Review of: Ogame Strategie

Reviewed by:
Rating:
5
On 08.09.2020
Last modified:08.09.2020

Summary:

An besonderen Events mangelt es in der Spielbank Salzburg nicht. Was aber natГrlich Гberragend ist: Die Auswahl an Spielen?

Ogame Strategie

Zahlreiche Gefahren und strategische Herausforderungen, aber auch Reichtum und Macht erwarten den risikofreudigen Weltraum-Pionier in den. Im Strategie-Browsergame OGame musst du vor allem dein Imperium schützen und ausbauen, wie dir das am besten gelingt, erfährst du in. Grundsatzstrategie. Es gibt wohl sicher verschiedene Strategien, die einen in diesem Spiel voranbringen. Manche Spieler setzen rein aufs raiden (pure Piraterie).

OGame - Die 5 besten Tipps & Tricks

Die Stufe der Metallmine sollte je nach Strategie über der der Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig). Zahlreiche Gefahren und strategische Herausforderungen, aber auch Reichtum und Macht erwarten den risikofreudigen Weltraum-Pionier in den. Du bist nicht allein unterwegs im Strategiespiel OGame. Tausende andere Imperatoren verfolgen ähnliche Ziele und versuchen, mit ihren Mitteln einen besseren.

Ogame Strategie Gameforge Login Video

OGame 4fleeters #001 - Grundlagen, Planeteninfrastruktur, Forschung

Dies beginnt Ogame Strategie, wГre Ogame Strategie Einsatz von 400 в erforderlich! - Bunkere keine Rohstoffe

Diese setzt er an eher weit entferntere Ziele um dort seine Flotte zu stationieren. However, the first reward, providing you with metal and crystal, is extremely useful in chasing first planet. Once you're under lanx, you should always use deployment! Expensive right Dead Draw but not over the long term. Note: Don't forget to continue with farming. Funnily enough I have some comments on other parts of the guide, that I will eventually write
Ogame Strategie

This will allow you to get a wider raiding area - you'll be able to farm more inactives thus get more resources. It will also allow you to start FSing with deployment mission, which which will be your first safe FS.

What now? The optimal solution would be to build more fleet, get recyclers and farm like crazy. Invest in both - mines and fleet.

Mines will supply you with a steady income during the time you won't be fleeting. Fleet will bring you a bigger hauls of resources.

Colonies : You should be getting as many colonies as possible. This will give you a great advantage of a wide farming area.

Note that players in lower galaxies will want to protect themselves building more defence and trying to be unproffitable.

That's why you should move to a different one are after a while to get some fresh farms. Make sure your colonies are big enough. Keep them above fields.

See this guide for details: Colonising a new planet, old and new You should soon delete your small colonies and aim to have all permanent ones.

Mines: Keep some cargos on all planets so you can transport the daily mine output to develop mines. Don't build up a "super planet" with very high mines and ignore your colonies.

You should have all planet's mines developed the same way. Solar sats: As solar plants will start getting expensive, you should switch to solar sats.

It's recommended not to have a solar plant above levels as solar sats are a lot more efficient and cheap. Defence: Note that they are very vulnerable to local farmers, so you should have some plasma turrets in your defence to protect them.

Build some fodder with defence as well, but don't invest in it too much. Many players ask how many solar sats can they have for a certain defence.

The best answer is - see for yourself. If you're not getting farmed, it's enough. Once you get farmed, double the defence. As soon as you get plasmas, you should have ABMs as well.

Keep at least as many as your plasma count is. Research : Research is not that important. Build impulse level 5 to speed up your cargos and unlock new ships.

You should concentrate on Astrophysics tech, Compute tech and Espionage tech. You can also try your luck with expeditions, but make sure you do them correctly.

Moonshots and FSing: It's a good idea to have a friend play a moonshot account to give you free moonshots. Moonshots themselves are very expensive - especailly this early ingame, but a moon will be a great advantage as you can try your skill in blind lanxing.

Don't forget to FS! When you're not under lanx, use harvest or colonization mission. Once you're under lanx, you should always use deployment!

