Resources

Overview

Resources are the foundation of OGame. Everything you build, research, or launch costs resources. The more efficiently you gather and protect them, the faster your empire grows.

OGame has seven resource types:

ResourceRole
MetalPrimary building material — cheapest and most abundant
CrystalSecondary material — needed for most ships and research
DeuteriumFuel for fleet travel + Fusion Reactor fuel
Dark MatterPremium currency — earned via expeditions or purchase
EnergyPowers your mines — negative energy = reduced production
PopulationLifeform mechanic — unlocks lifeform buildings and technologies
FoodFeeds your population — starvation reduces population

Metal, Crystal & Deuterium

These three are the core resources. All ships, buildings, defences, and research consume some combination of them.

  • Metal is the most abundant — produced by Metal Mine, base production from universe speed
  • Crystal costs more and mines slower — critical for ships and electronics research
  • Deuterium is the rarest — produced by Deuterium Synthesizer, output is temperature-dependent
Deuterium production

Deuterium production increases on colder planets. Slot 15 produces the most deuterium — warmer planets produce almost none.

Protection from raids

A percentage of resources are always protected from attacks. Exact values depend on universe settings. Build Metal Storage, Crystal Storage, and Deuterium Tank to increase maximum storage (unprotected resources above your storage cap can be fully raided).


Energy

Without energy, your mines produce nothing. Energy is not a resource you store — it is a live balance between production and consumption.

If energy goes negative (shown in red), resource production is proportionally reduced across all mines.

Energy Sources

Solar Plant

The default energy source, available from the start.

Production=20×level×1.1level\text{Production} = 20 \times \text{level} \times 1.1^{\text{level}}

Solar plant output does not depend on planet position — a level 20 solar plant on slot 1 produces the same as on slot 15.

Bonuses that increase solar plant output:

  • Collector class: +10%
  • Merchant alliance class: +5%
  • Engineer officer: +10%
  • Commanding Staff bundle: +2%
  • Energy Amplifier item

Fusion Reactor

Requires Deuterium Synthesizer level 5 + Energy Technology level 3. Consumes deuterium continuously.

Production=30×level×(1.05+ET level×0.01)level\text{Production} = 30 \times \text{level} \times (1.05 + \text{ET level} \times 0.01)^{\text{level}}

Energy Technology directly increases Fusion Reactor output at every level, making it a powerful multiplier for high-level reactors. Same bonuses as Solar Plant apply.

Solar Satellites

Stationed in orbit — cannot be moved or transferred. Their output depends on planet temperature:

Energy per satellite=max temperature+1406\text{Energy per satellite} = \left\lfloor\frac{\text{max temperature} + 140}{6}\right\rfloor

Inner planet slots (1–3, hotter) produce far more energy per satellite than outer slots. They are cheap and quick to build, making them ideal for rapid energy expansion or building enough for Graviton Technology.

Satellites are vulnerable

Solar satellites can be destroyed in combat. Large stacks attract raiders. In active universes, rely on buildings for base energy needs; use satellites for overflow.

Bonuses: Same as Solar Plant (Engineer, Commander Staff, Collector, Merchant alliance, Energy Amplifier).


Dark Matter

Dark Matter (DM) is the premium currency. It is obtained by:

  • Expeditions (most common free source)
  • OGame shop purchase
  • In-game events and competitions

Uses

UseCost
Hire Officers (monthly)Varies per officer
Resource refill (10%/50%/100% of storage)Varies
Call the Merchant (resource swap)3,500 DM
Planet fields (premium)Varies
Planet relocation240,000 DM
M.O.O.N.S. (moon attempt without fleet crash)High cost
Research / build with DMVaries
Free Dark Matter

Expeditions are the best free source. At low universe populations the amounts are small (300–1,800 DM per find), but they add up over time.


Lifeform Resources

Lifeform mechanics add two additional resources — Population and Food — that govern your ability to use lifeform buildings and technologies.

Population

Four lifeform species can be settled on planets: Humans, Kaelesh, Rock'Tal, Mechas. Each species enhances a specific playstyle.

  • Population is needed to unlock lifeform technologies
  • If population drops (due to insufficient food or enemy attack), lifeform bonuses stop until recovered
  • Build Residential spaces and food production facilities to grow population
  • Population can be trained to T2 and T3 tiers for stronger bonuses

Food

Food is produced by lifeform food buildings and consumed hourly by your population.

IndicatorMeaning
AvailableFood currently in storage
Storage capacityMaximum food that can be held
OverproductionProduction exceeding hourly consumption
ConsumptionHourly food consumed by population
Consumed inHow long current stock will last

If food runs out, population starts to decline — this disables lifeform technology bonuses until population is restored.


Resource Management Tips

  • Check resource balance under Resource Settings — you can throttle mines and see exact production rates, plasma bonuses, and class bonuses
  • Use Crawlers to boost mine output on planets where you want maximum production
  • Store resources in ships (fleetsave) when offline to protect them from raids
  • Build storages to increase protected resource caps
  • Keep deuterium positive — running dry strands your fleet in space
Updated 16 May 2026