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Fleetsaving and Moons

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Fleetsaving and Moons Empty Fleetsaving and Moons

Post by Guest Wed Jan 13, 2010 5:37 pm

If you're new to Ogame, or are wondering how to avoid your precious fleet being recycled along with your resources taken while you're asleep, then there's no more important concept to learn than "fleetsaving", namely, the technique used to 'save' your fleet from being attacked while you're offline.

Mastering the art of fleetsaving requires understanding one important concept of Ogame, that while your fleet is moving around the Universe, it cannot be attacked. This is not Star Wars, if your fleet is not sitting on your planet, no-one can hit it. Therefore it is imperative that that you fleetsave while you're not online.



Ok, for starters, there are numerous missions that can be used for fleetsaving, all of which I will cover here.

1) A 'Harvesting' mission to a debris field.
As a method for fleetsaving, harvesting is particularly easy to master. Simply select your recycler (if you haven't built one yet, refer to your technology page to find out what you need) and the rest of your ships, and send them off to a debris field (remember to also add your res onto the ships, this will clear the planet of resources and make it unprofitable to hit). The time taken for the fleet is ONE WAY ONLY. Therefore, you should estimate how long you are going to be offline, and pick the flightime that is HALF that amount. Always act conservative, if you believe you will be back in 9 hours then fleetsave for 10. This is to prevent your fleet arriving back on your planet early, which may then leave enough time for an opponent to attack it. It will also make sure you are online before your fleet lands, which may be useful if you need to try and avoid a phalanx hit.


2) 'Deployment'
If you have another planet, it is possible to fleetsave by deploying your ships to your other planet. This is especially useful in the beginning of a Universe as you won't yet have the techs for recyclers. Remember to use this tactic means that you must choose the time you're not going to be online carefully, as it will only be ONE WAY. For example, if you are going to be online in 9 hours time, pick the 10 hour flightime, which will hopefully prevent your fleet being destroyed between it's landing and you logging on.

This tactic is useful for players as it can allow them to move large fleets overnight for minimal deut costs, as well as being used to deploy ships you've just built to other colonies, or simply transport res. Remember, you can save every single ship and all your res with this method.


3) 'Attacking'
Fairly self-explanatory this one. Find an inactive that your fleet can hit profitably, and send your ships at the speed needed. This way, you can wake up to your fleet home safe and sound plus a bit of extra res to send. If you time your recyclers to reach the debris field after your fleet hits you can also get that back, reducing losses.The best tactic to use is to send your attacking fleet off on it's own, then send your recs with all your other ships (cargoes/probes etc) along with your res. This way, even if anything does go wrong with the attack your res is still safe. Make sure you ONLY use this method on inactives, an active player would have plenty of time to 'ninja' (bring a larger fleet to their planet to destroy your attacking fleet) your fleet, whereas the chances of an inactive player ninja-ing you are remote.


4) 'Transporting'
Again, simple enough, however remember that once your fleet reaches it's destination your res will be left there, perhaps leaving it exposed to raiders. Also remember the time is ONE WAY, so you need to double the time in order to make sure the fleet arrives after you log on.


5) Espionage
Just like the attacking method, except you include a probe and select the mission 'espionage'. The benefit? Well, you may be surrounded only by turtle inactives, with this method you can fleetsave to their planets and avoid an attack (make sure they have no ships there, as this will give you a 0% of being counter-espionaged). As with the attacking mission, only use this method on inactive players, for the same reasons (ninja).



