Moons are the single most powerful asymmetric advantage in OGame — they cannot be scouted by espionage probes, they hide your fleet from orbital sensors, and a mature jump gate network lets you teleport fleets across galaxies in seconds without burning deuterium. If you want to move from reactive survivor to proactive predator, understanding moon infrastructure doctrine is non-negotiable. This guide breaks down exactly how to build it, map it, and use it.
Moons: The Strategic High Ground

A moon is created when debris from a battle triggers a random chance event. The base probability scales with the volume of debris — specifically the metal and crystal destroyed — up to a hard cap of around 20 % for most configurations on standard servers. On OGames universes, moon chance caps are pushed significantly higher: Andromeda allows up to 20 %, Nebula up to 30 %, and Proxima up to 40 %, which means dedicated moon-hunting fleets on Proxima have a very real chance of producing a moon from a single engineered combat.
The probe-invisibility rule is what makes moons strategically decisive. When a player espionages your system, they see your planets but not your moon. Your fleet parked on the moon's surface does not appear in their spy report. This single mechanic shifts the entire information war in your favor the moment you have a populated moon network.
Moon size matters for two reasons: building slot count and sensor phalanx range. Moon size is randomly rolled between 1 and 8,000 km (plus a bonus from the debris volume), but once created it is fixed. A moon under roughly 6,000 km is still useful for a Lunar Base, Robotics Factory, and Jump Gate — but if you want a Level 5 Phalanx (scanning range: 5 systems) or higher, you need enough fields to stack the buildings. On OGames, planets come with up to 500 extra fields (Andromeda, Proxima) or 200 extra fields (Nebula), but moon fields are still governed by the random size roll — so large moons are a genuine prize worth engineering for.
Before you build anything expensive on a moon, prioritize: Lunar Base (more fields), Robotics Factory (faster construction), Jump Gate (mobility), and Sensor Phalanx (intelligence). The order matters because a Jump Gate without Phalanx is blind mobility, and Phalanx without a gate is intelligence without action.
Jump Gate Networks: Thinking in Edges, Not Nodes

Most players think of a Jump Gate as a convenience tool — a way to skip travel time between two specific moons. Veterans think of it as a network of edges. Each Jump Gate can connect to any other Jump Gate in the universe, but it has a one-hour cooldown per use. The strategic consequence: you need at least two gates per theater of operation, because a single gate used for a strike cannot be used again for an hour. If your only gate in galaxy 4 fires off a strike and an emergency recall is needed 20 minutes later, you are stranded.
A minimum viable gate network for an active fleeteer looks like this: one gate near your main resource base (your farming galaxy), one gate in the middle of the universe for repositioning, and one gate near your primary rival or war theater. Three gates let you stage from home, jump to center, then jump again to target — all without visible travel time on the galaxy map until the final approach from the receiving moon to the target planet.
The core rule of jump gate operations is always land on a moon, not a planet. A fleet jumping to a moon and then launching a short-hop attack from that moon to a nearby planet compresses the visible flight window to minutes rather than hours. An observer watching the galaxy map sees only the final, short leg — not the hours of travel that brought you into range. This is the foundation of the "silent approach" that top fleeteers use to catch defenders who otherwise react fast.
On speed universes like those on OGames, gate networks become even more critical because fleet speeds are multiplied. A fleet that takes 2 hours to cross a galaxy on 1x might take 2–3 minutes at 200x (Proxima). The attack window defenders have to react is already razor-thin; a jump gate that eliminates the cross-galaxy leg entirely reduces the visible window to near-zero. If you are playing on Proxima or Nebula, treat your jump gate network as a first-tier infrastructure investment, not a luxury.
Gate cooldown management is a skill. Experienced players stagger jumps: jump the main battlefleet first, then jump a secondary cargo fleet 10 minutes later (if a second gate is available). By the time both gates have cooled down, the strike is complete and the fleet needs to be moved again — so the cooldown rarely matters in practice for single strikes. Where it matters is sustained operations: alliance warfare, multi-wave resource grabs, or coordinated ACS drops all require you to pre-plan which gates fire in which order. Map your network on paper or a spreadsheet before a major operation.
