FIELD MANUALSKIE ALLIANCE / OGAME GUIDES
GUIDE D1 / BEGINNER TO ADVANCED

Defense planning

Protect normal accumulation and production assets without mistaking a bunker for a fleetsave.

6 MIN READ12 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.

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What 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.
SECTION 01

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.

SECTION 02

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.

SECTION 03

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.

SECTION 04

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.

SECTION 05

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.

SECTION 06

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.

SECTION 07

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.

SECTION 08

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.

SECTION 09

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.

SECTION 10

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.

SECTION 11

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.

SECTION 12

Detailed reference

A reusable way to test a bunker without inventing a universal ratio.

Quick checks

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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.

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