Why multiple planets are crucial
With a single planet, your growth is limited. Each new colony theoretically doubles your production potential — more mines, more resources, more opportunities. In OGame, the number of well-developed planets is one of the most important factors for long-term success. Experienced players quickly strive for all available planet slots.
Requirements: Astrophysics and colony ship
To colonise a new planet, you need two things:
- Astrophysics research: From level 1 onwards, you can settle a second colony. Each additional colony requires a higher astrophysics level.
- Colony ship: The ship is consumed during colonisation. Requirements: Impulse Drive level 3 and Shipyard level 4.
The formula for maximum planet count is: (Astrophysics level ÷ 2) + 1, rounded up. With Astrophysics level 3, you have a maximum of 3 planets, with level 8 a maximum of 5 planets, with level 16 a maximum of 9 planets.
| Astrophysics Level | Max. Planets | Note |
|---|---|---|
| 1 | 2 | First colony possible |
| 3 | 3 | Second colony possible |
| 6 | 4 | |
| 8 | 5 | |
| 12 | 7 | |
| 16 | 9 | Maximum (without class bonus) |
Discoverer class: Receives an additional planet slot, so up to 10 planets with Astrophysics level 16.
Choosing the right position
Each solar system in OGame has 15 positions. The position you choose for your colony influences both planet size and deuterium production. These two factors point in opposite directions:
- Middle positions (4–6): Maximum average field count, medium temperature, moderate deuterium production
- Outer positions (1–3): Fewer fields, cold, very high deuterium production
- Inner positions (13–15): Few fields, hot, minimal deuterium production
For an all-round planet, choose position 4 or 5. For a deuterium specialist planet, position 1 or 2 makes sense, even if you get fewer fields.
Galaxy strategy: Where to colonise?
OGame has 9 galaxies, each with hundreds of solar systems. Where you colonise enormously affects your flight times — and thus your deuterium consumption. Two basic strategies:
Cluster strategy
All planets as close together as possible in one galaxy or even the same solar system. Advantages: Very short flight times between your planets, cheap resource transfers, simple coordination. Disadvantage: You're easier to find and attack as a "cluster".
Distribution strategy
Distribute planets across different galaxies. Advantages: Harder to attack in a coordinated manner, access to resources in different game areas. Disadvantage: Long flight times, high deuterium consumption for transfers.
For beginners, the cluster strategy in one or two neighbouring galaxies is recommended — manageable, efficient, easier to defend.
Building up a new colony: First steps
After colonisation, you start on an empty planet without buildings. The sequence is the same as with your home planet — but more efficiently, because your home planet already supplies resources:
- Metal mine to level 3–5 (transfer resources from home)
- Build up solar power plant
- Build crystal mine, deuterium synthesiser
- Robotics factory to level 5–8 (for faster build times)
- Specialise according to colony purpose
Send resources from your home planet to the new colony — this significantly accelerates the build-up. With a Large Cargo, this is quick and cost-efficient.
Poor planet: When to abandon?
Sometimes when colonising, you get a planet with very few fields. Under 120 fields on a core production planet is a long-term disadvantage. You can abandon the planet and use a new colony ship to occupy another slot — this only costs the ship and some time.
Only keep a small planet if you use it specifically as a specialist planet: as a fleet parking spot, jumpgate base, or pure deuterium producer on an outer position.
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