These techniques will all serve you well in the early days of a universe. However, in some of the older universes, you may have noticed the occasional presence of an 'M' next to the planet slot number. The presence of this letter is important in its own right, if you haven't already, now may be a good time to read the Moon, Jumpgate and Phallanx FAQ ver3 (posted below)

So, you've read that and are wondering what that means in actual terms?
Phalanxes, which can ONLY be built on moons, are a practical nightmare for your fleet. With a phalanx, it is possible for a player to time his/her fleet to arrive a few seconds after yours returns to your planet, giving you no chance to fleetsave and ruining your day (known as "phalanxing" or as a 'phalanx hit')



There are a few ways to avoid phalanxes, whch I will detail here:

1) Your OWN moon. Moons cannot be phalanxed, full stop, end of story, if you've got a moon, there is no excuse for being crashed really, short of a connection loss/natural disaster etc. If you fleetsave from a moon to another moon using a deploy mission, or a moon to a debris field as a harvesting mission, no-one can phalanx you and you can therefore feel relatively safe. Remember, a deploy save between moons needs to be set to arrive after you expect to log on just in case. Even though harvesting missions from moons aren't phalanxable, extremely able players are able to examine your times by watching debris fields disappear. For example, if I were to watch your debris fields, and I saw a DF in your system disappear, I could guess at what time your ships would return and 'blind phalanx' them. To avoid this, send off waves of single recyclers as decoys, vary your fleetsaving times, and fleetsave to a different debris field every night, even to debris fields outside your system if you feel the need. Having a moon is the easiest method for avoiding phalanxes, however, some of you may not have moons...so read on...


2) The recalled deploy. Phalanxes cannot see recalled deployments. So, if you deploy, and are being phalanxed, then recall you fleet, and voila, you can consider yourself safe, although you will face the wasted deut bill. One of the most tried and tested ways of fleetsaving without moons is to send your fleet off on a long deploy, then login halfway through and recall it. This will cause the fleet to disappear from any enemy phalanxes, and it will arrive safely on the planet you sent it from. The only issue with this is if you are deploying to a planet far away, the deut bill will rise steeply as your fleet grows. Sometimes, if your defences are large enough, it may be wise to split up your fleet and fleetsave bits separately, with a small amount of fleet it may be impossible for an attacking player to profit, whereas a larger fleet offers more debris and as a consequence, more profit.

These 2 are the ONLY methods to fleetsave without the possibility of you being phalanxed.



There are a few general game points that you may/should remember whilst fleetsaving:

1) Death Stars are good for fleetsaving, as they travel very slowly and use very little deut. This slows down the overall speed of your fleet, allowing you to save for extremely long times whilst using very little fuel. This can be exceptionally handy if fleetsaving by deploying between 2 colonies in the same system, or for moon to debris field harvesting fleetsaves.

2) You may see that some bigger players do not fleetsave. This is becuase their fleets and defences are so big, no-one is able to take them out without unprofitable losses. However, it is only when exceptionally large fleets are owned that players dare to do this, fleetsaving is a must for most gamers. Players that hide behind huge defences are known ingame as 'turtles', and hunting turtles has become a fairly popular sport and is usually actively discouraged by the OGaming community.

3) Some very good players may crash fleets by learning their online times and therefore knowing when you fleetsave, allowing them to time their fleets close even without a phlanx. To avoid this, fleetsave to different debris fields, at different times, or by splitting your fleet up for the maximum safety margin.

4) It is always worth leaving a few recyclers and transports on your planets 'just in case'. You never know what may happen in OGame, and should the worse come to the worse, you will have options available to res-save or, should the unthinkable happen, attempt to collect the debris of your fleet before your sly attacker.



Ultimately, just remember that players will always attack you to make a profit. If you leave resources or ships lying about, they'll get destroyed, defence or not, if the attacker can use your hard-earned res for something else. So, make yourself unprofitable by fleet-saving and res-saving, and you'll progress a lot quicker. If your alliance is at war then the rules are slightly different, as players will attack you just for the hell of it, but if you've fleetsaved you've got nothing to worry about.



Final recap:

1) The safest way to fleetsave is between moons via a deploy mission.
2) If you dont have a moon, use the recalled deploy method.
3) ALWAYS time your fleet to land AFTER you expect to be online. You never know when you'll miss the bus or your alarm clock will fail.

