Jump to content

Moon

From pr0game Wiki
This is the approved revision of this page, as well as being the most recent.

Formation

A moon can form when a particularly large debris field is shot. For every 100,000 newly added resources in the debris field, there is a one-percent chance, up to a maximum of 20%, of moon formation. Note that normally only 30% of the fleet's base structure points go into the debris field; only in the Io and 70 universes does 70% go in, and in Electra 50% of the base structure points go into the DF.

Moon Chance in %
= MIN( ROUND DOWN (new resources in the debris field / 100,000) ; 20)

Whether a moon forms is determined during the battle sequence directly after the sixth round. The formation of a moon is shown in the combat report with the following message:

The enormous amounts of free metal and crystal attract each other and form a satellite around the planet.

A timed harvesting of the debris field therefore has no influence on moon formation. It's likewise irrelevant whether debris was already present in the debris field beforehand. The source of the debris doesn't matter either — the attacker's and defender's debris combine into one total debris field.

Moon Size

The stated probability directly influences the diameter of the moon, according to the following rule:

Moon Size:
= ROUND DOWN ( (x + 3 * formation probability ) ^ 0.5 * 1000 ) km
x is a natural number between 10 and 20 ( 10 <= x <= 20 ), with all values of x equally likely

The minimum size is 3,605 km and the maximum size is 8,944 km. You should always aim for as large a moon as possible, so it can't easily be destroyed. At the optimal moon probability of 20%, you always get a moon with a diameter of at least 8,366 km.

Moon Size Statistics
Moon Chance Average
Minimum
Possible moon sizes (all values in one row are equally likely)
Maximum
1 % 4.225 km 3.605 km 3.741 km 3.872 km 4.000 km 4.123 km 4.242 km 4.358 km 4.472 km 4.582 km 4.690 km 4.795 km
2 % 4.569 km 4.000 km 4.123 km 4.242 km 4.358 km 4.472 km 4.582 km 4.690 km 4.795 km 4.898 km 5.000 km 5.099 km
3 % 4.888 km 4.358 km 4.472 km 4.582 km 4.690 km 4.795 km 4.898 km 5.000 km 5.099 km 5.196 km 5.291 km 5.385 km
4 % 5.187 km 4.690 km 4.795 km 4.898 km 5.000 km 5.099 km 5.196 km 5.291 km 5.385 km 5.477 km 5.567 km 5.656 km
5 % 5.469 km 5.000 km 5.099 km 5.196 km 5.291 km 5.385 km 5.477 km 5.567 km 5.656 km 5.744 km 5.830 km 5.916 km
6 % 5.737 km 5.291 km 5.385 km 5.477 km 5.567 km 5.656 km 5.744 km 5.830 km 5.916 km 6.000 km 6.082 km 6.164 km
7 % 5.994 km 5.567 km 5.656 km 5.744 km 5.830 km 5.916 km 6.000 km 6.082 km 6.164 km 6.244 km 6.324 km 6.403 km
8 % 6.239 km 5.830 km 5.916 km 6.000 km 6.082 km 6.164 km 6.244 km 6.324 km 6.403 km 6.480 km 6.557 km 6.633 km
9 % 6.476 km 6.082 km 6.164 km 6.244 km 6.324 km 6.403 km 6.480 km 6.557 km 6.633 km 6.708 km 6.782 km 6.855 km
10 % 6.704 km 6.324 km 6.403 km 6.480 km 6.557 km 6.633 km 6.708 km 6.782 km 6.855 km 6.928 km 7.000 km 7.071 km
11 % 6.924 km 6.557 km 6.633 km 6.708 km 6.782 km 6.855 km 6.928 km 7.000 km 7.071 km 7.141 km 7.211 km 7.280 km
12 % 7.138 km 6.782 km 6.855 km 6.928 km 7.000 km 7.071 km 7.141 km 7.211 km 7.280 km 7.348 km 7.416 km 7.483 km
13 % 7.345 km 7.000 km 7.071 km 7.141 km 7.211 km 7.280 km 7.348 km 7.416 km 7.483 km 7.549 km 7.615 km 7.681 km
14 % 7.547 km 7.211 km 7.280 km 7.348 km 7.416 km 7.483 km 7.549 km 7.615 km 7.681 km 7.745 km 7.810 km 7.874 km
15 % 7.743 km 7.416 km 7.483 km 7.549 km 7.615 km 7.681 km 7.745 km 7.810 km 7.874 km 7.937 km 8.000 km 8.062 km
16 % 7.934 km 7.615 km 7.681 km 7.745 km 7.810 km 7.874 km 7.937 km 8.000 km 8.062 km 8.124 km 8.185 km 8.246 km
17 % 8.121 km 7.810 km 7.874 km 7.937 km 8.000 km 8.062 km 8.124 km 8.185 km 8.246 km 8.306 km 8.366 km 8.426 km
18 % 8.304 km 8.000 km 8.062 km 8.124 km 8.185 km 8.246 km 8.306 km 8.366 km 8.426 km 8.485 km 8.544 km 8.602 km
19 % 8.483 km 8.185 km 8.246 km 8.306 km 8.366 km 8.426 km 8.485 km 8.544 km 8.602 km 8.660 km 8.717 km 8.774 km
20 % 8.658 km 8.366 km 8.426 km 8.485 km 8.544 km 8.602 km 8.660 km 8.717 km 8.774 km 8.831 km 8.888 km 8.944 km

