On a freshly launched speed universe, the scoreboard is a blank slate for exactly one week. Every player — veteran or newcomer — starts from zero resources, zero fleet, and zero research. Discipline in those first 168 hours decides who lands in the top 100 and who spends the next month playing catch-up. This guide is a launch-week battle plan: what to build in hour one, what milestones to hit each day, when to start raiding, and how to read a young leaderboard so you know exactly where you stand.
Launch Week Is Everything

OGame speed servers compress months of progression into days. On OGames universes like Nebula (99× economy, 198× research) or Proxima (200× economy, 400× research), a building that would take six days on a 1× server finishes in minutes. This compression does not just benefit your account — it benefits every account equally, which means the competitive gap between a player who is online at launch and one who joins three days late is enormous and almost impossible to close.
The reason launch week matters so much comes down to compounding. Resources on a speed server flow fast, but the player who converts those resources into production buildings earlier generates exponentially more metal and crystal over the first seven days. A mine level gained on day one produces at multiplied speed for 168 hours; the same mine level gained on day four produces for only 72 hours. The early lead snowballs in exactly the same way as the economy snowball effect describes — and rankings are a direct reflection of that compounding score.
Understanding the scoring system is the first competitive move. Your OGame score is the sum of resources spent across buildings, research, ships, and defenses — converted at a fixed ratio to points. Ships score fewer points per resource than buildings because ships can be destroyed, but they generate raiding income that funds more buildings. During launch week, the highest-ranked players almost always have the deepest mine stacks, not the biggest fleets. Keep that priority order locked in your head from the first minute.
Hour One: The Perfect Start

The moment the universe opens, you have one job: queue the first building upgrade without wasting a second on the tutorial pop-ups or exploring the interface. Here is the exact sequence that maximises your score lead in the first sixty minutes.
- Immediately upgrade Metal Mine to level 2, then 3. At 99× or 200× speed, each level completes in seconds to a few minutes. Do not touch Crystal Mine yet — metal is the limiting resource for every early building, and its storage fills fastest if you neglect production.
- Queue Crystal Mine to level 2 after Metal Mine hits 3. You need crystal for research and for the Shipyard.
- Raise Solar Plant in parallel with every mine level. Energy deficit halves your mine output. Keep Solar Plant at least one level ahead of combined mine demand.
- Claim your signup Dark Matter immediately. On Andromeda you receive 5,000 DM; Nebula gives 10,000 DM; Proxima gives 20,000 DM. Activate the Geologist commander first — the +10% metal production compounds across every mine level you build this week.
- Set your planet position before the universe fills. Slots 4–6 in a system give slightly more fields than extreme slots, but the real priority is galaxy position. Galaxies 1–3 fill with active players first; settling there puts potential raid targets within short fleet-travel time.
A common hour-one mistake is spending time reading alliance recruitment chats or scouting the galaxy view before you even have a Shipyard. Resist that urge completely. Every minute of mine downtime in hour one costs you compounding production over the entire week. Open the galaxy view only when you are waiting on a building queue that has more than two minutes remaining.
Day-by-Day Targets

The following targets are calibrated for Nebula (99×) as a baseline. On Proxima (200×) you hit these checkpoints roughly twice as fast; on Andromeda (50×) allow roughly double the time. Adjust accordingly, but the order of priorities is identical across all three universes.
Day 1 — Mine Foundation
Target: Metal Mine 10+, Crystal Mine 8+, Deuterium Synthesizer 6+, Robotics Factory 4, Research Lab 4. These numbers unlock Computer Technology and give you the research speed to start Espionage Tech before day two. Do not build a Shipyard yet — you have nothing meaningful to produce in it without at least Combustion Drive researched. Every resource that goes into a Shipyard before you need it is a resource not going into mines.
Day 2 — Research Unlock and First Ships
Target: Espionage Technology 3 (lets your probes return useful reports), Combustion Drive 6 (unlocks Large Cargo), Shipyard up, first 5–10 Large Cargos queued. This is when the raiding phase begins. Your economy alone cannot sustain top-100 pace — you need income from inactive or low-activity players. Espionage Tech 3 gives you enough detail to identify targets worth attacking: look for players with resources sitting above 10,000 metal or crystal who have no fleet and no defenses reported.
Day 3 — Raiding at Scale and Colony Prep
Target: 30–50 Large Cargos, Light Fighters for escort (10–20 is enough to destroy minimal early defenses), colony ship queued. Your first colony dramatically expands your production base and your score. Choose a position in a different galaxy from your homeworld to maximise the systems you can probe from two anchor points. Upgrade that colony's mines immediately — a neglected colony is wasted compounding time.
