What are fields in OGame?
Every planet in OGame has a limited number of fields. Fields are building slots: Each building occupies exactly one field, regardless of the building level. When all fields are occupied, no new buildings can be constructed — the planet has reached its limit.
This makes fields the absolute growth limit of your planet. A planet with 150 fields can accommodate 150 building levels in the endgame — a planet with only 80 fields only half as many. For economic development, this means: More fields are almost always better.
Position and field count: The connection
The number of fields on a planet is random when colonising — but the position in the solar system influences the average. Planets in the middle zone (positions 4–6) have on average more fields than edge positions. However, the variations are considerable: A planet on position 5 can have between 120 and 220 fields.
| Position | Avg. Fields | Temperature | Deuterium Production |
|---|---|---|---|
| 1–3 | ~100–130 | Very cold to cold | Very high |
| 4–6 | ~150–200 | Moderate | Medium |
| 7–9 | ~120–160 | Warm | Low |
| 10–12 | ~100–140 | Very warm | Very low |
| 13–15 | ~80–120 | Extremely hot | Minimal |
For a balanced colony with plenty of space, position 4, 5 or 6 is optimal. For a pure deuterium planet, position 1 or 2 is interesting, even if the field count is lower.
Why field count is so important
Imagine you want to build Metal Mine to level 30, Crystal Mine to level 25, Deuterium to level 22 — plus Robotics Factory, Research Lab, Shipyard, Nanite Factory, Terraformer, Fusion Reactor, Storage and more. That quickly adds up to 150, 180 or more occupied fields.
Anyone who starts building on a small planet with 90 fields reaches the limit much sooner. Then the choice remains: build a Terraformer (which itself requires a field) or accept that this planet will never reach its potential. Starting big is cheaper than later building up the Terraformer as a retrofit.
Field consumption of typical endgame planets
- Metal Mine level 30 — 1 field (occupied since building the first level)
- All resource buildings (Mine, Mine, Synthesizer, Power Plant, Fusion Reactor): 5 fields
- Infrastructure (Robot, Nanite, Shipyard, Lab, Storage, Silo, Depot, Jump Gate): ~10 fields
- Terraformer depending on level: 1 field per Terraformer building
- Total on a fully developed planet: often 130–170 fields
Good planet or bad planet: When to abandon?
When colonising, you always risk getting a small planet. The decision: Keep it or throw it away and re-colonise? For a main planet, you should aim for at least 150 fields — under 120 fields on a core planet is a long-term handicap.
For specialist planets (e.g. pure deuterium producer or pure moon defence planet), smaller planets are also acceptable — because you need fewer buildings there anyway.
Re-colonising costs a colony ship and some time. On long universes with few active slots, this investment is often correct — especially if you get a poor planet early in the game.
Moon: Fields don't matter
Moons are created by debris fields from battles in planetary orbit — and have a fixed, small field count (usually 1 field, rarely more). Only moon buildings can be constructed on the moon: Lunar Base, Sensor Phalanx and Jump Gate. The field count of the moon therefore plays hardly any role — what's more important is that you have a moon at all.
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