Phalanx Coverage Planning: Building Your Intelligence Grid

The Sensor Phalanx is the intelligence backbone of advanced moon play. Each level adds one system of scan range in both directions. A Level 3 Phalanx scans 3 systems left and right of its moon's position — a total window of 7 systems (including its own). A Level 5 covers 5 systems each way, a Level 8 covers 8. Every phalanx scan costs 5,000 deuterium, and every scan is logged on the target player's espionage report — so operational security demands that you scan only when necessary and immediately act or stand down.
Coverage planning starts with geography. Your moons should not all cluster in the same system or even the same galaxy stretch. A useful exercise: write out the systems where you have moons, then calculate the coverage radius of each phalanx. Look for gaps. A gap of more than one system between adjacent phalanx radii means a hostile fleet can travel that section of space invisibly. Close gaps either by building additional moons in those systems (expensive) or by increasing the phalanx level on adjacent moons (cheaper).
In practice, a well-positioned Level 5 Phalanx can cover enough systems to catch most fleetsave traffic — outgoing fleets, deployment missions, holds, and ACS contributions all show up in phalanx scans if the fleet passes through a covered system. The key is positioning your phalanx moons along the natural travel corridors of the server: the systems where active players live, where the big resource planets cluster, and where alliances tend to stage their fleets.
Phalanx intelligence feeds directly into your striking pipeline. The loop looks like this: (1) phalanx-scan systems where known active players have fleets, (2) identify a fleet returning or deploying at a predictable time, (3) calculate the landing time, (4) jump your attack fleet to the nearest gate, (5) launch the short-hop strike to land 10–30 seconds before the target fleet arrives back home. That 10–30 second window is the classic "lanx strike" timing that has been destroying fleetsaves since the game's earliest days.
On fast OGame servers like OGames, the timing precision required is the same, but the absolute time windows are compressed. A fleet that takes 10 minutes to return on Proxima requires a phalanx scan no more than 8–9 minutes before that arrival and a gate-plus-launch sequence completing within 2–3 minutes. Practice the pipeline under low-stakes conditions before you attempt a major lanx strike on a top player.
Counter-intelligence note: if your phalanx scan reveals a fleet deployed to a moon on a 24-hour mission — a common fleetsave pattern — do not scan repeatedly. One scan to confirm departure time and trajectory is enough. Multiple scans alert the owner that you are watching and may cause them to recall and re-save. Patience and minimal scan footprint are the marks of an experienced phalanx operator. For a deeper look at the spy-and-counter-spy dynamic, see our counter-espionage guide.
Moon-Based Fleet Saving: The Invisible Anchor

Fleetsaving on a moon is categorically safer than fleetsaving from a planet for one simple reason: a moon cannot be spied upon. A player trying to find your fleet cannot probe your moon. They can only phalanx-scan the systems near your moon to catch your fleet in transit, or launch a Deathstar to destroy the moon — a drastic and expensive operation that itself announces intent well in advance.
The gold-standard moon fleetsave uses a deployment mission to a second, distant moon. The fleet departs Moon A, travels to Moon B (potentially via gate if the timing works), and sits there invisibly. The only exposure window is the outbound travel leg — which a well-timed departure can push through unscouted space, or shorten using a gate to land the fleet on the receiving moon within minutes. Once it lands, the fleet is invisible again. For truly critical fleetsaves during wars or heavy activity windows, double-moon saves — deploying from Moon A to Moon B, then immediately deploying from Moon B back toward Moon A on a timed return — create a perpetual back-and-forth that is extremely difficult to intercept.
For overnight or work-hours saves, the calculation is straightforward: set the fleet to return shortly after you expect to be back at the keyboard. Adjust the fleet speed (some missions allow speed reduction to 10%, 30%, 50% etc.) to dial in the arrival time precisely. On high-speed universes, a 10% speed deployment on Proxima might still return in under an hour — you may need to send to a genuinely distant system or use a hold mission on a moon to extend the window. Understanding hold missions (which park the fleet at the destination until you manually recall) is important for flexible fleetsaving. Holds show up in phalanx scans as a static fleet, which is why choosing a moon you own — and never a planet — for your hold destination is non-negotiable.
Resources are the other dimension of moon fleetsaving. A moon cannot store resources separately from its connected planet — you load resources onto the fleet itself. On high-economy servers like Nebula (99x) or Proxima (200x), resource piles grow fast, and carrying them on a deployed fleet overnight is the only way to protect them. Size your cargo capacity accordingly and do not leave large stockpiles on unprotected planets while your combat fleet is saved elsewhere. For a broader look at resource logistics across multiple worlds, the multi-planet logistics guide goes deeper.