A statistical analysis of moon sizes was done in the forum. About 90% of the posted values correlate with the formula above. However, since the data was entered and evaluated by hand, there's a high human error factor that explains many mismatched moons.

Units That Need to Be Destroyed

A common form of moon-shooting is to sacrifice 1,667 Light Fighters, sending them on an attack against the planet of a friendly player, to obtain a 20% chance of moon formation. Care must be taken to ensure the attacking ships are actually destroyed at the target planet. For fighters, up to about 300 Cruisers are recommended for this, depending on the defense, due to their rapid fire against Light Fighters. Another common option is to sacrifice 1,667 Small Cargo Ships, since they already get destroyed by even a small amount of defense.

The following tables show how many units need to be destroyed to get a moon with the stated probability.

Probability 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20%
Espionage Probe 334 667 1.000 1.334 1.667 2.000 2.334 2.667 3.000 3.334 3.667 4.000 4.334 4.667 5.000 5.334 5.667 6.000 6.334 6.667
Solar Satellite 167 334 500 667 834 1.000 1.167 1.334 1.500 1.667 1.834 2.000 2.167 2.334 2.500 2.667 2.834 3.000 3.167 3.334
Light Fighter 84 167 250 334 417 500 584 667 750 834 917 1.000 1.084 1.167 1.250 1.334 1.417 1.500 1.584 1.667
SCS 84 167 250 334 417 500 584 667 750 834 917 1.000 1.084 1.167 1.250 1.337 1.417 1.500 1.584 1.667
Heavy Fighter 34 67 100 134 167 200 234 267 300 334 367 400 434 467 500 534 567 600 634 667
Gr. Transporter 28 56 84 112 139 167 195 223 250 278 306 334 362 389 417 445 473 500 528 556
Recycler 21 42 63 84 105 126 146 167 188 209 230 250 271 292 313 334 355 375 396 417
Cruiser 13 25 38 50 62 75 87 99 112 124 136 149 161 173 186 198 210 223 235 247
Colony Ship 12 23 34 45 56 67 78 89 100 112 123 134 145 156 167 178 189 200 212 223
Battleship 6 12 17 23 28 34 39 45 50 56 62 67 73 78 84 89 95 100 106 112
Battlecruiser 5 10 15 20 24 29 34 39 43 48 53 58 62 67 72 77 81 86 91 96
Bomber 5 9 14 18 23 27 32 36 40 45 49 54 58 63 67 72 76 80 85 89
Destroyer 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 52 55 58 61
Death Star - - - - - - - - - - - - - - - - - - - 1

Def-into-DF

In the Def-into-DF universes 25, Jupiter and Rigel, 30% of destroyed defense installations go into the debris field.

Probability 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20%
Rocket Launcher 167 334 500 667 834 1.000 1.167 1.334 1.500 1.667 1.834 2.000 2.167 2.334 2.500 2.667 2.834 3.000 3.167 3.334
Light Laser Cannon 167 334 500 667 834 1.000 1.167 1.334 1.500 1.667 1.834 2.000 2.167 2.334 2.500 2.667 2.834 3.000 3.167 3.334
Heavy Laser Cannon 42 84 125 167 209 250 292 334 375 417 459 500 542 584 625 667 709 750 792 834
Ion Cannon 42 84 125 167 209 250 292 334 375 417 459 500 542 584 625 667 709 750 792 834
Gauss Cannon 10 20 29 39 48 58 67 77 86 96 105 115 124 134 143 153 162 172 181 191
Plasma Turret 4 7 10 14 17 20 24 27 30 34 37 40 44 47 50 54 57 60 64 67

Universes Cygnus, Deimos, Electra, Ganimed, Izar, Quantum, Taurus, Xalynth, Yakini and Zagadra

In the universes named above, 50% of the fleet goes into the debris field instead of the usual 30%, meaning significantly fewer ships are needed to reach the corresponding moon chance:

Probability 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20%
Espionage Probe 200 400 600 800 1.000 1.200 1.400 1.600 1.800 2.000 2.200 2.400 2.600 2.800 3.000 3.200 3.400 3.600 3.800 4.000
Solar Satellite 100 200 300 400 500 600 700 800 900 1.000 1.100 1.200 1.300 1.400 1.500 1.600 1.700 1.800 1.900 2.000
Light Fighter 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1.000
SCS 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1.000
Heavy Fighter 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300 320 340 360 380 400
Gr. Transporter 17 34 50 67 84 100 117 134 150 167 184 200 217 234 250 267 284 300 317 334
Recycler 13 25 38 50 63 75 88 100 113 125 138 150 163 175 188 200 213 225 238 250
Cruiser 8 15 23 30 38 45 52 60 67 75 82 89 97 104 112 119 126 134 141 149
Colony Ship 7 14 20 27 34 40 47 54 60 67 74 80 87 94 100 107 114 120 127 134
Battleship 4 7 10 14 17 20 24 27 30 34 37 40 44 47 50 54 57 60 64 67
Battlecruiser 3 6 9 12 15 18 20 23 26 29 32 35 38 40 43 46 49 52 55 58
Bomber 3 6 8 11 14 16 19 22 24 27 30 32 35 38 40 43 46 48 51 54
Destroyer 2 4 6 8 10 11 13 15 17 19 20 22 24 26 28 30 31 33 35 37
Death Star - - - - - - - - - - - - - - - - - - - 1

Universes Antares and Vega

In the universes Antares and Vega, 70% of the fleet goes into the debris field instead of the usual 30%, meaning significantly fewer ships are needed to reach the corresponding moon chance:

Probability 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17% 18% 19% 20%
Espionage Probe 143 286 429 572 715 858 1.000 1.143 1.286 1.429 1.572 1.715 1.858 2.000 2.143 2.286 2.429 2.572 2.715 2.858
Solar Satellite 72 143 215 286 358 429 500 572 643 715 786 858 929 1.000 1.072 1.143 1.215 1.286 1.358 1.429
Light Fighter 36 72 107 143 179 215 250 286 322 358 393 429 465 500 536 572 608 643 679 715
SCS 36 72 108 143 179 215 250 286 322 358 393 429 465 500 536 572 608 643 679 715
Heavy Fighter 15 29 43 58 72 86 100 115 129 143 158 172 186 200 215 229 243 258 272 286
Gr. Transporter 12 24 36 48 60 72 84 96 108 120 131 143 155 167 179 191 203 215 227 239
Recycler 9 18 27 36 45 54 63 72 81 90 99 108 117 125 134 143 152 161 170 179
Cruiser 6 11 16 22 27 32 38 43 48 53 59 64 69 75 80 85 90 96 101 106
Colony Ship 5 10 15 20 24 29 34 39 43 48 53 58 62 67 72 77 81 86 91 96
Battleship 3 5 8 10 12 15 17 20 22 24 27 29 31 34 36 39 41 43 46 48
Battlecruiser 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41
Bomber 2 4 6 8 10 12 14 16 18 20 21 23 25 27 29 31 33 35 37 39
Destroyer 2 3 4 6 7 8 10 11 12 13 15 16 17 19 20 21 23 24 25 26
Death Star - - - - - - - - - - - - - - - - - - - 1

Moon Chance Statistics

The laws of probability apply to large numbers of attempts; for an individual player, they therefore only have limited validity. It's possible for someone to get a moon on their first 1% attempt, while someone else still doesn't have one after their tenth 20% attempt. There is no guarantee of a moon! If you're among the unlucky ones who still don't have one after the tenth attempt, no complaints or suggested changes will help. Risk will always be part of it — that's ultimately what makes it exciting! The following list shows how the probability of getting at least one moon (and the cost) increases with the number of attempts.

Note: The stated probability always refers to considering all attempts as a whole, meaning that, for example, with 10 attempts there's an 89.26% chance that at least one of the 10 attempts produces a moon. A moon could also already form on an earlier attempt. The probability of each individual attempt remains at 20%!

