Ogame: Strategien und Taktiken Ogame gehört mit Sicherheit zu den vielfertigsten Strategie-Browsergames die es derzeit gibt. Deswegen gibt. Die Stufe der Metallmine sollte je nach Strategie über der der Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig). OGame ist ein Spiel der intergalaktischen Eroberung. Du startest mit nur OGame bietet dir grenzenlose Möglichkeiten. Wirst du deine Weltraum / Strategie.
OGame - Die 5 besten Tipps & TricksZahlreiche Gefahren und strategische Herausforderungen, aber auch Reichtum und Macht erwarten den risikofreudigen Weltraum-Pionier in den. Grundsatzstrategie. Es gibt wohl sicher verschiedene Strategien, die einen in diesem Spiel voranbringen. Manche Spieler setzen rein aufs raiden (pure Piraterie). Version läutet neue Ära im Strategiespielklassiker ein. OGame. - Am 3. Oktober ist der Startschuss für OGame gefallen. Seitdem.
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Dort erhalten Sie dann Casino Freispiele Ogame Strategie einen anderen Online. - Ein eigenes TerritoriumSeitdem Candy Crush Gratuit Spieler aus aller Welt die Kontrolle über Planeten, bauen Ressourcen ab, betreiben Forschung und rüsten ihre Schiffsflotte für bevorstehende Schlachten.
The less people can see and the less they know about you, the better. High espionage might be one of the best security measures anyone can make, miners probably even more so.
Computer Technology. Be sure to always have sufficient slots for efficient management of your account. It is hard to give any advice on where to stop, because there are so many ways to manage resource transportations; listen to your gut.
That one goes without saying. The more colonies you have, the better. It is explained when to get astrophysics earlier in this guide.
Intergalactic Research Network. IGN allows for quicker research, nothing else. Generally this tech is not a priority. Weapons Technology.
A key military tech for a miner and for your defense. You will find more about defense set-up later in the guide. Shielding Technology. The most expensive and generally the most useless tech in the military tree, unless you have a RIP fleet.
Armour Technology. The best military tech for fleeters, but not that important for miners. Go for it if you have unused metal.
You built yourself a nice income. Now, how do you protect it? There are direct ways to cover your economy i. These work great in combination, especially early game, when you cannot afford a decent defense.
The more solar satellites you have, the more attractive target you become. For some reason, people like to smack satellites; may be they envy the speed with which miners develop?
Hence, defense is important. But don't blindly build it. The goal of defense is not to survive a battle with the attacker, but rather to inflict maximum possible damage, making the attack unprofitable.
Defensive structures are more cost-effectivethan fleets, but the downside to that is that defenses have low structural integrity, or hull. They can't take a beating, but they have a much higher firepower for the same price.
Rocket Launchers and Light Lasers are fodder. Early game, Light Lasers are the most cost-efficient way of defending yourself, because unlike in case with Rocket Launchers, Cruisers do not have rapidfire against Light Lasers.
Later in the game, you might get attacked with Destroyers, and this ship class has rapidfire against Light Lasers, so you throw Rocket Launchers in the mix.
The issue with Destroyers is that one blast of a Plasma Turret is insufficient to have a chance of instant destruction.
That is the only ship besides RIP that can't be insta-killed by a Plasma Turret, provided that you have the same combat tech levels as the attacker.
Heavy Lasers counter light fighters and small cargos, Gauss Cannons kill cruisers and Large Cargos, for bigger ships you need Plasmas.
Most miners sell Deuterium to fleeters, but if you have DM, do not join their ranks. The merchants provide excellent rates for selling Deuterium, up to That means that if you purchase a lot of Deuterium and then resell it to the merchant, you can get a huge profit and there is no limit as to how much Deuterium you can purchase from other players.
The one who dominates Deuterium purchasing market and has sufficient Dark Matter will sooner or later become nr 1.
Later on, Deuterium merching may become your most profitable activity. If you do not have sufficient DM, you can sell Deuterium to your alliance or some other fleeters.
Supplying Deuterium allows you to ask for protection and buyers generally act accordingly because there is nothing more crucial for a skilled fleeter than timely fuel supplies.
That concludes the guide. 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. After finding your target, launch your attack and start building up the deuterium synths.
The tutorial bonus deut will only last for so long. Upgrade your deut synths to a comfortable level usually the same as the crystal mine and maybe build a rocket launcher which with the tutorial's reward will grant you another one for free [copy paste od tutorial 2] to protect your overnight production.
You can build a few more cargoes to upgrade your raiding income, but in that case, don't forget to upgrade your computer technology in order to gain more fleet slots.
Your next goal should be getting espionage probes, so you can scout out your enemies planets for resources and defences. With the tutorial's 2nd task, light fighters at the start arent much use, since you'd need more of them to break through 2 rocket launchers, so i personally skip them and head straight for the heavy fighters.
You can either build a massive fleet in order to break through heavily defended planets and crash fleets, focus more on your mines or defence, or do whatever suits you best.
Mining start This time, you will focus more on your planet's production and defence instead of rushing to get a small cargo built and raiding.
While the fast SC start can be more profitable, it can also turn into a disaster getting your cargo crashed by someone who has managed to build RLs.
The mining tactic is steady and a bit slower, but it is safer and requires less time spent. This time, we won't forget about the deuterium synthesizers, but we won't build them very high, only to level 5 to get the tutorial bonus [vnesi tutorial 3].
Just as with the first start, we'll need to build up the metal and crystal mines first though. Upgrade the metal mine until level 6, than build 2 more levels of crystal mines.
Don't forget about power, and upgrade the solar plant when necesarry. After that is the metal mines again. Your goal is to get your metal mine up to level 10, and crystal plant to level 7.
After that, build up the deuterium synthesizer to level 5, which will finish the 3rd task from the tutorial and award you a small resources bonus.
Since you have no fleet yet, fleetsaving is not an option, and you'll need to build defences. At the start, most attacking fleets only have one small cargo, or one sc and one lf at best.
Nothing 2 rocket launchers won't handle. So it's time to build up the facilities. In order to get a rocket launcher, you'll need a shipyard, and in order to build a shipyard, you'll need a lvl 2 robotics plant.
So build up the robotics factory up to level 2, then build a shipyard to level 1, and build one rocket launcher. This will finish the second task of the tutorial and grant you another rocket launcher for free.
If you intend to keep going with the defences for a bit longer, don't build any more rocket launchers. Instead, build up your technologies and get light lasers maybe even heavy lasers if you intend to turtle for longer.
They will be much more effective in defending against fighters but still easily defeated by cruisers. Sooner or later, you'll have to build some cargoes to save up your resources in fleetsaving , and your defences will only serve the purpose of protecting your overnight production resources generated while you are offline and solar satelites if you have any.
After building up your economy for awhile either by mines or small cargo raids , you can head in any direction you want to.
You can either focus on your mines more, or build a fleet and start raiding and crashing other people, the choice is entirely up to you vnesi link od player types] Here is the start up in full, the fast sc hasn't been checked yet, but i'll get on it as soon as i can, if you can review the rest and get back to me, i can make the necesarry changes and fix it up a bit replace all the [..
Made this post to have a clear image of initial information These two need to be merged. You'll end up with lvl 4 metal mine, lvl 2 crystal mine and a lvl 4 solar plant After this, it's time to choose your priorities.
Starting in a new universe require a different tactic than starting in an old universe. It is also important if you have friends in the universe or enemies , you can't avoid that.
You'll have a great advantage if you manage to join a friendly and protective alliance as soon as possible. Everyone would love to be in the top of the statistics in Ogame one day.
If you know what you're doing then the fastest way would be joining a new universe right after it opens. Most players joining an old universe are doing it because they are invited by friends.
It is advisable in this case to ask for a buddy invite. In this way, bot players the inviting one and the invited can have some small advantages buddy points.
The start is same as in new unis only it is a bit more relaxed because there are a lot of other big accounts keeping the riders busy.
It very important that you get your small cargo as fast as possible fast. Older universes are a bit more easy going, which means that the building order isn't that important as there's already players a lot more developed and you aren't competing with them yet.
There are no inactives in the first 7 days after the universe opens, so you need to launch at active players.
You should always launch at the lowest ranked players you can reach. Don't go through all the galaxy to find one as it will take too much time for the attack to complete, but it's worth to check a couple of systems next to you.
Once you launch at someone who isn't online, keep an eye on the planet before your fleet hits. Check the fleet stats before every attack to be sure they have no fleet.
This is a fodder with aprox. Merely build this up and add the ratio of the next Defense Structure type as you go.
Starts with a Rocket Launcher: Light Laser ratio. Requires larger Deuterium but requires much larger numbers of Death Stars to take down for the same cost.
This is also a Metal:Crystal setup but has a bit more damage from the Smaller defense. The downside is it stops less deathstars and has less damage from the Plasma cannons.
It may be easiest to develop this defense prior to the RL and PC only defence. This has 2. It can hold off Deathstars and it has , Shields and Cost million resources.
This setup has 2million damage from RL, 2. It can hold off Deathstars and has 1,, Shields. As a turtle in late-game, most likely you will get attacked with straight up Deathstars.
If you have little to no fleet and not a huge amount of resources, top players may attack with Deathstars simply to get military points or honor points.
So, this is a defense heavy enough to ward off Deathstars but balanced enough to discourage balanced fleets. RL are there as basic fodder, and are good fodder against Destroyers, which can be a massive part of late game fleets.
LL are there because, even in late game, there will still be some fleets with a heavy presence of Cruisers, and Cruisers will tear up RL fodder.
Heavy lasers can be considered heavy fodder. Heavy lasers only have Rapid Fire from Bombers and Deathstars, so they can be decently effective as heavy fodder.
Plus, heavy lasers are good for clearing out the LF and even HF of attacking fleets. Ion Cannons are there simply because of their high shields.
They can absorb a good amount of damage. If the crystal cost is too high for you, scratch the ion cannons and just build a few more heavy lasers.
Gauss cannons can be considered a staple part of most defenses. They are strong against mid class ships, and can damage Deathstars. In addition, they only have Rapid Fire from Deathstars.
Gauss Cannons are good for clearing out Cruisers, Battleships, and Bombers and will help against Destroyers. The Galaxy is vast and full of wonders!
Fallen Megastructures Shattered megastructures from those who came before us are around the galaxy!
Awaken Empire The Awaken Empire will revive two powerful galatic entities that were rivals for eons! Pirate and Asteroid Hunt While you can find asteroids around the galaxy - abandoned giant mineral bodies you can hunt for resources - you can also find Pirates!
Guardians Across the universe there are mythical Space Guardians you can interact with. But when they attack on return The 2 colonies per galaxy should be placed at the optimal distance for a good fleetsaving, thus allowing you to periodically change the location of fleetsaving place making playing routine unpredictable for enemies.
Later in game, having a moon on every colony will provide you a partial safety remember, moons can be destroyed. Your main source of income and base for development is the production of your mines.
Therefore is very important how you spend your resources. Investing in armor, shield and weapon can enhance your defensive capabilities.
Nanites very useful thing but only build them when you're building mines on all of your planets and still have some resources left! For example: the time of building next mine is 5 days with your nanite level 3.
Saving resources for next mine will take you like 2 weeks. So why build nanite 4? It doesn't matter if you have wait a week to finish a mine if you don't have resources to start another one.