Why the Combat Simulator Is Essential
In OGame, every decision to attack a fleet is a risk assessment. Unlike real-time strategy games, you cannot abort a battle — the fleet flies, and the outcome is determined before the first round is calculated. Anyone who attacks without simulation risks losing ships that took days or weeks to build.
The combat simulator solves this problem. It calculates the probable battle outcome from ship numbers, research levels and defence installations — including losses on both sides, debris fields created and win probability. This way you plan every attack with complete information.
How OGame Battles Work
The OGame combat system works in rounds. In each round, every ship fires once at a randomly chosen target. Hit evaluation considers shields (reduce damage), armour (remaining damage must exceed 70% of armour to destroy) and weapon strength. Additionally, there's the rapidfire system: certain ships can fire multiple times in one round.
After a maximum of 6 rounds, the battle ends. The winner is whoever still has units or — in case of mutual destruction — the attacker by points. Destroyed ships create a debris field in orbit that recyclers can collect.
The Three Research Values in Combat
- Weapons Technology: Increases the attack value of all ships by 10% per level
- Shielding Technology: Increases the shield value of all ships by 10% per level
- Armour Technology: Increases the structural integrity of all ships by 10% per level
These technologies make a considerable difference at high levels. A player with Weapons Technology 15 has 150% more weapon strength than a player with Weapons Technology 0 — with identical ship numbers.
The Most Important Simulators Overview
| Tool | Strengths | Special Feature |
|---|---|---|
| ODETools | Detailed statistics, multiple simulations | Monte Carlo with 1,000+ runs |
| Galaxytool | Alliance integration, espionage import | Insert espionage report directly |
| In-Game Simulator | Always current, no external tools | Integrated directly into game client |
| Top Federation | Easy to use | Good for quick estimates |
Performing Simulation Correctly
- Read espionage report of target — note ship numbers and research levels
- Enter your own fleet and research values
- Start at least 100 simulation runs
- Check win probability and expected losses
- Calculate debris field and loot against losses — is the attack profitable?
Profitability Calculation: Is the Attack Worth It?
A combat simulator gives you losses in resources. The crucial question is: Is the expected loot greater than my expected losses? As a rule of thumb, an attack should bring in at least three times what it costs — because of the build time for lost ships.
Don't forget the debris field. If you send recyclers with you or afterwards, you can recover part of the destroyed resources. In some situations, the debris field is more profitable than the direct loot.
When Do You Attack Despite Poor Simulation?
- As an ACS attack with alliance members who share the risk
- When the enemy is inactive and cannot defend
- As moon destruction with Death Star — here the target is the moon, not the ships
- For revenge actions — emotional reasons, but with full knowledge of the risk
Common Simulation Mistakes
The biggest mistake is using outdated espionage reports. Someone who spied on the enemy two hours ago doesn't know whether the opponent has since built ships or has their fleet in fleetsave. Spy again shortly before the attack.
Another mistake is ignoring officer bonuses. The Admiral officer increases ship strength by 10% — anyone who doesn't factor this in significantly underestimates strong opponents. Check in the espionage report whether the opponent has active officers.
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