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Base Cost
Metal: 800
Crystal: 200
Deuterium: 0
Energy: 0
Weapons Technology

Weapons technology increases the weapon strength of both ships and defense. Each level increases these by 10% of the base value. Each upgrade also improves the strength of Interplanetary missiles.

109

Requirement[]

Is Required For[]

Cost[]

Level Metal Crystal % Increase
1 800 200 10%
2 1,600 400 20%
3 3,200 800 30%
4 6,400 1,600 40%
5 12.800 3,200 50%
6 25,600 6,400 60%
7 51,200 12,800 70%
8 102,400 25,600 80%
9 204,800 51,200 90%
10 409,600 102,400 100%
11 819,200 204,800 110%
12 1,638,400 409,600 120%
13 3,276,800 819,200 130%
14 6,553,600 1,638,400 140%
15 13,107,200 3,276,800 150%
16 26,214,400 6,553,600 160%
17 52,428,800 13,107,200 170%
18 104,857,600 26,214,400 180%
19 209,715,200 52,428,800 190%
20 419,430,400 104,857,600 200%

Evaluation[]

Weapons technology should be updated as fleet size grows. Compare the gain in weapon strength added by upgrading weapons tech to the cost of building more ships and pick whichever is cheaper, but also take into account that research cannot be destroyed while ships can.

Weapons tech is less important for Deathstar fleets, as they easily destroy any target except another Deathstar in a single hit. Even the Large Shield Dome (the second most durable unit after Deathstars) would require Shield and Armor technologies a minimum of 100 levels greater than the Deathstar's Weapons technology to have any chance of surviving, which will never occur in-game (the all-time records for the combats techs are all in the mid-20s).

See also[]

Technology / Research
Basic Research Energy TechnologyLaser TechnologyIon TechnologyHyperspace TechnologyPlasma Technology
Drive Research Combustion DriveImpulse DriveHyperspace Drive
Advanced Research Espionage TechnologyComputer TechnologyAstrophysicsIntergalactic Research NetworkGraviton Technology
Combat Research Weapons TechnologyShielding TechnologyArmour Technology
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