Tutorial:Colonisation

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{{PageHead-Tutorial}}
 
{{PageHead-Tutorial}}
  
At the beginning every player gets automatically assigned his home planet to construct his buildings there. But that does not suffice in the long run to keep up with other players – if you do not develop new planets, you will notice very fast, that you will stay behind the other players. Although the creation of new colonies is very costly at the beginning of the game, it gives a good return again. More planets mean more mines and more planets from which your fleets can go on raids, which means a bigger raid area. That is why it is important to research as fast as possible the astrophysics and the colony ships to expand your empire gradually.
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At the beginning every player is automatically assigned his/ her home planet to start constructing buildings there. But that does not suffice in the long run to keep up with other players – if you do not develop new planets, you will notice very fast that you will stay behind the other players. Although the creation of new colonies is very costly at the beginning of the game, it gives a good return again. More planets means more mines and more planets from which your fleets can go on raids, which means a bigger raid area. That is why it is important to research the astrophysics as soon as possible and also the colony ships to expand your empire gradually.
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==How to colonize planets ?==
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==How to colonize planets?==
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To colonize a new planet you need a colony ship – a special unit, which has only that function. However to build it you need the impulse drive on level 3, and the cost of 10.000 metal, 20.000 crystal and 10.000 deuterium to build a colony ship are far from cheap. Anyhow it is profitable to save the appropriate amount of resources early to build colony ships. To colonize a second planet the astrophysics must at least be on level 1. For each further planet you have to research 2 extra levels of that technology.
To colonize a new planet you need a colony ship – a special unit, which has only that function. However, to build it you need the impulse drive on level 3, and the building costs of 10.000 metal, 20.000 crystal and 10.000 deuterium are far from cheap. Anyhow it is profitable to save the accordant amount of resources early to build colony ships. To colonize a second planet the astrophysics must be on level 1, at least. For each further planet you have to research 2 extra levels of that technology.
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As soon as the needed level of the astrophysics is done and a colony ship is available, you can look for a position in the galaxy view to colonize. It will only be possible, if there is no other player on this position, hence the line is empty and if the level of the astrophysics suffices for this position ( with level 1: 4 – 12, with level 4: 3 – 13, with level 6: 2 – 14, with level 8: 1 – 15). If you have found a place, you will have to elect a colony ship and to send it with the mission “colonize” to the accordant coordinates. Normally you have to be patient for a few hours, because the colony ship is anything but fast.
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As soon as the needed level of the astrophysics is done and a colony ship is available, you can look for a position in the galaxy view to colonize. It will only be possible if there is no other player in that position, hence the line is empty and if the level of the astrophysics suffices for this position (with level 1: 4 – 12, with level 4: 3 – 13, with level 6: 2 – 14, with level 8: 1 – 15). If you have found an open slot you will have to select a colony ship and to send it with the mission “colonize” to the coordinates you have chosen. Normally you have to be patient for a few hours, because the colony ship is anything but fast.
 
{{Screenshot|Colonisation|A}}
 
{{Screenshot|Colonisation|A}}
As soon as the ship achieves the approached coordinates, one of these three cases will happen, according to the given situation:
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As soon as the ship reaches the coordinates, one of these three cases will happen according to the given situation:
1. The position could be colonized and your empire was expanded with one further planet. The colony ship disappears; instead the common resources for the start appear on the new colony. Resources, which have been picked up additionally by the colony ship, will also be credited there.
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#The position could be colonized and your empire was expanded with one further planet. The colony ship disappears; instead the common resources for the start appear on the new colony. Resources, which have been picked up additionally by the colony ship, will also be credited there.
2. Another player has already colonized the position you have had approached or a planet has been abandoned there quite recently. Your colony ship adjourns home again and is soon ready for a new try.
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#Another player has already colonized the position you had chosen or a planet has been abandoned there quite recently. Your colony ship will automatically return home and is soon ready for a new try.
3. You do not have the needed level of the astrophysics, the colony ship returns in vain.
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#You do not have the needed level of the astrophysics so the colony ship returns in vain.
 
   
 
   
{{Infobox-Reward
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{{Infobox-Reward|As soon as you have established your first colony successfully, you get access to all features of the commander for three days for free.}}
|As soon as you have established your first colony successfully, you get access to all features of the commander for three days for free.}}
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==What do I have to bear in mind ?==
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==What do I have to bear in mind?==
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Every new planet costs a colony ship, at the beginning of the game that is first and foremost none too sparse. That is why you should maintain every planet as a start at that time and build mines to boost the your economy. As you colonize new planets, take note of the amount of fields it yields, most of the players define 200 fields as minimum level. Henceforward, every new colonized planet which does not meet your requirements, should be abandoned immediately – indeed you lose resources, but the damage which would be done by keeping smaller planets is much bigger in the long run. After destroying a planet, an asteroid field occurs at that place, which stays there for 24 to 48 hours and bans that position for colony ships – after that you can send a new ship there and try your luck again. The deletion of asteroid fields always takes place at 3:00 am server time.
  
