Planets & Moons
Planets are your production base. Moons are your tactical edge. Understanding slot mechanics, temperature bonuses, and moon capabilities is foundational to building a competitive account.
Home Planet
Every account starts with a home planet fixed at 163 fields. Some universes offer an expanded homeplanet (+20 fields). The home planet cannot be deleted — if you abandon it, your first colony becomes the new home.
Some experienced players abandon the homeplanet entirely once they find a larger colony, especially in high-economy-speed universes.
Colonies
Colonies expand your production and raiding range. They require Astrophysics research.
Max colonies formula:
There is no hard cap — you can keep researching Astrophysics for more colonies, limited only by the exponentially increasing cost and research time.
Astrophysics Requirements by Slot
| Slot | Minimum Astrophysics Level |
|---|---|
| 4–12 | 1 |
| 3, 13 | 4 |
| 2, 14 | 6 |
| 1, 15 | 8 |
How to Colonize
- Build a Colony Ship (requires Shipyard lv 4 + Impulse Drive lv 3)
- Open Galaxy view and find an empty slot
- Send the colony ship — it is consumed on arrival if successful
- Resources sent with the colony ship remain on the new planet
You can send a colony ship to an empty slot before you have the required Astrophysics level — the mission acts as a fleetsave and the ship returns when Astro is too low.
Abandoning a Colony
Overview → select planet → gear icon → Give up / Rename → Abandon colony. Confirm the coordinates and click — do not press Enter. All resources and ships on the planet are permanently lost.
Planet Size & Temperature
Planet size (fields) and temperature are determined by slot position in the solar system. Both affect your long-term production.
Position Reference Table
| Slot | Min Fields | Avg Fields | Max Fields | Min Temp | Avg Temp | Max Temp | Production Bonus |
|---|---|---|---|---|---|---|---|
| 1 | 96 | 134 | 172 | 220°C | 240°C | 260°C | +40% Crystal |
| 2 | 104 | 140 | 176 | 170°C | 190°C | 210°C | +30% Crystal |
| 3 | 112 | 147 | 182 | 120°C | 140°C | 160°C | +20% Crystal |
| 4 | 118 | 163 | 208 | 70°C | 90°C | 110°C | — |
| 5 | 133 | 182 | 232 | 60°C | 80°C | 100°C | — |
| 6 | 146 | 194 | 242 | 50°C | 70°C | 90°C | +17% Metal |
| 7 | 152 | 200 | 248 | 40°C | 60°C | 80°C | +23% Metal |
| 8 | 156 | 204 | 252 | 30°C | 50°C | 70°C | +35% Metal |
| 9 | 150 | 198 | 246 | 20°C | 40°C | 60°C | +23% Metal |
| 10 | 142 | 187 | 232 | 10°C | 30°C | 50°C | +17% Metal |
| 11 | 136 | 173 | 210 | 0°C | 20°C | 40°C | — |
| 12 | 125 | 156 | 186 | −10°C | 10°C | 30°C | — |
| 13 | 114 | 143 | 172 | −50°C | −30°C | −10°C | — |
| 14 | 100 | 134 | 168 | −90°C | −70°C | −50°C | — |
| 15 | 90 | 127 | 164 | −130°C | −110°C | −90°C | Highest Deuterium |
- Deuterium production increases with lower temperature — slot 15 produces the most deuterium
- Crystal bonus applies to slots 1–3 (hot, inner planets)
- Metal bonus applies to slots 6–10 (middle of the system)
- Largest planets are found on slots 7–9 on average
- Field counts may vary slightly depending on universe settings
Field Modifiers
- Terraformer: +5 fields per level (+6 at odd levels), but occupies 1 field itself
- Discoverer class: +10% planet diameter (not directly +10% fields)
- Researcher alliance class: +5% planet diameter
- Premium shop: planet fields purchasable with Dark Matter
- Colonies below 200 fields are generally not worth keeping long-term; 200+ is the practical minimum
Colony Placement Strategy
Before colonizing, decide what the planet is for — mining, raiding, fleetsaving — as this affects which slot matters most.
Spread (recommended for most players)
Place colonies across different systems and galaxies to maximize your phalanx coverage and farming radius.
Pros: Wide attack range, hard to farm by one player, full phalanx coverage
Cons: High deuterium transport costs, longer travel times between colonies
Clustered
Place colonies in the same system or close together.
Pros: Instant deployments, minimal deuterium cost
Cons: One player can IPM all your planets, tiny farming area
Mixed (two colonies in the same system)
Keep one pair of colonies in the same system for safe deployment fleetsave between moons.
Pros: The safest fleetsave method (moon-to-moon deployment)
Cons: Sacrifices one farming zone
Galaxies 1–3 stay populated longest as universes age — keep most colonies there. One or two colonies in higher galaxies lets you catch players who migrate away from the core.
Planet Relocation
Planets can be moved using Dark Matter. Cost: 240,000 Dark Matter per relocation (charged only on success).
