OGame: Beginner's Guide to GTA IV Cheats Beginners Guide
In this little guide you will find everything you need to begin taking your first steps into the universe poblais. The guide is divided into several sections which are: 1 Planet Home
2 Resources Colonies
3 4 5 Alliances
Combat Fleets and 6 Mode Vacation
7 Defenses
1. Principal Metro
go up
At the beginning each player receives a planet of 163 fields (the fields would become the space available to build on the planet) and a basic amount of metal and glass.
The numbers beside the name of our planet are the coordinates of its location within the universe in which we live. Represent
Galaxy: Solar System Planetary position within this Solar System. The Universe is from 1:001:1 1:45:3 up 9:499:15
eg planets in the galaxy 1 solar system 45 and is the third planet in the solar system.
If we change the name of the planet we go to Overview and click where it says "Planet Earth name," there will appear a box where it says Name, alongside a place where we put the new name and then just press the Name.
planet's position with respect to the solar system affects a few things:
· The lower the number, therefore closer to its sun, the planet will be hotter *.
• The position also influences the likelihood of many fields at the time we're going to settle, this is explained later.
* Note: The hottest planets produce more energy with solar satellites, but less deuterium A planet more distant.
2.
resources go up
generate resources is of paramount importance as the foundation of all buildings and research. Step
build Solar Power Plant. Never neglect the power because if you do not have enough our mines operate below capacity. The game has an error and does not properly update the energy is being consumed, we solve this by going to the Resources and clicking a few times on the calculate button. Knowing this we can go to expand the mines and controlling always have enough energy. If you click where it says the name of such mine. Metal Mine appears A table showing for each level of the mine which is their output per hour and energy consumption. In this way we know if we reached the energy available to supply the mine at the next level or should we first extend our Solar Power Plant.
Energy is shown as xx / yy where xx is the energy available at the time and y the total energy we are producing, when the available energy is negative and red is that we are not generating enough to supply our mines and we must expand our energy production.
If we have the resources up production factor which must be 1 to make things work to their full potential.
A little later we can build Fusion Plant, keep in mind that generates energy but we consume the low deuterium. Their requirements are Deuterium Synthesizer (level 5) and Energy Technology (level 3). Finally
another resource to generate energy are solar satellites. In the resource will tell you that generate 50 each but that is an error, the formula for calculating how much produce is 20 + (temp. max. The planet / 4) if we click two or three times to calculate output will show actual satellite that we have. They have their pros and cons, are cheap but are very vulnerable to attacks so that everyone should consider whether you should or no use.
With each level to increase somewhat, it also increases the time required to reach the next level. To reduce this time is highly recommended to increase levels of factory robots that will considerably reduce the time required. Later
times can dramatically reduce reproduction of buildings, ships and defenses with the Nano factory, but this is for a more advanced stage of the game as it requires a lot of resources.
3. Top of colonies
Note: You can not conquer the world of someone or their colonies, where attack and defeat the most you can pick up half of its resources and debris from the battle.
As we saw each player starts the game with a planet of 163 fields, but the game gives the possibility of having, in addition to the main planet, 8 colonies, which would be a total of 9 planets.
For a colony must first build a colonizer, the requirements to build are: Shipyard (level 4) Pulse Motor (level 3).
In teconologia find the requirements for Construction, Research, Special Ships, defense systems and special constructions.
After we have met these requirements Hangár enabled the construction of the colonizer, the price is Metal: 10.000 Crystal: 20.000 Deuterium: 10.000 Energy: 0.
When we have the colonizer available the next step is to find an empty place in which to create the colony.
To find an empty place we only go to the Galaxy (consider having a cost of 10 deuterium per solar system that look)
Observing this table when you send a settler, and will always strive for a colony as many fields as possible:
Pos 1 -3: 80% from 40 to 70 fields (55 + / -15) Pos
4 to 6: 80% between 120 and 310 fields (215 + / -95) Pos
7 to 9: 80% between 105 and 195 fields (150 + / -45) Pos
10-12: 80% between 75 and 125 fields (100 + / -25) Pos
13-15: 80% between 60 and 190 fields (125 + / -65)
Note that this table is based on probabilities, ie if colonized in a 4.5 or 6 I have a 80% chance that I leave a planet in size between 120 and 310, but one may well leave size 60. The colonized is something that takes time because sometimes you have to destroy the colony that we play by their limited fields, but it's worth making an effort to get large colonies, and that remain with us for long, or if we are lucky , and leaves a good size for the rest of the game.
When we have the coordinates to where we want to send our colonizer, go to the squad in the colonizer option put a 1 next to where it says and press max the Continue button. In the new window appears we must place the coordinates of where we are going to send, select the option to colonize and send it off.
The colony is like a new planet and we must begin to develop the same as you did with our parent planet.
is highly recommended to send a trip with some resources to start, as this dramatically accelerates the growth of mines in its early stages, and soon we have a colony that produces good amount of resources.
