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OGame Facts

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OGame
Facts
here are some facts about
OGame

The Solar Plant: This building is used to produce energy, in any strategy this is the first
building you will need to construct. The output will be energy which can be
used to produce metal, crystal and deuterium. As soon as the building is
completed you can see how much energy it produces at the top bar next to the
amount of resources your planet has. The energy output can be seen in the
Calculate screen in the left menu. Gigantic solar plants are used to
generate energy for the mines and the deuterium synthesizer. As the solar
plant is upgraded, the surface area of the photovoltaic cells covering the
planet increases, which results in a higher energy output. Solar power
plants represent the basis of the planetary power supply.
The
Fusion Reactor. This is a supplemental (secondary, not very popular) energy source, although
is expensive to produce energy ( uses deuterium). In fusion power plants, 2
hydrogen atoms are fused into one helium atom under enormous pressure and at
great temperatures. The resulting helium nucleus releases energy of
41.32*10^-13 Joules in the form of radiation (for 1 gram of deuterium, 172 MWh of energy are released). The larger the fusion reactor is, the more
complex the fusions that can be produced and more energy is created by the
reactor.

The Crystal Mine.
Crystal is an important resource for buildings, ships and research. It is
produced in smaller amounts than metal, but is still important. Crystals are
the main resource used to build electronic circuits and form certain alloy
compounds. Compared to the metal production process, the processing of raw
crystalline structures into industrial crystals requires about twice the
energy; thus crystals are more expensive when trading. Each single ship and
building require a certain quantity of crystals, but those suitable are
quite rare and are found at large depths. The mines required to harvest them
thus become increasingly expensive as they reach larger depths, but
certainly provide more crystals than shallow mines.
Deuterium
Synthesizer. Deuterium is heavier hydrogen. As with mines, the largest reserves are to be
found at the deepest levels of the sea. The upgrade of the synthesizer
allows for the tapping of the deepest deuterium deposits. Deuterium is used
when carrying out sensor phalanx scans, viewing galaxies, fuelling ships and
performing research upgrades.

The Metal Mine: Metal mines produce metal on energy expenses. Metal is the most common type
of resources used in the construction of ships and structures available in
the game. Metal is needed for nearly everything that can be built or
researched. As metal is the most abundant of all resources its tradable
value is considered to be the lowest of all resources. It is recommended to
have a highly developed metal mine, particularly in the beginning.
Productivity increases as the mines reach larger depths however working at
these greater depths calls for an increased energy input.

The shipyard:
Here you can build all the ships that will be available in the game.
Although the shipyard can be built quite early most of the ships need some
research in order to be built. For an overview of available ships as well as
what is needed to build them you can use the "Technology" button on the left
hand menu. A higher level shipyard allows you to build ships faster.

The Research Lab: This building is needed in order to research. You can research new
technologies that allow you to build new ships and defences. Also, some
technologies improve current ships. Research can be completed faster by
building up the research lab.
The
Metal Storage:
This building is a gigantic storage facility for mined metal ore. As the
building is upgraded, more metal ore can be stored. But as soon as the
capacity of the metal storage building is reached, no more metal can be
mined.
The
Crystal Storage:
Unprocessed crystal is stored in this building. As this building is
upgraded, the capacity of the crystal that it can hold is increased.
However, once the capacity is reached, no more crystal can be mined.
The
Deuterium Tank. This building is a giant tank specifically built for
storing newly-synthesized deuterium. Because building a fleet usually
requires deuterium, this storage tank is usually found near shipyards. As
the deuterium tank is upgraded, its capacity is increased. However, once the
capacity is reached, no more deuterium can be synthesized.
The
Alliance Depot, supplies fuel to friendly fleets in orbit helping with
defense. For each upgrade level of the alliance depot, 10,000 units of
deuterium per hour can be sent to an orbiting fleet.

