Skip to content
PrivateServers.com
Guide

OGame Battle Simulation: How Combat Works and How to Test It

Fights in OGame resolve automatically, so a simulator is how you check an attack before sending it. Learn the combat rules and what private-server settings change.

PrivateServers.com Editorial Published October 15, 2026 7 min read

Why simulate before you attack

In OGame you never steer your ships. When a fleet arrives at its target coordinates the battle resolves automatically, over a limited number of rounds, and you read the result in a report afterwards. That makes the outcome a matter of arithmetic plus dice, and a battle simulator lets you run the arithmetic before you commit fuel, time and ships.

The same logic applies on the independent universes listed on our OGame private servers page. Most OGame-style servers copy the combat model, but speeds, debris percentages and extras vary, so a simulation is only useful if its settings match the universe you play on. This guide covers the rules, the inputs a simulator needs, and the settings to check first.

Maximum rounds per battle
6

Per Wikipedia and combat guides

Chance a destroyed defence is rebuilt
70%

Per a fan combat guide

Hull level where explosions start
Below 70%

Per the same guide

The combat rules in plain terms

Wikipedia describes OGame battles as resolving automatically with up to six rounds, where destroyed ships are lost for good, some defences are rebuilt and debris fields of metal and crystal can be harvested. A fan combat guide fills in the arithmetic. Each unit has a weapon value, a shield value and a hull value, and every ship and defence fires once per round at a random enemy target.

How a single shot is resolved, per a fan combat guide
CheckWhat happens
Weapon below 1% of the target's current shieldThe shot does nothing
Weapon lower than the shieldThe shield absorbs the hit and the hull is untouched
Weapon higher than the remaining shieldThe shield drops to 0 and the leftover damage hits the hull
End of roundShields of surviving units regenerate fully; hull damage carries over
Hull below 70% of originalEach further shot can destroy the unit outright, with chance equal to 1 minus current hull divided by original hull

Two consequences follow. Cheap units with strong shields can waste a whole round of weak shots, and a ship that survives a round with a damaged hull is at risk from many small hits rather than one big one.

Rapid fire, debris and rebuilds

Rapid fire gives a unit a chance to shoot again after a hit. The fan guide gives the rule as (r minus 1) divided by r, where r is the rapid-fire value against that target type. A value of 6 therefore gives a five in six chance of another shot at a new random target, which is why a stack of the wrong ship can melt against a counter.

Only destroyed ships create debris, and defences never do. Debris holds metal and crystal, never deuterium, and each destroyed defence structure has a 70% chance of being rebuilt for free after the battle. Wikipedia adds that large debris fields can produce moons, with the chance rising as the field grows.

Rules that differ between universes
SettingWhat to look forExample from a listed server
Ship debris sharePercent of destroyed ship cost left as debrisSpy Games lists 30% debris; Deuteria lists 80% for ships; Cosmyra lists 30% for fleets and 0% for defences
Combat speedA separate multiplier from fleet speedDeuteria shows fleet speed x20 and combat x10
Moon chanceFixed on some serversDeuteria lists a 30% moon chance
RandomnessSome games remove diceOG Galaxy describes deterministic, no-RNG battles
Built-in simulator and log toolsSimulator inside the gameSpy Games describes a built-in simulator and log server

How to run a simulation

  1. 1

    Scout the target

    Send espionage probes and copy the defender's ships, defences and research levels. Without them the simulator is guessing.

  2. 2

    Match the universe settings

    Set weapon, shielding and armour research for both sides and enter the universe's debris share. Research bonuses are 10% per level in the OGameX simulator described below.

  3. 3

    Enter both fleets

    Add your ships and the defender's ships and defences. Include anything arriving later if you plan joint attacks.

  4. 4

    Run several simulations

    Because targets are random, a single run is one sample. The OGameX simulator lets you set 1 to 100 runs and averages the results.

  5. 5

    Read profit, not just victory

    Check plunder, debris and your own losses. A win that costs more ships than it earns is a loss.

