Strategies

> Disclaimer: Strategies always open to discussion, and must be variable, thanks to enrich in there you own experiences.

1st Planet:

 * Resources: Metal+Crystal already start with a minimum revenue, not Deuterieum
 * Start level 1 Deuterium Refinery + "Solar power plant" levels 1+2
 * Start level 1 Crystal Mine +1 Metal Mine
 * Up Mine & Refinery, with Solar at 10.
 * Up Mine + Refinery + Fusion Reactor after 10. (you'll see the cost to produce same energy is very larger using Solar, of course, less Deut)
 * you can up Solar later if need more Deuterium (and reduce or stop Fusion using Resource settings)
 * Up Robot factory to 10 as quick as possible, and following with Nanite

2nd Planet & following

 * Escort the Colony ship with full Cargo fo being able to deploy level 10 Robot +Nanite 3 or more (200 HC, 50M Metal, 30M Crystal, 10M Deut)
 * Up Robot factory 10 + Nanite as much as possible (it takes time, but after that all following building largely quicker)
 * Up Shipyard to 2 and build 1600 LF + 400 Spy probe or move them from other planet as soon as possible (to get a chance Moon when attacked)
 * Like 1st planet, but much quicker:
 * Up Mine & Refinery, with Solar at 10.
 * Up Mine + Refinery + Fusion Reactor after 10.

Boosting

 * Academy
 * use all your points, but after selecting your final targets, and useful path, don't spend points useless options (for your style)
 * Keep it for cumulate your targeted upgrade.
 * Researches
 * Deploy prefer Research Lab on largest size planet but limit number to 7
 * research Intergalactic Research Network only to 6 (as don't need more for 7)
 * Up Research LAB to level 14 on all, and UP University after that on all 7 planets.
 * Focus on necessary Techno level.
 * https://vega.ogamex.net/technology unlock each stage, but don't forgot
 * Spy

Collecting
Of course, you can just wait for resource mining, but you can also get them by looting, or Debris harvesting.


 * Recycler can go to debris field, including Deep space
 * Asteroid Miner can go outside position 17 systems, to collect resources or dark matter
 * Looting a planet, or a moon, to accelerate your extension, and slower the other players... See Raiding

Start low. Don't think being able to resist (in a 1st stage) any attack, and retreat is often the better option.

 * Low fleet + defenses on planet
 * Do not spend resources in useless defenses and fleet.
 * We need: Cargo, Recycler
 * We need: zero defense, replacing with 1'600 or more LF => as long as you don't have a Moon see Strategies#Without Moon yet

Cargos able to ghost resources, before the loot.

Raiders
If creating a fleet for raiding, should take care about vessel selection for reducing defense if any. Must Spy before,and simulate.

For planets in range of you IP, you can reduce defenses 1st before raiding.

Be careful that a big fleet, is also a big source of resources, when destroyed, and recycled. So you must ghost to avoid being destroy.

Interceptors
For intercepting other fleet, you need different type of vessels. See Rapidfire


 * Falcon
 * Galleon
 * Reaper
 * Battle cruiser against HF + Cruiser
 * Cruiser against LF
 * DD against LH + HF

You will also be more able for interception or quick raiding, if building "Jump gate".

Without Moon (yet)
Don't build defenses, not at all. Create 1'500 to 2'000 LF + 300 to 1'000 Spy probe, plus transporters for saving resources when being attacked.


 * The objective is TO BE attacked, for getting a chance Moon creation, but also try to SAVE max resources moving them before attack. (if not yet a 2nd planet, can perhaps transport resources another planet, and cancel before arriving).

On a planet with a Moon
You can keep the strategy Cargo to fly away resources, but, must be connected all time. Or you can start building defense, and up your defenses to be strong and high enough to put attacks costly to be same level the gain, so useless to loot your planet.

Ideal defenses
Be aware that is not ideal, because it is not always enough to avoid looting, but if the Resource volume cost too high to loot, you should be mainly peaceful.

Because also of the IP defense are really easy to reduce, so we do have a lot of player who let's down rebuilding defenses, end use massive fleet instead, moving them all the time to ghost them when disconnected. So the defenses below are only useful to support your own fleet in interception. * You should up Interceptor according attackers using them. If no one send you IP, you can up in Defensive, your own IP, to destroy your attackers Missile Silo. Take care about the fact attacker's silo level can give him capabilities to touch you, but not you (yet) reach his planet. In this case, waiting up your own silo enough, you must build Interceptors.

** Using Boost Shield in Academy and Researches, for better defenses is a must.

On the Moon itself (the 1st moon a system, others doesn't need to redo a phalanx, 1 per system is OK)

 * install "Moon Base" level 1 to 5
 * install "Jump Gate" on each moon.
 * install "Phalanx" level 1 to 8, to 10 on the 1st planet's moon (1 per system should be OK)

2nd & other Moons on same system: install Jump Gate + fleet + resources protections (Defenses)


 * install "Robot factory" level 2
 * install Shipyard, to level 10
 * install Nanite (when possible)
 * install defenses

Moons

 * Best: build a moon on each planet
 * In a same system: Only one with the max upgrade Phalanx, (useless more than one in the same system, except moon destroyed)
 * On others: extend Shipyard to max 16 or 20 (Robot 2) and build defenses to host your fleet with additional protections
 * On all: Create a "Jump gate" (be careful also destination freezed during 1 hours, after 1 jump)

Colonies
Two strategies, choose your one

Single System
I do not like it (any more), but this strategy can be adapted for "Miners", seems not for Raiders... But I see raiders in the same system for 1st 8 planets. Better using central position in OGAMEX because Galaxies not circulars (299 latest system is not close the to the 1, as it is Ogame).

Disperse systems
Create 1 or 2 planets per system: If 5 galaxies, 2 per system, in each Galaxy. Better using a central galaxy position (150), or 2 central (80 + 220), for larger Phalanx capabilities. Else you Phalanx only half galaxy if position near 1 or 299.

Spy techno

 * You probably must up Spy technology to get detailed information about attackers

Ghost
Ghosting resources or fleet, or both.

Spying
TK...

Phalanx
Using Phalanx for detecting fleet move in your sector. So you can plan interception. (Seems only detect move to a planet?)