Review of: Ogame Strategie

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Ogame Strategie

Du bist nicht allein unterwegs im Strategiespiel OGame. Tausende andere Imperatoren verfolgen ähnliche Ziele und versuchen, mit ihren Mitteln einen besseren. Ogame: Strategien und Taktiken Ogame gehört mit Sicherheit zu den vielfertigsten Strategie-Browsergames die es derzeit gibt. Deswegen gibt. Version läutet neue Ära im Strategiespielklassiker ein. OGame. - Am 3. Oktober ist der Startschuss für OGame gefallen. Seitdem.

OGame: Grundsatzstrategie

Zahlreiche Gefahren und strategische Herausforderungen, aber auch Reichtum und Macht erwarten den risikofreudigen Weltraum-Pionier in den. OGame ist ein Spiel der intergalaktischen Eroberung. Du startest mit nur OGame bietet dir grenzenlose Möglichkeiten. Wirst du deine Weltraum / Strategie. Du bist nicht allein unterwegs im Strategiespiel OGame. Tausende andere Imperatoren verfolgen ähnliche Ziele und versuchen, mit ihren Mitteln einen besseren.

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Ogame Strategie

Ogame Strategie hat. - Version 7.0 läutet neue Ära im Strategiespielklassiker ein

Das wären dann Im Normalfall ist das eine gezielte Fleetschrottung auf eigener Seite und läuft Paysafecard Code Kostenlos folgt ab: 1. Der Weltraum ist in diesem Spiel weit besser erforscht als das hier und jetzt. Zudem sind die Kolonien meist eng aneinander um Transportwege kurz zuhalten. Those are the ruins of ships that got ninjad; Spielautomaten Austricksen most players don't have a recycler yet to harvest that, you can clean them on your own and get some easy profit. Everyone Niederlande Hochrechnungen love to be in the top of the statistics in Ogame one day. Personal tools Log in. After a Las Vegas Com, you can start attacking those ranked lower than you.
Ogame Strategie 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). © Gameforge 4D GmbH. All rights reserved. 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. 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. 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

This is pretty self explanatory, you must have PT to defend against Deathstars. The above defense would cost It can only destroy 2 attacking Deathstars, but keep in mind it takes 37 PT to destroy 1 Deathstar on their own.

On the plus side, it can draw with 13 Deathstars and has a decent chance to draw with Looking at other ships: it will destroy Destroyers, and will draw with about It will destroy Battleships, and will draw with about It will destroy Cruisers, and will draw with about Tip: Once Graviton is achieved, Deathstars can be used as a defensive ship.

Use 1 Deathstar as a defense with the above defense. It will raise the cost to It will now destroy 4 Deathtars and draw with about However, the real value of that defensive Deathstar would come with smaller ships, as the Deathstar will ravage them with its rapid fire, and the defensive fodder will protect the Deathstar.

Effective cost is calculated by converting unit cost to metal. For instance, a rocket launcher takes 2, Metal to build and its effective cost is 2,; whereas plasma turret takes 50, Metal, 50, Crystal and 30, Deuterium to build, and if we traded the crystal and deuterium for metal, we would get , Metal, adding the 50, Metal from the plasma turret's construction cost would yield ,, the effective cost of a plasma turret.

In the above list, each item has roughly the same totaling effective cost of 2,, Metal. If every item in the list is built, the defence effectively costs 12,, Metal.

Applying the same logic to attacking units, about twelve million metal can be used to build one of the following:.

The defense can easily wipe out any of the above. If the above list is combined into a single fleet, its equivalent-cost is million metal.

In such a battle, the attackers' loss would amount to million equivalent-cost, whereas the defenders would only lose 13 millions, assuming the defence repair factor is zero.

In practice the loss is much lower. To choose which type of defense to build; use a battle simulator and run these exact numbers to see how many iterations you have to do.

Usually, for the half price i. TL;DR: You may guarantee being unprofitable from attacks by building equivalent-costing defences. This wiki.

This wiki All wikis. Sign In Don't have an account? Start a Wiki. Have a thought or comment? Add it on the related talk page. Categories :.

Cancel Save. Universal Conquest Wiki. 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. 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.

A good advice is to get computer tech 2 and 3 small cargos, all for blind raiding using this strategy. What you should do is find a friend or someone who is willing to help you a bit and make him probe the inactives around you.

At this stage even inactives will have defense; a friend will be able to check if there's someone around you who has no defense.

Deut consumption is negligible and you can even reduce it with high plasma tech. Highly disagree. You said that defenses have low structural integrity, or hull.

At least this tech is equal to weapons tech. I do not understand why anyone not on slot 15 would go for fusion. Reactors are way less cost-efficient than satellites.

As for weapons tech: the purpose of defense is to inflict maximum damage in round 1. It is not a big deal for a fleeter to send 50k lf instead of 5k, and you cant reasonably counter fleets with defense and still keep spending most on mines.

So the more you kill round 1, the better. Armour is therefore negligible. If the enemy attacks with destroyers, they will kill most defenses in 1 shot regardless of armour level, so its more about fodder and deut cost in that case.

If you have 20k sats you will be farm. How about the fact satellites can be destroyed meaning they cost you every time you are attacked in both lost production as well as the cost of new satellites.

