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OGame Colonization Guide: Best Planet Slots and Timing

OGame Colonization Guide: Best Planet Slots and Timing

In OGame, your homeworld is just the beginning. The difference between a casual player and a dominant empire almost always comes down to colony strategy — how many planets you control, where they sit in the solar system, and how intelligently you chose them. The right colony at slot 7 with 250+ fields will carry you through the entire game; the wrong one at slot 2 with 90 fields will become dead weight you eventually have to abandon. This guide covers everything: slot mechanics, temperature physics, fields trade-offs, and the exact timing windows that matter most on a speed server.

Why Expand at All?

Multi-planet OGame empire showing the value of colonization and expansion

A single planet caps your resource output. Metal mines, crystal mines, and deuterium synthesizers all share that planet's field count, and once you have filled every available building slot, growth stalls completely. Every colony you add is a fresh production site — more mines, a second set of shipyards, an additional research lab that contributes to your network bonus, and a forward base for fleet saves or attack staging.

There are three concrete reasons veteran players rush colonization:

  • Production multiplication. A colony running the same mine levels as your homeworld roughly doubles your income. Stack five colonies and you are running six parallel economies.
  • Deuterium logistics. Deuterium synthesizers produce more on cold planets. A dedicated deut colony positioned deep in the system (slots 13-15) can supply fuel for your entire fleet, eliminating the logistical bottleneck that kills early-game aggression.
  • Fleet safety. Multiple planets give you more recall destinations, better phalanx coverage from moons, and the option to park sub-fleets out of reach of a single attacker. If you only have one planet, one smart attacker can threaten everything you own.

On OGames speed universes, the colonization race starts within hours of server launch. Players who delay past the first day often find the best slots in contested systems already occupied.

The Colony Ship and Astrophysics

Colony ship under construction in an OGame shipyard

You cannot colonize anything without two unlocks: the Colony Ship itself and at least Astrophysics level 1. Each additional colony beyond your first requires one higher Astrophysics level — your maximum colony count equals half your Astrophysics level, rounded up. So Astrophysics 1 allows one colony, level 2 allows one colony still, level 3 allows two, and so on up to a practical ceiling around level 16-18 for most competitive players (eight or nine colonies).

The Colony Ship costs roughly 10,000 metal, 20,000 crystal, and 10,000 deuterium and requires Impulse Drive level 3. On a standard-speed server that research and construction chain takes days; on OGames Proxima (200x economy, 400x research) it takes less than an hour. That compression means the colony rush on fast servers is brutal and starts immediately after the first research chain completes.

Key Astrophysics mechanics to understand:

  • Each Astrophysics level also increases expedition slots by 1, so the technology has double value — never skip it.
  • The Colony Ship is consumed on arrival. If the colonization succeeds you lose the ship. If the slot is already taken by another player or the randomized field count comes out below your minimum acceptable threshold and you decide to abort — well, you cannot abort after sending. You commit when you launch.
  • Astrophysics research time scales steeply; levels 7-10 become expensive even on fast servers, so plan your colony target count before you start researching to avoid over-investing.

Check the OGame beginner's guide for a complete look at the early research chain and where Astrophysics fits relative to your first shipyard builds.

Slot Positions Explained: 1 Through 15

Solar system diagram showing OGame planet slot positions 1 through 15

Every solar system in OGame has 15 possible planet slots. Position determines two things: the planet's base temperature range and its position relative to other players in the same system. The field count is randomized at colonization within a slot-specific range, which is why players sometimes re-roll (colonize and abandon) until they land a high-field result.

Slots 1-3: Scorching Inner Worlds

Inner slots run maximum temperatures from roughly 220°C down to about 130°C. Hot planets are ideal for solar energy production because Solar Plants and Satellites generate more power at high temperatures. However, Deuterium Synthesizers produce almost nothing in this heat — the formula penalizes output sharply above 100°C. Fields in inner slots are typically low, ranging from around 40 to 120 depending on RNG. Avoid these slots unless you are running a dedicated solar/energy planet and genuinely do not need deuterium from it.

Slots 4-6: Transitional Planets

Temperatures drop into the 60°C-120°C range. Fields begin to climb — a good roll here can yield 150-180 fields. These are acceptable utility planets for metal and crystal production where deuterium demand is handled elsewhere. Slot 4 in particular sometimes produces surprisingly large field counts, making it a reasonable choice when inner slots in a desirable system are already taken.

Slots 7-9: The Sweet Spot

This is where most veterans want their primary production colonies. Temperatures run from about -10°C to 60°C, offering balanced solar efficiency and reasonable deuterium output. More importantly, field counts here regularly roll 200-260 with good RNG, giving you ample room to build a full mine stack, shipyard, research labs, storage, and still have fields left for future expansion buildings. Slot 7 is arguably the single most sought-after position in the game — mid-temperature, often generous with fields, and you can run a complete economy without sacrificing any building category.

