Economy as the Heart of the Game
OGame has been one of the most complex strategy browser games with an economic system since 2002. What begins as a simple space game unfolds into deep resource and production management that demands decision after decision — without ever leaving the browser.
The economic system rests on three pillars: production, optimisation and strategic resource allocation. Those who master the economy dominate the game — not just as peaceful miners, but also as the foundation for mighty war fleets.
The Three Resources: Metal, Crystal, Deuterium
Metal — the Foundation
Metal is the most common and cheapest resource in OGame. It is extracted with the metal mine and is needed for almost every building, every ship and every defence system. Consumption is enormous — those who want to build big need a strong metal mine at high level.
Crystal — the Scarce Good
Crystal is the most expensive resource and determines the quality of the empire. Advanced research, powerful ships like the Death Star and many technologies require disproportionately large amounts of crystal. The ratio of metal to crystal to deuterium is typically targeted at 3:2:1 — but depending on playstyle, this balance shifts.
Deuterium — the Fuel of the Galaxy
Deuterium powers fleets and is essential for high-level research. The deuterium synthesizer produces more slowly than metal and crystal mines, making deuterium the natural bottleneck of any empire. Those who fly frequently need above-average deuterium production.
Optimising Production: Mines, Energy, Crawlers
Energy Supply as Basic Requirement
Every mine consumes energy. Without sufficient energy, mines run under capacity — a common beginner's mistake. Solar power plants are cheap and quickly built, fusion reactors more efficient at high level, solar satellites flexible but vulnerable.
Crawlers: Exclusive Bonus for Collectors
The Collector class can produce crawlers — units that remain stationed on the planet and increase resource production by up to 50%. Combined with the plasma research bonus (up to 33% on metal, 22% on crystal, 11% on deuterium), an economic powerhouse emerges that is hard to beat.
Planet Fields as Limiting Factor
Every planet has a limited number of fields for buildings. Planet position determines the starting number: planets in the middle of the solar system have more fields. The nanite factory increases building speed exponentially — at high level, even large projects are completed in hours rather than days.
Economy in Comparison: OGame vs. other Browser Strategy Games
| Feature | OGame | Typical Browser Strategy Game |
|---|---|---|
| Resource Types | 3 (Metal, Crystal, Deuterium) | 1-2 |
| Offline Production | Yes, continuous | Often limited |
| Economic Class | Collector with exclusive bonuses | Rarely specialised |
| Production Research | Plasma technology up to +33% | Simple bonuses |
| Multi-Planet Economy | Up to 9 colonies | Often only 1 base |
Scaling Economy: From First Planet to Empire
Economic development in OGame follows clear logic: first mines are levelled up, then energy supply is secured, then the research lab is expanded to research plasma technology. With the first colony ship, a new dimension opens — multiple planets mean multiplied production and strategically distributed resource depots.
A fully developed empire with nine colonies, plasma technology at level 12 and Collector class produces daily resources on a scale that can build fleets of hundreds of ships — all autonomously, even whilst the player sleeps.
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