rights reserved.
Please do not duplicate any portion of this FAQ without first
requesting permission from the author: tonyjones17(at)yahoo(dot)com
This guide should ONLY be found on GameFAQs.com