Mission Overview
Every fleet action in OGame is one of a fixed set of missions. Understanding what each mission does — and what the Sensor Phalanx can and cannot see — is essential to both attacking and fleetsaving.
To send a fleet, go to Fleet → select ships → Continue → enter target coordinates and select mission → Continue → confirm.
The fleet travels at the speed of its slowest ship. You can choose a speed percentage (10%–100%) — lower speed = longer flight time = lower deuterium cost.
With Commander, you can save preset fleet compositions and select them on the fleet dispatch screen.
Mission Types
Attack
Send a fleet to a planet or moon to destroy defence and steal resources. You can take up to 50% of each resource type from a successful raid (75% or 100% with certain universe settings or ranking conditions).
- Requires at least one combat ship
- Cannot attack a planet in noob protection unless military exception applies
- On return, the fleet brings back resources and a combat report
ACS Attack
Alliance Combat System — coordinate a joint attack with ally fleets all arriving simultaneously.
- Requires universe to have ACS enabled
- All participating fleets must be in "Hold" over the target until the attack fires
- Phalanx shows all incoming ACS participants
ACS Defend
Send your fleet to hold over an ally's planet or moon to defend against an incoming attack.
- Your fleet joins the defender's fleet for the combat round
- Defender's phalanx shows incoming ACS Defend fleets (arrival time visible)
Transport
Move resources to another player's planet or your own. No combat — the fleet deposits resources and returns.
- Requires cargo capacity
- Both origin and destination are phalanxable
Deploy
Permanently relocate your fleet to another of your own planets or moons. The fleet does not return — it stays at the destination.
- Departure is not visible on a phalanx scan of the origin planet
- Arrival time at the target is visible on a phalanx scan of the destination
- Recalled deploys disappear from phalanx — a trap for would-be ninjas
- Moon-to-moon deployment is the safest fleetsave method — departure and arrival are both phalanx-invisible
Espionage
Send Espionage Probes to gather intelligence on a target planet or moon.
- Requires at least one Espionage Probe
- Report shows resources, fleet, and defences depending on Espionage Technology level difference
- Espionage missions are phalanxable from the origin planet
Colonise
Send a Colony Ship to an empty planet slot to found a new colony.
- Colony ship is destroyed on successful colonisation; resources carried remain on the new planet
- Requires sufficient Astrophysics for the target slot
- Sending to an empty slot without enough Astrophysics acts as a fleetsave — the ship returns when the mission completes
Recycle (Harvest)
Send Recyclers to collect debris from a debris field.
- Debris fields appear above planets after combat
- Requires at least one Recycler
- Destroying a moon creates no debris field
Moon Destruction
Send Deathstars on a mission to destroy an enemy moon.
- Chance-based — see Moon Destruction formulas
- Deathstars also have a chance to be lost in the attempt
- No debris field is created if the moon is destroyed
Expedition
Send a fleet to slot 16 (Deep Space) to search for resources, ships, or Dark Matter. See Expeditions for the full guide.
Phalanx Visibility Summary
What the Sensor Phalanx reveals depends on which planet you scan:
| Scanning… | Visible | Not visible |
|---|---|---|
| Origin planet | Attack, ACS Attack, Transport, Espionage, Hold, Harvest, Colonise, Moon Destruction — and return times | |
| Target planet | Deploy arrival times, incoming attacks/transports/espionage | Recalled deploy missions |
| A moon | Nothing — moons are invisible to phalanx | Everything |
- Recalled deploy missions vanish from phalanx — if you see a deploy return and it disappears, the attacker may have recalled to ninja you
- Moons are always phalanx-blind — use them for safe fleetsaves
- Scan multiple times (2–3 second lag is common before missions appear)
Fleet Speed & Deuterium Cost
Deuterium cost scales with distance and speed. Choosing 50% speed roughly halves fuel usage but doubles travel time. Use lower speeds for:
- Long fleetsaves (you want the fleet gone as long as possible)
- Short-range transports where you want to time an arrival
Use 100% speed for attacks where timing matters.
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