Premium features

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  • To use premium features, you first have to buy Dark Matter
  • The Commander offers some additional functions to increase the game's practicality
  • Players who invest money in Officers, will get advantages in game
  • With the Merchant you can trade resources without interacting with other players

As it's written on the welcome page, OGame is a game that everybody can play for free. You won't find any subscription fees or any other costs. But for those who want to there are several premium features, which can be purchased for just a few pounds a month. We are often asked, which of the additional functions really help, and so we'll introduce them here and discuss their advantages. But I want to stress that this article is just for information, we don't want to give you any advice on whether to spend or not spend money for the commander or officers – it's your decision.

Dark Matter – the premium currency

Select a premium feature
Select a premium feature
Dark Matter

The currency, which is used to activate premium features in OGame, is called Dark Matter (DM). This can be acquired in different ways on the page “Recruit Officers”. It's advised to compare the different options of paying, because the easy options such as sms are often not the cheapest. If you know you're going to be playing your account for a long time then you should buy DM in larger quantities instead of smaller purchases, because the more expensive packages offer more for your money. Two special cases are Offerpal and Sponsorpay, these offer you Dark Matter for filling in surveys and subscribing to various things - but make sure to check the offer carefully to avoid any nasty surprises! Apart from these it's also possible to find small quantities of Dark Matter on Expeditions.

Premium feature classic: the Commander

A long time ago the commander has been established and offers assertive only comfort-features, so the users won´t get any arbitrative gaming advantage. The main aspect of using the commander is to be free of advertising in the account. All banner ads and Layers will disappear by activating the commander. That makes OGame more comfortable and in part faster.

But there are several more features, which are activated automatically with the commander for 10.000 DM a week or 100.000 DM for three month. So you get Access to the Imperial View, which is a much better overview about resources, production, buildings and fleets on all your planets and moons as well as an adjusted messaging system, where ingame messages are sorted into different categories and will be saved for 7 days instead of 24 hours. A building list with up to five buildings in que can be built one after the other (as long as you have enough resources for all) and the Galaxy view is much better where you can spy moons and abolish debris fields just by a mouse-click.

First of all these additional functions which are added to the commander one after the other are appreciated very much for active gamer's so much because it simplifies the daily business.

For Raiders and Fleet hunters who often use the galaxy view there is often no other way because you can spy moons directly in galaxy view only with commander.
Costs (Dark matter):
1 week 10.000
3 month 100.000

The Officers – game (pros) for pay

In contrast to the commander, the officers offer concrete game (pros). If these pros are needed for you and your playing style, you have to decide on your own.

The Admiral like the name suggests, offers advantages for active fleeter's. By the use of this subscription, you will get two more fleet slots, whereby you can send more fleets, be it raids, attacks, deploy's or transports. Their for in a newly started Universe this is a great advantage and you develop a healthy margin. For defensive miners or deffer of course this officer is not that appealing. But for those who want to play on top or farm a lot has very good usage for the Admiral.
Costs (Dark matter):
1 week 5.000
3 month 50.000

Different to the Admiral the Engineer first of all offers advantages to defense players because this feature halves the defense causalities. If a planet gets attacked, normally only 70% of the Def will be recovered, which can be a big attrition. With the engineer 85% will be recovered.

Another benefit of the engineer is that it generates 10% more energy.

So you can save defense costs and Resources for planets or satellites.
Costs (Dark matter):
1 week 5.000
3 month 50.000

The Geologist is preferred by miners. He elevates the Resource production by 10% on every planet you have. As your mines get bigger so does the advantage of using the Geologist. Of course fleeter's can also use the geologist to have a small extra income.
Costs (Dark matter):
1 week 1 12.500
3 month 125.000

The Technocrat offers two very different advantages. First he elevates the espionage Technology by 2 levels. This is at first a great advantage while starting in a new universe where you can espionage earlier, that way to minimize your risk while attacking other users.

In the later run of the game, it´s also good to have the higher espionage level so you can espionage other players easier and with less probes while more espionage probes are needed to get information about you.

The second Technocrat´s feature is a reduction of the research time by 25%. In every level of research the research time gets longer and longer. Against that the Technocrat is a fantastic investment. So this officer is very interesting for players who want to lead in the research/ high score category.
Costs (Dark matter):
1 week 10.000
3 month 100.000


The Resource Market – swapping resources fast and uncomplicated

Trading resources with other players is not always the fastest and easiest way to swap your resources. For this reason you can call the trader for 3.500 DM. This feature swaps your resources for an unknown rate inside of a definite range, however you can change exchance rate for another 3.500 DM. Sometimes you can find a trader on an expedition. Everything you need to know about swapping you will find in the chapter Trade.

Scrap Dealer - recycling your ships and defense systems

The Scrap Merchant will buy your ships and defenses for a percentage of it's initial costs for free. If you want to get rid of some ships or defensive units, you won't have to crash them into someone else's planet anymore, the scrap merchant will offer you 35% of their value including Deuterium. You can sell as many ships as your storage space will allow you to cash in the resources. The premium "Bargain" button will increase the percentage of resources you get from selling your ships and defences. A bargain will increase the percentage with 5 up to a maximum of 14% every time to a cap of 75% of the ship's cost. The first bargains cost is 2.000 Dark Matter; each bargain after will have it's costs increased with 2,000 Dark Matter up to 10,000 Dark Matter per bargain.