When a deployment FS becomes too expensive, and a lot of moons start appearing, you should consider buying moonshots if not having a MS acc.

The more you fleet, the faster you will grow. Note that a lot of high ranks go to people who are online a lot. In a couple of months, the list of top players change completely.

Being online helps you be ranked high at start, but it will not help you stay there forefer. At the early stages you should stil concentrate on inactives only.

After a while, you can start attacking those ranked lower than you. Once you get a moon, you can start having a proper fun.

Question: When should I join an alliance and which alliance should I join? Answer: That depends on your preferences.

Don't join an alliance with too many members - that's a mass ally - it is full of noobs and normally has a poor organisation.

Also, alliances on the top are not necessarily the ones that will be there in a month. Rank does not mean that much at this stage. You're best off joining an alliance of players you know.

Good communication and cooperation is crucial. The firs thing to built is always a metal mine followed by a solar plant or a solar plant followed by a metal mine, the difference ranges from a second's worth of production up to a few minutes, so it's basically neglibile.

You'll then want to keep on upgrading the metal mine and solar plant until you reach lvl 4 metal mine and lvl 3 solar plant.

Now this is where the old and new design differ. In the old design, it was generally better to wait for awhile for resources to pile up and build a lvl 5 metal mine and a lvl 4 solar plant before starting on the crystal, but with the redesign and it's tutorials, it's better to leave the metal at 4, and rush the crystal until lvl 2, then build the solar plant up to lvl 4 in order to get the tutorial bonus.

You'll end up with lvl 4 metal mine, lvl 2 crystal mine and a lvl 4 solar plant [insert a link of the tutorial with the rewards.. Would you like to build a small cargo as fast as you can and start raiding recommended if you have some more experience with the game and more time to spend on it , or would you like to lay low and mine for the first few days of the uni recommended for new players, and people who have less time to spend on ogame?

You will not be building any deuterium synthetisers, and you will get all the deut you need from the merchant you can purchase with the free dark matter you get from one of the tutorials.

The general idea is to build up your metal and crystal mines high enough so you can research the requirements and build the small cargo, and use excess metal to trade off with the merchant for the deut you'll need for the research lab, robotics plant, shipyard and the researches themself.

Do not worry about fuel costs, because with the tutorial's reward system, once you get your first small cargo, you will get some deuterium as a reward.

What to build and when to build it. First thing to remember is energy. Without enough energy your mines won't work at full capacity, so building a metal mine 10 when you have no energy to power it are at 0 available energy, or in the negative values is of no use, so build the solar plant first!

You will still get a better income than building the next level of solar plant first. In short words, when at 0 or negative power, build a solar plant first.

When you have 1 or more power left over, build the mine first. This way, you will ensure maximum production for the whole time.

The first mine to get upgraded is the metal mine. You need metal for all your buildings, plus the combustion drive research, and you also need to have enough metal to trade for deuterium around 10k metal, can vary due to the merchant's varying rates.

Upgrade the metal mine until you reach level 7, and then upgrade one level of crystal. Keep the metal and crystal at a 4 lvl difference after that metal mine at lvl 8 - crystal mine at level 4.

Don't forget to upgrade the solar plant accordingly. Once you've reached level 7 crystal mine and lvl 11 metal mine , stop upgrading the crystal. Lvl 7 will work fine for the crystal you need for the fast small cargo, and you'll need the resources to upgrade the metal mine further.

Lvl 13 or 14 of metal mine is generally high enough in order to start saving up for the merchant. If you feel that you have too little crystal and excess metal, you can trade up some small amount of metal for crystal, but the main thing is, you need to sell enough metal in order to get deuterium.

The merchant trades at rates around , so you'll need around 10 metal in order to get your deuterium. After this, you'll need to build a research lab lvl 1 , research energy technology lvl 1 , then combustion drive lvl 2.

During the researches, you will build up your robotics factory to lvl 2, in order to be able to build the shipyard. After that is done, build the shipyard up to lvl 2.

