FIELD MANUALSKIE ALLIANCE / OGAME GUIDES
GUIDE 00 / START HERE

The essentials for your first account.

Find the main screens, establish usable production and plan the time you will be away.

6 MIN READ5 SECTIONSREVIEWED 2026-11-09

Foundations reviewed 9 November 2026. Current costs and prerequisites remain subject to the in-game technology tree.

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What this guide covers

  • Find production, construction, research, fleet and event information.
  • Complete and check one small economic upgrade without breaking your energy balance.
  • Separate an account class, a planet’s lifeform and a play style.
  • Plan your next login before leaving ships or resources behind.
SECTION 01

Know what you are managing

OGame is a persistent game: production, timers and fleet movements continue while you are away. Your account is a network of planets and, later, moons. You spend Metal, Crystal and Deuterium on mines, facilities, research, ships and defenses. Energy supports production; it is not a resource you can load into a cargo ship.

Start by finding the selected planet, your resource balances, the event list and the server clock. Open Resources to inspect mines and power, Facilities for supporting buildings, Research for technologies and Fleet for dispatch. Names and positions can differ between desktop and mobile interfaces. Before buying something, open its details and technology prerequisites. A disabled button often means a requirement is missing, not that the page is broken.

Screen or conceptWhat you use it forFirst check
Resources / production settingsMines, energy and hourly outputIs production fully powered?
Facilities / technology detailsConstruction, labs, shipyard and unlocksWhat is actually blocking my next goal?
ResearchAccount-wide technologies and prerequisitesWhat capability does the next level add?
Fleet / event listShip missions, timers and returnsWill I be online when valuable ships return?
GalaxyPositions, nearby players and potential destinationsAm I looking at the intended system and location type?
SECTION 02

Early production and its constraints

  1. A useful mine upgrade needs its resource cost and supporting energy. Solar Plant is a straightforward early source; the energy reference compares the later alternatives.
  2. Metal and Crystal support the construction loop. Deuterium becomes important for research, ships and fuel. Preserve resources for the prerequisite that enables the next useful capability.
  3. The limiting resource and next unlock matter more than a fixed mine ratio. Include power, storage, transport and the remaining construction time in the comparison.
  4. After completion, compare the level, power balance and hourly output under unchanged bonus settings. A nominal production upgrade is not delivering its full benefit if energy or storage blocks it.
SECTION 03

Use the technology tree as your map

Pick the first capability you need: move resources, explore, settle another planet or progress research. Open that item’s technology details and work backward through the prerequisites. Build only the missing facilities and research levels needed for that near-term goal. A mine makes income; a laboratory or shipyard enables something else. Judge each on the job it performs.

Once you have cargo ships, practise a small transport between suitable owned locations before depending on a large shipment. Confirm the mission, destination type, fuel, payload and return time. Transport does not station the fleet permanently. Read the fleetsaving guide before treating any dispatch as safe storage.

Early rewards and tutorials can accelerate progression. Read what a reward does before claiming or spending it, and do not build a permanent strategy around a temporary event. More stored resources also require a plan to keep them from becoming an easy target.

SECTION 04

Class, lifeform and play style are different

Collector, Discoverer and General are account classes with different bonuses. Lifeform species are chosen on planets and unlock their own buildings; Lifeform technologies are another layer again. A miner is a play style, not a requirement to choose one species everywhere. An expedition player still needs mines, cargo, power and fleet safety.

You do not need to settle every advanced choice immediately. Establish production and a reliable routine, then choose the miner, expedition or active-fleet path that fits the time you will actually spend playing. The play-style pages give a investment priorities and explain when to postpone an upgrade.

SECTION 05

End the session before closing the game

  1. Read all active fleet events and queued ship completions. Note what will arrive or finish while you are away.
  2. Estimate the unconstrained stock at your next login: current stock plus hourly production multiplied by hours away. Then check when each storage fills, because mine production stops at that limit. Include known deliveries, rewards and queued spending separately.
  3. Keep flight fuel and transport capacity available. Do not spend your entire reserve on a last-minute upgrade.
  4. Follow the fleetsaving guide for ships and movable resources you cannot afford to lose. Defense is a deterrent, not a substitute for a safe fleet return.
  5. Choose a realistic next login and one objective for that visit. A sustainable routine is more valuable than a plan that requires you to watch timers all night.

Quick checks

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

Sources & version context

Foundations reviewed 9 November 2026. Current costs and prerequisites remain subject to the in-game technology tree. 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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