OGame Resource Calculator

🌌 OGame Resource Calculator

Estimate metal, crystal, and deuterium mine output from mine levels, universe speed, energy, plasma tech, geologist, class bonuses, crawlers, storage, merchant ratios, target costs, and time to afford.

Tip: OGame mines scale only when energy is covered. A planet at 82% energy runs all three mines through the same 0.82 production throttle in this planner.
Tip: Merchant trades can shorten a target wait when one resource is heavily surplus, but bad ratios can turn a metal surplus into a crystal bottleneck.
🎯OGame Planning Presets
⚙️Mine, Energy, and Bonus Inputs
Model note: This planner uses common OGame mine formulas for hourly production, energy demand, solar plant output, fusion output, solar satellites, plasma tech, geologist, class bonus, crawlers, and storage capacity. Server versions can differ, so overwrite fields to match your universe.
Loads mine levels, target costs, and logistics assumptions.
Economy speed multiplier, such as 1x, 4x, 8x, or 10x.
Hourly base: 30 x level x 1.1^level x speed.
Hourly base: 20 x level x 1.1^level x speed.
Cold planets boost deut through the temperature factor.
Lower max temperature raises deuterium output and lowers satellite energy.
Energy model: 20 x level x 1.1^level.
Fusion uses energy tech to estimate extra energy.
Raises fusion reactor output in the standard formula.
Each satellite uses max temperature / 4 + 20, floored at 1 energy.
Per level: metal +1%, crystal +0.66%, deuterium +0.33%.
Modeled as a flat mine production bonus before energy throttle.
Enter active crawler boost after planet and class limits.
Use for items, events, lifeform bonuses, or server-specific boosts.
Use 100 unless you intentionally lower mine percentages.
Positive for imported energy, negative for defenses, lifeforms, or other drains.
📦Storage, Target, Merchant, and Current Stock
Used to flag whether hourly production or target stock will overflow.
Capacity is estimated from the common exponential storage curve.
Low tanks can cap overnight deuterium on cold planets.
Spendable stock on planet, moon, or incoming transport.
Crystal often controls research and shipyard targets.
Count only deut you will not reserve for fleetsaves or fuel.
Preset costs can be edited directly below.
Use ship count, building levels, or research copies as appropriate.
Requirement before quantity multiplication.
Requirement before quantity multiplication.
Requirement before quantity multiplication.
Used for estimated conversion from surplus into the limiting resource.
Metal side of the merchant ratio.
Crystal side of the merchant ratio.
Deuterium side of the merchant ratio.
Storage check compares production during this offline window.
30/26/25
Metal, crystal, deut levels
100%
Energy coverage
59%
Production bonuses
8h OK
Storage window check
OGame Resource Plan Results
Total production per hour
1.44M
metal + crystal + deuterium after bonuses
Time to afford target
2h 46m
before optional merchant help
Energy surplus or shortfall
+2,740
available energy minus mine demand
Storage risk window
OK
no overflow before next login
📊Resource Comparison Grid
📘OGame Reference Tables
Mine and energy formulas used
ItemBase formulaEnergy formulaImportant factor
Metal mine30 x L x 1.1^L x speed10 x L x 1.1^LPlasma +1% per level
Crystal mine20 x L x 1.1^L x speed10 x L x 1.1^LPlasma +0.66% per level
Deut synth10 x L x 1.1^L x speed20 x L x 1.1^LTemperature multiplier
Solar plantEnergy only20 x L x 1.1^LNo temperature effect
Solar satelliteEnergy onlyTemp / 4 + 20 eachHot planets help energy

Production uses hourly base output multiplied by economy speed, bonuses, and energy coverage. Server settings or lifeform rules may require manual bonus adjustments.

Bonus and class modeling
BonusModeled valueAffectsPlanner use
Geologist+10%Mine outputOfficer package
Collector+25%Mine outputClass package
Alliance class+5%Mine outputOptional package
Crawlers0-50%Mine outputManual percent input
Plasma tech1/0.66/0.33%Metal, crystal, deutPer technology level

The calculator adds officer, class, crawler, and other production boosts as percent bonuses, then applies resource-specific plasma multipliers.

Common target presets
TargetMetalCrystalDeut
Metal mine upgrade sample4,096,0001,024,0000
Astrophysics research4,000,0008,000,0004,000,000
Plasma technology research2,000,0004,000,0001,000,000
Nanite factory upgrade1,000,000500,000100,000
Battleship batch each45,00015,0000

Preset costs are planning examples. Use the custom cost fields for exact building levels, fleet batches, or research levels from your account.