With the shipyard and combustion drive both at level 2, you can build your first small cargo and start raiding. Now it's time to figure out who to attack.

First, check your solar system. You don't need any deuterium to do so, and you'll get to your targets faster. Look for someone with as little as possible points and no activity star to raid.

That reduces the chance of your target having built a rocket launcher to destroy your cargo. If you can't find anyone like that in your system, check the neighbouring ones.

DON'T go beyond 5 systems each way. Checking the 5 systems to your left and right will spend you deuterium in galaxy view, and you'll be left with only for fuel.

You can't afford to spend more, since we didn't build any deuterium synthetizers. Therefore, Crystal mines become less cost effective over time, and it is not uncommon for players in older universes to have higher levels of Deuterium mines than Crystal mines.

As you probably already understood from the above, investments in mines provide for lower return on investment ROI as the game progresses, and at some point it may be not worth it to pursue another mine due to extremely high cost and insignificant increase in production.

Maximizing your ROI requires some automated tools, which I mentioned above, strategic thinking and a good understanding of your universe.

Since a lot of new universes open these days and many newer players join them, I suggested it would be best to continue my guide with tips on how to get on track quickly.

So, you got yourself into a new uni. Regardless of the amount of Dark Matter you are going to buy usage of Dark Matter, or DM, is covered later in this guide , the path you are going through stays the same.

DM just allows you to fast-track it. Early on, you should absolutely prioritize mines and astrophysics, which allows to colonize new planets.

ROI early is extremely high and any piece of resource that is not put into mines sets you back. The best defense early is, simply put, being online.

Because of high ROI, you will have a lot of resources that might attract unwanted visitors rushing small cargoes and light fighters fleet, and investing in rocket launchers interferes with your income generation activities.

Try to follow the quickest route you can to colony ship and astrophysics. Getting your first 2 colonies is not expensive in speed unis and you can do it in a few days without DM and within an hour with a decent DM starter pack.

It is hard to say what level of mines you need to start going for the first astro, but it is common to stop at before pursuing astrophysics.

Sending your first expedition provides you with 2 heavy fighters and 5 small cargoes, which are great to raid a little and help yourself get colony ship quicker.

Tutorials and rewards are great ways of assisting yourself in your quest for early growth. Tutorial bonuses come around quicker, since they are not tied to days played, unlike the rewards.

However, the first reward, providing you with metal and crystal, is extremely useful in chasing first planet. A huge early game issue is that you need a lot of Deuterium for astrophysics and colony ship, but you have a hard time producing it due to high energy costs.

So you either use merchant to buy Deuterium with DM, exchange your extra metal for Deuterium, or wait. There is not much Deuterium to raid for, either, since the universe is stripped of it that early.

A popular and an important question that many miners ask is: when do I go for the next planet? There is no universal answer, as the mathematics behind it are influenced by boosters, speed of development, current situation in the universe, availability of resources and so on.

After Astrophysics level 23, the ROI is not good and the investments repay after a very long time, so it is basically a matter of whether you want to get the tech and further mines or not.

I personally think that Deathstars RIPs are a better investment that late in the game. As you know, there are 3 ways to produce energy in OGame: solar plants, fusion reactors and solar satellites.

Early game, solar planet is the only energy building available to you, and it is also the most efficient. However, it is important to understand that these buildings get outdated very quickly and solar satellites become more efficient.

That said, solar satellites can be destroyed, while solar plants and fusion reactor, which are buildings, can not. In case of war or just simple attack from an enemy, solar satellites can be targeted or hit during a raid on your planet.

In that case, you will see a terrible consequence for energy. Nevertheless, satellites are extremely efficient, because they are cheap and allow you to invest more resources into mines and get a quick growth.

Early in the game, solar satellites allow you to quickly outgrow players who go for high levels of solar plant. 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.

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! Build amazing megastructures!

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.

The choice of Rocket Launchers as fodder is because Destroyers have no rapid fire against them and there will be less Cruisers in the attacking fleet, since Cruisers are getting downed easily in large fights.

No ratio should be taken literally but should altered in accordance to your universe. Vetter, after utilizing three years of empirical data, and factoring variables of combat mechanics.

The era of which SpeedSim was still in use. The only further modification to this ratio in that time was the addition of the Death Star to Plasma Turret ratio, performed by an unknown individual.

Im Strategie-Browsergame OGame musst du vor allem dein Imperium schützen und ausbauen, Herr Der Ringe Brettspiele dir das am besten gelingt, erfährst du in unseren Tipps und Tricks. OGame: Grundsatzstrategie Seite 1 Grundsatzstrategie Grundsatzstrategie Es gibt wohl sicher verschiedene Strategien, die einen in diesem Spiel voranbringen. Tritt der Spieler einer Allianz bei, wird das Leben sicherer, aber auch komplizierter. Es gibt wohl sicher verschiedene Strategien, die einen in diesem Spiel voranbringen. 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). It can only destroy 2 attacking Deathstars, but keep in mind it takes 37 PT to destroy 1 Deathstar on their own. I personally think that Deathstars RIPs are a better investment that late in the game. Watch the activity Partnerbörse Test start to slow and safety probe. Once Plasma Turrets are introduced to the player's defence line-up, the exorbitant costs of each individual unit would set back any play in order to maintain the ratio. You should visit every day the game Forum to see new events and read news about your universe, see how Cute Kitten players in your universe are developing, exchange ideas and experience. Note: There will Wsop Bonus Chips be inactive players when Ogame Strategie start playing an old uni. Keep Ogame Strategie above fields. There are various Busbahnhof Osnabrück and add-ons available to help determine the economic effect of mines, with Antigame Origin and Infocompte being useful in that regard. Go for it if you have unused metal. So it's time to build up the facilities. Note: Don't forget to continue with farming. One way of placing your 2nd colony is trying your luck and placing it to the position where you wish your permanent colony. If you know what you're doing then the fastest was would be joining a new universe right after it opens. Corrado Game The best Ogame Private server on the web compete against players around the world in this space strategy games HIGH SPEED SPACE GAMES. You can achieve top ranks in your universe with the condition that you are a constant and perseverant player, and you will have patience to work on your mines for a few years. Having a strong alliance with like minded fellow player can only be of help and a stimulant for a long time play career in OGame. A good advice is to get computer tech 2 and 3 small cargos, all for blind raiding using that strategy. Farming everyone around will make you grow faster and it will also make others grow slower. Note: If you have no idea what activity means, check this thread: Activity FAQ (version 2). There is a large variance in strategies that players use for defense. What follows on this page are some strategies that experienced players have found to work for them. No matter the strategy used, the best way to avoid attack is to fleetsave and spend your resources promptly. Defense simply serves as an additional measure to add to that. Any defense can be beaten by a determined player or. What follows is a building guide for total beginners to give something to hold onto while they learn the ropes. The main goal here is to get a Small Cargo Ship ASAP to start raiding inactive players or undefended planets. It will also give you the option of building a few Rocket Launchers. 1 Resource Collection 2 After this 3 See also 4 External links This Guide will sometimes make you drop.
Ogame Strategie 5/24/ · As you know, there are 3 ways to produce energy in OGame: solar plants, fusion reactors and solar satellites. Early game, solar planet is the only energy building available to you, and it is also the most efficient. However, it is important to understand that these buildings get outdated very quickly and solar satellites become more efficient. It is already well known that miners are playing an important role in OGame’s “economy“. Playing as a miner is less time consuming than playing as a fleeter. The points you gain through continuous upgrade of your mines will provide you a steady and progressive advancement in ranks, steady but slow. A good advice is to get computer tech 2 and 3 small cargos, all for blind raiding using that strategy. Farming everyone around will make you grow faster and it will also make others grow slower. Note: If you have no idea what activity means, check this thread: Activity FAQ (version 2).
Ogame Strategie

Facebooktwitterredditpinterestlinkedinmail

1 Kommentar

Schreibe einen Kommentar

Deine E-Mail-Adresse wird nicht veröffentlicht. Erforderliche Felder sind mit * markiert.