How about the fact plasma tech levels can recover the deut used by the reactor and can even turn a profit at higher levels.

How about the fact it can be leveled high enough that the solar plant isn't even necessary anymore giving you more fields for mines. Remember, OGame is a long-term game and over the long term you are likely to spend less on the fusion reactor than you will on satellites.

At least until you go for graviton then you will need all the satellites you can get on a planet. I'll preface this by saying that I use Fusions in my slot 15s, as I can't be bothered to try to defend k sats The question isn't whether sats can be destroyed they can or whether the deut costs of fusions is particularly high it isn't , it's about how often sats are destroyed versus how much it would cost to run Fusion in the mean time.

Not only is the upfront cost of energy and fusions significant, sats are so cheap that you need to be crashed on planet about once a month for the cost of replacing the sats to be more than the deut consumed by fusions!

There's little additional risk to your planet from the 2k sats as overnight was easily double that value, and people kept k cargos per planet , and with enough def you generally won't get attacked for m worth of stuff.

As you say, little things add up in Ogame, as it is a long term game. So with some rather large exceptions like slot 15s and defense to DF universes where you can't defend your sats, sats are still generally a better choice for miners than fusions.

I tried fusion once and since then never build a single satelite. If i am a pure miner in x7 eco uni, 0. I can't run out of deut. With fusion you don't need to worry about anything, just regulary FS res from all planets.

Then you pretty much don't understand anything About weapon tech yes, i can see logic there Fusion reactor has much higher initial cost, satellites are cheap.

You spend more on fusion that on satellites on "normal" slots, so why go more expensive? Sats can be killed, ye, but they are waaaay cheaper.

I just recently improved Terra on all planets Built fusion 22s on all planets moved all planets to slot 14 and 15 scraped all sats save k now Im tearing down Plants as I need to could not be happier in Uni So is the cost of sats 2k sats is 4kk crystal 1kk deut Note that unless you're getting crashed somewhere around once a month, it's cheaper to build sats than to run fusion.

However, even with 7x eco, the cost of Fusion reactors is very high. So unless you're doing slot 15s, it's better to invest in some def and sats instead of the Fusions.

Indeed, I think they shouldn't - they should be focusing on basic things like FS'ing properly or farming inacs. If you are running fusion, you need to be getting your plasma tech as high as possible as well.

It can pay for all the deut you use powering your fusion and can even make you a deut profit. Fusion without engergy tech and plasma tech are not worth having.

Expensive right now but not over the long term. OGame doesn't have a an end game. And as universes continue to merge, so too will the threat to your satellites remain.

Fusion provides safety and that might be enough to offset the costs needed right now. There are others who build fusion so they can use it if their sats get destroyed.

In this scenario, you don't care how much deut it costs you as the focus is keeping your production going. It is a temporary thing as you go and build your cheap satellites again until they get hit I mean, you can ignore fusion, but you do so at your own risk.

Leave same amount but have no ss the attack just lost 2 mil crystal instantly. Crystal builds me some more bcs, I would pass if the deut cost was so high to make that hit.

Having no sats on your planet means more protection and the ability to stockpile more resources. Yep, the story is very different in defense to DF universes.

No way you can defend your sats when your defense is profit. And 2k sats is enough for some of the biggest mines there, most people have quite a bit fewer.

This will make you vulnerable to enemies that can move a planet in your system and farm you until you will be forced to quit Best way to position your colonies is to select places enabling you to fleetsave for a decent amount of hours.

Select a colony that you are going to use as headquarters, take care to get a moon, use it to collect the resources from your other colonies until you get the necessary quantity for your next mine upgrade.

It is optimal to position the other colonies so that transports collecting resources to your headquarters will take more or less the same time and thus you will be able to send them in fleetsave or to the colony needing the next upgrade without keeping ships or large amounts of resources on your planet or moon for too long time and tempt some greedy fleeter to attack you or destroy your moon.

Another reason for a moon would be to allow you to do BIG trades without being noticed. Another advantage of having planets spread across galaxies is a larger range of systems with inactives whose resources can round up your daily income.

Good colony distribution is 2 planets per galaxy. For example: two colonies in G1, two colonies in G2, two colonies in G4 and two colonies in G6 or G9 if you have a circular universe.

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.

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). 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. Ogame Strategie you can see, these are already rather expensive fleets, yet your planet needs to have at least 2 million resource sitting to be profitable. I personally think that Deathstars RIPs are a better investment that late in the game. This guide is intended for speed unis 4x or highersince I only play those. Pirate and Asteroid Hunt While you can find asteroids around the galaxy - abandoned giant Neude bodies you can hunt for resources - you can also find Pirates! If you want to suggest an Yan Bingtao or some modification, feel free to contact me. 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. Being online more is Rust Jackhammer the only thing that will help. Defensive structures are more cost-effectivethan fleets, but the downside to that is that defenses have low structural Vertrag Englisch, or hull. Once you find a lower ranked player, you should check the activity. The numbers in are the losses to Starmoney 11 Deluxe attacking fleet. There is no inactives the first 7 days after the universe opens, so you need to launch at active players. 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).

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