OGame Defense Calculator for Turtle Setups

OGame Defense Calculator

Estimate a planet defense profile from launchers, lasers, ion cannons, gauss cannons, plasma turrets, shield domes, combat techs, rapid-fire pressure, and missile exposure.

🛰OGame Defense Presets
Defense Inputs
Applies rapid-fire vulnerability and attacker pressure weighting.
Changes how much repaired defense is counted as survivability.
Cheap fodder that is vulnerable to cruiser and bomber rapid fire.
Balanced fodder with better basic fire than launchers.
Armor-weighted layer that helps against small ship screens.
High shield layer with modest weapon power.
Heavy shot defense, useful when protected by fodder.
Capital deterrent with the highest turret weapon value.
OGame allows one small shield dome per planet.
OGame allows one large shield dome per planet.
Each level adds 10% weapon power in this model.
Each level adds 10% shield power in this model.
Each level adds 10% hull durability in this model.
Common OGame defense repair assumption is 70% after battle.
Used to reduce IPM exposure, not to increase combat firepower.
0 means none expected; 100 means heavy missile preparation.
100 is an even test; raise it for larger incoming fleets.
OGame battles can last up to 6 combat rounds.
Abstract lure rating. Higher values demand a stronger deterrence index even when defenses survive.

Defense Rating Result

Hold Index
0%
defense score vs pressure
Rapid-Fire Exposure
Low
0 risk score
Fodder Coverage
0:1
fodder per heavy gun
Repair Survivability
0%
repair-weighted durability
📊Current Defense Material and Spec Grid

Rocket Fodder

Run the calculator to rate launcher coverage.

Laser Screen

Run the calculator to compare laser layers.

Ion Buffer

Run the calculator to measure shield soak.

Heavy Guns

Run the calculator to rate gauss and plasma punch.

🔬Computed Stat Snapshot
0
Weapon Score
0
Shield Score
0
Hull Score
0
IPM Risk
This is a planning calculator, not a full random-target combat simulator. It converts known OGame defense stats into comparable pressure, tech, repair, rapid-fire, and IPM risk scores.
📘OGame Defense Reference Tables
Defense unitWeapon powerShield powerCombat hull
Rocket Launcher8020200
Light Laser10025200
Heavy Laser250100800
Ion Cannon150500800
Gauss Cannon1,1002003,500
Plasma Turret3,00030010,000
Small Shield Dome12,0002,000
Large Shield Dome110,00010,000
Attacker pressureMain rapid-fire concernDefense layer stressedCalculator adjustment
Light fighter swarmTarget saturationHeavy guns overkill single targetsFodder coverage weighted up
Cruiser raidCruisers rapid-fire rocket launchersRocket-heavy wallsLauncher exposure weighted up
Bomber wingBombers pressure most defensesLaunchers, lasers, ion, plasmaBroad RF penalty applied
Destroyer pushDestroyers punish light lasersLight laser screensLaser exposure weighted up
Deathstar grindRIPs grind gauss and ion heavilyGauss and ion layersHeavy-unit exposure weighted up
IPM-prepped hitMissiles remove selected defensesHighest-value turretsABM coverage and IPM pressure used
Composition styleUseful ratio targetStrengthWeak point
Starter dome coverDomes plus 20 to 100 fodderDiscourages tiny raidsStill poor against cruisers
Classic fodder wall2 rockets per 1 light laserAbsorbs random targetingRapid-fire can clear launchers
Balanced turtle shell20 fodder per heavy gunProtects gauss and plasma shotsNeeds ABMs against IPM prep
Ion buffer shellIon layer near heavy laser countAdds shield soakLower weapon density
Plasma deterrent core1 plasma per 80 to 120 fodderThreatens capital shipsBomber and IPM attention
Combat rulePractical valueCalculator usePlanning note
Weapon technology+10% attack per levelMultiplies turret weapon scoreRaises deterrent firepower
Shielding technology+10% shield per levelMultiplies shield soak scoreHelps domes and ion cannons
Armor technology+10% hull per levelMultiplies combat hull scoreImproves repair-weighted durability
Combat durationUp to 6 roundsScales pressure testLong fights favor stable coverage
Defense repairOften 70%Boosts survivability scoreDTD settings reduce the benefit
Shield domesOne small and one largeCount as strong shield unitsThey do not protect every unit directly
💡Practical Defense Tips
Protect the heavy guns: Plasma turrets and gauss cannons need enough rocket, laser, and ion targets around them so random targeting does not isolate your main damage too quickly.
Run the bad matchup: A defense that looks solid against a mixed fleet can still be weak into cruisers, bombers, deathstars, or IPM preparation. Test the attacker profile you fear most.