Import/Export - Unknown rewards waiting for you

Once Daily you have the chance to buy a surprise package. This package will contain a premium item [resource booster, kraken, newtron or detroid] but you will not know the contents until after you have purchased it. The object can be bought similar to an auction, exchange rates being 1 / 1.5 / 3 and honor points being equivalent to 100 metal. You can chose to take the object or to try and exchange it with another random object, but this will cost you 500 Dark Matter for a Bronze Item, 1,500 Dark matter for a Silver Item and 4,500 Dark Matter for a Gold Item. You can only do this change twice.

Shop - Premium items for your Empire

Resource Boosters
At the ingame Shop you will be able to acquire some boosters to amplify the resource production of your planets.

The resource boosters work for all 3 types of resources (metal, crystal and deuterium). They can be activated on one planet or all planets and will last for 7 days, enhancing the production on the planet you chose to activate it on. Depending on the type of booster you activate, it will increase production by: 10% for bronze boosters 20% for silver boosters 30% for gold boosters

Please note:
1. You can't activate two boosters of the same resource on the same planet at once [ex: one 10% metal booster and one 20% metal booster];
2. You can use all the boosters on the same planet as long as they are not for the same type of resources [ex: one 10% metal booster, one 30% crystal booster and one 10% deuterium booster];
3. You can own boosters on all of your planets, they work only for the planets they are activated on;
4. Boosters and the Geologist work together [ex: If you have a 1000/hour production and you buy a Geologist and a golden booster, your mines will work at 140%, producing 1400 resources/hour].

You can buy boosters with Dark Matter from the store (or get them from an auction or by chance from Import / Export)
Costs (Dark matter):
Bronze 10% 2.500
Silver 20% 8.500
Gold 30% 25.000

Planet Fields
Acquiring this type of items at the Shop, you will be able to expand the amount of fields that are available at your planets.

After activation, their effect is permanent but there can be only one item activated on a planet; that means that no two planet field items can be running at the same time. Even so, a weaker item can be overwritten by a high-value item. For example, a bronze planet field item can be overwritten by a silver or gold item.

You can buy boosters with Dark Matter from the store.
Costs (Dark matter):
Bronze 4 fields 75.000
Silver 9 fields 150.000
Gold 15 fields 300.000

Acceleration Button - Building and researching in two clicks.

This feature allows you to speed up the construction time of a building by 50% of it's initial construction time with every click, so you will be able to to finish a buidling/shipyard queue/research in two clicks by paying Dark Matter fees; the first activation will halfen the initial construction time, and the second will finish the buidling/shipyard queue/research Every single activation will cost an amount of Dark Matter based on the initial buidling/researching time, following the rate 30min / 750 Dark Matter.

For example:
Building X takes 10 days to be built. The first activation will reduce the time to 5 days, and the 2nd activation will reduce the time by 50% of the initial construction time, which is 5 days [not 2.5], meaning, the second activation will finish the construction.
Building x takes 10 days to be built, it still has 6 days until it's done, by activating the feature, it's construction time will be cut by 50% of the initial construction time, 5 days, meaning that the building will be done in 1 day.
Building X that takes 10 days to be built, has 3 days until it's done, activating the feature will finish the building, but the price you pay is the one for a 50% reduction.

As mentioned before this feature requires Dark Matter to be used. It needs huge amounts of Dark Matter. The price is set according to the initial building/research time, but it has minimum and maximum limits.

Queue Minimum Maximum
Buildings 750 DM 72.000 DM
Shipyard 750 DM 72.000 DM
Research 750 DM 108.000 DM

Relocation - Moving around the Universe

The relocation allows you to move your planets to a different position in a preferred system far away.

After activation, select the coordinates for the new planet location, the relocation will take place after 24 hours. During this time you can use your planet as normal. A countdown will appear, showing you the remaining time before the relocation. Once the countdown finishes and the planet is to be moved, none of your fleets stationed at that planet should be active (going from or coming to the planet under relocation process) nor any building or research either. The relocation will be cancelled if a building, research or fleet is still active when the countdown finishes.

When the relocation is successful, the buildings and all stored resources on the planet and the moon (if there is a moon in the relocated planet) are moved immediately. The fleet will fly automatically to the new coordinates on speed of the slowest ship. In the case that a Jumpgate is present on the relocated moon, it will be deactivated for 24 hours.

Please note:
1. You can start building/research/fleet development immediately after relocation of your planet as usual;
2. You can also use your phalanx immediately after relocation;
3. Planet temperature and picture will be changed; however, planet size stays as it was. That means that a relocation switching 1-3 / 13-15 position will furnish into a change on the solar satellites energy and into the deuterium productions;
4. Before launching a relocation it is important to keep in mind that:

- You can only move to an empty position,
- You can move between 1-3 and 13-15 slots.
- You can move across the 4-12 slots.
- You can't move between 4-12 and 1-3 or 13-15 slots.

5. The slot you're moving to is blocked to other missions as soon as you start the relocation.
6. You can cancel a relocation, but the planet will have a cooldown time of 24 hours while you will not be able to launch another relocation.

A planet relocation costs 240.000 Dark Matter. Only when the planet relocation process finishes successfully the Dark Matter is charged. The payment will be done when the countdown finishes.

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