The robotics factory:
This building is essential in order to create a successful empire. By
building this the production time of buildings will be reduced. This is
especially useful later in the game, when construction times can be very
long. Robotic factories provide robots to be used in the construction and
upgrade of buildings. Each upgrade to the robotics factory increases the
number and efficiency of the robotic units.
The
Nanite Factory.
This factory produces units that are believed to be the ultimate evolution
in robotics technology. Nanites are nanometer-sized robots capable of
extraordinary performance through networking. Once researched, they increase
productivity in almost every area, and because of this, the nanite factory
halves the construction time for buildings, ships, and defensive structures
with each level.
The
The Shipyard.
The planetary shipyard is responsible for the construction of space ships
and defensive systems. As the shipyard is upgraded, it can produce a wider
variety of ships at a much higher speed. If a nanite factory is present on
the planet, the speed at which units are completed is massively increased.
The
Teraformer With the increasing development of a planet, the question of limited
living space in colonies becomes more and more important. Traditional
methods, such as high-rises and underground construction prove to be
increasingly insufficient. A small group of high-energy physicists and nanoengineers finally found the solution: terraforming.
At the cost of enormous amounts of energy, the terraformer can reclaim whole
swaths of land or even continents. In this building, specially-constructed
nanites are produced to provide a constant soil quality.
Once built, the terraformer can't be torn down.
The
Missile Silos
Missile silos are used to construct, store and launch missiles. Five
interplanetary or ten anti-ballistic missiles can be stored per developed
level. One interplanetary missile requires as much room as two
anti-ballistic missiles. Different missile types can be combined as desired.

Galaxy:
The Galaxy screen shows you other players nearby and detailed information
about their planets and moons. You can send espionage probes from this
screen to spy on another planet, as well as send a message to a player.

Espionage Technology: Espionage technology involves the development of new and more
efficient sensors. The more this technology is developed, the more
information is available to the user about activities in the surrounding
area. The difference between your espionage level and that of your opponent
is crucial. The further your own espionage technology is developed, the more
information is contained in a report and the smaller the chance that you
will be discovered spying. The more probes you send, the more details you
will discover about your opponent, but at the same time, the danger of
discovery also increases. Espionage technology also improves the information
shown about incoming fleets. Here, only your own espionage level is
important.
Starting with Level 2, the total number of attacking ships will be displayed
along with the simple attack warning.
Starting with Level 4, you can see the type of attacking ships as well as
the total number.
Starting with Level 8, you are shown the precise number of different ship
types. For raiders, this technology is indispensable, because it provides
information about the victim's fleets and/or stationed defenses. This
technology should be developed very early, immediately after developing
small transporters
Computer
Technology. Computer
technology involves expanding existing computer capacities. More and more
powerful and efficient computer systems are developed. The computing power
continually increases and the speed at which computer processes run is also
increased. More and more fleets can be commanded simultaneously with
increasing computer capacities.
Each level of computer technology increases the maximum number of fleets by
one. The more fleets you can send at one time, the more you can raid and the
more resources you can capture. Of course, this technology is also useful
for traders, who can also send out more trading fleets at the same time. For
this reason, computer technology should be continuously developed throughout
the game.
Weapons
Technology. Weapons
technology involves further development of existing weapons systems.
Particular value is placed on providing more energy to existing systems and
channelling that energy more precisely.Thus weapons systems become more
efficient and weapons do more damage. Each level of weapons technology
increases the weapon strength of units by 10 % of the base value. Weapons
technology is important to keep your units competitive. Therefore, it should
be continuously developed throughout the game.
Shielding
Technology. Shielding technology involves researching new ways of providing shield
with energy and thus making them more efficient and tougher. Each developed
level increases the efficiency of shields by 10 % of the base value.
Armour
Technology. Special
alloys improve the armour on ships and defensive structures. Once a very
resistant alloy is discovered, special radiation changes the molecular
structure of the ship or defensive structure and brings it up to the level
of the best-developed alloy. The effectiveness of the armour can be
increased by 10 % per level.
Hyperspace
Technology. By integrating the 4th and 5th dimensions it is now possible to research
a new kind of drive that is more economical and efficient.
Energy
Technology. Energy technology involves the development of energy management systems
and energy storage necessary for many new technologies.
Hyperspace
Drive. By distorting space-time, the space in the immediate area of a
ship is compressed, allowing long distances to be covered very quickly. The
farther the hyperspace drive is developed, the greater the compression of
space, which increases the speed of ships equipped with it (battleships,
battlecruisers, destroyers, and deathstars) by 30 % per level.