Relocation Rules
| Current Slot | Can Move To |
|---|---|
| 1–3 or 13–15 | Any slot (1–15) |
| 4–12 | Slots 4–12 only |
How It Works
- Go to Galaxy view, enter target coordinates, click the relocation icon
- A 24-hour countdown begins — the timer shows green (will succeed) or red (blocked)
- The planet moves at the end of the timer only if there are no active buildings, research, or fleet movements at that moment
- If blocked, cancel the blockers before the timer expires
What Changes and What Doesn't
- Changes: Temperature, planet picture, solar satellite energy output, deuterium production
- Stays the same: Planet size (fields)
- All ships on the planet travel to the new coordinates via deployment at no deuterium cost (invisible to phalanx)
- The moon moves with the planet
- Jump Gate on the moon is unavailable for 24 hours after the move
- Cannot relocate with Vacation Mode active
Moons
Moons are the most important tactical asset in OGame. A fleet on a moon cannot be detected by enemy Sensor Phalanx, making fleetsaving far more secure than saving from a planet.
How Moons Form
A moon can form after any battle if a debris field is created above a planet. The chance is:
- Maximum moon chance is 20% (capped at 2,000,000 resource units in the debris field)
- A successful 20% moon always produces a moon ≥ 8,366 km — much harder to destroy
- Debris fields below 2,000,000 units produce moons of random size if the chance succeeds
- Only one moon per planet
The cheapest way to create a 2,000,000-unit debris field (in a 30% DF universe) is to destroy 1,667 Light Fighters. Alternatively, 112 Battleships also work. Adjust for your universe's debris percentage.
You can also purchase M.O.O.N.S. from the premium shop for a moonshot without another player's involvement — expensive and still not guaranteed.
What to Build on a Moon
Moons start with 1 field. Build Lunar Base first — it consumes that 1 field but unlocks 3 more (net +2 usable). Upgrade Lunar Base whenever only 1 field remains free.
Recommended build order:
- Lunar Base (repeat as needed to expand fields)
- Robotics Factory (speeds up all other construction)
- Sensor Phalanx (core tactical tool)
- Jump Gate (instant inter-galaxy fleet movement)
- Optional: Shipyard + some defense to deter moon destruction
If your moon reaches 0 free fields you cannot build anything. You must demolish a building to free a slot. Always keep at least 1 field free or plan Lunar Base upgrades in advance.
Storages (Metal/Crystal/Deuterium) serve no purpose on a moon — you cannot produce resources there.
Sensor Phalanx
The Sensor Phalanx lets you scan enemy planets within range and see incoming/outgoing fleets. Range formula:
A level 3 phalanx covers 8 systems in each direction. Each scan costs 5,000 deuterium.
What the Phalanx Can See
Scanning the origin planet:
- Attack, ACS attack, transport, espionage, hold (ACS), harvest, colonise, moon destruction missions
- Fleets recalled from most missions
- Return time (not arrival time at target)
Scanning the target planet:
- Deployment missions (arrival time shown)
- Incoming attacks, transports, espionage
- Recalled deployments are not visible
What the Phalanx Cannot See
- Fleets on deployment from the origin planet
- Recalled deployment missions
- Any fleet movement from or to a moon
- Debris fields
- Scan multiple times before launching — lag of 2–3 seconds is possible
- Recalled deploy missions disappear from the phalanx — don't be tricked
- You cannot phalanx a moon at all
Jump Gate
The Jump Gate allows instant travel between two moons you own, with no deuterium cost. Cooldown: 1 hour (adjusted by universe speed and Jump Gate level since v5.6.2).
- Resources cannot be sent through a Jump Gate — use cargo ships on normal fleet missions for that
- Make sure the destination moon has enough deuterium for the fleet to fly elsewhere after jumping
- Jump Gates are deactivated for 24 hours after a planet relocation
Moon Destruction
An enemy can attempt to destroy your moon using Deathstars. If successful, no debris field is created. The chance formulas:
Adding plasma turrets or heavy defense forces the attacker to bring more Deathstars and increases the chance of losing them. Even a few plasma turrets significantly raise the cost of moon destruction, especially in speed universes.
Moonshots & Pushing Rules
Deliberately crashing fleets to create a moon must respect your universe's pushing rules.
| Scenario | Rule |
|---|---|
| Moonshot swap (both players crash equal-value fleets at each other) | No ticket needed; each keeps their own DF |
| Buying a moonshot (paying higher-ranked player) | Ticket required; max payment = fleet cost + deuterium − DF value |
| Paying lower-ranked player | Can send full resources needed; lower-ranked player keeps the DF |
| Free moonshot | Legal; moonshot account player must keep the DF if ranked lower |
All attacking and transporting involved in moonshot trades must complete within 72 hours. Contact a Game Operator if there is a delay.
Light Fighters are the standard moonshot fleet — cheap to build, easy to destroy with a few Cruisers or moderate defense. Use a battle simulator to confirm your defense can kill the incoming fleet.