Slots 10-12: Cold Producers

Temperatures drop below -50°C. Deuterium synthesizers love cold planets and output climbs noticeably here. Field counts can vary widely — slot 12 tends to average a bit lower than slot 9, so check your roll carefully. These slots make excellent dedicated deuterium farms, especially for fleets that consume large amounts of fuel per mission. If you intend to run a heavy attack fleet, a slot 12 or 13 deut colony in a quiet system can be worth more than three mid-system resource planets combined.

Slots 13-15: Deep Cold Deuterium Havens

Maximum temperatures dip below -100°C, sometimes reaching -150°C or colder. Deuterium synthesizer output is at its peak. However, Solar Plant and Satellite efficiency is terrible — you will need Fusion Reactors to power these planets economically, which requires an additional research chain. Field counts at slots 14-15 are often on the lower side (80-150 range is common) but can occasionally roll surprisingly high. If you build one planet purely for deuterium production with Fusion Reactors and maxed synthesizers, slot 14 or 15 is the correct address.

Fields vs Temperature Trade-Offs

Hot and cold planet comparison illustrating OGame fields vs temperature trade-offs

Every colony decision forces a compromise between fields and temperature. Here is how to think about it systematically:

Why Fields Are Non-Negotiable

Every building occupies one field. A planet with 100 fields fills up around mine level 25-28 across all three resources plus essential infrastructure — at that point you literally cannot build anything new without demolishing something. A planet with 220 fields lets you push mines to level 35-40 and still have room for defenses, research labs, and shipyards. The long-term production difference between a 120-field colony and a 220-field colony at the same level cap is enormous. Fields are permanent and cannot be increased after colonization (except through a Terraformer, which itself costs five fields per activation and is expensive to level).

On OGames, the +500 planet fields bonus in Andromeda and Proxima universes changes this calculus significantly — every planet starts with 500 bonus fields on top of its normal roll, which means even a "bad" 80-field roll becomes a comfortable 580-field planet. In Nebula (+200 fields) the baseline is still very playable. The bonus fields make re-rolling for high field counts less urgent than on classic 1x servers, but slot selection for temperature still matters just as much.

Temperature and Resource Production

The Deuterium Synthesizer formula in OGame includes a direct temperature modifier. At 100°C the synthesizer runs at roughly 50% efficiency compared to its nameplate output. At 0°C it runs at full efficiency, and below 0°C production continues to climb. At -150°C the same synthesizer produces nearly double what it would on a hot planet at the same level. For deuterium colonies, temperature is not a minor factor — it is the entire point.

Solar Satellites work in reverse: each satellite's output in energy units scales with temperature. On a slot 1 planet at 220°C a satellite might generate 40-45 energy; on a slot 14 planet at -130°C the same satellite might produce 15-20. If you intend to power a cold planet without Fusion Reactors, satellite counts balloon to impractical levels. Build the Fusion Reactor research chain for any serious deut colony below slot 11.

The Practical Decision Framework

  1. Primary production colonies (most of your empire): Target slots 7-9, aim for 200+ fields on the roll. Accept slots 4-6 if the system has strategic value (close to active enemies you want to watch, or a good moon candidate) and the field count is decent.
  2. Dedicated deuterium colony: Slot 12-15, field count matters less (you only need mines and fusion infrastructure), prioritize temperature below -80°C.
  3. Throwaway or placeholder: Any slot with a poor field roll that you intend to abandon once you find a better system. Do not invest in these beyond the minimum.

For a deeper look at how resources interact with your production strategy, see the guide on metal, crystal, and deuterium economics.

When to Colonize on a Speed Server

Timing is where speed server colonization differs most from classic OGame. The sequence that works on a 1x server — stabilize homeworld, reach mine 20, then think about colonies — gets you lapped by competitors on a 50x or 200x server. Here is the speed-server timeline that works:

Hours 1-4: Lay the Foundation

Focus exclusively on your homeworld build order. Get metal mine to level 10-12, crystal mine to 10, deuterium to 8, and solar plant keeping pace. Start the research chain toward Astrophysics simultaneously. On Proxima (200x/400x) the research completes so fast that you should queue Astrophysics 1 the moment you unlock the research lab. See the first-week build order guide for the exact sequence.

Hours 4-8: Colony Ship Window

On fast servers this is when you should be launching your first Colony Ship. Astrophysics 1 unlocks one colony; build the ship and send it immediately to your target slot. Do not wait until you have "enough resources" — on a speed server the opportunity cost of delay is real. Prime slots at slot 7-9 in mid-galaxy systems fill up within the first 24 hours of a new universe launch.

Day 2-3: The Astrophysics Push

Push Astrophysics to level 3-5 to unlock two to three colonies. Each new colony should be set to replicate your homeworld mine structure as fast as possible. The colonies will lag behind your homeworld in levels initially — that is fine. The total output across multiple planets is what matters, not parity between them.

Week 1-2: Full Expansion

By end of week one on a well-played Nebula or Proxima account you should have four to six colonies running. Push Astrophysics to unlock as many as you can sustain economically. At this point colony expansion is your primary growth lever — the mine level curve starts to slow down on your homeworld (each level costs exponentially more) but a fresh colony at level 1 is cheap and grows fast.