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Fleetsaving and Moons Empty MOONS, Jumpgates and Phalanx

Post by Guest Wed Jan 13, 2010 5:40 pm

This is an updated version of the FAQ previously updated by Zulu, including more info than before aswell as updating some parts that have changed since the last update. This FAQ covers what to do before you get a moon, how to get a moon, and what you can do with your moon. Now to the FAQ:)

Thinking of getting a moon?


1. First Steps

In some situations you may need to contact a Go for permission first before initiating the "Moon shot" or "Moonchance". These are:

* A-When you are paying a higher ranked player to build a fleet to the crash into your planet. The payment may not exceed the cost of the moon shot.
* B-When you crash a moonshot fleet into a higher ranked players planet and he recycles the DF with the intent of repaying you your losses.

The basic rule of thumb is if the higher ranked player ends up with any profit it'll be a push and banable. To open a ticket for a moonshot click here http://support.ogame.org/. It will be helpful to the GO if you know the relative time and cords of the planets involved when opening the ticket. The situations that do not need permission first are when each player crashes an equal moonshot fleet into each others planets and each recycle their own DF or when you just leave a moonshot fleet sitting on your planet hoping that someone will crash it while you're offline.


2. After permission is gained

You will need to think about where you will be having your moon, the size that you would like your moon, and the amount of res that you are prepared to use to get your moon.

If you've been crashed and have a moon smaller than 8k already over the planet you would like to have a larger and as such more useful and less likely to be destroyed moon instead you can delete your moon as you would a colony and try for a larger one. I highly suggest if it is a planned moonshot to not scrimp on the fleet for it as later on you'll likely regret not spending that extra 1kk res that is now so easy for you to get and end up losing a moon with millions of res invested into it instead.

The size of a moon can be determined by the amount of res that you are prepared to spend to get the moon. Each moonchance is identifiable by a percentage factor. Each percent chance of getting a moon requires 100,000 units of debris to be created around your planet. This is done by either getting someone to crash a weaker fleet into your defense, or, by getting a stronger fleet to crash your fleet that sits on the planet surface. Each 100,000 units of debris will give a 1% chance of a moon appearing, with the maximum chance being at 20% (a meager 2million of debris).

3. Making A Moon

Below I have included a list of percentage moon chances (5, 10,15 and 20) and the number and type of each ship that you can use to create it. Note that while the list is accurate it does not list the losses. Each listing creates the minimum loss to be able to create the necessary DF, however some of the listings, such as the Cruisers will cause you more losses in lost Deuterium used to build the ships, that is not put into the DF.


5% Chance
417 Small Cargo Ships
139 Large Cargo Ships
417 Light Fighters
167 Heavy Fighters
62 Cruisers
28 Battle Ships
56 Colony Ships
105 Recyclers
1667 Espionage Probes
23 Bombers
16 Destroyers

10% Chance
884 Small Cargo Ships
278 Large Cargo Ships
834 Light Fighters
334 Heavy Fighters
124 Cruisers
56 Battle Ships
112 Colony Ships
209 Recyclers
3334 Espionage Probes
45 Bombers
31 Destroyers

15% Chance
1250 Small Cargo Ships
417 Large Cargo Ships
1250 Light Fighters
500 Heavy Fighters
186 Cruisers
84 Battle Ships
167 Colony Ships
313 Recyclers
5000 Espionage Probes
67 Bombers
46 Destroyers

20% Chance
1667 Small Cargo Ships
566 Large Cargo Ships
1667 Light Fighters
667 Heavy Fighters
247 Cruisers
112 Battle Ships
223 Colony Ships
417 Recyclers
6667 Espionage Probes
89 Bombers
3334 Solar satellites
61 Destroyers
1 Death Star


When you are successful you will receive a note at the end of the CR that will read something along the lines of...
The enormous amounts of drifting metal and crystal particles attract each other and slowly form a lunar satellite in the orbit of the planet.