Jeder neue Planet kostet ein Kolonieschiff, was vor allem zu Beginn des Spiels nicht gerade wenig ist. Aus diesem Grund sollte man zu dieser Zeit erstmal jeden Planeten behalten und dort Minen bauen um die eigene Wirtschaft zu stärken. Doch im weiteren Spielverlauf wird die Größe der Planeten immer wichtiger, da immer mehr Minen und sonstige Gebäude errichtet werden müssen. Zu angemessener Zeit sollte man sich also von seinen zu klein geratenen Kolonien trennen und diese durch größere Planeten ersetzen - die meisten Spieler legen 200 Felder als Untergrenze fest. Von da an sollte auch jeder neu besiedelte Planet, welcher diesem Anspruch nicht genügt, sofort wieder vernichtet werden - damit verliert man zwar die Ressourcen, doch der Schaden, welcher ein zu kleiner Planet im weiteren Spielverlauf anrichtet ist bedeutend größer. Wurde ein Planet zerstört, entsteht dort ein Asteroidenfeld, welches 24 bis 48 Stunden bestehen bleibt und diese Position für Kolonieschiffe sperrt - erst danach kann man wieder ein Schiff vorbei schicken und erneut sein Glück versuchen. Die Löschung von Asteroidenfeldern erfolgt immer um 1:20 Uhr in der Nacht.
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==Which position shall I colonize?==
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Planets at the outer edge of the solar system will have less planet fields and they will have lower temperature. Positions 7, 8 and 9 often become most usable colonies. However the size of a planet is random and you can't know the size of your new planet until colonization is complete.
==Which position shall I colonize ?==
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The size of the planet will be defined not until with the colonization and it is very random. So you cannot know in advance, if the planet of your dreams with more than sufficient fields occurs this time, or just a useless boulder again. However you can control it with the choice of the position. The more the planet is at the outer edge of the solar system, the lower is the chance to get a useable planet there. In contrast the central positions 7, 8 and 9 often produce useable colonies.
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But there is another reason why the position of the planet is important. Try to imagine that the fixed star (The Sun) of the solar system in OGame is on position 0, while disregarding the distance. The closer to slot 1 on galaxy view, the closer the planet is to the sun. The outcome of this is a difference in temperature and because of that, two important attributes for a decision are the result: the energy production of the solar satellites and the production of the deuterium synthesizer. The closer the planet is to the sun more efficient the solar satellites can work and that is of particular importance to achieve the necessary energy for the graviton technology. But also miners or other players, who count on that energy source, will have problems with a halved production. To balance those cons: the colder the planets are, the more the deuterium production is boosted which are slots 9 to 15 and are suited better for the production of that worthwhile resource.
  
But there is another reason why the position of the planet is important: try to imagine that the fixed star of the solar systems in OGame is on position 0, while disregarding the distance. The more above in the galaxy view, the closer the planet is at the sun. The outcome of this is a difference in temperature. Because of that, two important attributes for a decision are the result: the energy production of the solar satellites and the production of the deuterium synthesizer. The closer the planet is at the sun, the more efficient the solar satellites can work, and that is of particular importance to achieve the necessary energy for the graviton technology. But also miners or other players, who count on that energy source, will have problems with a halved production. To balance those cons: the colder the planets, the more the deuterium production is boosted – why planets, which are more down, are suited better for the production of that worthwhile resource.
 
 
{{Screenshot|Colonisation|B}}
 
{{Screenshot|Colonisation|B}}
Es folgt eine empirische Untersuchung zu den Koloniegrößen im Redesign. Sie wurde erstellt von LEXX. (Letztes Update: 3.07.09) Mithilfe der gleichen Untersuchung konnte zudem die genaue Formel für die Wahrscheinlichkeitsverteilung der Planetentemperatur bestimmt werden, so dass diese Angaben als Fix angesehen werden können.
 
 
{{Overview-PlanetParameter}}
 
  
'''Achtung:''' Alle angegebenen Temperaturen sind Maximaltemperaturen! "Minimal Temperatur" beziffert also die tiefst mögliche Maximaltemperatur. Auf Position 1 wäre das also ein Planet mit "180°C bis 220°C" und auf Position 15 ein Planet mit "-170°C bis -130°C".
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==Colony sizes and temperatures==
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Below is an empirical investigation into colony sizes and temperatures. The given temperature is always the second number shown on the ingame overview screen; for example if you had "Temperature 7°C to 47°C", 47°C would be used.
  
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{{Template:Planet_size}}
  
{{FanProject-OgameUniverse}}
 
 
{{PageFoot-Tutorial}}
 
{{PageFoot-Tutorial}}

Latest revision as of 19:24, 19 September 2016



At the beginning every player is automatically assigned his/ her home planet to start constructing buildings there. But that does not suffice in the long run to keep up with other players – if you do not develop new planets, you will notice very fast that you will stay behind the other players. Although the creation of new colonies is very costly at the beginning of the game, it gives a good return again. More planets means more mines and more planets from which your fleets can go on raids, which means a bigger raid area. That is why it is important to research the astrophysics as soon as possible and also the colony ships to expand your empire gradually.

