FIELD MANUALSKIE ALLIANCE / OGAME GUIDES
GUIDE 03 / Beginner

Turn a new colony into a useful planet.

Choose a useful location and budget capacity, the colony ship, startup resources and logistics together.

3 MIN READ8 SECTIONSREVIEWED 2026-11-09

Evidence reviewed 9 November 2026. Read the linked reference for formulas, sources and version limits; current account settings remain the final check.

Download text ↓

What this guide covers

  • Choose a colony for an explicit role.
  • Budget the full expansion rather than only the ship.
  • Evaluate fields, logistics and safety after arrival.
SECTION 01

Decide what the colony is for

A colony can add production, shorten supply routes or open another operating area. Choose the job before the position. Research capacity, a Colony Ship, startup resources, fuel and ongoing logistics all belong in the expansion budget.

SECTION 02

Check capacity and prerequisites

Planet capacity and access to a particular position are separate checks. Confirm both in Astrophysics and the technology tree before launch. The Colony Ship’s prerequisites and the relevant capacity thresholds are covered in the detailed reference.

SECTION 03

Compare candidate locations

Position affects production bonuses, temperature and possible size. Cold planets improve Deuterium production but weaken satellites. Temperature does not change Solar Plant output. The reference compares slot 8 and slot 15 under stated assumptions.

SECTION 04

Compare all fifteen positions

The fifteen-position table separates unmodified field ranges, possible maximum temperatures and production bonuses. A range is not a guaranteed colony roll. Universe, class, item and Lifeform field effects must be applied separately.

SECTION 05

Apply field bonuses in the right place

Colonization diameter bonuses are not the same as field bonuses: fields depend on diameter squared. Keep a long-term space budget and check effects that can disappear after a species change. Position production bonuses also have their own place in the calculation.

SECTION 06

Inspect before heavily investing

Inspect the actual fields, temperature and location before committing a large development budget. Accompanying ships normally return after a colonization delivery; use a separate Deployment to station cargo. Abandoning a colony needs its own careful asset and warning check.

SECTION 07

Develop in stages and connect the route

A useful colony needs powered income, the facilities for its chosen job, cargo and a reliable collection route. Supply it in manageable amounts without starving the rest of the account. Judge expansion by its contribution and operating burden together.

SECTION 08

Detailed reference

All fifteen slots, field and temperature trade-offs, and the full investment behind another colony.

Quick checks

Review the key points. Ticks stay in this browser when storage is available.

Sources & version context

Evidence reviewed 9 November 2026. Read the linked reference for formulas, sources and version limits; current account settings remain the final check. Planning workflows and examples are Skie guidance. Game rules and interface requirements should be checked against the linked references and your current account.

RELATED GUIDE / 04Research toward a useful unlock.
IN THIS GUIDE

READING PROGRESS