Merchant and storage planning bands
Planning itemGood bandWarning bandWhat to adjust
Energy coverage100% or moreBelow 95%Plant, sats, fusion, crawlers
Storage windowNo cap before loginOverflow in 8-12hStorage or collection timing
3:2:1 merchantBalanced tradeCrystal shortageTrade metal surplus early
2.5:1.5:1 merchantConservativeLonger conversionCheck deut reserve first
Production targetOne bottleneckAll three shortWait, trade, or transport

Merchant conversion here is an estimate that values all resources through the selected ratio and compares target value against current stock plus hourly production value.

Preset comparison guide
PresetBest useResource pressureEnergy note
Fresh Colony StarterEarly mine planningMetal first, then crystalSolar plant usually enough
Balanced Miner PlanetDaily account growthMetal and crystal balanceSatellites support high mines
Cold Deut Synth PlanetFuel productionDeut tank and low temperatureCold planets need more energy sources
Plasma Tech UpgradeResearch timingCrystal and deut bottleneckProduction gain can justify wait
Late Collector PlanetHigh-economy miningStorage and crawler capLarge surplus needs fleet safety

The dynamic grid below compares your current plan to one-level mine upgrades and a plasma-tech bump using the same energy and bonus settings.

At some point in your OGame career, upgrading buttons becomes clickety-clicking in the dark: you don’t know if you’re winning or losing. Your mines is full of something and you can’t help but think “should I upgrade?” You only find out three days later that there was no excess of crystals.

Numbers alone aren’t enough. Planning resources isn’t about big numbers, it’s about knowing how they fit together: Where do resources come from? How fast do they gets used up? What holds them back? Where do they go when they’re stored? The calculator does all the math for you.

Why You Need a Resource Calculator

A mine is not an island by itself. It needs to be fed before it can spit out resource. Unless you have enough satellites and solar plants to feed its consumption, your output will scale accordingely. Eighty percent energy coverage means that everything run at that rate on the planet too. That’s very inefficient. A lot of new players are putting up mines but neglecting their lack of energy. Despite having high tech buildings, their mining efficiency is stalled.

Look at table below. This gives you an idea how much energy each building consumes. As you can see, a metal mine is far less efficient then a deuterium synthesizer on a cold planet.

The building blocks are the energy coverage. The ceiling is the bonuses. These is flat percent increases from the Collector class and Geologist officer. They will also be stacked with alliance buffs and crawler events. This happen before the energy throttle reduces them. This is why insulating your base output is key. You need to maintain surplus energy so you don’t get throttled when a big crawler event arrives, allowing you to capture the maximum bonus available temporarily. Otherwise you will waste it on an energy-constrained planet.

Another big problem is storage space. Sure, you’re churning out a million metal per hour. But what happens when your tanks fill up in just six? That sweet income goes right down the drain. This tool will calculate how much you’re producing versus your offline time. If you’re nearing storage capacity, it’ll alert you.

That’s particularly important on cold worlds where temperature modifiers realy boost deuterium production. You can wake up with a tiny tank and your fuel reserves capped for the night. Log in to see a high mine level but zero in your bank. Rather than grind for those final few levels, planning your gathering based off storage capacity is far more helpful.

Trading with merchants makes things even more complicated (not many do it right). Trading surpluses for shortfalls seems easy enough. But the ratios make a difference. What appears reasonable, say, three-to-two-to-one; isn’t necessarily the case. You want crystal to finish research. You sell some metal cheaply. Instead of speeding up production, this stretches the duration by making you wait longer for what you need. The merchant conversion calculation estimates how much this impacts when you get what you’re after. Is there reason to wait or trade now? The answer is in the mathematics, which may mean you should of waited though you want to trade.

Timing is about margins. It’s a game of marginal gains. It is about marginal efficiency. Your job isn’t to have everything all at once. Your job is to eliminate bottlenecks one-by-one. You must understand how storage, bonuses, and energy work together, whether you are preparing for a batch of battleships or ensuring your mines get fed.

Random upgrades becomes a coherent strategy when you understand how the numbers fit together and what they’re telling you. It’s like this, the numbers don’t lie. But they only talk to you if you ask the right questions. Every click is an investment, not a habit.

OGame Resource Calculator

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