Day 4–5 — Second Colony and Fleet Growth
Target: second colony active, Impulse Drive 3 (unlocks Cruisers), first 5 Cruisers for harder targets. By now the leaderboard is stabilising around players who executed the mine-first plan. Check the top 20 scores: if the gap between rank 1 and rank 100 is already 50% or more, the early window has partially closed but top-100 is still achievable through consistent raiding and uninterrupted mine upgrades.
Day 6–7 — Consolidation and Defence
Target: three colonies active, mine stack growing toward level 18–22 on homeworld, first defensive structures (Rocket Launchers, Light Lasers) on each planet. At this stage you are likely to start attracting counter-espionage from larger players. Fleetsave discipline becomes critical — park your fleet and cargo on a moon or in expedition if you cannot watch the screen. Losing your raid fleet on day six is a week-long setback.
Early Raiding Windows

Raiding on a speed server is not optional if you want top rankings — it is the primary income source for the first two weeks. The players who finish launch week in the top 50 are almost universally running raid loops every hour or two during peak play sessions. Here is how to identify and exploit the early raiding window effectively.
Target selection: In the first 48 hours, the best targets are players who registered, built a couple of mines, and then went inactive. They have no fleet, no defenses, and resources sitting on their planet accumulating at their slow early-game rate. Probe every system within 5 positions of your colonies. On a fresh universe, you will find dozens of these accounts per galaxy. Sort by activity status — the grey skull icon in the galaxy view flags players who have been offline for more than a day.
Probe before every attack, no exceptions. Espionage reports on a speed server go stale fast. A player who was offline at 03:00 might have logged back in by 07:00, built a handful of defenses, and put their resources into buildings. Attacking without a fresh probe wastes your fleet travel time and risks your ships against unexpected defenses.
Timing your raid loops: The most efficient loop is probe-on-departure, meaning you send espionage probes to a list of targets, then 30–60 seconds later dispatch your cargo fleet to the best-looking ones. By the time your cargo arrives, the probe report is recent enough to be reliable. On Proxima at 200× fleet speed, even cross-galaxy trips are short enough to run loops across your entire colony network in under an hour.
Debris field harvesting: OGames has generous debris field settings — Nebula returns 55% of destroyed ships and 22% of destroyed defenses to the debris field. If you find a target with even minor defenses, the resources in the resulting debris can exceed what was on the planet. Always send a Recycler along with your attack fleet. For a deeper look at exploiting high debris rates systematically, the high-debris moon farming guide covers the mid-game version of this strategy.
Alliance coordination: Joining an active alliance in the first 48 hours unlocks ACS (Allied Combat System) attacks. A three-player ACS on a target that would otherwise be too heavily defended for your solo fleet can generate significant shared income. The alliance leaderboard also rewards coordinated play — a top-5 alliance in week one provides protection against counter-attacks that solo players simply cannot afford.
Reading the Young Leaderboard
The OGame leaderboard on a fresh speed server is one of the most information-dense tools available to a competitive player, and most people ignore it beyond checking their own rank. Here is how to extract actionable intelligence from it during launch week.
Score velocity, not absolute score: The number that matters is not where someone sits right now but how fast their score is growing. A player at rank 15 who gained 200,000 points in the last four hours is building mines aggressively. A player at rank 8 who gained 40,000 points in the same window is probably online less or has shifted spending toward fleet. Checking the leaderboard twice a day at consistent times gives you a rough velocity read for the top 50.
Economy vs. military split: OGames shows separate rankings for economy (buildings + research) and military (fleet + defenses built). During launch week, the economy leaderboard is the one that predicts long-term dominance. If you are in the top 100 overall but rank 40 in economy, you have a raiding income that is inflating your score but a production base that will fall behind once inactives are depleted. The players ranked top 20 in both economy and overall at the end of week one are the ones who will dominate the server six months later.
Identifying your real competition: Look for players within 10–15% of your score who are in nearby systems. These players are your true competitors for the next fortnight — they are raiding the same inactives, growing at a similar rate, and are close enough to threaten your fleet. Watch their military score. If it spikes sharply overnight, they have either built a large fleet or are about to start targeting players at your score level.
Using the Battle Hall: OGames includes a Battle Hall that logs recent significant combat across the universe. Check it daily. It tells you who is fighting whom, what fleet compositions are being deployed, and — critically — who is losing ships (and therefore generating debris fields you might be able to recycle if you are close enough). The Battle Hall also signals which alliances are at war, which changes the risk calculation for raiding members of those alliances.
Sustaining After the Push
The end of week one is not the end of the competitive race — it is the point at which the leaderboard begins to stratify permanently. Players who maintained mine discipline all week now have production bases that generate resources faster than most inactives can be raided. Here is how to sustain your ranking momentum into week two and beyond.