Combustion Drive. Combustion drives are based on the ancient principle of recoil. Heated
materials are expelled and propel the ship in the opposite direction. The
efficiency of this drive is low, but it is cheap, reliable and requires
minimal maintenance. It takes up little space and is often found on smaller
ships. Because combustion technology is the basis of all space travel, it
should be researched as soon as possible. Further development of this drive
makes the following ships faster by 10 % of the base value per level: small
and large cargo ships, light fighters, recyclers, and espionage probes.
The
Impulse Drive. impulse drive is based on the reaction principle, in which the jet mass is
the result of waste products from nuclear fusion used to make energy. In
addition, other masses can be injected. Further development of this drive
makes the following ships faster by 20 % of the base value per level:
bombers, cruisers, heavy fighters, and colony ships. Interplanetary missiles
can fly farther with each level.
Laser
Technology. Lasers (Light Amplification by Stimulated Emission of
Radiation) generate an intense, high-energy beam of coherent light. These
devices find use in all possible areas, from optical computers to heavy
laser weapons that effortlessly slice through spaceship armour. Laser
technology is an important cornerstone for the development of further
weapons technologies.
Plasma
technology. A further development of ion technology, which accelerates
high-energy plasma instead of ions. This has a devastating effect when
striking an object.
Ion
Technology. A deadly beam of accelerated ions. This causes enormous
damage when striking an object.
Intergalactic
Research Network. Researchers on different planets communicate via this
network.
One research lab is networked per level of development. The linked
laboratories are always those of the highest level.
The networked lab must be sufficiently developed to be able to conduct the
upcoming research independently. The development levels of all participating
labs are counted together in the intergalactic research network.
Gravitation
Technology. A graviton is a particle which has no mass and no charge and
determines the force of gravity. Firing a concentrated charge of graviton
particles can create an artificial gravity field similar to a black hole
that draws mass into itself, destroying ships or even moons. Creating a
sufficient amount of gravitons requires a tremendous amount of energy.

