The Miner Playstyle: Economy as a Weapon
In OGame there are three paths to success: fleet, expeditions or economy. The miner — known in OGame as the Collector class — chooses the economic path. Instead of winning in battles, the miner achieves their advantage through sheer resource superiority: more metal, more crystal, more deuterium than any other player in their league.
This is not a passive playstyle. A good miner optimises continuously: Which mines on which planet? When is the next plasma technology level worth it? How do I distribute crawlers optimally? These questions require strategic thinking — only the battlefront is different.
The Collector Class: Bonuses Overview
The Collector class is the official OGame class for the miner playstyle. Choose it at the start or switch later. The class gives you the following permanent bonuses:
- +25% resource production on all planets (mines, fusion reactor, crawlers)
- +10% energy production from solar plant and fusion reactor
- Increased crawler limit: You can operate more crawlers per planet than other classes
- Bonus crawlers: Automatically one additional crawler with certain officer combinations
The 25% production bonus sounds simple, but is enormous in practice — it equals several additional mine levels on every planet, without build time and without resource costs.
Plasma Technology: The Most Important Miner Research
Plasma technology is the key research for every miner. Each level of plasma technology gives:
- +1% metal production on all planets
- +0.66% crystal production on all planets
- +0.33% deuterium production on all planets
The effect applies to every planet in your empire simultaneously. With 9 planets, the profit multiplies accordingly. Plasma technology level 30 means 30% more metal, 20% more crystal and 10% more deuterium — on all planets.
When is the next plasma technology level worth it?
The costs for plasma technology grow exponentially. Calculate the break-even: divide the research costs by the daily additional yield. From level 10–12 onwards, the waiting times become noticeably longer — many experienced miners build plasma technology in parallel with the mines and skip no levels.
| Plasma Technology Level | Metal Bonus | Crystal Bonus | Deuterium Bonus |
|---|---|---|---|
| 5 | +5% | +3.3% | +1.65% |
| 10 | +10% | +6.6% | +3.3% |
| 20 | +20% | +13.2% | +6.6% |
| 30 | +30% | +19.8% | +9.9% |
Crawlers: Mobile Production Boosters
Crawlers are units of the Collector class that are stationed on a planet and increase its resource production. They are not combat units — their strength lies in the permanent production bonus.
Important: Crawlers can be attacked and destroyed. A miner must protect their crawlers — either through sufficient defence or by hiding them on a moon. Many experienced miners only build crawlers en masse once the defence is in place.
Using crawlers efficiently
- Distribute crawlers evenly across all planets for maximum total output
- Give highest crawler priority to planets with the highest mine levels
- Sufficient defence on every planet as basic protection
- Collector class increases the crawler limit per planet — make full use of this
Resource Distribution: Which Mine for Which Planet?
Not every planet produces equally efficiently. The position in the solar system influences the basic production of the deuterium synthesiser — cold planets (positions 1–3) produce more deuterium, warm planets (positions 7–9) less. Conversely, all positions have equal metal and crystal base values.
Strategically sensible: Place particularly high deuterium synthesisers on cold planets and compensate for metal and crystal on other planets. A balanced overall portfolio is better than a planet optimised for one resource.
Miner Playstyle: Strengths and Challenges
As a miner you are economically dominant, but militarily weaker. Your strengths: You can sell resources to other players, support alliances logistically and afford expensive research and ships earlier than combat-oriented players.
The challenge: You are an attractive target. Those who produce many resources attract raiders. The answer: Either build strong defence, join a strong alliance — or both. Resources that are invested in buildings cannot be stolen. Build consistently instead of hoarding.
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