Defense planning Skie Field Manual · Evidence reviewed 9 November 2026. Read the linked reference for formulas, sources and version limits; current account settings remain the final check. This guide covers: - Set a defensive budget from your collection interval and realistic local threats. - Choose units for a job instead of copying a universal defense ratio. - Separate combat losses, repaired units and permanent attrition. - Check missile protection, combat bonuses and debris settings before trusting a simulation. Make the routine raid unattractive Defense should make attacks on the resources and ships you normally leave behind unattractive. It is not a substitute for fleetsaving. Start with the likely attacker, exposed value and the amount of permanent loss you can afford. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#purpose Read the universe before choosing a build Debris rules, repair settings, fleet speeds and current bonuses change the value of the same defense. Write these assumptions beside the comparison. Advice from another universe can give the wrong answer even with an identical unit mix. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#universe Give each part of the defense a job Cheap targets, larger guns and shield domes serve different roles. Their useful mix depends on the attacking fleet, technologies and budgets. The detailed unit-role table supports a comparison, not a fixed defense ratio for every account. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#units Understand rapid fire before adding more fodder Rapid fire can make a large number of cheap targets less protective than it looks. Test the actual attacker against the proposed mix. More fodder does not automatically improve the result when it gives the attacker favorable repeat shots. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#rapidfire Shields protect their own unit Shields belong to individual units and interact with shot size and combat rules. Do not pool all shield values into a single barrier. The reference separates the published threshold rule from unresolved exact-equality behavior. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#shields Count permanent losses after reconstruction Winning a battle and preserving investment are different results. Count losses after the applicable rebuilding chance, while recognizing that expected repair is not a guaranteed outcome. Restored defenses must also face any following wave. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#repair Protect the bunker from missile preparation ABMs can intercept IPMs, but the reserve is consumed. Missile preparation can remove defenses permanently before a fleet arrives. Do not assume a guaranteed mixed-defense spillover order or that a large Silo alone means enough interception stock. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#missiles Use missile formulas as estimates, not launch guarantees Weapons, Armour, interception and the selected defense target affect missile damage. Treat baseline formulas as estimates and validate the current launch. Range, travel time and damage are separate calculations. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#missile-math Develop defense by measured need Compare complete defense projects at a fixed resource budget, then build the smallest useful improvement. Include exposed resources, likely fleets and rebuilding reserves. A defense that wins an unrealistic test may still attract profitable routine raids. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#build-workflow Make the simulator answer the real question Hold the attacker and budget constant, then vary uncertain technology, loot, debris recovery and repeated waves. Distinguish defender survival from attacker profitability. Record the assumptions and permanent losses rather than only a green victory result. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#simulation When an attack is already coming Read the incoming mission, timing and available resources before acting. Protect movable value and coordinate privately where useful. Panic spending or a blind missile response can add cost without changing the actual threat. Details and worked examples https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#response Detailed reference A reusable way to test a bunker without inventing a universal ratio. Hold the budget and attacker constant https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#equal-budget Test the attacker’s recovery assumptions https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#profitability-sensitivity Separate the first battle from restoration https://theilluminate92.github.io/skie-guides/guide-defense-comparison-reference.html#survival-vs-recovery Quick checks: - I know the stock and stationary assets my defense is intended to protect. - I checked separate ship and defense debris settings, hostile speed and ACS. - I tested realistic attackers with current research, lifeform bonuses and complete unit counts. - I understand that domes have their own shields and rapid fire is probabilistic. - I used post-repair losses and remaining counts when assessing follow-up waves. - I checked ABM inventory and shared silo capacity, including protection for the moon. - I have a fleetsave and collection routine instead of relying on a bunker for parked wealth. Sources: Defense tutorial · official forum archive, 2019; reconstruction and basic roles https://board.en.ogame.gameforge.com/index.php?thread/813418-tutorial-03-defense/= Defensive structures discussion · official forum, 2020 with later replies; contextual strategy, not a current balance table https://board.en.ogame.gameforge.com/index.php?thread/814923-defensive-structures-advantages-and-disadvantages/= RapidFire · official forum archive; use corrected explanation, not the obsolete full stat table https://board.en.ogame.gameforge.com/index.php?thread/207029-rapidfire/= Formula Thread v3 · archival classic formulas, last substantive revision 2015 https://board.en.ogame.gameforge.com/index.php?thread/548906-formula-thread-v3/= How shields work · official forum archive, individual shielding and round regeneration https://board.en.ogame.gameforge.com/index.php?thread/654456-how-do-shields-work/= TrashSim developer's 1% correction · January 2020; historical equality-edge evidence https://board.en.ogame.gameforge.com/index.php?pageNo=10&thread/771533-trashsim-ogame-combat-simulator/= IPM guide · official forum archive, 2019; interception, silos and primary targets https://board.en.ogame.gameforge.com/index.php?thread/810633-guide-09-ipm-guide/= IPM algorithm discussion · official forum, 2020; exact spillover order explicitly disputed https://board.en.ogame.gameforge.com/index.php?thread/822456-real-formula-for-imp/= Universe settings · official US announcement; 2021 update specifies missile use of war speed https://board.us.ogame.gameforge.com/index.php?thread/98091-possible-universe-settings/= Player classes · official US guide; Ion Cannon rapid fire against Reaper https://board.us.ogame.gameforge.com/index.php?postID=721154&thread/101985-ogame-player-classes/= Version 7 initial changelog · historical PTS announcement of Bomber rapid-fire additions; not a complete current stat reference https://forum.ba.ogame.gameforge.com/forum/thread/276-changelog-7-0-0-mega-content-one/ Version 12 changelog · January 15, 2026 live large-combat and simulator fixes https://board.en.ogame.gameforge.com/index.php?pageNo=3&thread/847700-version-12/= TrashSim archive notice · Origin, May 2026; old tool recommendations can expire https://forum.origin.ogame.gameforge.com/forum/thread/73-trashsim-ogame-combat-simulator/?postID=882 Circular universe announcement · 10 February 2015; IPM wrap requires circular solar systems https://board.en.ogame.gameforge.com/index.php?postID=6782940&thread/718944-old-updates/= Bomber rapid fire against Plasma · post-release community discussion, January 2023 https://board.en.ogame.gameforge.com/index.php?thread/836514-bomber-has-5-rapitfire-against-plasma-turret-unbalance/= Skie v1.6.1 · reviewed 2026-11-09