Launching Fleets:
There are two options to accomplish this. You may either launch your fleets
straight from the Galaxy screen or you may use the Fleet screen to
select the amount of each kind of fleet that you will send on this mission.
After that you will be requested to enter the Coordinates of your
target and the speed of the fleet you will be launching. You are left now
with picking the kind of mission that you mean your fleet to fulfill:
Attack, Deploy, Harvest or Transport.
Small
Cargo. Cargos are approximately the same size as fighters, but do
without high-performance drives and on-board weapons to create room for
cargo. The small transporter has a cargo capacity of 5,000 resource units.
Because of their limited firepower, transporters are often escorted by other
ships.
As soon as the impulse drive has been developed to Level 5, the small
transporter flies at higher speeds and is equipped with the impulse drive.
Large
Cargo. This ship has little in the way of weapons or other technologies
on board. For this reason, it is never sent out alone. The large
transporter, thanks to its highly developed combustion drive, serves as the
most economical resource supplier between planets and, of course,
accompanies fleets on raids of enemy planets in order to capture as many
resources as possible.
The
Light Fighter. This light fighter is an agile ship that is encountered
on almost each planet. The costs are not particularly high, however the
shield strength and cargo capacity are very low.
Heavy
Fighter. In developing the heavy fighter, researchers reached a point at
which conventional drives no longer provided sufficient performance. In
order to move the ship optimally, the impulse drive was used for the first
time. This increased the costs, but also opened new possibilities. By using
this drive, there was more energy left for weapons and shields; in addition,
high-quality materials were used for this new family of fighters. This lead
to improved structural integrity and more firepower, making it a much larger
threat in combat than its lighter counterpart. With these changes, the heavy
fighter represents a new era in ship technology and is the basis for cruiser
technology.
The
Cruiser. With the development of the heavy laser and the ion cannon,
fighters encountered more and more difficulties. Despite many modifications,
weapons strength and armour couldn't be increased enough to effectively
counter these defensive measures. Therefore, it was decided to build a new
class of ship that combined more armour and more firepower. The cruiser was
born. Cruisers are armoured almost three times as heavily as heavy fighters
and have more than twice the firepower. In addition, they are very fast.
There is no better defense against medium defenses. For almost a century,
cruisers utterly dominated space. With the arrival of Gauss cannons and
plasma turrets, their predominance ended. However, they are still used today
against fighter groups.
The
Battleship. Battleships form the backbone of a fleet. Their heavy
cannons, high speed, and large cargo holds make them opponents to be taken
seriously.
Colony
Ship. This well-armored ship is used to colonize new planets, which is
essential for an ambitious empire. This ship is used to create a new colony,
The ship and all resources on board are destroyed in the creation of the
colony. A maximum of 9 planets per empire, including the home world, can be
colonized. If you have 8 colonies and a capitol planet & you send a colony
ship to start another planet, you will get this message "The fleet has
arrived at the assigned coordinates. [x :xxx : xx], and determined that the
planet is suitable for colonization. Shortly after opening up the planet, a
message arrived that there are disturbances in the planet's capital because
the empire is too large and the colony withdrew."
The
Recycler. As space battles became ever larger the resultant debris
fields became too sizable to waste. Normal transporters couldn't get close
enough without sustaining enormous damage from small debris. A new
development in the field of shield technology efficiently solved this
problem; the recycler, a new ship class similar to the large transporter,
appeared. With its help, the apparently lost resources could be recovered.
Thanks to the new shields, small debris no longer presented a danger.
Unfortunately, this equipment requires room, limiting the cargo capacity to
20,000.
The
Espionage Probe. Espionage probes are small, agile drones that provide
data on fleets and planets over great distances. Their high-powered drives
allow them to cover large distances in just a few seconds. Once in orbit
around a planet, they stay briefly to collect data. During this time, they
can be discovered and attacked easily by the enemy. Armour, weapons, and
shields were not added in order to save space, which makes the probes easy
to target once they are discovered.
The
Bomber. bomber was developed especially to destroy the planetary
defenses of a world. Using laser-guided targeting equipment, it hurls plasma
bombs precisely at the surface of the planet, causing tremendous damage to
defensive facilities.
As soon as the hyperspace drive is developed to Level 8, the bomber flies at
higher speeds and is equipped with the hyperspace drive.
Solar
Satellites. They are launched into geosynchronous orbit around a planet.
They gather solar energy and transmit it to a ground station. The efficiency
of the solar satellites depends on the strength of the solar radiation. In
principle, energy production in orbits close to the sun is greater than for
planets in orbits distant from the sun. With their good cost/effectiveness
ratio, solar satellites solve the energy problems of many worlds. But be
careful: solar satellites can be destroyed easily in battle.
The
Destroyer. Destroyers are the kings of the warships. Thanks to its
improved homing sensors, its multi-phalanx Ion and Gauss Cannons, together
with its Plasma Turrets enable a heavy concentration of firepower on lasers.
Because the destroyer is very large, its maneuverability is severely
limited, which makes it more of a battle station than a fighting ship. As
high as its combat strength is, so is its use of deuterium.
The
Deathstar. deathstars are armed with a gigantic graviton cannon, which
can destroy ships as large as destroyers or even moons. Because it requires
a large amount of energy for this, it consists almost entirely of
generators. Only enormous star empires can afford the resources and workers
to build this moon-sized ship.
The
BattleCruiser. This ship, a technological filigree, is deadly when it
comes to destroying attacking fleets. With its improved laser cannons, it
holds a privileged position between the heavy ships classes, which it is
designed to defeat. Due to its small design and its enormous weaponry, the
load cargo is minimal, but this is compensated by the low fuel consumption
of the built-in hyperspace engine.

