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Quick Start Guide

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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.


Resource CollectionEdit

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 minutes for display purposes).

Note: This guide is no longer 100% correct (for redesigned universes). There are some points where you will have enough energy left to produce at 99% capacity, which is better than investing in new Solar Plants that produce nothing at all. This basicly means that you should stick to the guide but only build a Solar Plant when you actually need it. At this moment it is possible to have a level 7 Metal Mine, level 5 Crystal Mine, level 4 Deut mine and a level 8 Solar plant while producing at 100%, which contradicts the order given below (see step 20-25).

For redesigned guide scroll down.

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 Deuterium Synthesizer   6 18m 13s 6h 45m*

55h 30m

*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

For Redesigned UniversesEdit

(Credits for the original author of the guidesteps above me)Edit

This is a new Guide. Which is pretty much the same as the guide above. However, this Guide is optimalized for new universes, if there is any difference between new and old concerning building cost/profit/time anyway. This Guide will sometimes make you drop below 0 energy, but that is only because there is an increase in production or if the overal loss is too little to counter the effect of extra resources.

The notes will give indications of the energy and additional information. You also might want to switch point 12 and 13, but that depends on how many resources you have at the moment and wether you will be away for a while or not. If you do go away for a while, I suggest you switch them, otherwise stick to the guide.

Point 37: be aware of the note.

Step

Building/Tech

Building Tech Level

notes

1

Solar Plant

1

2

Metal mine

1

3

Metal Mine

2

4

Solar Plant

2

5

Metal Mine

3

+8 Energy

6

Metal Mine

4

- 11 Energy but improvement in production

7

Solar Plant

3

8

Crystal Mine

1

+9 energy. Do not upgrade. Stick to the guide

9

Solar Plant

4

10

Metal Mine

5

11

Crystal Mine

2

+11 energy

12

Crystal Mine

3

-4 energy but do upgrade because improvement in production. Metal prod decreases with 9 metal/h no biggy

13

Solar Plant

5

Make sure to build this as soon as you can to reduce unnecessary production loss

14

Deuterium Synthesizer

1

Energy +18

15

Crystal Mine

4

Energy -1 Upgrade in production so build it.

16

Solar Plant

6

17

Metal Mine

6

18

Metal Mine

7

-6 but improvement (produce at 97%)

19

Solar Plant

7

20

Crystal Mine

5

21

Deuterium Synthesizer

2

22

Solar Plant

8

23

Deuterium Synthesizer

3

24

Deuterium Synthesizer

4

25

Solar Plant

9

26

Deuterium Synthesizer

5

27

Robotics Factory

1

Robo 1 is the first building that costs deuterium. Continue with the list in the given order as much as you can. If you dont have deuterium left, then just continue with non deuterium costing buildings.

28

Robotics Factory

2

29

Research Lab

1

30

Shipyard

1

31

Crystal Mine

6

32

Shipyard

2

33

Solar Plant

10

34

Deuterium Synthesizer

6

35

Metal Mine

8

36

Energy Research

1

37

Combustion Drive

1

If you have enough resources

38

Solar Plant

11

Whenever you can research combustion drive 2, research it.

39

Crystal Mine

7

Whenever you can build Shipyard 2, build it

40

Metal Mine

9


From this point on its most important to build small cargo ships to raid inactives for more resources. You should research the requirements for espionage drones for information about where to strike best. I suggest to upgrade your mines steadily by using the following level differences:

Level of metal mine is 2 higher than crystal mine. For every 2 levels of crystal mines you build 1 deut mine.


You should have 17 metal 15 crystal and 10 deut by the time you reach those numbers.


However this is a very personal choice and once you started raiding there is no ‘real’ best way to develop your mines and researches. It is all up to you

After thisEdit

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 after upgrading Energy Technology 2, 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 shield 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 consume more deut per 1k resources than large cargo ships.

Bear in mind that you will have to research Astrophysics in redesigned Universes in order to colonize a new planet. Link: http://ogame.wikia.com/wiki/Colonizing_in_Redesigned_Universes

See also Edit

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