Simulators exist both inside private-server games and as stand-alone tools. The open-source OGameX project, described on GitHub as an OGame redesign clone, lists a Rust battle engine and links to a community combat simulator built on it. That simulator runs in your browser, reports plunder, debris and profit or loss, and is MIT licensed. Its README also lists planned features as not yet implemented, including joint attacks, so check what it supports before relying on it for large operations.

“fight deterministic, no-RNG battles”
— OG Galaxy homepage

Which simulator to use

Simulator options mentioned by the sources
OptionWhere it livesGood forCaveat
Built-in simulatorInside the game, such as Spy Games and DeuteriaMatching that universe's exact settingsOnly available on servers that include one
Community combat simulatorBrowser extension or Python script based on the OGameX battle engineAveraging many runs and reading profit or lossPlanned features such as joint attacks are listed as not yet implemented
Fan combat guidesWritten explanations of the rulesLearning why a result happenedFan-written, so numbers can be wrong

Start with the simulator inside your own universe if it has one, because it uses the same settings as the live game. Use a stand-alone tool when you want to compare many scenarios quickly, and treat its output as an estimate. Our status page shows which listed servers are online, and the how to join a private server post covers registration if you are starting on a new universe.

OGame itself has been published by Gameforge since 3 October 2002, as Wikipedia notes, and clone projects have been rebuilding it ever since. For the background on how those communities began, see the history of private servers.

Common mistakes

  • Using official-game numbers on a server that changes debris, fleet speed or hull rules.
  • Simulating once and treating a lucky result as certain.
  • Ignoring research levels, which scale every unit.
  • Forgetting that defences can come back at 70% each while your ships do not.
  • Attacking without scouting first, so the report you simulate is out of date.

If you are still choosing where to play, the how to choose a private server post walks through what to check, and the safety guide covers account and download basics. Open-source projects such as OGameX state that all rights to OGame are owned by Gameforge, so private servers are unofficial, which our private versus official servers post explains.

Frequently asked questions

How many rounds does an OGame battle have?

Up to six. Battles resolve automatically when the fleet arrives, and if the attacker has not destroyed every defending unit by the end of round six, the fight is generally treated as a draw in the fan guides. Always confirm on the universe you play, since some servers tweak rules.

What is rapid fire in OGame?

Rapid fire is a chance for a unit to fire again after a shot against certain target types. The fan combat guide gives the chance as (r minus 1) divided by r, so a rapid-fire value of 6 means a five in six chance of an extra shot.

Do defences leave debris fields?

According to the combat guides we read, only destroyed ships create debris, and defences never do. Metal and crystal appear in debris, deuterium does not. A private server can change this, for example Cosmyra lists 0% debris from defences.

Can I trust an OGame battle simulator?

A simulator is only as good as the rules and inputs you give it. Use fresh espionage data, match research levels and debris settings to your universe, and run several simulations because targets are random. Treat community tools as estimates, not guarantees.

Do all OGame private servers use the same combat rules?

No. Many follow the original model, but settings such as debris percentage, combat speed and moon chance differ, and at least one listed game advertises deterministic battles with no randomness. Read the server's settings page before simulating.

Sources and further reading

Top OGame servers right now

Varies by universe (e.g., Ceres, Orion, Nova)Varies by universe (e.g., Ceres, Orion, Nova) EXPOnline

Astrogame is not just another OGame private server; it's a gateway to an expansive universe of strategy, exploration, and interstellar warfare. With its roots in Turkey,…

Latest1x EXPOnline

Dive into the exhilarating universe of **OGame.Net.TR**, the premier **OGame private server** that's capturing the attention of both Turkish and international gaming…

Varies (typically mid-speed, e.g., 5x-10x)Varies (typically mid-speed, e.g., 5x-10x) EXPOnline

Dive into the universe of space strategy with Pr0game, a premier OGame private server that promises an unmatched MMORPG experience. For those seeking a classic OGame…

See all OGame servers →
PE

PrivateServers.com Editorial

Guides written and kept up to date by the PrivateServers.com team, based on how players actually choose, join and stay on private servers.