Lifeforms Overview
Introduced in version 9, Lifeforms are the most significant OGame expansion. Each planet can host one of four species, which unlock unique buildings and technologies that provide passive bonuses to production, combat, fleet speed, and more. The game can be played without lifeforms, but developing them gives a substantial long-term advantage.
The Four Lifeforms
| Lifeform | Synergy | Specialisation |
|---|---|---|
| Humans | No class (balanced) | Unique ability to discover other species; broad production and ship bonuses |
| Rock'tal | Collector class | Metal, crystal, deuterium production; energy; defence |
| Mecha | General class | Ship overhauls, fleet speed, fuel efficiency, deuterium production |
| Kaelesh | Discoverer class | Expeditions, moon creation, planet fields, phalanx range |
Three lifeforms are synced to a player class and amplify its specific bonuses. Humans are the exception — balanced across all areas and the only species capable of discovering the others.
Starting Out
When you activate lifeforms for the first time, Humans are always the first species available. You cannot start with another species. Click the humanoid icon in the top-right area of the screen to open the lifeform selection menu.
To unlock the other three species you must:
- Research Intergalactic Envoys (level 1+) in the Human tech tree
- Send exploration missions (from Galaxy View, using the purple DNA icon) to discover new species in the galaxy
Exploration
Exploration missions search coordinates for new lifeform species or improve the experience of already-discovered ones.
- No ship required — but you need a free fleet slot
- Cost per mission: 5,000 Metal · 1,000 Crystal · 500 Deuterium
- Daily limit: 50 additional missions per day (they accumulate, not use-or-lose)
- Cooldown per coordinate: Each coordinate can only be explored once every 7 days; grey icons in Galaxy View mark recently explored coordinates
- Experience level cap: Lifeform experience is capped at level 100, giving a maximum +10% bonus to all lifeform effects. Exploration continues for the Discoveries highscore and artefacts, but no further experience is earned past the cap
Artefacts
Artefacts are a currency earned through exploration missions. They let you directly choose a specific lifeform technology slot instead of receiving a random one.
| Action | Artefact cost |
|---|---|
| Purchase Tier 1 research slot | 200 |
| Purchase Tier 2 research slot | 400 |
| Purchase Tier 3 research slot | 600 |
Storage cap: 3,600 artefacts. Once at or above the cap you find 0 artefacts on missions. Exception: if a single mission finds more than the remaining space, you receive the full amount (e.g. 3,565 + 500 find = 4,065) — but you stop earning again immediately after.
How Lifeform Buildings Work
- Lifeform buildings do not occupy planet fields — they are built separately from normal buildings
- Some buildings require energy or a minimum population to activate
- Construction speed is influenced by the Nanite Factory level on that planet — and you cannot queue a lifeform building while the Nanite Factory is being upgraded, and vice versa
- Bonuses from buildings only affect the planet they are built on
- Buildings are paid for with standard resources (Metal, Crystal, Deuterium), not with Food or Population
Population is needed to unlock buildings and technology tiers — it is a prerequisite, not a currency.
How Lifeform Research Works
Each species has 18 technologies grouped in three tiers (Tier 1 / Tier 2 / Tier 3). Roman numerals on a research icon indicate whether the same research appears in higher tiers.
| Rule | Details |
|---|---|
| Unlock order | Must complete all of Tier 1 before unlocking any Tier 2; same for Tier 3 |
| Population gates | Tier 1 requires T1 population, Tier 2 requires T2, Tier 3 requires T3 |
| Unlocking ≠ developing | An unlocked slot appears at level 0; you still need to research it |
| Research scope | Bonuses from research apply empire-wide across all planets (as long as that species remains active on the planet where it was researched) |
| Randomisation | When unlocking a slot you are offered several technologies — the native species tech has 100% chance to appear; others may also appear randomly. Use artefacts to guarantee a specific choice |
| Research Centre | Cannot be upgraded while a lifeform research is running, and vice versa |
Population thresholds per slot
| Slot | Tier | Population required |
|---|---|---|
| 1 | T1 | 200,000 |
| 2 | T1 | 300,000 |
| 3 | T1 | 400,000 |
| 4 | T1 | 500,000 |
| 5 | T1 | 750,000 |
| 6 | T1 | 1,000,000 |
| 7 | T2 | 1,200,000 |
| 8 | T2 | 3,000,000 |
| 9 | T2 | 5,000,000 |
| 10 | T2 | 7,000,000 |
| 11 | T2 | 9,000,000 |
| 12 | T2 | 11,000,000 |
| 13 | T3 | 13,000,000 |
| 14 | T3 | 26,000,000 |
| 15 | T3 | 56,000,000 |
| 16 | T3 | 112,000,000 |
| 17 | T3 | 224,000,000 |
| 18 | T3 | 448,000,000 |
Changing the Lifeform on a Planet
You can switch a planet to a different species at any time, subject to:
- 48-hour cooldown between species changes on the same planet
- If a species has been on a planet for over 48 hours, you can replace it instantly; after the change you must wait 48 hours before changing again
What happens on change:
- Any active LF building queue is cancelled and resources returned
- Population leaves the planet — you must wait for it to repopulate before population-gated techs become active again
- Food produced and stored is reset to zero
- Buildings and research levels are preserved — if you reactivate the same species later, everything is exactly as you left it (except population must rebuild)
- Research bonuses go inactive until required population is met again (shown as greyed out, not reset)
Repopulation speed varies by species (Rock'tal reproduce slowly; Mecha repopulate quickly) and is affected by economy speed and population buildings.
Resetting Lifeform Research
Three reset buttons appear at the bottom of each research tier block:
| Reset type | Cost | Cooldown |
|---|---|---|
| Free reset | Free | Has a cooldown before you can free-reset again |
| DM reset | Dark Matter | No cooldown |
- Any active research in the reset block is cancelled and resources returned
- Tiers after the reset block stop producing bonuses until previous tiers have all slots filled again
- If only the Tier 3 block is reset, Tiers 1 and 2 continue functioning normally
Bonus Scope Summary
| Source | Scope |
|---|---|
| Lifeform buildings | Planet where they are built only |
| Lifeform research | Empire-wide (all planets), while that species is active |
See Also
Linked from
- ← Volcanic Batteries
- ← Seismic Mining Technology
- ← Rune Shields
- ← Rock'tal Collector Enhancement
- ← Optimised Silo Construction Method
- ← Obsidian Shield Reinforcement
- ← Magma-Powered Pump Systems
- ← Magma-Powered Production
- ← Ion Crystal Modules
- ← Ion Crystal Enhancement (Heavy Fighter)
- ← Improved Stellarator
- ← High Energy Pump Systems
- ← Hardened Diamond Drill Heads
- ← Geothermal Power Plants
- ← Diamond Energy Transmitter
- ← Depth Sounding
- ← Cargo Hold Expansion (Civilian Ships)
- ← Acoustic Scanning
- ← Rock'tal
- ← Rune Technologium