When a moon is created the DF still exists, meaning that it can be harvested.



Moonchance Probabilities


There are often questions about the chances of getting a moon with multiple attempts. The following is the clearest explanation that I have ever come across regarding the matter.

The "20% moonshot" events are independent, and any one of them has a 20% chance of creating a moon, independently of previous attempts. If you want to work out the chances of getting at least 1 moon in a number of attempts, you can do so as follows...

The chance of a moon *not* occurring is 80% or 0.8. (Probability of No Moon = P)

The only way that a moon will *not* occur in 2 attempts is if the first attempt does not create a moon AND the second chance does not create a moon.

P(NO MOON) * P(NO MOON)
0.8 x 0.8 = 0.64

So you can say using 2 attempts, there is a 64% chance of no moon, or a 36% chance of getting one by the end of the 2nd attempt.

For 3 attempts...
P(NO MOON) * P(NO MOON) * P(NO MOON)
0.8 x 0.8 x 0.8 = 0.512

Chance of no moon after 3 attempts is ~ 51%, chance of at least one moon by the end of 4 attempts is therefore ~49%.

The following table lists the chances of getting at least one moon by the end of so many attempts

1 attempt 20%
2 attempts 36%
3 attempts 49%
4 attempts 59%
5 attempts 67%
6 attempts 74%
7 attempts 79%
8 attempts 83%
9 attempts 87%
(100 attempts 99.999999979629640236655139137316%)

Taken from Moon Chances


Now I Own A Moon, What's Next?



1. Moon Size and Fields

Firstly, there is no field limit on a moon.

Moon sizes are not completely random. They are indeed affected by the percentage. The higher the percentage, the higher the chances are of getting a big moon. It's possible to get a 4k moon on 19% or an 8k moon on 1%, but it's very very unlikely. The exception is a successful 20% chance, this will ALWAYS give a moon of at least 8000km.

Moons start with one free field, this means that you need to build a Lunar Base first, when this is complete you will be given another 3 fields (using 1/4). If you want to expand a decent amount then you need to reserve one of these fields for the next Lunar Base, leaving 2 spare fields.


2. What Can I Build On A Moon?

Lunar Base's are the building that make the moon 'work', explained above.
Robotics Factory, this will shorten the time taken to build the buildings and any defense.
Shipyard, to build defense on moons. Note that IPMs can be fired at moons. ABMs present on the planet will intercept any IPMs fired at the moon.
Resource storage, pretty pointless to build this as it has no use.
Alliance Depot, only if ACS is in your Uni.
Phalanx, the main reason to have a moon. A device that will let you scan the surrounding planets for fleet activity that it arriving or departing at the planet. Will provide you with fleet consistency, time of arrival and place of origin.
Jump gates, provide you with a method of being able to move your fleet vast distances at no cost. Needs to be used in conjunction with at least one other jump gate owned by you.


3. What Order Do I Build Things?

This all depends on personal taste. Some people advocate that you should build only Lunar Bases and Robotics Factories until you reach lvl10 on both, and then build a Phalanx to lvl 6 or more, and a Jump gate.

If you are an active crasher, or aspire to being one, then you should be thinking of getting the Phalanx up and running asap. If you are a more cautious player then you may think about getting some defense on the moon. Typically most gamers see defense on a moon as pointless, as it is ever so easy to fleetsave/res save with a moon, due to it not being able to be scanned by another moons Phalanx.

Below you will see two short build orders, these are by no means a definitive answer. If you are still unsure about what to build after reading this then politely ask someone near you who has a moon for their advice too.

Defensive Build

Empty Moon(0/1 fields used)
Lunar Base level 1 (1/4 fields used)
Robotics Factory level 1 (2/4 fields used)
Robotics Factory level 2 (3/4 fields used)
Lunar Base level 2 (4/7 fields used)
Robotics Factory level 3 (5/7 fields used)
Robotics Factory level 4 (6/7 fields used)
Lunar Base level 3 (7/10 fields used)
Shipyard level 1 (8/10 fields used)
Shipyard level 2 (9/10 fields used)
Lunar Base level 4 (10/13 fields used)
Shipyard level 3 (11/13 fields used)
Shipyard level 4 (12/13 fields used)

Using a moon in a defensive capability includes wanting to fleetsave from it and having some defense to protect any res on the planet and the ships a little if you do get caught out.

Offensive Build

Empty Moon(0/1 fields used)
Lunar Base level 1 (1/4 fields used)
Robotics Factory level 1 (2/4 fields used)
Phalanx level 1 (3/4 fields used)
Lunar Base level 2 (4/7 fields used)
Robotics Factory level 2 (5/7 fields used)
Phalanx level 2 (6/7 fields used)
Lunar Base level 3 (7/10 fields used)
Robotics Factory level 3 (8/10 fields used)
Phalanx level 3 (9/10 fields used)
Lunar Base level 4 (10/13 fields used)
Robotics Factory level 4 (11/13 fields used)
Phalanx level 4 (12/13 fields used)

Nuts Build:

This is how I build my moons up after already having one built up.

Empty Moon(0/1 fields used)
Lunar Base level 1 (1/4 fields used)
Robotics Factory level 1 (2/4 fields used)
Robotics Factory level 2 (3/4 fields used)
Lunar Base level 2 (4/7 fields used)
Robotics Factory Level 3 (5/7 fields used)
Robotics Factory Level 4 (6/7 fields used)
Lunar Base level 3 (7/10 fields used)
Robotics Factory Level 5 (8/10 fields used)
Robotics Factory Level 6 (9/10 fields used)
Lunar Base level 4 (10/13 fields used)
Robotics Factory Level 7 (11/13 fields used)
Robotics Factory Level 8 (12/13 fields used)
Lunar Base level 5 (13/16 fields used)
Robotics Factory Level 9 (14/16 fields used)
Robotics Factory Level 10 (15/16 fields used)
Lunar Base level 6 (16/19 fields used)
Jumpgate level 1 (17/19 fields used)
Phalanx level 1 (18/19 fields used)
Lunar Base level 7 (19/22 fields used)
Phalanx level 3 (20/22 fields used)
Phalanx level 4 (21/22 fields used)
Lunar Base level 8 (22/25 fields used)
Phalanx level 5 (23/25 fields used)
Phalanx level 6 (24/25 fields used)
Phalanx level 7 (25/25 fields used)
Decon Robotics level 10 (24/25 fields used)
Phalanx level 8 (25/25 fields used)
Decon Robotics level 9 (24/25 fields used)
Shipyard level 1 (25/25 fields used)
Decon Robotics level 8 (24/25 fields used)
Shipyard level 2 (25/25 fields used)
From here you get the idea decon Robotics while building up shipyard untill Robotics is at level 2.

Note that it's not until you hit level 4 phalanx that you begin to really see how useful of a weapon it is. I personally recommend raising it to at least 7(which is 49 systems EACH way so 98 systems total) which is the point where the duet cost of sending your fleet there as well as the cost of upgrading it further become quite high.

Also note that in my build I constructed the jump gate as soon as I hit my Robotics goal. This is so that I can gate my fleet there instead of spending the millions of duet traveling there. All I do is send my transports on a moon to moon deploy with the res I want to bring and then gate my fleet there once the transports arrive. If it's your first moon there's no point in constructing the jump gate until just before you start to decon your Robotics factory as the res is better spent elsewhere until then. I also build up my moons one at a time as it costs a lot of crystal and duet to do so and is difficult to do efficiently when spreading yourself between more than one.


4. Abandoning a moon

Maybe you have a small moon on a planet but want to get a bigger one so it cannot be destroyed by RIPs that easily. In this case you can abandon the moon like a colony. Change to the moon using the drop down menu and press on the link called: Moon "Moon" at orbit of [X:XXX:XX] where "Moon" is the name of your moon. There you can abandon it.

Once it is abandoned it will still be visible in the Galaxy for 1-2 more days but in that time it is owned by the space. Missions going to the moon will still proceed and are not automatically recalled. The moon will be displayed red bordered if it was abandoned.


How Do I Use My Moon?



1. What is a Sensor Phalanx and how does it work?

A sensor phalanx allows you to scan any planet within range (range is [(level of the phalanx)² - 1] solar systems). When you scan a planet, you get a readout in a popup of all fleets going to and coming from that planet, similar to the overview screen of that player, giving the exact arrival times, and the fleet composition. The advantage of this, is a player can scan your planet, see your fleet on a mission, and time his fleet to arrive 2 seconds after at your planet, this meaning he will destroy it for sure. This is why it's vital to avoid being in phalanx range. Every scan with a sensor phalanx costs 5,000 deuterium.

note:

Quoted
What a phalanx can see:

If you scan the origin planet or the target planet:

- Fleets on attack mission (ACS too)
- Fleets on transport mission
- Fleets on espionage mission
- Fleets on hold mission (ACS)

If you scan the origin planet:

- Fleets on a harvest mission
- Fleets heading towards a moon except deployment
- Fleets recalled from all missions except deployment
- Fleets on moon destruction mission
- Fleets on colonise mission
- Fleets returning from a mission

If you scan the target planet:

- Fleets on deployment

What a phalanx can't see:

If you scan the target planet:

- Fleets recalled from deployment mission
- Fleets heading towards that planet's moon or debris field from elsewhere
- Fleets returning from a mission

If you scan the origin planet:

- Fleets on a deployment mission
- Fleets recalled from deployment mission

Special note: when scanning origin planet, you only see return time. If you scan target planet, you see only arrival time.



A few things to note when using a Phalanx:

A- The longer it's been since your last phalanx of the target the more inaccurate the time will be in your window. So be sure to refresh this within the last minute before launching your attack.

B- When trying to time your attack choose your time carefully. Avoiding a 1 second hit is impossible without cheating, 2 seconds is nearly impossible without cheating, 3 seconds is unlikely but possible, 4 seconds is possible and anything 5 seconds and above is probable. Also note that if it's a deploy mission your attacking to add 2 seconds to each of these times as there will be a 2 second lag with the fleet landing.

C- When a deploy mission is recalled it will disappear from your phalanx.

D- Fox game can be used to make it easier to time your attack by using the times in the overview.

E- If you're in an ACS uni use a single ship ie a Large Cargo or Light Fighter when first setting the time. Do this with enough time for another attempt if you miss time it as this will cost you very little duet if you need to recall it and try again compared to your entire fleet which can then be ACS'd into the attack later.

F- Planets owned by (i I) [= space] are phalanxable.

G- When phalanxing the target planet you will see the time till the fleet arrives there. When phalanxing the origin planet you will see the time till the return of the fleet but not when the fleet is arriving at it's target - it is the complete flight time that is displayed in this case!


2. What are Jumpgates and what do they do?

Jumpgates are hugely expensive buildings that can be built on moons. You need at least TWO jumpgates (and therefore TWO moons) for them to function. You can then send a fleet of as many ships as you like (but not resources, only ships) between the two jumpgates once per every 60 minutes, TOTALLY free. Jumpgate travel is instantaneous. You can only send fleets between two jumpgates that YOU own.


3. Fleetsaving

Assuming that you know what this is. With a moon you are able to fleetsave to a DF by including Harvesters in the fleet, while you are able to do this from a planet, when you do it from a moon the fleet is undetectable by Phalanx. The only vulnerable time is when it sits on your moon. This allows for some very handy fleetsaving over long distances. Having a moon in orbit also means that it takes approx 3 minutes for a fleet to travel to the planet at full speed and costing just a few 100 in Deuterium, even for a huge fleet. The advantages of this are covered just below.

