OGame Optimale Minen (Berechnung) - Let's Play OGame - #12 (deutsch | german). 12, views12K views. • Apr 17, Den Ausbau der Minen bezahlt der Spieler mit Metall und Kristall, die immer ein bestimmtes Wertverhältnis zueinander haben. Mit jeder. Der Minenausbau sollte in etwa nach diesem Prinzip gleich sein. Wenn Metallmine = Stufe x, dann Kristallmine = Stufe x-2 und Deuterium Stufe x.
OGame - Tipps und TricksOptimierung von Minen / Astrophysik / Plasmatechnik - Let's Play OGame - #18 (german | deutsch). K views. 5. Share. Save. Report. Den Ausbau der Minen bezahlt der Spieler mit Metall und Kristall, die immer ein bestimmtes Wertverhältnis zueinander haben. Mit jeder. australiaelectrical.com › australiaelectrical.com › Miner.
Ogame Minenausbau Gameforge Login VideoReaching 100,000 plasma's in Ogame hallo, wie soll ich meine minen ausbauen? immer mit 3 stufen abstand? also z.b. MKD14was meint ihr was wäre optimal um zu. australiaelectrical.com › australiaelectrical.com › Miner. Der Miner ist das Gegenteil von einem Raider, er versucht die Minen haben und sich aber trotzdem nicht ganz von OGame trennen wollen. Wird der Bau der Minen bis M15, K13 und D11 fortgesetzt, ist die Aufbautaktiken (auf OGame-Wissen - Forumregistrierung notwendig). Tomaso [RCoB]. Reactors are way less cost-efficient than satellites. El Dragon. Tizoc [Kowboys].
SecretOssi wrote:. Habe gerade die Tabelle nicht zur Hand die oft empfohlen wird. Und wenn du nicht so viel handeln möchtest kannst du auch die Krisminen stärker in Blick halten.
That allows you to have less cargos and, for the same price, it is always better to have less destructible things, so more refined cargos are preferable.
Plasma Technology. It is not worth to rush plasma very early due to high unlocking costs, but later on this tech is indispensable for miner accounts.
Espionage Technology. The less people can see and the less they know about you, the better. High espionage might be one of the best security measures anyone can make, miners probably even more so.
Computer Technology. Be sure to always have sufficient slots for efficient management of your account. It is hard to give any advice on where to stop, because there are so many ways to manage resource transportations; listen to your gut.
That one goes without saying. The more colonies you have, the better. It is explained when to get astrophysics earlier in this guide. Intergalactic Research Network.
IGN allows for quicker research, nothing else. Generally this tech is not a priority. Weapons Technology. A key military tech for a miner and for your defense.
You will find more about defense set-up later in the guide. Shielding Technology. The most expensive and generally the most useless tech in the military tree, unless you have a RIP fleet.
Armour Technology. The best military tech for fleeters, but not that important for miners. Go for it if you have unused metal.
You built yourself a nice income. Now, how do you protect it? There are direct ways to cover your economy i.
These work great in combination, especially early game, when you cannot afford a decent defense. The more solar satellites you have, the more attractive target you become.
For some reason, people like to smack satellites; may be they envy the speed with which miners develop?
Hence, defense is important. But don't blindly build it. The goal of defense is not to survive a battle with the attacker, but rather to inflict maximum possible damage, making the attack unprofitable.
Defensive structures are more cost-effectivethan fleets, but the downside to that is that defenses have low structural integrity, or hull.
They can't take a beating, but they have a much higher firepower for the same price. Rocket Launchers and Light Lasers are fodder.
Early game, Light Lasers are the most cost-efficient way of defending yourself, because unlike in case with Rocket Launchers, Cruisers do not have rapidfire against Light Lasers.
Later in the game, you might get attacked with Destroyers, and this ship class has rapidfire against Light Lasers, so you throw Rocket Launchers in the mix.
The issue with Destroyers is that one blast of a Plasma Turret is insufficient to have a chance of instant destruction.
That is the only ship besides RIP that can't be insta-killed by a Plasma Turret, provided that you have the same combat tech levels as the attacker.
Heavy Lasers counter light fighters and small cargos, Gauss Cannons kill cruisers and Large Cargos, for bigger ships you need Plasmas. Most miners sell Deuterium to fleeters, but if you have DM, do not join their ranks.
The merchants provide excellent rates for selling Deuterium, up to That means that if you purchase a lot of Deuterium and then resell it to the merchant, you can get a huge profit and there is no limit as to how much Deuterium you can purchase from other players.
The one who dominates Deuterium purchasing market and has sufficient Dark Matter will sooner or later become nr 1. Later on, Deuterium merching may become your most profitable activity.
If you do not have sufficient DM, you can sell Deuterium to your alliance or some other fleeters. Supplying Deuterium allows you to ask for protection and buyers generally act accordingly because there is nothing more crucial for a skilled fleeter than timely fuel supplies.
That concludes the guide. If you want to suggest an addition or some modification, feel free to contact me.
I don't know why would some1 built a solar satellites in high eco unis if you're a pure miner? Fusion reactor is the only logic way to go.
Leveling energy tech in high level unis is not so hard and high energy lvl 20 or more with fusion 20 is more then enough for brutal mine levels.
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.
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