Since I’ve both received and passively observed many different types of questions about the concept of a “moon” in OGame, I figured I’d create a general FAQ here which attempts to cover the entire topic, even if only in a brief level of detail.
Please note guys that this is my first article for OGameTips, so please, go easy and provide feedback for anything that needs improvement. Disclaimers aside, on with the show!
What IS a moon?
A moon is a satellite that orbits a planet due to its gravitational pull. In the world of OGame, the technical aspects of a moon are irrelevant (thankfully). Therefore, the OGame definition of a moon is a “highly specialised colony that almost acts as an extension of an existing planet”.
So, if a moon is like a colony… can I base my fleet there? Can I attack or espionage one?
Provided the moon belongs to a planet you control, you can base your fleet there, and provided it belongs to a planet belonging to another player you are allowed to attack, you can attack/espionage one.
How do I get a moon?
Heh, this one’s been answered more times than the sun has set. Still, for the newer players, I’ll summarise the process here:
A moon is formed from the debris field floating in a planet’s orbit after a clash. For every 100,000 units of metal/crystal that is present in the debris field, there is a 1% chance of a moon occurring, to a maximum of 20%. Therefore, a debris field of 2,000,000 is the ideal “moon attempt” or “moonshot”.
There are several miscellaneous points to consider regarding the debris field and moonchance:
Each debris field can only produce ONE moonchance. For example, a planet has 300 crystal floating in its orbit, and a crash occurs that bumps this up to 100,300. No moonchance will be created. The 300 crystal must first be harvested before a moonshot is attempted.
Edit: Given that my erroneous wording above changes the meaning of the entire paragraph above, I should rephrase it based on a comment I received.
The same debris field CAN produce multiple moonchances, but they do NOT add up. For example, if you have a debris field with 1,000,000 metal and crystal (10% chance) that did not produce a moon, then you add 100,000 to it, the chance will be calculated as 1%, NOT 11%. Therefore, you only get a moonchance based on the most recent battle. (thanks to fernando for this)
- Should the moonchance prove successful, the moon is created instantly. This means that someone cannot “steal the debris field before the moon has formed”.
- In the event of the creation of a moon, the debris field that gave the moonchance will NOT disappear. Illogical, yes, but it’s simply the way it goes.
If you can get a moon, can you LOSE one?
Yes. Any fleet containing at least one Deathstar can be sent on a Destroy mission to obliterate the target moon. The moon’s size and the number of Deathstars in the attacking fleet are the primary factors in the calculation, which can be found in other articles on OGame Tips or on http://ogame.wikia.com
What’s the best moonshot strategy?
The general consensus states that the destruction of 1,667 Light Fighters in the orbit of a planet is the most cost-effective method for a 20% moonchance, due to the Light Fighter’s low cost and good ratio of metal to crystal.
A planet has a size and temperature statistic… so does a moon have anything of the sort?
Yes. A moon has both a size and temperature statistic. While the temperature currently serves no purpose, the size determines the maximum number of fields available using the following formula:
max fields = (SIZE / 1000) ^ 2
If your moon is 5,500+ km in diameter, you can forget this statistic in terms of fields, because you will NOT reach the maximum (given the exorbitant cost of the Lunar Base at high levels).
What’s so special about a moon?
While a moon does only have a limited range of buildings, it does allow the construction of three unique buildings (Lunar Base, Sensor Phalanx and Jumpgate) that cannot be built anywhere else. It also helps in cheap, cost-efficient fleet transportation (viat the Jumpgate), as well as fleetsaving.
So… What are the advantages to having a moon?
There are many advantages to having a moon.
- Provides access to the Sensor Phalanx, an invaluable tool for a fleet crasher.
- Provides access to the Jumpgate, an invaluable tool for those who have large distances between their colonies, especially across galaxies.
- Serves as a ‘base’ (given that it cannot be the target of IPM attacks, nor can it be the target of a Phalanx scan).
- Because of the above point, it is the ultimate way to fleet save (moon—> moon or moon—>debris field).
I just got my moon and it has 0/1 fields used, but I can’t build anything!
You must construct a Lunar Base first. Doing so adds 3 fields to the total, while adding one to the number of fields used, via providing a “terraforming effect” (and just like the Terraformer, it cannot be deconstructed once it is built). In the case of level 1, it turns 0/1 fields used into 1/4 used.
I see how a moon has hardly any fields… Therefore, what should I build?
Heh, that’s exactly right: a moon has a limited number of fields, and these are also expensive to develop. Therefore, they must NOT be wasted.
Not too long ago, I developed my own personal build order for a moon (written up out of anticipation about my own upcoming moonshot):
- Empty (0/1 fields used)
- Lunar Base 1 (1/4 fields used)
- Robotics Factory 1 (2/4 fields used)
- Robotics Factory 2 (3/4 fields used)
- Lunar Base 2 (4/7 fields used)
- Robotics Factory 3 (5/7 fields used)
- Robotics Factory 4 (6/7 fields used)
- Lunar Base 3 (7/10 fields used)
- Robotics Factory 5 (8/10 fields used)
- Robotics Factory 6 (9/10 fields used)
- Lunar Base 4 (10/13 fields used)
- Robotics Factory 7 (11/13 fields used)
- Sensor Phalanx 1 (12/13 fields used)
- Lunar Base 5 (13/16 fields used)
- Sensor Phalanx 2 (14/16 fields used)
- Sensor Phalanx 3 (15/16 fields used)
- Lunar Base 6 (16/19 fields used)
- Sensor Phalanx 4 (17/19 fields used)
- Sensor Phalanx 5 (18/19 fields used)
- Lunar Base 7 (19/22 fields used)
- Sensor Phalanx 6 (20/22 fields used)
- Sensor Phalanx 7 (21/22 fields used)
- Jumpgate (22/22 fields used)
Now, at this point, you MAY want to start deconstructing the Robotics Factory and fill up the remaining fields with Shipyard (if you want to build some defence on your moon). Otherwise, just leave it how it is. I focused on the Robotics Factory first in order to reduce the building times for the higher levels of Phalanx, and of course the Jumpgate, as much as possible.
Note: you may want to consider building at least a level 1 Shipyard for the ability to build Solar Satellites. Their energy production is irrelevant, but they can provide a counter-espionage chance and can be (unconfirmed) sent through a Jump Gate.
I’ve noticed how you can build the storages on a moon… yet no mines! What gives?
The point is that NOTHING gives. No, seriously, the storages don’t do anything on your moon, so don’t EVER waste a field with a Metal/Crystal Storage or Deuterium Tank.
If you build a Shipyard on a moon, can you build Solar Satellites?
Yes, but again, there’s no point because a moon can’t build anything that requires energy to maintain/upgrade.
Well, that about wraps it up. Remember, if you have any questions, feel free to leave a comment and I’ll address it as soon as I am able.
For more Information and Tips on OGame Moons…
- Moon Recap – by Tublecain
- Can my moon be destroyed?
- I now have a moon
- How to get a moon
- Moon Ratings, Deathstars and Lunar Bases
- Moon Buildings
- Buildings on the Moon
- Once in a Blue Moon – General Moon FAQ
- Moon Search Results at OGame Tips