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Quick Start Guide

From OGame Wiki

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.

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Contents

[edit] Suggested build strategy

You must first access the Resources tab of the Main Menu to create the resource buildings. Later (from step 27), other buildings can be built from the facilities tab on the main menu and Technologies can be researched from the Research tab. Timings are provided at each step: the time to build this step, the time to mine the resources for the next step, and the total time since the start before the next step can be begun (the total times were all calculated using the other times in the table, and afterward rounded off to the nearest 5 or so minutes for display purposes).

Step
Number
Building/Tech Building/Tech
Level
Construction
Time
Approx. time to wait
for resources
Approx. total time
1 Solar Plant 1 2m 31s 0 2m 31s
2 Metal Mine 1 1m 48s 0 4m 19s
3 Metal Mine 2 2m 42s 0 7m 1s
4 Solar Plant 2 3m 46s 0 10m 47s
5 Metal Mine 3 4m 3s 1h 1h 15m
6 Metal Mine 4 6m 4s 55m 2h 16m
7 Solar Plant 3 5m 40s 8m 2h 30m
8 Crystal Mine 1 1m 43s 1h 15m 3h 45m
9 Solar Plant 4 8m 30s 1h 25m 5h 20m
10 Metal Mine 5 9m 6s 1h 30m 7h
11 Solar Plant 5 12m 45s 6m 7h 20m
12 Crystal Mine 2 2m 45s 17m 7h 35m
13 Crystal Mine 3 4m 33s 24m 8h 5m
14 Solar Plant 6 19m 8s 1h 50m 10h 15m
15 Deuterium Synthesizer 1 7m 22s 1h 10m 11h 30m
16 Crystal Mine 4 7m 4s 3h 10m 14h 50m
17 Solar Plant 7 28m 42s 1h 16h 20m
18 Metal Mine 6 13m 40s 1h 30m 18h
19 Metal Mine 7 20m 20s 2h 45m 21h
20 Solar Plant 8 45m 0 22h
21 Crystal Mine 5 11m 19s 35m 22h 40m
22 Deuterium Synthesizer 2 10m 48s 4h 20m 27h
23 Solar Plant 9 1h 4m 35s 0 28h 15m
24 Deuterium Synthesizer 3 16m 12s 7m 28h 40m
25 Deuterium Synthesizer 4 24m 18s 2h 15m 29h 40m
26 Deuterium Synthesizer 5 36m 27s 21m 30h 40m
27 Robotics Factory 1 12m 28s 44m 31h 30m
28 Research Lab 1 7m 12s 1h 45m 33h 30m
29 Robotics Factory 2 12m 28s 1h 40m* 35h 15m
30 Energy Tech. 1 24m 30m* 36h
31 Shipyard 1 4m 48s 6h 40m 43h
32 Solar Plant 10 32m 17s 0* 43h 30m
33 Combustion Drive 1 12m 30m 44h
34 Crystal Mine 6 6m 2s 1h 45m 46h
35 Shipyard 2 9m 36s 2h 25m 48h 30m
36 Deuterium Synthesizer 6 18m 13s 6h 45m* 55h 30m
37 Combustion Drive 2 24m - 56h
*Varies depending on proximity to sun. This is because the farther away you are the more Deuterium is produced (i.e. if you are closer it may take longer). Conversely, the closer you are the more Energy is produced by Solar Satellites, although they are not included in this guide.

Now build a small cargo ship. This building order ensures you get to this stage in as short a time as possible.

By the end, you should have this:
Metal Mine: 7
Crystal Mine: 6
Deuterium Synthesizer: 6
Solar Plant: 10
Robotics Factory: 2
Research Lab: 1
Energy Tech: 1
Shipyard: 2
Combustion Drive: 2

[edit] After this

  • New design quest stages (tutorial help) allow players to get one merchant for free, therefore this order can be a bit slightly changed with pushing more into metal mines (and selling gained metal for deuterium for last combustion drive to merchant)

You should keep building up mines to get more resources and research new tech according to how you want to play from then on. If you like attacking people, focus on getting espionage probes as soon as possible, so you can see planet defences. You can see what tech you need under the technology screen.

You could now research laser tech for better defences, or you could focus on impulse drive for heavy fighter, colony ships, and cruisers (in that order). Regardless what you choose, you should research armour tech, weapons tech, and shielding tech: these help build your defences, and their benefits apply to other colonies too. You could also try to improve your combustion engine tech for faster small cargo so you raid faster and will have access to recyclers and large cargo ships at level 6. Bear in mind that you could also focus on getting impulse tech 5 instead giving your small cargo a massive speed boost (they become as fast as heavy fighters) but you'll be missing out sorely on recyclers (needs combustion 6). Researching impulse mostly costs huge amounts of crystal, while combustion takes more deuterium.

[edit] General tips

  • The * in the galaxy screen means that there was some activity on that planet in the last 15 minutes. This can be because the owner is online, or because it was attacked/probed.
  • You can change the name of your Home Planet and your colonies by clicking on the name in the overview window(top left). You can abandon your colonies here too, which creates a "destroyed planet". Destroyed planets can be raided and probed (defence remains), and they are removed after 24 hours. When the same slot then gets colonized again the field count may differ.
  • Soon power plants will become very expensive and fusion isn't a great option at the start. Solar satellites can be very useful as a cheap source of energy but you will probably lose them all next time you are attacked. Only use these if you are sure you are defended well enough so that no-one will want to attack you in the first place, and even then regard them as temporary sources of energy. Do keep building up your solar plant as well.
  • You can colonize by making a colony ship go to an empty slot in a galaxy. Slot 1 will be very hot, so your solar satellites will be very effective. Slot 15 will be very cold, so your deuterium synth will run most efficiently (generating more per energy). Slots 4 through 6 have the highest average field count, meaning you can build a lot on them before they are full. (You'll eventually want colonies with at least 200 fields.)
  • Fusion plants can be useful as backup when your solar satellites get blown up so you can build new def/sats asap. Just shut it down when not needed. Also, the amount of energy generated per unit of deuterium increases not only with the energy tech level, but also with the level of the fusion plant. This means they become pretty useful with both high level fusion plant and high energy tech.
  • No matter what level your mines are, they all generate either 3 metal, 2 crystal, or 0.5~0.7 (depending on maximum temperature of your planet) deuterium per energy per hour. They just keep using up more energy each level.
  • A great tip for attacking another planet: No defense has Rapid Fire against anything, not even against probes. What this means is that you can send along any number of probes with an attack and your opponent will waste their fire on cheap probes while your real fighting ships stay around much longer. It'll cost you some probes to do this, but it's a great advantage against people with some heavier defense (esp. Gauss Cannons and up). It'll also help with keeping more cargo ships alive. To counter against this yourself keep a few fighting ships around as defense as well, but not so much it'll attract fleet crashers. Like in all things, this game is about balance.

[edit] See Also