Defense:
To build defense on your planets you choose Defense on the left side
menu. There you can build up your planetary defense from rocket launchers up
to a large shield dome. In case you are attacked they will fight alongside
the fleet you have at that time on the planet against the enemy. Unlike your
fleet, 70% of defense will be rebuilt after a battle.
The
Rocket Launcher is a simple, cost-effective
defensive option. It is simply a development of common ballistic firearms
and requires no further research. Its limited manufacturing costs justify
its use against smaller fleets, however it loses significance over the
course of time. Later it is used only as a backstop behind larger cannons.
Defensive facilities deactivate as soon as they are too heavily damaged.
After a battle, there is up to a 70 % chance that failed defensive
facilities can be returned to use.
Light
Laser. In order to compensate for the tremendous progress in spaceship
technology, researchers had to develop defensive facilities which could also
handle larger and better-equipped ships and fleets. This was the genesis of
the light laser. Concentrated firing at a target with photons can produce
significantly greater damage than standard ballistic weapons. In order to
resist the greater firepower of the new types of ships, it was equipped with
improved shields. So production costs could be kept low, the structure was
not strengthened any further. The light laser has the best price/performance
ratio there is and so is of interest to more advanced civilizations.
Defensive facilities deactivate as soon as they are too heavily damaged.
After a battle, there is up to a 70 % chance that failed defensive
facilities can be returned to use.
The
Heavy Laser. heavy laser is the logical development of the design of the
light laser. The structure is strengthened and improved with new materials.
The hulls are significantly more resistant. The energy system and the
targeting computer were improved so that the heavy laser concentrates
significantly more energy on a target. Defensive facilities deactivate as
soon as they are too heavily damaged. After a battle, there is up to a 70 %
chance that failed defensive facilities can be returned to use.
Gauss
Cannon. Projectile weapons were considered antiquated compared to modern
nuclear and energy technologies, the development of the hyperspace drive and
improved armour. The very energy technologies that had pushed them aside
helped return them to their accustomed role. The principle was known in the
20th and 21st centuries on Earth - the particle accelerator. A Gauss cannon
is actually nothing more than a significantly larger version of this device.
Projectiles weighing tons are magnetically accelerated at gigantic
electrical cost and have a muzzle velocity that causes dirt particles in the
air around the projectile to burn and the recoil makes the earth quake.
Current armour and shields can withstand this penetrating power with
difficulty, and it isn't uncommon for a target to be simply burst through.
Defensive facilities deactivate as soon as they are too heavily damaged.
After a battle, there is up to a 70 % chance that failed defensive
facilities can be returned to use.
The
Ion Cannon. On Earth in the 21st century, there was a technology known
as EMP. EMP, or ElectroMagnetic Pulse induces additional voltage in all
electrical circuits causing massive failures that destroy sensitive devices.
At that time, EMP weapons were based on rockets and bombs and used in
connection with nuclear weapons. Since then, EMP has been further developed
because it can disable targets leaving them incapable of moving or fighting,
so they are easily captured or destroyed. The ion cannon represents the
highest form of EMP to date. Because of its high shielding, ions make good
fodder for larger, more damaging cannons. Ion technology is used on
cruisers, but not on any other ship type, because the energy requirements of
the ion cannon are enormous. In battle, targets must be destroyed and not
just paralyzed. Defensive facilities deactivate as soon as they are too
heavily damaged. After a battle, there is up to a 70 % chance that failed
defensive facilities can be returned to use.
Plasma
Turret. Laser technology had been almost perfected. Ion technology had
reached its final phase. Qualitatively it was considered practically
impossible to get more effectiveness out of just one weapons system. But
then someone came up with the idea of combining the two systems. Already
known from nuclear fusion technology, lasers heat particles (mostly
deuterium) to extremely high temperatures, occasionally reaching millions of
degrees. Ion technology contributes in the form of electrical charge,