[edit] How to colonize planets?

To colonize a new planet you need a colony ship – a special unit, which has only that function. However to build it you need the impulse drive on level 3, and the cost of 10.000 metal, 20.000 crystal and 10.000 deuterium to build a colony ship are far from cheap. Anyhow it is profitable to save the appropriate amount of resources early to build colony ships. To colonize a second planet the astrophysics must at least be on level 1. For each further planet you have to research 2 extra levels of that technology.

As soon as the needed level of the astrophysics is done and a colony ship is available, you can look for a position in the galaxy view to colonize. It will only be possible if there is no other player in that position, hence the line is empty and if the level of the astrophysics suffices for this position (with level 1: 4 – 12, with level 4: 3 – 13, with level 6: 2 – 14, with level 8: 1 – 15). If you have found an open slot you will have to select a colony ship and to send it with the mission “colonize” to the coordinates you have chosen. Normally you have to be patient for a few hours, because the colony ship is anything but fast.

Astrophysics
Astrophysics
Colony Ship
Colony Ship
Free position
Free position
Colonising
Colonising

As soon as the ship reaches the coordinates, one of these three cases will happen according to the given situation:

  1. The position could be colonized and your empire was expanded with one further planet. The colony ship disappears; instead the common resources for the start appear on the new colony. Resources, which have been picked up additionally by the colony ship, will also be credited there.
  2. Another player has already colonized the position you had chosen or a planet has been abandoned there quite recently. Your colony ship will automatically return home and is soon ready for a new try.
  3. You do not have the needed level of the astrophysics so the colony ship returns in vain.
Tutorial Reward:
As soon as you have established your first colony successfully, you get access to all features of the commander for three days for free.

[edit] What do I have to bear in mind?

Every new planet costs a colony ship, at the beginning of the game that is first and foremost none too sparse. That is why you should maintain every planet as a start at that time and build mines to boost the your economy. As you colonize new planets, take note of the amount of fields it yields, most of the players define 200 fields as minimum level. Henceforward, every new colonized planet which does not meet your requirements, should be abandoned immediately – indeed you lose resources, but the damage which would be done by keeping smaller planets is much bigger in the long run. After destroying a planet, an asteroid field occurs at that place, which stays there for 24 to 48 hours and bans that position for colony ships – after that you can send a new ship there and try your luck again. The deletion of asteroid fields always takes place at 3:00 am server time.

[edit] Which position shall I colonize?

Planets at the outer edge of the solar system will have less planet fields and they will have lower temperature. Positions 7, 8 and 9 often become most usable colonies. However the size of a planet is random and you can't know the size of your new planet until colonization is complete.

But there is another reason why the position of the planet is important. Try to imagine that the fixed star (The Sun) of the solar system in OGame is on position 0, while disregarding the distance. The closer to slot 1 on galaxy view, the closer the planet is to the sun. The outcome of this is a difference in temperature and because of that, two important attributes for a decision are the result: the energy production of the solar satellites and the production of the deuterium synthesizer. The closer the planet is to the sun more efficient the solar satellites can work and that is of particular importance to achieve the necessary energy for the graviton technology. But also miners or other players, who count on that energy source, will have problems with a halved production. To balance those cons: the colder the planets are, the more the deuterium production is boosted which are slots 9 to 15 and are suited better for the production of that worthwhile resource.


Colonisation message
Colonisation message
Colony overview
Colony overview

[edit] Colony sizes and temperatures

Below is an empirical investigation into colony sizes and temperatures. The given temperature is always the second number shown on the ingame overview screen; for example if you had "Temperature 7°C to 47°C", 47°C would be used.

position old planet sizes
(Owiki)
new planet sizes highest
planet temperature
minimum ø maximum minimum ø maximum minimum ø maximum
1 95 100 108 96 134 172 220°C 240°C 260°C
2 97 103 110 104 140 176 170°C 190°C 210°C
3 98 118 139 112 147 182 120°C 140°C 160°C
4 123 164 210 118 163 208 70°C 90°C 110°C
5 148 179 215 133 182 232 60°C 80°C 100°C
6 148 194 239 146 194 242 50°C 70°C 90°C
7 141 193 242 152 200 248 40°C 60°C 80°C
8 163 208 248 156 204 252 30°C 50°C 70°C
9 155 197 243 150 198 246 20°C 40°C 60°C
10 151 188 225 142 187 232 10°C 30°C 50°C
11 139 172 205 136 173 210 0°C 20°C 40°C
12 134 154 180 125 156 186 -10°C 10°C 30°C
13 109 115 121 114 143 172 -50°C -30°C -10°C
14 81 86 93 100 134 168 -90°C -70°C -50°C
15 65 69 74 90 127 164 -130°C -110°C -90°C
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