FIELD MANUALSKIE ALLIANCE / OGAME GUIDES
GUIDE S1 / INTERMEDIATE

Moonshots and moon development

Prepare the battle, recovery budget and first useful buildings before buying a moonshot.

5 MIN READ9 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

  • Calculate the ships required for a baseline moonshot in your universe.
  • Plan the battle, debris recovery and follow-up construction before the attempt.
  • Budget Lunar Base fields without blocking the next upgrade.
  • Explain why a moon improves fleet safety but does not make parked ships safe.
SECTION 01

Choose the job before choosing the location

A moon is a separate location with its own ships, resources and facilities. Choose a useful hub or operating route, then budget development as well as creation. It cannot be settled with a Colony Ship.

SECTION 02

Size the battle for the universe you play

A conventional full-base shot targets 2,000,000 qualifying debris from that battle. Required ships depend on the universe’s debris setting and actual losses. Events and Lifeforms can alter the displayed chance; the full debris and Light Fighter table is in the reference.

SECTION 03

Prepare a controlled moonshot

Agree the exact shot, timing, recycler recovery and lawful compensation before committing resources. Simulate the actual defending force and remove unrelated valuables. Friendly coordination does not override community rules or make a moon guaranteed.

SECTION 04

Read events and Lifeforms separately

Check current event terms separately from Lifeform effects. Kaelesh’s Supra Refractor affects new-moon creation and size, not an existing moon. Exact combined stacking remains qualified. Paid M.O.O.N.S. items have different debris handling from ordinary player-arranged shots.

SECTION 05

Reserve the field that creates the next fields

A Lunar Base adds three fields while occupying one itself. Keep room for the next Base instead of filling every free field. The detailed field table and worked Base 3 layout explain the standard capacity budget.

SECTION 06

Build a small working base, then specialise

Develop a small working base, then the tool the location needs. Robotics saves construction time; Phalanx adds information; a Jump Gate needs another completed gate to be useful. The reference includes costs and a field-safe sequence, not a universal optimum.

SECTION 07

Supply the moon as its own location

A moon has no ordinary mine economy. Deliver construction resources, scan fuel and flight fuel explicitly to the moon destination type. Use Transport for a delivery with returning ships, or Deployment to station them.

SECTION 08

Protect the routine, not just the moon

Moons cannot be directly phalanxed, but parked fleets can be attacked and moons can be destroyed. Loss can redirect movements to a planet. The March 2026 fixed speed for Moon Destruction missions is distinct from other Deathstar mission speeds.

SECTION 09

Detailed reference

Keep debris math, probability, item handling and moon development separate.

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 / S2Jump Gates and Sensor Phalanx
IN THIS GUIDE

READING PROGRESS