Defense in OGame determine whether a raid becomes a disaster or an inconvenence. Many player become aware of the importance of defense after a cruiser raid destroy there rocket launcher. Players must have the correct unit for the specific enemy they are fighting.

There is many types of defense units, and each one have its strengths. Rocket launcher are cheap and common but cruisers can destroy them easy. Light laser are another form of defense but will decline rapid if targeted by light fighter.

Use the OGame Defense Calculator to Protect Your Planet

Gauss cannon and plasma turret can destroy target quickly but only if they survives the raid. The calculator make mathematical calculation for players regarding there defense and removes the guesswork for there defense. The calculator require players to enter information regarding there defense.

The attacker profile will influence the outcome of the calculations. For example, a bomber wing will destroy much defense units but a light fighter swarm will target the cheapest defense unit. The universe rule will also impact the outcome of defense because the percentage of repair will decline for defense units.

The technology level for guns will enhance the effectiveness of defense unit. Weapon technology, shield technology, and armor technology add ten percent of improvement for each level of technology. For instance, plasma turret will be more effective if the player finish the plasma turret technology upgrade.

The repair chance will have a separate input box for players to enter the percentage of how likely a defense unit will be repaired after a raid. A higher percentage indicate that the planet will have fewer destroyed defense unit after the raid. The hold index will display the outcome of the calculation for players to understand the strength of there defense.

Rapid fire exposure is often underestimated in game but is a necessary exposure for defense to withstand an attack. The rapid fire exposure will measure the destruction of valuable gun before they get to engage in the battle. Depending on the attacker select for players, the calculator will apply penalty for rapid fire to each defense unit.

If the rapid fire risk is high, players can add more fodder unit in front of there heavy gun. Many player will add fodder for this specific reason. The IPM table work different than the fleet table.

For instance, missile will remove high-value target before the fleet begin to fight. That is why anti-ballistic missile must be enter as an input. The calculator will adjust the final score depending on the number of anti-ballistic missile and the threat level of the incoming missile.

The reference table will display the statistics of each type of defense unit. These table will inform players of the reason for the ratio in the defense calculator. For example, the table will allow players to decide whether to use ion to increase the soak of defense shield or to add more gauss cannon to increase the damage that is done to attacking fleet.

The table are here to provide the player with a logic to the calculations that the defense calculator makes. There is many mistake made in building defense but for the wrong reason. For example, a player may have built an impressive defense for a mixed fleet but fail against a cruiser or a deathstar.

The defense calculator will tell player if this is the case. A thin ratio of fodder to heavy gun is one cause of defense losing there valuable gun to random targeting. Players can enter the same defense but against two different attacker type.

The ratio of hold index will inform player of the weakness of the defense. Players can use that information to avoid losing there planet to attack by enemy player. Defense is connected to the rest of the account and resource.

If player have any resource parked behind the defense, they must enter that value in the protected fleet value. The higher the protected value of the fleet, the more valuable the defense need to be to protect that resource. This value is incorporate into the final calculation of the defense calculator.

Building defense is about matching the cost of building defense to the risk of an attack. The calculator allow player to test that before spending there resource on building defense. Once they understand every aspect of the defense calculator, player will make better decision with there resource.

OGame Defense Calculator for Turtle Setups

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