Regardless what you choose, you should research armor tech, weapons tech, and shield tech: these help build your defenses, and their benefits apply to other colonies too. You could now research the Laser Technology for better defences after upgrading Energy Technology 2, or you could focus on impulse drive for Heavy fighters, Colony ships, and Cruisers (in that order). Also become familiar with the Tools and Simulators which will help you play with less effort and in more comfort. If you have not done so already, learn to fleetsave, which is probably the most important OGame skill to keep you safe. Once you are able to send a large number of cargos on several expeditions, they will become more profitable than raiding for players in discoverer class. If you play the discoverer class, try to start expeditions as soon as possible. You can see what tech you need under the technology screen. If you like attacking people, focus on getting espionage probes as soon as possible, so you can see planet defenses. You should keep building up mines to get more resources and research new tech according to how you want to play from then on. However this is a very personal choice and once you started raiding there is no real best way to develop your mines and researches. You should have 17 metal 15 crystal and 10 deuterium by the time you reach those numbers. For every 2 levels of crystal mines you build 1 deuterium mine. It is suggested to upgrade your mines steadily by using the following level differences: Level of metal mine is 2 higher than crystal mine. You should research the requirements for espionage drones for information about where to strike best. Whenever you can build Shipyard 3, build it.įrom this point on its most important to build small cargo ships to raid inactives for more resources. Whenever you can research combustion drive 2, research it. If you don't have deuterium left, then just continue with non deuterium costing buildings. Continue with the list in the given order as much as you can. Robo 1 is the first building that costs deuterium. Make sure to build this as soon as you can to reduce unnecessary production loss.Įnergy -1 upgrade in production so build it. Metal prod decreases with 9 metal/h no biggy. 4 energy but do upgrade because improvement in production. You can also switch steps 10 and 11 if you're doing the tutorial to get free RSS. 11 Energy but improvement in production. However, send twice your home planet's hourly production of Metal and Crystal along to get you started. When colonizing a new planet feel free to follow this guide again.If you do go away for a while, switch them. You may want to switch steps 12 and 13, but that depends on how many resources you have at the moment and whether you will be away for a while or not.The notes column will explain energy and additional information.So this build order gives the greatest return on investment. That is ok since in each case the gain in resource production is faster than if energy is built first. This guide will sometimes make you drop below 0 energy.The number of light cargo and heavy cargo is settings by Ogame rules, based on top score of the universe.The table below provides a build order for the start of your planet and account. You can manually set the ships to send, light fighter, light cargo, heavy cargo, rip, and warship Range: if the starting planet / moon is in system 32, range of 5, the system sends 5 shipments, 2 systems before 32 and 2 after, including 32Ĭustom: you can manually enter the systems where to send the shipments, eg: 32,33,35,38. 4 activation divide the fleet by percentage based on the expedition slots (excludes manual setting of ships, point 7)ĥ dispatch in the shipments of the fleet found, divided by percentage according to the shipment slotsĦ selection of warships to send (the number of ships is set by Ogame rules, based on top score )Ĩ if desired, set a minimum quantity of deuterium, if less shipments do not departĩ the system sends a pathfinder, by activating this option, you can enter the desired number of pathfindersġ0 settings for the night, if you want to keep a few ships ashore, you can enter a night start time, ex: 21:00 and an end time, ex: 06:30 and the percentage of the fleet set to be sentĬurrent: always sends to the starting planet / moon system
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |