Resources
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:
| Resource | Role |
|---|---|
| Metal | Primary building material — cheapest and most abundant |
| Crystal | Secondary material — needed for most ships and research |
| Deuterium | Fuel for fleet travel + Fusion Reactor fuel |
| Dark Matter | Premium currency — earned via expeditions or purchase |
| Energy | Powers your mines — negative energy = reduced production |
| Population | Lifeform mechanic — unlocks lifeform buildings and technologies |
| Food | Feeds 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 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.
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.
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:
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.
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
| Use | Cost |
|---|---|
| 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 relocation | 240,000 DM |
| M.O.O.N.S. (moon attempt without fleet crash) | High cost |
| Research / build with DM | Varies |
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.
| Indicator | Meaning |
|---|---|
| Available | Food currently in storage |
| Storage capacity | Maximum food that can be held |
| Overproduction | Production exceeding hourly consumption |
| Consumption | Hourly food consumed by population |
| Consumed in | How 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