4. Alliances
go up
We can create an alliance or join one of the many existing ones. Belong to an alliance has several advantages such as being protected by the alliance partners as non-aggression pacts with other alliances made, have more facilities when negotiating resources, etc. Added to this is the d possibilities to communicate with others and start learning with your help.
administrator can create the alliance within the alliance ranks and assign different functions to them as eg: View applications, see the list of members, see the online status on the list of members, create an e-circular, etc. .
5. Combat Fleets and go up
The creation of a large fleet is critical to the defense of our planet so much as to when we decide to attack. To begin creating
ships need the Hangar and depending on which ship, as any other research different types of engines. See
technology choice exact requirements for each type of ship. Within the option
Technology also have defense systems with buildings added to the ships that we have on this planet are our defenses.
once created The ship remains in orbit at the planet and is part of the defense without any special order from us, if we defend we will send them to another planet and deploy it. You can not attack a planet of a player more than 3 times in 24 hours. What you can do is attack in waves, this is to send 3 groups eg ships that do not arrive with a gap of more than 30 minutes, this attack would count as only one attack. To make two more at the same planet in 24 hours.
combat simulator:
There are some programs that can simulate a battle to predict what would be the result of it.
One is the SpeedSim *, the good thing about this program is that it can be used in English.
The download page and explanation of how to put it in English are in English, if someone does not get it contact me.
* Note: Click on the name to download. Creating
Moon:
After a battle it is possible the creation of a moon on the planet that has been attacked. The potential ranges from 1% up to 20% depending on the amount of debris that are left over from the battle, obviously much more likely debris. It takes a lot of debris to form a new 100,000-moon gives us 1%. Newly created
The moon has only one field can be increased by building a lunar base Lunar Base Level
1 (4 fields) = 20K Metal, 40k Crystal Deuterium 20K Lunar Base Level
2 (3 fields) = Metal 40K, 80K Crystal, Deuterium 40K
Lunar Base Level 3 (3 fields) = 80K Metal, 160k crystal, 80K Deuterium
Lunar Base Level 4 (3 fields) = 160K Metal, 320k crystal, Deuterium 160K
Lunar Base Level 5 (3 fields) = 320K Metal, Glass 640k, 320K Deuterium
Lunar Base Level 6 (3 fields) = 640K Metal, Glass 1280k, 640K Deuterium
6. Vacation mode go up
This mode is a good option if for some reason are not going to be controlling the game for a while. Once activated
completely stops the production of all mines and can not be attacked or spied on by other players.
-Requirements:
1 - We can not have ships moving into production, mine upgrade or ongoing investigations.
2 - Once activated we can not turn it off until after the past 48 hours.
If we fulfill all the requirements one must go to Options, check the box that says Active holiday mode and then press the button save the changes.
7. Defending our planet go up
This is an idea and should only be considered as such, each must find out what tactics he likes or needs.
For those who do not have the opportunity to be controlling the game for many hours a day is essential to create a defense as strong as possible. Consider what factors may lead to an enemy attack. 1-Many
accumulated resources.
2-few or no defenses.
3-The worst combination is a lot resources and poor defense.
4-A large fleet stationed after a battle that left many resources in the form of debris.
first thing is not allowed to collect many resources unnecessarily if we have to upgrade, do it. It's a good idea to send all funds to a well defended planet to go there together, and no sooner have you needed to use it immediately. A colony that does not accumulate resources do not need much investment in defense. Thus we strongly advocate a single planet and also avoid having to climb the stores in all the colonies at high levels. Once we have what we need is sent to the colony and used, lowering the likelihood that our colonies are appealing targets for our enemies.
Here is a construction sequence that I found out there reading. (Take only as a source of information)
-Arms
· Ignore Missile Launcher, cruises have rapid fire against them and appear early in the game.
• The Light Laser will become our weapon of slaughter, some ships have rapid fire against them but will not appear so quickly, giving us time to arm ourselves. • Building 1 Laser
Grande every 4 children, only the bombers and the Death Star have rapid fire against them, so they will be our weapon anti rapid fire for a while.
• Building an Ion Cannon in 12 Small Laser, the ion cannon is a strong shield that helps everything else to survive.
• Building a Gauss cannon every 30 Small Laser is our first strong and useful weapon against Cruise and small number of battleships but no chance against Destroyers.
• Building a Plasma Cannon in 100 Laser Small, this will be the weapon that will trust when the attack is a large scale.
-Dome Small Dome
· after 20 Little Laser.
· Dome Grande after 100 laser Small.
Summary-
For the moment we have 100 Laser Small, we have:
·
· Dome Small Dome Large Laser Large
• 25 • 8 or 9
ion cannons
• 3 or 4 guns
Gauss • 1 Plasma Cannon
At this point, the probability that someone hit our Plasma Cannon is 1:136 and as will be receiving the blow of our weapons. No weapon alone resist an attack, we need enough small arms to large unlikely to be struck quickly.
Source: http://franzisco.bitacoras.com/docs/ogame.html