FAQ/Strategy Guide by Xeigrich

Version: 1.00 | Updated: 08/13/08 | Printable Version

                #####  #####   ###   ## ##  #####
                #   #  #       # #   # # #  #    
                #   #  #  ##  #   #  # # #  #### 
                #   #  #   #  #####  #   #  #    
                #####  #####  #   #  #   #  #####

                  LAST UPDATED: August 13, 2008
                  GUIDE VERSION: 1.00
                  GAME VERSION: 0.81

                    A FAQ/Guide by Xeigrich
          Copyright 2008 Xeigrich, All rights reserved.
    Please do not duplicate any portion of this FAQ without first
 requesting permission from the author: tonyjones17(at)yahoo(dot)com
         This guide should ONLY be found on GameFAQs.com

+---------------------------  CONTENTS  ----------------------------+

F.A.Q. Guide
Newbie Guide
Buildings Breakdown
Research Rundown
Ships & Such
Defense for Dummies
OGame Technology
Progress Guide
Credits, Etc.

+----------------------------  INTRO  ------------------------------+
Every guide has to have a decent Intro section. I'll make this quick.

OGame is a true real-time strategy game. It's a text and web-based
crossover of MMO games with persistent universes (like World of
Warcraft) and good old RTS games like Command & Conquer or
Starcraft. You build buildings, reseach "new" technology, unlock
new units, and build ships and defensive structures. There are about
40 different universes, which are all independent of one another.
Within each universe, time never stops and the game is always
running. If you're not logged in, well, stuff still happens, even
to your planet(s). OGame is completely free to play, but you can
use real money to buy "Dark Matter" which is used to purchase
temporary in-game upgrades that are only available to users who
pay the real money. OGame is available in many different languages,
but you can play on the English server at: www.ogame.org

I'm writing this guide because currently, there is only 1 guide on
GameFAQs for OGame, and not everyone runs straight to the OGame
forums for help. Plus, I like making guides, and I like helping
people. This guide is meant to answer questions and provide help
and organized information for beginners and intermediate players.
If you consider yourself a pro OGame player, I hope you're only
checking this guide for kicks and to see how much this small fry
knows about your awesome game (haha).

I'm known on the world wide internets as Xeigrich. Besides that, the
only thing you need to know about me is my email address:
tonyjones17 (at) yahoo (dot) com
NO, I will not help you out in-game.
NO, I will not join your alliance.
NO, I will not tell you which universe I play in.
NO, thank you, but I do not want your in-game help.

I've also written a guide for BioShock (Xbox 360) which I take
great pride in. It, too, was a lot of fun and I feel that I helped
a lot of people. I sure got a lot of emails! My BioShock guide can
easily be found on GameFAQs.

I love hearing from people who read my guides! My email address is
all over the place already but here it is again:
tonyjones17 (at) yahoo (dot) com
So let me know what you think of my guide, or feel free to suggest
changes, contributions, etc. If I don't reply to your email, please
don't fret, I don't always have time to reply, but if I mention
you or your contribution in this guide, you WILL be credited unless
you wish to remain anonymous. Thanks!

+-------------------------  F.A.Q. GUIDE  --------------------------+
Frequently asked questions! I make no promise that any of these
are actual questions asked of me. Many of them are questions I had
back when I was a newbie. If anyone asks me a specific question not
already touched in this list or elsewhere in the guide, I will add
it, answer it, and credit the questioner.

Q: What happens if someone wants to attack me?
A: Since OGame is a "true real-time strategy game," even if you are
	not logged in, you can be attcked and have your destroyed ships
	and defense units scooped up as resources (called "debris") and
	some of your stockpiled resources can be snatched up as well.
	You cannot fight back with your ships directly; however, some
	ships may be able to fire their weapons even while docked.
	Your only chance of defending yourself, offline or online, is
	to have a sufficient defense system set up before the attacking
	fleet arrives. Basically, if the attacking fleet overpowers your
	defenses, you lose the fight. If your defenses blow the fleet
	out of the sky, you win the fight. Either way, anyone is now
	free to scout and scoop up the debris from the resulting battle
	using Recycler ships. You must reach a certain level of progress
	before you are vulnerable to attacks, though, so you are given
	a grace period to build up your initial defenses. After this
	point, though, you are fresh meat for anyone to attack and you
	must keep on your toes and check back often. Keep in mind that
	a fleet can only target and attack ONE planet or moon at a time,
	so unless you have a really mean attacker hitting all your
	planets at once, you may have time to flee your ships and
	resources to a safe place (or even to a debris field and back,
	but that's an advanced strategy for discussion elsewhere!).

Q: I was just attacked! Are all my defenses and ships gone?!
A: Relax! Depending on the size and intensity of the attack, you
	probably still have some of your defenses undamaged. Plus, most
	defense units have up to a 70% chance of automatically repairing
	themselves after an attack (note: I do believe attacks from
	Interplanetary Missiles Override this chance and render all
	damaged defenses permanently lost). You will probably lose a lot
	of ships if the attack broke through your defenses, but if your
	defense units fought off the attackers, you probably didn't lose
	any ships or resources at all! Just a note, though, it is
	entirely possible that some ill-meaning fiend could come along
	with Destroyers and Deathstars and just totally annihilate your
	defenses AND your ships, but they have little to gain from that
	if you aren't even high enough in level to fight back yet, so
	most people won't even bother.

Q: I'm going to be away from the computer for a long time -- a 
	matter of days, weeks or months! Should I just give up now?
A: Absolutely not! OGame has a feature called Vacation Mode just
	for these types of situations. If you're going to be unable to
	log in and check up on things, or if you just want to take a
	long break from the game (real life is real-time, too!), you
	can check the Vacation Mode box in your Options page. Be warned
	that there are limitations, and you can only activate Vacation
	Mode if all construction is completed or stopped, all fleets are
	inactive, and no research is in progress. You must remain in
	Vacation Mode for 48 hours before you are able to deactivate it
	and return to normal play. During Vacation Mode, you cannot be
	targeted for new attacks, but if there is already a fleet on the
	way when you enter Vacation Mode, you will be attacked and you
	will be unable to react for 48 hours. Upon resuming from
	Vacation Mode, you will have to turn your Mines and all that
	back on (all production is stopped during Vacation Mode). Also
	keep in mind that if you do not log in for a very long time --
	I believe it is either 60 days or 90 days, your account may be
	deleted permanently!

Q: Which resource is the most valuable?
A: I would actually say Energy, even though it's a constant source.
	If you're playing with a friend, or even if you just have
	additional planets colonized, you can get more metal, crystal
	and deuterium without upgrading your mines, but the ONLY ways to
	get more energy involve upgrading your power plants or building
	more solar satellites. But aside from energy, I'd say that
	deuterium, since a deuterium synthesizer produces far less
	deuterium than equal-level crystal and metal mines, and you use
	up deuterium for all research, travel, and even Galaxy View.

Q: Should I build storage for my resources? I don't think I'll ever
	have that much of a resource to need storage!
A: YES! If you do not build storage for your resources, then when
	you reach your maximum (which is 100k of any resource), your
	respective mine or synthesizer for that resource will STOP
	production until the resource is consumed or removed, or until
	proper storage is built. You don't need storage for a long time,
	but building storage with excess metal and crystal can boost
	your rank a bit early in the game. If you have more than one
	colonized planet (including your homeworld), you can bypass the
	need for storage by using an underdeveloped planet for storage
	as you won't need to worry about that planet's mines shutting
	down. This is not advised, though, because an underdeveloped
	planet is easy prey for greedy attackers.

Q: Am I stuck with just this planet I was given? I see other players
	with more than one planet! How can I get another planet?
A: You can have up to 9 planets, including your homeworld colony.
	To get another planet you must have Robotics Factory 2, Shipyard
	4, Research Lab 2, Energy Tech 1, and Impulse Drive 3 (includes
	redundant levels) to unlock a Colony Ship. You must then build a
	Colony Ship and have enough deuterium to send the ship to an
	empty planet slot to colonize that slot. You can view planet
	slots in Galaxy View for a small deuterium fee. The planet you
	will receive is RANDOM, and even if someone abandons a planet
	and the slot is freed up once again, a new randomp planet will
	be generated the next time that slot is colonized.

Q: When I get a new colonized planet, do I have to start over from
	scratch there?
A: Not exactly. Each new colony starts off as a blank slate. You do
	have to build your buildings up from scratch, but as long as
	your research lab is upgraded sufficiently, you will have access
	to most of your research levels thanks to the Intergalactic
	Research Network that shares research levels among connected
	colonies. Also, as long as you have ships, time, and deuterium,
	you can transport resources from one planet to another to save
	time and resources on the new planet. It's not a bad idea to
	specialize some planets for production, research, storage,
	or even to designate one as a "headquarters" for your ships.
	It all depends on your personal playing style, as well as how
	you like to set up your defense -- defending some planets more
	than others can save you a LOT of time and frustration, but only
	if you stick to the plan and can log in at least once a day to
	check up.

Q: What's this fuss about moons? How do they work? How do I get one?
A: I'll try to answer this in more detail later on in a Moon Guide
	section, but for now I'll summarize. A moon acts like an
	additional planet colony, although usually very small with very
	few fiels (room to build buildings). You can get a moon as a
	random chance when colonizing new planets (you NEVER get a moon
	with your homeworld). You can also sometimes find a moon has
	formed in the aftermath and debris from a Deathstar attack. With
	a moon, you can build Jump Gates that link together like
	Stargates (if you're a sci-fi fan) from one moon to another, as
	well as a Sensor Phalanx which provides surveillance around the
	planet which your moon orbits. Build carefully on a moon, since
	the number of fields in which you can build depends on the level
	of your Lunar Base on that moon!

+-------------------------  NEWBIE GUIDE  --------------------------+
So you're new to OGame? Here are some tips to get you on the
right track!

* Focus on your mines and power for a while. You can't
	accomplish much yet, and the sooner you can get more
	resources, the better!

* Build up your Metal Mine and Crystal Mine up a few levels,
	and build up your Solar Power Plant to produce enough
	energy. THEN you can build a few levels of Deuterium
	Synthesizer. From there, start on your Robotics Factory,
	then your Shipyard.

* Resources are your number-one priority throughout the game!
	METAL is for physical construction of ships and buildings
	CRYSTAL is for electrical components and research
	DEUTERIUM is a Hydrogen-based fuel for research and travel
	DARK MATTER is currency for the real-money features of OGame
	ENERGY is your available power for Mines and some other
		buildings such as a Terraformer

* There is no end to OGame. You simply play until you get bored and
	completely stop playing, or you abandon all your colonies and
	officially quit. You could also decide to give all your
	resources over to a friend in the game, but don't give him your
	account unless you talk to a game mod about it first. It's
	against the rules for one person to use more than one account in
	the same universe, but sometimes you can get permission as long
	as the game mod says it's okay.

* Join an alliance! Most alliances are happy to have new members,
	and many alliances are also happy to help out new players. Just
	don't get greedy or expect anything more than you deserve. Also,
	be aware that some alliances take the game very seriously and
	will expect you to log in with a minimum frequency, contribute
	"taxes" to higher alliance members, or even require that you
	send ships to aid fellow alliance members in battle if you are
	able. Being in an alliance can help keep your interest in the
	game a lot longer, and you'll have a lot more fun!

* Try to use your resources wisely! Plan ahead what you want to
	build or unlock, and keep track of your resource income.

* Don't worry about building ships and attacking planets for a
	long time. Sure, that's a fun part of the game, but you won't
	have much fun if your Light Fighters are all instantly
	vaporized by enemy defenses, wasting your resources and
	possibly earning you unwanted enemies and attackers. Be prepared
	before you attack!

+---------------------  BUILDINGS BREAKDOWN  -----------------------+
OGame tells you a lot about how their game works, but they don't
tell you everything, and they don't always tell you in plain, simple
English. Here are all the buildings you can build in OGame, along
with pros, cons, notes and any information OGame might not outright
reveal about each building. Do note that while logged in to OGame,
you can view the official description and available stats of any
building by clicking that building's name on the building page.
I may add in some of the stats and whatnot, but many players don't
take the sheer mathematics into account so I don't consider it a
priority (it may also confuse the newbies!).

Purpose: Generates Metal resource in addition to base income (20).
Pros: Cranks out more metal than you will usually need at once.
Cons: Eats up a lot of energy early in the game.
Notes: This is the first thing you will build. You probably won't
	need it to go past level 10 for a long time.

Purpose: Generates Crystal resource in addition to base income (10).
Pros: None
Cons: Same level Metal Mine produces more metal for less energy.
	Often has to be several levels higher than your Metal Mine.
Notes: Build one of these after your first Solar Plant. Unless
	you're trying to crank out a huge fleet, you will need far
	more Crystal than Metal.

Purpose: Generates Deuterium resource (no base income).
Pros: Deuterium is rather valuable for research, travel, etc.
Cons: Produces very little Deuterium for a high energy cost.
Notes: You should have a few levels of Metal Mine and Crystal Mine
	as well as Solar Plant before you even NEED to build these.
	Later in the game, you may want to build this past your Crystal
	Mine level as you will consume a lot of Deuterium in travel and
	advanced research.

Purpose: Increases the amount of energy available.
Pros: Lots of energy, fairly cheap.
Cons: Doesn't get much better as you upgrade it; inefficient.
Notes: Build this up to maybe 10 or 15 at most, since you can rely
	on the abundance of power from Fusion Reactors (at a price!) or
	from Solar Satellites (without using fields!) later on.

Purpose: Increases the amount of energy available.
Pros: Abundance of energy! Very efficient at later levels.
Cons: Eats into your Deuterium production (or stock, if production
	is stopped).
Notes: Start building these as soon as you can, but don't go past 5
	or so for a while, since you might want to accumulate some
	Deuterium for a while without having to turn off your Mines.
	This gets more efficient (more energy for less Deut) as you
	upgraded it AND as you upgrade Energy Tech research.

Purpose: Speed up building progress time; enable manufacturing of
	more advanced buildings.
Pros: Speeds up building time significantly.
Cons: Uses up fields and gets expensive per-level quickly.
Notes: Only upgrade to level 2 or 3 so you can have get a Shipyard.
	Hold off on further upgrades until you want a Nanite Factory or
	if you have spare resources lying around and build times are
	getting unwieldy.

Purpose: Speeds up EVERYTHING except research and travel times.
	Contributes to unlocking the Terraformer.
Pros: Speeds up all construction times "massively."
Cons: Gets really expensive!
Notes: Contributes to the Terraformer at level 1, so unless you are
	desperate for faster build times, leave it at 1 until
	much later in the game.

Purpose: Speed up ship and defense construction time; enable
	manufacturing of more advanced ships and defense units.
Pros: Speeds up ship/defense construction time significantly;
	unlocks some important ships and units.
Cons: Fairly expensive.
Notes: Only upgrade as far as you need for a specific ship or
	unit. Build times shouldn't be a problem unless you are
	getting attacked often or if you decide to beef up your
	fleet and defenses significantly.

Purpose: Prevent Metal production from halting at 100k; reduce
	amount of metal lost when attacked.
Pros: Not much besides the basic purpose.
Cons: Uses up fields with little in return.
Notes: Don't bother with this until later in the game or if
	you are going to be offline a lot and will be racking up
	metal without using it up.

Purpose: Prevent Crystal production from halting at 100k; reduce
	amount of crystal lost when attacked.
Pros: Not much besides the basic purpose.
Cons: Uses up fields with little in return.
Notes: Don't bother with this until later in the game or if
	you are going to be offline a lot and will be racking up
	crystal without using it up.

Purpose: Prevent Deuterium production from halting at 100k; reduce
	amount of deuterium lost when attacked.
Pros: Not much besides the basic purpose.
Cons: Uses up fields with little in return.
Notes: Don't bother with this until later in the game or if
	you are going to be offline a lot and will be racking up
	deuterium without using it up.

Purpose: Increase research speed and unlock new technologies.
Pros: Same as purpose.
Cons: VERY expensive to upgrade.
Notes: Upgrade to 7 ASAP then leave it! Upgrade to 10 when you can
	afford it. Don't upgrade to 12 until you want to make Deathstar
	ships (level 12 unlocks Graviton Tech). Don't bother upgrading
	any further unless you come into some serious dough, or if you
	are hardcore about getting your research levels even higher.

Purpose: Increase the number of fields on the planet
Pros: More fields means more room for building upgrades!
Cons: VERY, VERY expensive, takes up 1 field itself per upgrade.
Notes: I'll get specific numbers up here soon, but basically,
	when you build (or upgrade) the Terraformer, you must have
	resources for it to consume, but also a minimum amount of
	energy needed just to initiate the job. Once complete, the
	Terraformer does NOT require the energy anymore, unlike
	Mines and the Synthesizer which always require energy.
	I believe you get "3 more fields" per level, but one field
	is always automatically used for the Terraformer's upgrade.

Purpose: Deposit up to 10,000 units of Deuterium to friendly fleets
	orbiting your planet.
Pros: Help out your buddies if you've got extra Deuterium.
Cons: Uses up your Deuterium
Notes: I've never actually found a use for this, so I'm not exactly
	sure what it does or why you might want to use it.

Purpose: Stores missiles.
Pros: Store defensive Anti-Ballistic Missiles or offensive Inter-
	planetary Missiles in the same silo. Great supplement for any
	defensive or offensive maneuvers.
Cons: Rather expensive; "missiles not included."
Notes: For every level of Missile Silo, you can get 5 Interplanetary
	Missiles and 10 Anti-Ballistic Missiles... But you have to build
	the missiles first, they don't come free with the silo. Level 2
	is required just to be able to build defensive missiles, and
	level 4 is required for offensive missiles.

+-----------------------  RESEARCH RUNDOWN  ------------------------+
Research helps you unlock new technology, ships, etc as well as
beefing things up all over. Unlike buildings or ships, there are no
cons for research, besides the obvious cost of resources. And since
Research doesn't take up fields, there is theoretically no limit
to how much you can research except your resources. Better yet, your
colonies can share research with the help of the Intergalactic
Research Network, so you don't have to manually research everything
on your new colonies to get them caught up!

Purpose: General purpose spy tech, surveillance and security.
Benefits: Can alert you of attacking ships; Contributes to Espionage
	Probes for spying on others.
	Level 2 alerts you of an attack and tells you how many ships.
	Level 4 alerts you of both the number of ships and what types.
	Level 8 alerts you of exactly how many of each type of ship.
Notes: Get it to level 2 and leave it for a while. You'll definitely
	want at least level 8 if you start getting attacked a lot, or
	if you just want to spy a lot. Probes themselves are fairly
	cheap but you may need a large number of them.

Purpose: Develop faster computers capable of more complex functions.
Benefits: Contributes to Intergalactice Research Net and Nanite
	Factory. Gives you one additional Fleet slot per level.
Notes: You get a single Fleet slot with your Shipyard. One fleet
	is just a group of ships travelling together, so if you want
	to control several groups of ships going to different places
	(or the same place at different times), you'll need to upgrade
	your computer tech to the sufficient level. Upgrading to level
	3 or 4 should be plenty until you want that Nanite Factory.

Purpose: Beef up the weapons on your ships and defense units.
Benefits: Contributes to the Guass Cannon; +10% damage per level.
Notes: Get it to level 3 (for Guass Cannon) and leave it. You can
	compensate for weaker firepower with sheer numbers (of defense
	and ships) but you won't need the extra beefy weapons until
	later, unless you want them of course.

Purpose: Beef up the defensive factors on ships and defense units.
Benefits: Contributes to Gauss Cannon, Recycler, and Shield Domes.
	+10% strength to all shields.
Notes: Once you hit level 6 you can make the Large Shield Dome,
	and any levels after that are just a boon to reduce the
	number of units lost either when defending against an attacker
	or when attacking some other planet. Combined with high level
	Armour Tech, you lose significantly fewer units during attacks
	(both offensive and defensive events).

Purpose: Beef up the phsycial defensive factors of all ships and
	defense units.
Benefits: Contributes to Heavy Fighter; +10% defense to all units.
Notes: I'd recommend Armour Tech over Shielding Tech because it
	beefs up the base structual integrity of all units. At least
	get it to level 2 for your Heavy Fighter, but don't forget to
	upgrade a bit later or else you will have to spend a LOT more
	resources building a LOT more defense units and sending a lot
	more ships on attack missions.

Purpose: Discover and develop new energy-related technology.
Benefits: Contributes to several Research techs and buildings.
	Makes some tasks more efficient (such as the Fusion Reactor).
Notes: Upgrade this as much as you can, as soon as you can! Don't
	stop at level 12, which is required for the Terraformer. Keep
	upgrading, especially if you have a lot of Fusion Reactor
	levels, as it will make your Fusion Reactors pump out more
	energy for less Deuterium, which can help you rack up more
	resources for less actual upgrades to your mines and
	synthesizer and saving those resources for ships, defense,
	and research.

Purpose: Research the concept of multi-dimensional travel.
Benefits: Contributes to many advanced ships and the Intergalactic
	Research Network.
Notes: Get it up a few levels then you can leave it. You should get
	it up to level 3 as soon as you can (for Hyperspace Drive), then
	get it up to level 8 whenever you want (for the research net).
	Other than that, I don't think you get any additional benefits.

Purpose: Further advance the age-old combustion engine.
Benefits: Contributes to unlocking several ships; +10% to speed per
	level for Small Cargo, Large Cargo, Light Fighter, Recycler and
	Espionage Probe.
Notes: You'll want at least Level 6 as soon as you can afford it,
	as Recyclers and Large Cargo ships are very useful. As for the
	speed boosts, that's up to you.

Purpose: Research plasma-based propulsion technology.
Benefits: Contributes to unlocking several ships, Interplanetary
	Missiles, and Expedition Tech; +10% to speed per level for
	Bomber, Cruiser, Heavy Fighters, and Colony Ship; increases
	max distance for Interplanetary Missiles.
Notes: At level 3 it helps you get Colony Ships, which can help
	you bring in extra resources from newly colonized planets. At
	level 6 it helps for the Bomber. After that, like with the
	Combustion Drive, it just beefs up the speed of some ships
	(and IP Missile distance) and that's up to you.

Purpose: Develop theoretical multi-dimensional travel into a reality.
Benefits: Contributes to very advanced ships; +30% to speed per
	level for Battleship, Battlecruiser, Destroyer, and Deathstar.
Notes: You don't need this at all until you want the 4 ships
	mentioned above. Past level 7 you only get speed increases.

Purpose: Develop new and improved multi-purpose laser technology.
Benefits: Contributes to some defense units, the Battlecruiser,
	Plasma Tech and Ion	Tech; May contribute to Computer Tech
Notes: Level 12 is the recommended max (to get the Battlecruiser),
	but as long as you get to 10 to get Plasma Tech you'll be fine
	until you want that Battlecruiser. It's probably a waste of
	resources to upgrade past level 12, but I may be wrong.

Purpose: Develop new technology utilizing charged atoms.
Benefits: Contributes to the Cruiser, Ion Cannon, and Plasma Tech.
Notes: It probably boosts the power of the Cruiser and Ion Cannon,
	but if it does, I don't know the stats. Leave it at Level 5,
	for Plasma Tech, and you should be fine.

Purpose: Develop new offensive technology based on ion technology.
Benefits: Contributes to the Bomber and Plasma Turret.
Notes: Bomber at Level 5, Plasma Turret at Level 7. Beyond that, it's
	probably all arbitrary stat boosting.

Purpose: Communicate among colonies to speed up research.
Benefits: Increase research speed and efficiency among
	linked planets.
Notes: I'm not entirely sure how this works, but I know that only
	your colonies with research advanced enough to have the IRN
	unlocked can take advantaged of the benefits; otherwise, they
	are on their own. You should get this on your homeworld first,
	preferably before you even begin to colonize new planets.

Purpose: Equip ships with mobile research technology for exploration.
Benefits: I'm honestly not sure yet!
Notes: I'll have to look into this before I can comment on it. I'm
	currently not even sure what it does... Kind of seems like it
	allows your ships to function as espionage probes, but I can't
	confirm anything yet.

Purpose: Research the graviton particle for Deathstar production.
Benefits: Contributes to the Deathstar ship.
Notes: Don't even think about researching this tech until you're
	already well prepared in defenses and resources. Deathstars are
	NOT cheap and you are likely to be interrupted by attackers
	trying to deter you from building your planet destroying
	monstrosities of modern technology. This should be the very last
	research you delve into, even if you have other research to
	upgrade some more.

+-------------------------  SHIPS & SUCH  --------------------------+
You can't have a space-based sci-fi game without spaceships! OGame
offers a wide variety of ships, each with a specific function. Just
don't expect your Deathstars and Battlecruisers right off the bat
and you can get by just fine. Remember that ships are either used
for offensive maneuvers (attacking a planet) or for travel and
support (spying, collecting debris, colonizing new planets, etc).
Also remember that ships docked on your planet can be destroyed
if you are attacked there, and only your defense units can
fight off the attacker(s). All stats are taken from www.ogame.org
and are only guaranteed to be as accurate as the stats provided by
the OGame staff themselves.

Function: Transport small amounts of resources.
Pros: Small and cheap; fairly fast and fuel efficient.
Cons: Very limited cargo capacity.
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire from Deathstar: 250
	Rapidfire from Heavy Fighter: 3
	Rapidfire from Battlecruiser: 3
	Structural Integrity: 4.000
	Shield Strength: 10
	Attack Strength: 5
	Cargo Capacity: 5.000 units
	Base speed: 5.000
	Fuel usage (Deuterium): 10
Notes: Good for supplementing Recyclers on debris scooping missions,
	along with Large Cargo ships for the bulk of the loot. Also not
	a bad idea to send a few with an attacking fleet to scoop up
	some of the looted resources. Apparently is refitted with an
	Impulse Drive once Impulse Drive reaches level 5 (I'm not sure
	of the specifics of this).

Function: Transport large amounts of resources.
Pros: Huge capacity.
Cons: More expensive and less efficient than Small Cargo ships.
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire from Deathstar: 250
	Rapidfire from Battlecruiser: 3
	Structural Integrity: 12.000
	Shield Strength: 25
	Attack Strength: 5
	Cargo Capacity: 25.000 units
	Base speed: 7.500
	Fuel usage (Deuterium): 50
Notes: Use Small Cargo ships until you have this unlocked. Then
	you can replace the bulk of your cargo needs with these ships.
	Don't leave your Small Cargos behind, though, as they are still
	cheaper than Large Cargo and are better for small jobs like
	scavenging small debris fields. Definitely stick to Large Cargo
	ships when attacking other planets, though.

Function: Basic offensive attack ship.
Pros: Light, fuel efficient, and agile; strong in numbers.
Cons: Weak and vulnerable unless supplemented.
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire from Deathstar: 200
	Rapidfire from Cruiser: 6
	Structural Integrity: 4.000
	Shield Strength: 10
	Attack Strength: 50
	Cargo Capacity: 50 units
	Base speed: 12.500
	Fuel usage (Deuterium): 20 
Notes: A good start for small-time attackers hitting planets that
	have been left behind by lazy, forgetful, or disinterested users.
	Probably best left behind when Heavy Fighters become available,
	but it never hurts to send a few dozen (or hundred!) along with
	any serious attacking fleet.

Function: Standard offensive attack ship.
Pros: Strong attack and defense.
Cons: Less fuel efficient than the Small Fighter.
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire against Small Cargo: 3
	Rapidfire from Deathstar: 100
	Rapidfire from Battlecruiser: 4
	Structural Integrity: 10.000
	Shield Strength: 25
	Attack Strength: 150
	Cargo Capacity: 100 units
	Base speed: 10.000
	Fuel usage (Deuterium): 75 
Notes: You can mostly leave the Light Fighters behind once this
	is available, except for small misions. Any serious attack
	fleet should have a fair number of Heavy Fighters along,
	even if they are merely a supplement to bigger ships rather
	than being the main offensive force.

Function: Heavy-duty offensive attack ship.
Pros: Almost 3 times more powerful than the Heavy Fighter;
	well armored and very fast.
Cons: Fairly inefficient compared to groups of Fighters.
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire against Light Fighter: 6
	Rapidfire against Rocket Launcher: 10
	Rapidfire from Deathstar: 33
	Rapidfire from Battlecruiser: 4
	Structural Integrity: 27.000
	Shield Strength: 50
	Attack Strength: 400
	Cargo Capacity: 800 units
	Base speed: 15.000
	Fuel usage (Deuterium): 300
Notes: Basically another upgrade to the Fighter ships. You
	will probably want to start replacing your Heavy Fighters
	with Cruisers as your resource income allows. While Cruiser
	ships are great offensive forces, don't build up too large
	of a fleet of them, since you will want some of those
	resources for development and construction of the more
	bad-ass ships yet to come.

Function: Staple offensive attack ship for large-scale battles.
Pros: Extremely powerful attack and defense; considerable
	cargo capacity for raid attacks
Cons: Not as fast as a Cruiser and less fuel efficient
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire from Deathstar: 30
	Rapidfire from Battlecruiser: 7
	Structural Integrity: 60.000
	Shield Strength: 200
	Attack Strength: 1.000
	Cargo Capacity: 1.500 units
	Base speed: 10.000
	Fuel usage (Deuterium): 500 
Notes: Don't be too hasty to replace your Cruisers with all
	Battleships. Instead, send equal numbers of Cruisers along
	with your Battleships, or better yet, send the Battleships
	first as they are slower but more powerful, then send slightly
	more Cruisers than Battleships second, to clean up.

Function: Colonize new planets to increase the size of your empire.
Pros: Colonize up to 8 additional planets!
Cons: Expensive and slow.
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire from Deathstar: 250
	Structural Integrity: 30.000
	Shield Strength: 100
	Attack Strength: 50
	Cargo Capacity: 7.500 units
	Base speed: 2.500
	Fuel usage (Deuterium): 1.000 
Notes: It's only good for one thing, and that's colonizing new
	planets. You will only need to build 8 of these babies, which
	is good, since they're damn expensive. For the adventurous folk,
	though, you can abandon a colony completely and colonize a
	different planet or even the same place again... but you'll have
	to build another colony ship to colonize once more. Just don't
	build one unless you want to colonize a planet right then, and
	don't build more than one unless you're colonizing that many
	planets, becuase if you get attacked and your colony ship is
	destroyed... Well, it just sucks.

Function: Scoop up debris floating in space near a planet.
Pros: Great defense; can scoop in huge amounts of debris.
Cons: Expensive, worthless for offense, and really, really slow.
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire from Deathstar: 250
	Structural Integrity: 16.000
	Shield Strength: 10
	Attack Strength: 1
	Cargo Capacity: 20.000 units
	Base speed: 2.000
	Fuel usage (Deuterium): 300 
Notes: You'll want several of these once they're available. You
	can check in Galaxy View to see if there are debris fields
	by any planet slots. Just take note of the coordinates where
	the debris field is, and you can send your fleet of Recyclers
	to scoop up whatever is there (provided your total Recycler
	capacities can hold it all) and bring it home to be added
	into your resource stockpile. Quick, easy resources, for
	nothing more than the cost of patience, some deuterium, and
	whatever it cost to build the Recyclers in the first place.

Pros: Dirt cheap, lightning fast, and indispensable for well-
	planned attacks.
Cons: Useless for direct offense, gets obliterated at the first
	sign of damage; often need many of them to get the job done.
	Rapidfire from Small Cargo: 5
	Rapidfire from Deathstar: 1250
	Rapidfire from Large Cargo: 5
	Rapidfire from Light Fighter: 5
	Rapidfire from Heavy Fighter: 5
	Rapidfire from Cruiser: 5
	Rapidfire from Battleship: 5
	Rapidfire from Colony Ship: 5
	Rapidfire from Recycler: 5
	Rapidfire from Bomber: 5
	Rapidfire from Destroyer: 5
	Rapidfire from Battlecruiser: 5
	Structural Integrity: 1.000
	Shield Strength: 0
	Attack Strength: 0
	Cargo Capacity: 5 units
	Base speed: 100.000.000
	Fuel usage (Deuterium): 1 
Notes: This will probably be the first thing to be available in
	your shipyard. Build a few at first and spy around a little,
	but keep in mind some people don't like you being nosy. You'll
	need several probes to get the full picture, and you'll need
	many, many more probes to get all the info about well-prepared
	planets. When you are attacked, any probes docked on that
	planet will probably be instantly vaporized, so don't keep
	more than you really need on hand -- they're cheap, but they're
	not THAT cheap. Also, probes are sometimes detected and
	destroyed in the process of spying, which may just mean you
	need to send more next time.

Function: Offensive ship designed to take out a planet's defenses.
Pros: Wipe out a planet's defenses for more clean attack.
Cons: Fairly slow, not fuel efficient, and rather expensive.
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire against Light Laser: 20
	Rapidfire against Rocket Launcher: 20
	Rapidfire against Ion Cannon: 10
	Rapidfire against Heavy Laser: 10
	Rapidfire from Deathstar: 25
	Structural Integrity: 75.000
	Shield Strength: 500
	Attack Strength: 1.000
	Cargo Capacity: 500 units
	Base speed: 4.000
	Fuel usage (Deuterium): 1.000
Notes: If you've been attacking a lot of planets and
	finding yourself repeatedly losing to massive defenses,
	the Bomber is your saviour. It will wipe out the majority
	of those pesky defense units leaving your victim vulnerable
	to your Cruisers, Battleships, and other offensive ships.
	Don't send a fleet of just Bombers, though, unless you've got
	the real offensive force on the way right behind it.

Function: Collect solar energy while in orbit, then beam the energy
	down to the surface via laser.
Pros: Cheap energy without using up planet fields.
Cons: Destroyed in large numbers when you're attacked; efficiency
	and production depend on random planetary factors (temperature,
	distance from sun, etc).
	Rapidfire from Small Cargo: 5
	Rapidfire from Deathstar: 1250
	Rapidfire from Large Cargo: 5
	Rapidfire from Light Fighter: 5
	Rapidfire from Heavy Fighter: 5
	Rapidfire from Cruiser: 5
	Rapidfire from Battleship: 5
	Rapidfire from Colony Ship: 5
	Rapidfire from Recycler: 5
	Rapidfire from Bomber: 5
	Rapidfire from Destroyer: 5
	Rapidfire from Battlecruiser: 5
	Structural Integrity: 2.000
	Shield Strength: 1
	Attack Strength: 1
	Cargo Capacity: 0 units
	Base speed: 0
	Fuel usage (Deuterium): 0 
Notes: You'll want a lot of these. A LOT. They're cheaper than
	Solar Plants and they don't use up valuable planet fields,
	but if you get attacked, they're the first to go (along with
	docked espionage probes). There's a slight difference in
	energy output depending on the planet's temperate and distance
	from the local sun (hotter and closer are better!) but it is
	mostly negligible. These are a great, quick supplement until
	you get Fusion Reactors, and even then they can provide relief
	if you need to get your deuterium stock up but your Fusion
	Reactor is greedy. Apparently, Solar Satellites can eliminate
	nosy Espionage Probes if the probes are detected while in your

Function: Fearsome offensive force of destruction.
Pros: Extremely, extremely powerful in offense and defense.
Cons: Expensive, of course, but also slow and fuel inefficient.
	Rapidfire from Deathstar: 5
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire against Battlecruiser: 2
	Rapidfire against Light Laser: 10
	Structural Integrity: 110.000
	Shield Strength: 500
	Attack Strength: 2.000
	Cargo Capacity: 2.000 units
	Base speed: 5.000
	Fuel usage (Deuterium): 1.000
Notes: The Destroyer is designed to defend against Deathstars,
	but it is still a great offensive ship. Build 6 of these
	and leave them in your dock when you get attacked, and
	you stand a fair chance even against a Deathstar!
	Until you get a Deathstar, this monster will be sufficient
	for tearing through your enemies (well, victims). Send a few
	Destroyers along with some Battecruisers and a lot of Large
	Cargo ships and see what happens!

Function: The ultimate destructive force.
Pros: Obliterates EVERYTHING! It destroys MOONS for crying out loud!
	It's even fuel efficient and has enourmous cargo capacity!
Cons: Slowest ship ever; insanely expensive.
	Rapidfire against Espionage Probe: 1250
	Rapidfire against Solar Satellite: 1250
	Rapidfire against Small Cargo: 250
	Rapidfire against Light Fighter: 200
	Rapidfire against Heavy Fighter: 100
	Rapidfire against Large Cargo: 250
	Rapidfire against Recycler: 250
	Rapidfire against Cruiser: 33
	Rapidfire against Colony Ship: 250
	Rapidfire against Battleship: 30
	Rapidfire against Battlecruiser: 15
	Rapidfire against Bomber: 25
	Rapidfire against Destroyer: 5
	Rapidfire against Light Laser: 200
	Rapidfire against Rocket Launcher: 200
	Rapidfire against Ion Cannon: 100
	Rapidfire against Heavy Laser: 100
	Rapidfire against Gauss Cannon: 50
	Structural Integrity: 9.000.000
	Shield Strength: 50.000
	Attack Strength: 200.000
	Cargo Capacity: 1.000.000 units
	Base speed: 100
	Fuel usage (Deuterium): 1 
Notes: Oh dear Lord, help us! If your little spy probes detect
	one of these mama's coming at you, evacuate! On the other
	hand, very, very few planets will be prepared to defend
	against this beast, and if you've been so lucky as to
	build one, you'll be nearly unstoppable except against
	other high-level players with Battlecruisers, Destroyers,
	and their own Deathstars. Use with caution, though, as you
	are likely to anger a lot of people by willy-nilly demolishing
	all that they hold dear, and you may attract the attention of
	large alliances who want to teach you a lesson (think of the
	little kid's big brother showing up to rip you a new one for
	stealing his kid brother's lunch money).

Function: Destructive force to be reckoned with.
Pros: Fast and overall more efficient & balanced than the Destroyer.
Cons: Still really expensive, but weaker than the Destroyer.
	Rapidfire from Deathstar: 15
	Rapidfire from Destroyer: 2
	Rapidfire against Espionage Probe: 5
	Rapidfire against Solar Satellite: 5
	Rapidfire against Small Cargo: 3
	Rapidfire against Heavy Fighter: 4
	Rapidfire against Large Cargo: 3
	Rapidfire against Cruiser: 4
	Rapidfire against Battleship: 7
	Structural Integrity: 70.000
	Shield Strength: 400
	Attack Strength: 700
	Cargo Capacity: 750 units
	Base speed: 10.000
	Fuel usage (Deuterium): 250 
Notes: A sort of sister-ship to the Destroyer. Fast and efficient,
	but not nearly as powerful as the Destroyer. Send a few
	Destroyers along with some Battecruisers and a lot of Large
	Cargo ships and see what happens!

+---------------------  DEFENSE FOR DUMMIES  -----------------------+
Your only real chance in defending yourself from an attacking fleet
is to have a well-prepared defense. If you have a good enough
Espionage level and a high-level Shipyard and Nanite Factory, you
can often beef up your defenses last-minute and catch an attacker
off-guard with far more firepower than he expected. (You can also
trying to time it just right and have your own attacking fleet hit
the attacker's planet just in time for his returning ships to 

Function: Basic missile-based defense system.
Pros: Dirt cheap and quick to build.
Cons: Fairly ineffective once stronger weapons are available.
	Rapidfire from Deathstar: 200
	Rapidfire from Cruiser: 10
	Rapidfire from Bomber: 20
	Structural Integrity: 2.000
	Shield Strength: 20
	Attack Strength: 80
Notes: At just 2,000 Metal per unit, you can load up on these
	very early in the game. Don't go too crazy with them, though,
	because once you get better defensive weapons, your resources
	are much better spent there instead. Rocket Launchers are still
	always good to have around as a sort of damage buffer since they
	are the first to take damage, and the first to be destroyed,
	possibly as metal martyrs sacrificed to save some of your
	more effective defensive units.

Function: Basic energy-based defense system.
Pros: Fairly cheap and quick to build.
Cons: Only a little bit more effective than Rocket Launchers.
	Rapidfire from Deathstar: 200
	Rapidfire from Bomber: 20
	Rapidfire from Destroyer: 10
	Structural Integrity: 2.000
	Shield Strength: 25
	Attack Strength: 100
Notes: I'd recommend keeping an almost equal amount of Rocket
	Launchers and Light Lasers around at all times, even once
	better units are available. They still make a difference, even
	if their only purpose is to take the brunt of the force when
	an attacking fleet hits. Also great to fend off pesky smaller
	fleets that don't pose much threat.

Function: Heavy-duty energy-based defense system.
Pros: Good punch for the price.
Cons: Starts to get expensive and slow to build.
	Rapidfire from Deathstar: 100
	Rapidfire from Bomber: 10
	Structural Integrity: 8.000
	Shield Strength: 100
	Attack Strength: 250
Notes: Once available, the majority of your defensive force should
	consist of Heavy Lasers. Let the Light Lasers and Rocket
	Launchers take the hits while the Heavy Lasers dish out the
	real damage. You should have at least half as many Heavy Lasers
	as Light Lasers -- if you intend to fend off any attackers,

Function: Electromagnetic projectile-based defensive unit.
Pros: Excellent damage and defense.
Cons: Expensive and slow to build, what do you expect?
	Rapidfire from Deathstar: 50
	Structural Integrity: 35.000
	Shield Strength: 200
	Attack Strength: 1.100
Notes: The second best defensive unit as far as fighting off
	direct attacks is concerned. You can compensate for not having
	Plasma Turrets yet by pumping out as many Gauss Cannons as you
	can afford. They will defend you well. You will build more than
	you will likely ever need. Good. With a little boost to your
	Shielding Tech research levels, Gauss Cannons will resist major
	beatings and blast holes through most attacking ships.

Function: Energy-based projectile defensive unit with good shielding.
Pros: Great shield strength compared to Gauss Cannon or Heavy Laser.
Cons: Poor attack strength only slightly better than Light Laser.
	Rapidfire from Deathstar: 100
	Rapidfire from Bomber: 10
	Structural Integrity: 8.000
	Shield Strength: 500
	Attack Strength: 150
Notes: Notch this one up with the Rocket Launchers and Light Lasers.
	It's decent in large numbers and is likely to avoid or absorb
	more damage than anything less than a Gauss Cannon or Plasma
	Turret, but don't try to depend on Ion Cannons to save your
	ass against Cruisers and Battleships and the like.

Function: Plasma-based defensive unit with massive power.
Pros: Kicks major ass. No, really.
Cons: Really expensive and slow to build (of course).
	Structural Integrity: 100.000
	Shield Strength: 300
	Attack Strength: 3.000
Notes: By the time these are available, you should have a
	considerable base installment of lesser units already.
	Try to maintain your base set of cannons and lasers as
	you build up your store of Plasma Turrets. They will make
	a HUGE difference in defending yourself, and you will find
	that with a large installed base of lesser units, you will
	rarely have to rebuild any Plasma Turrets, saving you money
	to simply build ADDITIONAL Plasma Turrets! Woohoo!