OGames Andromeda (economy 50x) and Nebula (99x) reward aggressive early expansion with free Dark Matter bonuses at signup and weekly allowances that you can use for Commander buffs, which speed research and building times further. Check the free DM guide to understand exactly what you get and how to spend it.

Abandoning and Re-Rolling Colonies

Sometimes you colonize a planet and the RNG delivers a disappointingly low field count. On classic servers players often abandon these and re-send a Colony Ship to the same slot hoping for a better roll. On speed servers this is a legitimate tactic because ships and resources are cheap relative to game time — but it has a real cost.

When Re-Rolling Makes Sense

  • The field count is below 150 in a slot where you expected 200+ (slots 7-9).
  • You are in a universe without generous field bonuses (or you are on a classic-speed server).
  • The planet will be a long-term production colony, not a temporary staging base.
  • You are early enough in the game that you can afford the time and resources for another Colony Ship.

When to Keep What You Got

  • On OGames Andromeda or Proxima where the +500 fields bonus makes even low rolls workable (80 base + 500 bonus = 580 fields).
  • When the system has strategic value — a great moon candidate, proximity to a rival you want to watch, or a position close to your alliance members for ACS operations.
  • When you are mid-game and cannot afford the two-Colony-Ship setback (you lose the first ship to abandon, then pay for another to re-colonize).

The Re-Roll Procedure

To abandon a colony, you must first have no fleets returning to it, no active missions from it, and demolish all buildings down to zero (or use the planet-abandon function directly from the settings menu if your server version supports it). You then get the slot back and can re-colonize. On speed servers the demolish-and-rebuild cycle is fast enough that re-rolling is a same-day operation.

Keep in mind that you cannot see the field count before colonization. You send the ship, the planet appears, and only then do you see how many fields you received. This blind element is what makes slot knowledge valuable — experienced players know which slots have the highest average rolls and target those first.

Building a Multi-Planet Empire: Practical Tips

Once you have your colonies placed, the management layer begins. A few principles that separate organized empires from chaotic ones:

  • Designate roles. Each colony should have a purpose: production hub, deuterium farm, shipyard satellite, fleet staging point. Mixed-purpose planets are usually suboptimal at everything.
  • Build research labs strategically. The network research bonus in OGame adds a fraction of your total lab levels across all planets to your effective research lab level. Spreading labs across colonies speeds up late-game research considerably.
  • Moon priority. Every good colony deserves a moon attempt. Moons unlock Phalanx (enemy fleet detection) and Jump Gates (instant fleet teleportation between moons). The espionage and phalanx guide covers why moon coverage is essential for fleet defense.
  • Transport routines. Set up regular resource transports from high-producing colonies to your main shipyard planet. Dead resources sitting in storage are lost opportunities — move them where they can build ships.
  • Defense each colony. An undefended colony is a farm. Even modest missile defense deters casual raiders and adds debris field value if someone does attack. The defense basics guide walks through cost-effective defensive stacks.

Ready to put these strategies to work? Register on OGames and choose a universe that fits your playstyle — Andromeda for a balanced long-term game, Nebula for fast-paced growth, or Proxima if you want to experience a fully developed empire within your first week.

FAQ

What is the best planet slot in OGame?

Slot 7, 8, or 9 is best for general-purpose colonies because they offer mid-range temperatures (good for both solar energy and deuterium) and tend to produce the highest average field counts. Slot 7 is widely considered the single best balance of temperature and fields. For dedicated deuterium production, slots 13-15 win because of their cold temperatures, even at the cost of lower field averages.

How many colonies should I aim for in OGame?

Most competitive players target six to nine colonies, which requires Astrophysics level 12-18. Beyond nine colonies the Astrophysics research cost starts to outweigh the marginal production gain from each additional planet. A tightly managed six-colony empire usually outperforms a poorly managed nine-colony sprawl, so prioritize quality of management over raw colony count early on.

Does temperature affect metal and crystal mines?

No. Metal and crystal mine output is not affected by planet temperature — those formulas have no temperature variable. Only the Deuterium Synthesizer and Solar Plant/Satellite energy output scale with temperature. This means that for metal and crystal production, you should optimize purely for field count when choosing a slot, without worrying about temperature at all.

Can I increase a planet's field count after colonizing?

Yes, but expensively. The Terraformer building adds approximately five fields per level but itself occupies one field, so the net gain per level is around four fields. Terraformer level 10 costs tens of millions of resources and gives you roughly 40 extra fields — useful on a planet you are heavily invested in but never a substitute for choosing a high-field planet in the first place. On OGames Andromeda and Proxima the +500 bonus fields make the Terraformer largely unnecessary except in extreme late-game scenarios.

How fast can I get my first colony on OGames speed servers?

On Proxima (200x economy, 400x research) an experienced player can have a Colony Ship ready and launched within the first 3-4 hours of game start. On Nebula (99x) expect roughly 6-10 hours. On Andromeda (50x) plan for 12-24 hours depending on your build efficiency. The free Dark Matter bonuses at signup help accelerate Commander abilities that speed construction and research, compressing these timelines further. Join via the servers page to see current universe states and pick the right speed for your schedule.

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