Convert raiding income to mines immediately. The single biggest mistake week-one raiders make is hoarding resources. On a speed server, resources sitting on a planet are a theft target. Every resource you have mined or raided should be in a building queue, a ship queue, or a research queue within an hour of arriving. If you are holding more than two hours of production on your planet because you are waiting for a building to complete, push the resources into a smaller upgrade or start a ship build to drain the stockpile.
Fleetsave discipline from day three onward. The fleet save timing guide explains this in full, but the core rule for launch week is: any fleet worth more than four hours of your mine production must be in the air or on a moon when you are not actively watching the screen. On Proxima, where fleets move at 200× speed, a player can probe and attack you within minutes of spotting your fleet parked. Do not give them the opportunity.
Dark Matter allocation from week two: Your weekly free Dark Matter — 1,000 DM on Andromeda, 10,000 on Nebula, 50,000 on Proxima — should be reinvested into the commander stack rather than cosmetics. After Geologist (mine production) in week one, the priority for week two is usually Engineer (reduces defenses' energy consumption, increases their fire power) if you are building a defensive base, or Admiral (fleet slots) if you are running large raid operations. The Dark Matter spending guide has a full priority breakdown by playstyle.
Second and third colonies as production anchors. A common week-two error is treating colonies as pure mine farms. Your colonies are also raid staging points. A colony in galaxy 3 lets you probe and attack systems in galaxies 2–4 with much shorter travel times than launching everything from galaxy 1. Position colonies strategically: one near your homeworld for local defense, one or two in areas of high player density where inactive farming is richest.
Don't ignore the academy. OGames' daily quests and commander progression provide permanent percentage-based bonuses that compound exactly the same way mines do. Completing daily quests takes five to ten minutes and generates bonus resources and DM on a consistent schedule. Players who skip the academy to focus purely on mines are leaving a meaningful advantage on the table, especially in a long-running universe. For a complete daily structure that integrates academy tasks with mine management and raiding, the fast OGame daily routine guide is worth reading alongside this launch-week plan.
FAQ
How quickly can I realistically reach top 100 on a new speed universe?
On Nebula (99× economy) or Proxima (200× economy), a disciplined player who follows the mine-first plan and runs active raid loops can reach top 100 within 48–72 hours of universe launch. Top 50 is achievable within the first week for players who are online 4–6 hours per day during the early days. The window is tightest in the first 24 hours — every hour of offline time in that window is difficult to recover.
Should I join an alliance immediately or wait until I'm stronger?
Join within the first 24 hours if you can find an active alliance with players in your galaxies. The ACS combat bonus, the shared espionage intelligence, and the protection against early raids far outweigh any reason to wait. A top-5 launch-week alliance is worth more than 20% additional mining speed in terms of survivability. If no good alliance is recruiting yet, create one and recruit aggressively — being a founder costs nothing and puts you in an alliance leaderboard position from day one.
Is Deuterium worth prioritising early for Deuterium-hungry fleet moves?
Not in the first 48 hours. Deuterium Synthesizer to level 5–6 covers your early research costs and provides enough fuel for Large Cargo raid loops. Beyond that, prioritise Metal Mine and Crystal Mine until you have a functional Shipyard and the first round of raids underway. Deuterium becomes significantly more important from day three onward when you are running Cruisers and considering colony ships, but over-investing in deuterium in hour one is a common trap that delays your mine stack.
What is the best universe for a first-week rankings push — Andromeda, Nebula, or Proxima?
Proxima (200× economy, 400× research) compresses the learning curve the most and rewards intensive first-week play the hardest. Its 80% ship debris rate and 32% defense debris rate also mean that early combat is extremely rewarding, and the 20,000 DM signup bonus plus 50,000 DM weekly income lets you run a full commander stack immediately. However, Proxima is also the most punishing if you lose your fleet — ships are built fast but destroyed just as fast. Andromeda (50×) is more forgiving and better for players who cannot be online for the critical first 24 hours. Nebula sits between the two. Compare all three universes before committing.
How do I protect my early fleet while still running raids around the clock?
The standard method is the long fleetsave during sleep and the short recall during active sessions. While you are playing, keep your cargo fleet in constant motion — it is safest when it is traveling. When you stop playing, send your entire fleet (cargo and combat ships combined) on a recycler mission or a long deployment to a distant colony timed to return 30–60 minutes after you expect to wake up. On OGames, moon-based fleet saves are available once you have enough fleet to trigger a moon from a debris field — until then, deployment missions are your best protection. Never leave ships parked on a planet unattended for more than 30 minutes on Proxima.
Launch week on OGames is unlike almost any other competitive gaming experience — a true blank-slate race where preparation and discipline matter more than account age or spending history. If you want to test this plan on a live universe with free Dark Matter, generous debris rates, and an active playerbase, register on OGames and pick your starting universe. The next launch window is always closer than you think.