Function: Basic energy shield covering the entire planet.
Pros: Provides world-wide defense.
Cons: Expensive for a newly colonized planet.
	Structural Integrity: 20.000
	Shield Strength: 2.000
	Attack Strength: 1
Notes: I need to double check if a Large Shield Dome
	eclipses the benefits of a Small Shield Dome or if
	the two domes work together for a greater total
	protection. Either way, it's never, ever a bad idea
	to build your Small Shield Dome ASAP, as it can be a
	long time until your Large Shield Dome is available
	and affordable.

Function: Massive energy shield covering the entire planet.
Pros: Provides enhanced world-wide defense.
Cons: Very expensive. That's about it.
	Structural Integrity: 100.000
	Shield Strength: 10.000
	Attack Strength: 1
Notes: Build this as soon as you can, whether you have a
	Small Shield Dome built already or not. This is your
	single greatest defense against attacking fleets.

Function: Defensive missile for fending off incoming IPMs.
Pros: Defend yourself from Interplanetary Missiles.
Cons: Supply limited to Missile Silo level.
Notes: You should always have a handful of ABMs in your Missile Silo
	just in case someone tries to send a few IPMs your way. Don't
	worry about these too much. I'd say 10 or 15 will do unless you
	seem to be hit often.

Function: Long-range offensive missile for hitting surface defenses.
Pros: Excellent preliminary strike before a full-on offensive.
Cons: Supply limited to Missile Silo level; distance limited by
	Impulse Drive research level.
Notes: Sending a few IPMs ahead of an attacking fleet may help to
	disrupt the defenses of the target planet, but don't expect
	there to be a big difference, especially if the target is
	well-prepared and has a few ABMs on hand. Without ABMs, much of
	a target's defenses will be destroyed beyond repair, as standard
	defense units cannot stop an IPM from impacting and causing
	massive damage.

+-----------------------  OGAME TECHNOLOGY  ------------------------+
All of the information in this section can be obtained from the
Technology panel in the left-hand navigation panel of OGame. It even
highlights in RED what technology you do not have unlocked, and in
GREEN what you do have unlocked. Do note that clicking the [i] next
to the name on the left will show you the independent requirements
for that technology, including redundancies (for example, you only
need Computer Tech 10 and Robotics Factory 10 to unlock Nanite
Factory, but the page will list the redunant Research Lab 1 which is
a requirement for Computer Tech). I'm duplicating this information,
not including redundancies, straight from OGame just so you have a
more complete guide at your disposal.

---+ Buildings ----
METAL MINE - No requirements
CRYSTAL MINE - No requirements
SOLAR PLANT - No Requirements
	Deuterium Synthesizer (level 5)
	Energy Technology (level 3)
ROBOTICS FACTORY - No Requirements
	Robotics Factory (level 10)
	Computer Technology (level 10)
	Robotics Factory (level 2)
METAL STORAGE - No Requirements
CRYSTAL STORAGE - No Requirements
DEUTERIUM TANK - No Requirements
RESEARCH LAB - No Requirements
	Nanite Factory (level 1)
	Energy Technology (level 12)
ALLIANCE DEPOT - No Requirements
	Shipyard (level 1)

---+ RESEARCH ----
	Research Lab (level 3)
	Research Lab (level 1)
	Research Lab (level 4)
	Energy Technology (level 3)
	Research Lab (level 6)
	Research Lab (level 2)
	Research Lab (level 1)
	Energy Technology (level 5)
	Shielding Technology (level 5)
	Research Lab (level 7)
	Energy Technology (level 1)
	Energy Technology (level 1)
	Research Lab (level 2)
	Hyperspace Technology (level 3)
	Energy Technology (level 2)
	Research Lab (level 4)
	Laser Technology (level 5)
	Energy Technology (level 4)
	Energy Technology (level 8)
	Laser Technology (level 10)
	Ion Technology (level 5)
	Research Lab (level 10)
	Computer Technology (level 8)
	Hyperspace Technology (level 8)
	Espionage Technology (level 4)
	Impulse Drive (level 3)
	Research Lab (level 12)

---+ SHIPS ----
	Shipyard (level 2)
	Combustion Drive (level 2)
	Shipyard (level 4)
	Combustion Drive (level 6)
	Shipyard (level 1)
	Combustion Drive (level 1)
	Shipyard (level 3)
	Armour Technology (level 2)
	Impulse Drive (level 2)
	Shipyard (level 5)
	Impulse Drive (level 4)
	Ion Technology (level 2)
	Shipyard (level 7)
	Hyperspace Drive (level 4)
	Shipyard (level 4)
	Impulse Drive (level 3)
	Shipyard (level 4)
	Combustion Drive (level 6)
	Shielding Technology (level 2)
	Shipyard (level 3)
	Combustion Drive (level 3)
	Espionage Technology (level 2)
	Impulse Drive (level 6)
	Shipyard (level 8)
	Plasma Technology (level 5)
	Shipyard (level 1)
	Shipyard (level 9)
	Hyperspace Drive (level 6)
	Hyperspace Technology (level 5)
	Shipyard (level 12)
	Hyperspace Drive (level 7)
	Hyperspace Technology (level 6)
	Graviton Technology (level 1)
	Hyperspace Technology (level 5)
	Laser Technology (level 12)
	Hyperspace Drive (level 5)
	Shipyard (level 8)

	Shipyard (level 1)
	Energy Technology (level 1)
	Shipyard (level 2)
	Laser Technology (level 3)
	Energy Technology (level 3)
	Shipyard (level 4)
	Laser Technology (level 6)
	Shipyard (level 6)
	Energy Technology (level 6)
	Weapons Technology (level 3)
	Shielding Technology (level 1)
	Shipyard (level 4)
	Ion Technology (level 4)
	Shipyard (level 8)
	Plasma Technology (level 7)
	Shielding Technology (level 2)
	Shipyard (level 1)
	Shielding Technology (level 6)
	Shipyard (level 6)
	Missile Silo (level 2)
	Shipyard (level 1)
	Missile Silo (level 4)
	Shipyard (level 1)
	Impulse Drive (level 1)

LUNAR BASE - No Requirements
	Lunar Base (level 1)
	Lunar Base (level 1)
	Hyperspace Technology (level 7)

+------------------------  PROGRESS GUIDE  -------------------------+
Any time while logged in to OGame, you can check the Technology
page on the left navigation panel, but you only get so much
info there. You're probably wondering, "What's the most efficient
path to take? Is it worth constructing this next level of building,
or should I spend the resources on developing this research tech?"
This section is a sort of reverse-engineering of the Technology list.
Here you can find out what a certain level of building or research
will contribute to unlocking, rather than seeing what is needed to
unlock something.

These buildings are available from the start. By carefully upgrading
these buildings, you can quickly unlock new buildings as well as
ships, defense units, and researchable technologies. For details on
the functions, pros, cons and other info for each type of building
see the Buildings Breakdown section.