Defending Your Moons
A moon is not indestructible. Deathstars (RIPs) can be sent on a "Moon Destruction" mission. Each RIP participating in the mission has a roughly 1.25% chance of destroying the moon, offset by the moon's own size — larger moons resist destruction better. The attacker also risks losing their RIPs if the moon survives: the moon has a chance (based on its diameter) of destroying the attacking Deathstars in the process. This mutual-destruction mechanic means moon shots are expensive gambles, but against a small moon, a large RIP fleet makes the math favorable for the attacker.
The defensive implications are clear: large moons are a strategic asset not just for field count but for survivability. When choosing which moons to invest in heavily (high-level phalanx, jump gate, full Lunar Base stack), prefer the largest ones. Small moons — under 4,000 km — should be considered expendable relay stations, not permanent infrastructure anchors.
Physical defenses on a moon are a debated topic. Heavy defenses attract attention and signal that something valuable is stored or stationed there. Light token defenses do almost nothing against a serious attacker. Most veteran players opt for minimal moon defenses and instead rely on the inherent invisibility of the moon combined with active fleet saves. The exception is alliance warfare, where a defended moon can impose a meaningful cost on an enemy's RIP-shot operations — forcing them to clear defenses first before the moon-destruction attempt.
Early warning is your best moon defense. A phalanx watching incoming systems, combined with alliance messengers and an active espionage habit, usually gives you enough warning to evacuate a moon's fleet before a Deathstar fleet arrives. Given the slow speed of RIPs even on speed servers, a scouted RIP fleet heading toward your moon typically gives you time to clear. The exception is a gate-assisted RIP strike — an attacker who gates RIPs to a nearby moon and launches from there can cut the warning window dramatically. This is exactly why your own gate network needs to include awareness of enemy gate-capable moons.
For alliance-level moon defense coordination, see the alliance warfare and politics guide — specifically the sections on mutual defense triggers and intelligence sharing protocols.
Moon Ops on OGames Universes
The three OGames universes each create a different moon operations environment, and understanding which universe fits your playstyle is as important as the mechanics themselves.
Andromeda (50x economy, 50x fleet, 100x research) runs at a pace where moon infrastructure matters but is not instantly decisive. The 20% moon chance cap means you need engineered battles to guarantee moons — natural combat may not be enough. The 5,000 DM at signup and 1,000 free DM weekly give you enough to accelerate construction without paying, but you will need to prioritize: build your gate before your phalanx if you are an active fleeteer, or phalanx before gate if you prefer intelligence-led play. Andromeda rewards patient infrastructure builders who establish their network in the first two weeks and then leverage it for months.
Nebula (99x economy, 99x fleet, 198x research) is where moon operations become a daily currency. The 30% moon chance means most serious combats produce moons. The higher debris ratios (55% ships, 22% defense) mean larger debris fields and thus bigger moons from contested battles. The 10,000 DM signup bonus and 10,000 weekly DM let you rush a full moon infrastructure stack within days. Jump gate networks on Nebula are almost mandatory for competitive play — the combination of fast fleet speeds and compressed travel times means a single well-placed gate can cover an entire theater of operations.
Proxima (200x economy, 200x fleet, 400x research) is extreme. The 40% moon chance, 80% ship debris ratio, and 50,000 weekly DM create an environment where experienced players can have multiple moons in multiple galaxies within the first week. Gate networks here are not infrastructure — they are the primary means of power projection. Phalanx coverage needs to be mapped carefully because at 200x speed, attack windows are measured in seconds, not minutes. If you are new to moon operations, Proxima is not where you learn; it is where you execute a plan you already have. Start on Andromeda or Nebula to internalize the mechanics, then bring that doctrine to Proxima when you are ready to compete at the highest level.
Across all three universes, the generous daily rewards, login streak bonuses, and free Dark Matter mean you never need to pay to build competitive moon infrastructure. The free Dark Matter guide covers how to maximize these without spending a cent. Use DM primarily for accelerating Sensor Phalanx and Jump Gate construction — these are the buildings with the highest strategic return per Dark Matter spent.
Putting It All Together: A Moon Doctrine Checklist
Moon infrastructure doctrine is not a single tactic — it is a system of interlocking advantages that compounds over time. Here is the operational checklist veterans use when setting up a new universe presence:
- Week 1: Engineer at least one moon battle in your primary system. Target the largest debris field you can produce for the best moon size odds. Use DM to rush Lunar Base and Robotics Factory immediately.