stabilizing fields, and accelerators. Once the charge is heated, pressurised,
and ionised, it is fired into space at the target by accelerators. The
glowing ball of plasma is an impressive sight. But the crew of a targeted
ship can only watch in horror as the hull of their ship is torn to pieces
and its electronics are fried. The plasma turret is considered the most
fearsome weapon there is and this technology also has its price. Defensive
facilities deactivate as soon as they are too heavily damaged. After a
battle, there is up to a 70 % chance that failed defensive facilities can be
returned to use.
Small
Shield Dome. Long before shield generators were small enough to be used
on ships, giant generators already existed on the surfaces of planets. They
covered the entire planet with a force field that could absorb tremendous
amounts of energy before collapsing. Smaller attack fleets failed again and
again against this shield dome. With increasing technological development,
this shield was strengthened further. Later, a large shield dome that was
even stronger was built. Only one small shield dome can be built per planet.
After a battle, there is up to a 70 % chance that failed defensive
facilities can be returned to use.
Large
Shield Dome. The further development of the small shield dome. It is
based on the same technology, but uses significantly more energy to
withstand enemy attacks. After a battle, there is up to a 70 % chance that
failed defensive facilities can be returned to use.
Anti-Ballistic
Missiles They destroy attacking interplanetary missiles. Each
anti-ballistic missile destroys one interplanetary missile.
Interplanetary
Missiles. They simply destroy enemy defenses. Defensive facilities
destroyed by interplanetary missiles are not automatically rebuilt.
Lunar
Base. A moon has no atmosphere and so a lunar base must be built before
it can be developed. This provides necessary air, gravity, and heat. The
higher the upgrade level of the moon base, the larger the area provided with
a biosphere. Three fields can be developed per moon base level to the
maximum permitted by the moon's size. Each level of the lunar base uses one
field. Once built, the lunar base can't be torn down.
The
Sensor Phalanx. High-resolution sensors scan the complete spectrum of
all radiation falling on the phalanx. High-performance computers determine
microscopic energy fluctuations to gain information about ship movements on
distant planets. For the scan, energy in the form of deuterium (5,000) must
be available on the moon. Scan by switching to the Galaxy View from the moon
and clicking on an enemy planet in sensor range.
The
Jump Gate. A Jump Gate is a system of giant transceivers capable of
sending even the largest fleets to a receiving Gate anywhere in the universe
without loss of time. Utilizing technology similar to that of a Worm Hole to
achieve the jump, deuterium is not required. A recharge period of one hour
must pass between jumps. Transporting resources through the Gate is not
possible.
You can also hire
commanders, this is not free !
Fleet
Admiral
The Fleet Admiral is an experienced combat war veteran and skilled war
strategist. In the toughest of battles, he is able to create an overview of
the situation and contact his subordinated admirals in a moments notice. The
Fleet Admiral is also an accomplished computer programmer who, in an
emergency situation, can gain two additional slots to control his battle
fleets.
max. fleet slots +2
Engineer
The Engineer is a specialist on energy management and defense capabilities.
In times of peace, he increases the energy of the colonies, insuring an
equal disribution of power across all the grids. In case of an enemy attack,
he immediately routs all the power to all defense mechanisms, avoiding an
eventual overload, which results in lower defense losses during a battle.
Reduces the losses
of the defense by half
+10% more energy
Geologist
The Geologist is a expert in astro-mineralogy and -crystalography. He
assists his teams in metallurgy and chemistry as he also takes care of the
interplanetary communications optimizing the use and refining of the raw
material along the empire. Utilizing state of the art equipment for
surveying, the Geologist can locate optimal areas for mining, increasing
mining production to 10%.
+10% mine production
Technocrat
The guild of The Technocrats is composed of genius scientists, and you will
find them always over the realm where all human logic would be defied. For
thousands of years, no normal humans have ever cracked the code of a
Technocrat. The Technocrat inspires the researchers of the empire with his
presence.
+2 espionage level
for probes, 25% less research time
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