Metal Mine
Crystal Mine
Deuterium Synthesizer
Solar Plant
Robotics Factory
Metal Storage
Crystal Storage
Deuterium Tank
Research Lab
Alliance Depot
Lunar Base (Moon)

---+ BUILDINGS -----
This list demonstrates what an upgrade to a building will contribute
to if you so choose to upgrade it, following this model:
Building Level Completed -> Contributes to this being unlocked

Deuterium Synthesizer 5 -> Fusion Reactor

Robotics Factory  2 -> Shipyard
Robotics Factory 10 -> Nanite Factory

Shipyard  1 -> Missile Silo
Shipyard  1 -> Light Fighter
Shipyard  1 -> Solar Satellite
Shipyard  1 -> Rocket Launcher
Shipyard  1 -> Small Shield Dome
Shipyard  1 -> Anti-Ballistic Missiles
Shipyard  1 -> Interplanetary Missiles
Shipyard  2 -> Small Cargo
Shipyard  2 -> Light Laser
Shipyard  3 -> Heavy Fighter
Shipyard  3 -> Espionage Probe
Shipyard  4 -> Large Cargo
Shipyard  4 -> Colony Ship
Shipyard  4 -> Recycler
Shipyard  4 -> Heavy Laser
Shipyard  4 -> Ion Cannon
Shipyard  5 -> Cruiser
Shipyard  6 -> Gauss Cannon
Shipyard  6 -> Large Shield Dome
Shipyard  7 -> Battleship
Shipyard  8 -> Bomber
Shipyard  8 -> Battlecruiser
Shipyard  8 -> Plasma Turret
Shipyard  9 -> Destroyer
Shipyard 12 -> Deathstar

Research Lab  1 -> Computer Tech
Research Lab  1 -> Energy Tech
Research Lab  2 -> Armour Tech
Research Lab  2 -> Impulse Drive
Research Lab  3 -> Espionage Tech
Research Lab  4 -> Weapons Tech
Research Lab  4 -> Ion Tech
Research Lab  6 -> Shielding Tech
Research Lab  7 -> Hyperspace Tech
Research Lab 10 -> I. Research Net
Research Lab 12 -> Graviton Tech

Missile Silo 2 -> Anti-Ballistic Missiles
Missile Silo 4 -> Interplanetary Missiles

Nanite Factory 1 -> Terraformer

Lunar Base 1 -> Sensor Phalanx (Moon)
Lunar Base 1 -> Jump Gate (Moon)

This list demonstrates what an upgrade to a research tech will
contribute to if you so choose to upgrade it, following this
Tech Development Completed -> Contributes to this being unlocked

Espionage Tech 2 -> Espionage Probe
Espionage Tech 4 -> Expedition Tech

Computer Tech  8 -> I. Research Net
Computer Tech 10 -> Nanite Factory

Armour Tech 2 -> Heavy Fighter

Weapons Tech 3 -> Gauss Cannon

Energy Tech  1 -> Combustion Drive
Energy Tech  1 -> Impulse Drive
Energy Tech  1 -> Light Laser
Energy Tech  2 -> Laser Tech
Energy Tech  3 -> Fusion Reactor
Energy Tech  3 -> Shielding Tech
Energy Tech  3 -> Heavy Laser
Energy Tech  4 -> Ion Tech
Energy Tech  5 -> Hyperspace Tech
Energy Tech  6 -> Gauss Cannon
Energy Tech  8 -> Plasma Tech
Energy Tech 12 -> Terraformer

Combustion Drive 1 -> Light Fighter
Combustion Drive 2 -> Small Cargo
Combustion Drive 3 -> Espionage Probe
Combustion Drive 6 -> Large Cargo
Combustion Drive 6 -> Recycler

Impulse Drive 1 -> Interplanetary Missiles
Impulse Drive 2 -> Heavy Fighter
Impulse Drive 3 -> Colony Ship
Impulse Drive 4 -> Expedition Tech
Impulse Drive 4 -> Cruiser
Impulse Drive 6 -> Bomber

Shielding Tech 1 -> Gauss Cannon
Shielding Tech 2 -> Recycler
Shielding Tech 2 -> Small Shield Dome
Shielding Tech 5 -> Hyperspace Tech
Shielding Tech 6 -> Large Shield Dome

Hyperspace Tech 3 -> Hyperspace Drive
Hyperspace Tech 5 -> Destroyer
Hyperspace Tech 5 -> Battlecruiser
Hyperspace Tech 6 -> Deathstar
Hyperspace Tech 7 -> Jump Gate (Moon)
Hyperspace Tech 8 -> I. Research Net

Hyperspace Drive 4 -> Battleship
Hyperspace Drive 5 -> Battlecruiser
Hyperspace Drive 6 -> Destroyer
Hyperspace Drive 7 -> Deathstar

Laser Tech  3 -> Light Laser
Laser Tech  5 -> Ion Tech
Laser Tech  6 -> Heavy Laser
Laser Tech 10 -> Plasma Tech
Laser Tech 12 -> Battlecruiser

Ion Tech 2 -> Cruiser
Ion Tech 4 -> Ion Cannon
Ion Tech 5 -> Plasma Tech

Plasma Tech 5 -> Bomber
Plasma Tech 7 -> Plasma Turret

Graviton Tech 1 -> Deathstar

These are the minimum levels required to have EVERY building,
tech, ship, and defense unit unlocked and available. This list
is only meant as a theoretical minimum since you will realistically
need to spend a lot of resources upgrading your mines and storage,
unless you have a very generous benefactor handing down piles and
piles of resources on demand. Just peek back to this list now and
then to make sure you aren't upgrading something that will not
contribute to new developments (for example, there is no reason to
waste resources on upgrading Weapons Tech past level 3 until you
want to start attack other colonies and need the extra firepower).

Deuterium Synthesizer 5
Robitics Factory 10
Shipyard 12
Research Lab 12
Missile Silo 4
Nanite Factory 1

Espionage Tech 4
Computer Tech 10
Armour Tech 2
Weapons Tech 3
Energy Tech 12
Combustion Drive 6
Impulse Drive 6
Shielding Tech 6
Hyperspace Tech 8
Hyperspace Drive 7
Laser Tech 12
Ion Tech 5
Plasma Tech 7
Graviton Tech 1

+-------------------------  CREDITS, ETC  --------------------------+
Thank You's:
Thanks OGame staff for a great, immersive online RTS game!
Thanks GameFAQs for hosting another one of my guides!
Thanks to the Reader for reading my guide!
Thanks to Justin and Luke for getting me back into the game after
	several years!
Thanks to FoxGame for a great FireFox extention that makes OGame
	a little more user-friendly!

Version History:
1.00	*First complete version. I'll update with more info and
	   corrections if I get emails or if I finally get farther
	   in the game! (August 13th, 2008)

Future Plans and Ideas:
* Add battle strategies/tips
* Elaborate on the statistics and workings of attacking and defending
* Add advanced player strategies and tips
* Correct any misleading or false information
* Add equations and in-depth math-based factors such as "how to
	determine the output of your Solar Satellites"
* Add to the FAQ and Newbie Guide sections
* Add info about the real-money "premium services"
* Add info about Player Rank, Points and Statistics systems
* Add technical info about Galaxies and site functions

Don't worry, though, all the necessary information is already here!

                #####  #####   ###   ## ##  #####
                #   #  #       # #   # # #  #    
                #   #  #  ##  #   #  # # #  #### 
                #   #  #   #  #####  #   #  #    
                #####  #####  #   #  #   #  #####

                  LAST UPDATED: August 13, 2008
                  GUIDE VERSION: 1.00
                  GAME VERSION: 0.81

                    A FAQ/Guide by Xeigrich
          Copyright 2008 Xeigrich, All rights reserved.
    Please do not duplicate any portion of this FAQ without first
 requesting permission from the author: tonyjones17(at)yahoo(dot)com
         This guide should ONLY be found on GameFAQs.com