- Week 2: Build Jump Gate on your primary moon. Scout the universe for the natural travel corridors — where do the active players live? Position your second moon goal accordingly.
- Week 3: Add Sensor Phalanx Level 3–5 to your primary moon. Map the coverage radius. Identify the gaps. Begin scanning active players' systems on a regular intelligence rotation.
- Week 4+: Expand the gate network. Each new gate should serve a strategic purpose: closing a coverage gap, providing a new strike corridor, or securing a key resource galaxy. Never build a gate out of habit — build it because you know exactly which edge of your network it completes.
- Ongoing: Practice the lanx-strike pipeline under low-stakes conditions. Time your scans, practice the jump-and-launch sequence, verify your timing math. The mechanics are simple; the execution under pressure is the skill.
Moon operations reward players who think in systems. A single moon is a convenience. A three-gate network with interlocking phalanx coverage is a strategic weapon that changes how every player in your vicinity must behave — they cannot fleetsave sloppily, they cannot leave resources unattended, and they cannot assume you are hours away. That asymmetric pressure, maintained consistently, is how top fleeteers dominate server rankings. For more on translating this infrastructure advantage into ranking gains, see the rankings climbing guide.
FAQ
Can an enemy spy on my fleet if it is parked on a moon?
No. Espionage probes cannot scan a moon — they return no information about what is on the moon's surface. The only way an enemy can locate your fleet on a moon is to use a Sensor Phalanx to scan the systems your fleet travelled through while in transit, or to launch a Deathstar moon-destruction mission to remove the moon entirely. Once your fleet is sitting on a moon, it is invisible to probe-based intelligence.
How many deuterium does a phalanx scan cost, and can it be reduced?
Each Sensor Phalanx scan costs exactly 5,000 deuterium on standard OGame settings. This cost is fixed and cannot be reduced by research or commander bonuses. On high-economy servers like OGames Proxima (200x), deuterium production is fast enough that scan costs are negligible, but on more moderate speeds, a heavy scanning habit can noticeably dent your deuterium reserves. Budget accordingly and scan with purpose rather than constantly. For deuterium economy optimization, see the deuterium economy guide.
What happens if both the attacker's Deathstars and my moon are destroyed in a moon shot?
A moon destruction mission has two simultaneous random rolls: one determines whether the moon is destroyed (probability increases with RIP count, decreases with moon size), and one determines whether the attacking Deathstars are destroyed by the moon's gravitational defense (probability increases with moon size, decreases with RIP count). Both events can occur in the same mission — resulting in the moon being destroyed and the attacker losing their Deathstars simultaneously. This mutual-destruction outcome is one reason moon shots against large moons are considered high-risk attacks even for well-resourced players.
Is it worth building defenses on a moon?
Generally no, except in specific scenarios. Moon defenses consume fields that could be used for infrastructure, signal to enemies that something valuable is present, and do not stop a determined Deathstar strike. The exception is alliance warfare, where even modest defenses on a strategic phalanx or gate moon can force an attacker to spend time and resources clearing them before the moon shot, giving your alliance time to respond. For casual and solo play, invest those resources in a better fleet save and a higher phalanx level instead.
How do I time a lanx strike on OGames speed universes?
The core calculation is: target arrival time minus your attack flight time equals your launch time. On speed universes, all flight times are divided by the speed multiplier — a trip that takes 60 minutes on 1x takes roughly 30 seconds on Proxima's 200x. Phalanx the target system to see their fleet's return timestamp. Calculate how long it takes your fleet to reach the target from your nearest gate-receiving moon. Subtract that flight time from the target's return time — that is your launch window. Aim to land 10–30 seconds before the target fleet arrives. Use a timer and practice the sequence so your gate jump, fleet selection, speed selection, and launch all happen within 60–90 seconds of each other. On Proxima especially, any delay in the launch sequence can cause you to land after the target fleet returns and the window closes.
Moon infrastructure is one of the highest-leverage investments you can make in OGame — and on OGames, the generous moon chance rates, free Dark Matter, and high-speed universes make it more accessible than ever. Whether you are building your first gate network on Andromeda or running a mature phalanx grid on Proxima, the doctrine translates directly into wins. Register on OGames and start engineering your first moon today — the strategic high ground is waiting.