Also note that Df's can be watched if your fleetsaving is too regular so mix it up as well as sending decoy fleets to gather up the DF before your main fleet does making sure to vary these times. The only 100 percent safe fleetsave is a deploy mission between moons if you are online before it arrives.

4. Ninja's

If you have two moons you are able to set up Ninja's if you have jump gates on both moons. Typically you need some bait to lure an attacker to attack with a decent sized fleet. When they are just about to hit the moon/planet, you can then send your ships through the jump gate and catch them off guard. This technique is best used with a high level of espionage, this may have the effect of limiting the attackers view of your moon, thus not enabling them to see that you have a jump gate.

Using the Phalanx you are able to see at what time a fleet will reach a certain planet. Armed with this knowledge you are now able to send your fleet to arrive at the planet (if they are returning home) just a matter of seconds after them, thus not allowing enough time for them to fleetsave. Alternatively you are able to defend someone with the same level of accuracy if you are on their buddy list.

This is the basic gist of a Phalanx Ninja, it is a little more intricate, and I would suggest that advice is sought from an experienced player, or small experimentations are made prior to a major Ninja attempt.



So are there any disadvantages?



1. Destroying Moons

Moon destruction with RIP's is a risky business. There is not a huge chance that they will be able to destroy the moon and a very good chance that they will be destroyed in the attempt themselves. The chance of the Deathstar destroying the moon is worked out with the following formula

(100 - squareroot(moonsize)) * (squareroot(number of deathstars))

For ten Deathstars attacking a moon that is 8000km in size

(100 - 89.44) * 3.16 = 33.36
So a 33% chance of succeeding

At the same time as this there is a chance that the Deathstars (including any accompanying fleet) will be destroyed by the moon, worked out by the following

(squareroot(Moonsize))/2

89.44 / 2= 44.72
A 44% chance that they will be destroyed themselves

If a moon is destroyed, all fleets returning to the moon will go to the planet instead. They then become visible when phalanxing the planet in question. All foreign fleets sent to the moon will be automatically recalled at the same moment when the moon explodes. If a moon is destroyed, you can get a new one at the same planet.



FAQ's


1. When I mouse over a moon on the galaxy page, what do those numbers mean?

-S:xxxx is the size of the moon in kilometers, and the T:xx is the minimum temperature of the moon (not useful for anything currently).


2. Can I get more than one moon, and would it be useful?

-Of course, but not around the same planet. Two moons, especially in different galaxies, would be great - you can have phalanxes on both, giving you two large scanning areas, and jump gates between them - it takes recyclers around 10 hours and 1.5k deut each to travel 2 galaxies at 100% speed, so free instantaneous travel quickly pays for itself.


3. Does the moon give extra points?

-The Moon itself doesn't give you any extra points just as a colony doesn't and is treated the same (i.e. you do get points for anything built on it).

4. Will the player I'm Phalanxing know it?

-Until they see your fleet timed to land 2~4 seconds after their's does. They do not receive any message that they are being phalanxed.

5. Can you fleet save by attacking a planet and still be undetectable when sending from the moon since moons can't be scanned?


-Yes, BUT they may pick up your fleet by scanning the planet you're attacking. This is not recommended.

6. If someone attacks my planet will they get the res from my moon as well and will the ships from both be in the attack?

-Not at all, think of them as 2 individual colonies side by side. They are not connected to each other in any way as far as an attack is concerned.

7.I was doing a moontrade and once my fleet crashed into the other players planet he recalled his fleet that was sent to attack me. What can I do about this?

-Unfortunately there's not anything you can do unless you are the lower ranked player AND he recycles the DF from your fleet at which point he can be reported for pushing. If he doesn't recycle the DF there isn't currently anything that can be done from the GO's side. If he's the lower ranked player he can do this AND recycle the DF and nothing can be done as well.

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