Number of Attempts
at 20%
Moon Chance each
Probability
of at least
one moon
Total Cost
(using 1,667 LF)
Total Cost
(using 1,667 LF and DF recovery)
Metall Kristall Metall Kristall
1 attempt 20,00% 5.001.000 1.667.000 3.500.700 1.166.900
2 attempts 36,00% 10.002.000 3.334.000 7.001.400 2.333.800
3 attempts 48,80% 15.003.000 5.001.000 10.502.100 3.500.700
4 attempts 59,04% 20.004.000 6.668.000 14.002.800 4.667.600
5 attempts 67,23% 25.005.000 8.335.000 17.503.500 5.834.500
6 attempts 73,79% 30.006.000 10.002.000 21.004.200 7.001.400
7 attempts 79,03% 35.007.000 11.669.000 24.504.900 8.168.300
8 attempts 83,22% 40.008.000 13.336.000 28.005.600 9.335.200
9 attempts 86,58% 45.009.000 15.003.000 31.506.300 10.502.100
10 attempts 89,26% 50.010.000 16.670.000 35.007.000 11.669.000
15 attempts 96,48% 75.015.000 25.005.000 52.510.500 17.503.500
20 attempts 98,85% 100.020.000 33.340.000 70.014.000 23.338.000
25 attempts 99,62% 125.025.000 41.675.000 87.517.500 29.172.500
30 attempts 99,88% 150.030.000 50.010.000 105.021.000 35.007.000
40 attempts 99,99% 200.040.000 66.680.000 140.028.000 46.676.000

The probabilities follow from the general formula for the binomial distribution:

nPk * p^k * (1-p)^(n-k)

is the probability that, out of n shots, k moons form at a probability of p (=0.2).

Moon-Shooting Rule

Buying a moon from a stronger player: whoever wants the moon sends the other player the resources for a certain number of ships (usually with prior notice, to avoid suspicion of pushing). The fighters are built and scrapped against the resource supplier. The debris field belongs to the moon buyer. Reimbursing the stronger player for flight costs is negotiable and does not count as pushing.

Stronger player shoots a moon for a weaker player — e.g. with 1,667 Light Fighters belonging to the stronger player: (without prior payment) this is not a case covered by the push rule. The debris field belongs to no one, and can therefore be harvested by the stronger player, the weaker player, or anyone else. Reimbursing the stronger player for flight costs is negotiable and does not count as pushing, provided it was announced in advance.

Stronger player shoots down — e.g. with 250 Cruisers — 1,667 Light Fighters belonging to the weaker player: as long as this was agreed in advance, this is not a normal attack. If the debris field from an agreed-upon kill mail is harvested by the stronger player, the action counts as pushing! If the weaker player gets the debris field, everything is fine. Reimbursement of flight costs should be clarified with a game operator.

Weaker player shoots a moon for a stronger player: the moon shot must be paid for, specifically with the sum of resources that was needed to build the scrapped fleet. The debris field can also be harvested by the stronger player.

Both players shoot each other a moon: the attacks are timed so they arrive at approximately the same time. In this case, no resources need to be paid. Each player collects the debris field in front of their own planet.

Building Types

Not all buildings can be built on a moon — for example, mines and the Nanite Factory are missing — but there are a few special buildings available instead:

Moon Base
Provides 3 fields per level that can be built on, though the Moon Base itself takes up one field, so effectively only 2. It used to also generate energy, but since that wasn't needed, this was removed in an update.
Sensor Phalanx
The sensor phalanx lets you scan other planets for fleet movements.
Jump Gate
The Jump Gate lets ships jump from one moon to another (a Jump Gate must be built on both moons, and the moons must belong to the same player). Neither time nor fuel is needed for this. However, both participating Jump Gates need to 'charge up' for 60 minutes (30 minutes in speed universes) and cannot be used during this time.

Note: Resources cannot be transferred via the Jump Gate.

In addition, the following building types can also be built on the moon:

Metal Storage, Crystal Storage, Deuterium Tank
Since no resources can be produced on the moon, these buildings aren't needed. They could be used to trade for more resources via the marketplace, but planets are better suited for that: there you usually have higher storage and, at the same time, more room for storage levels.
Robotics Factory
Whether expanding this building makes sense is debated — some prefer to spend 3 months building a Jump Gate (even longer for high phalanx levels) and save costs on the Moon Base thanks to the lower space requirement, while others prefer to invest more resources and can thereby build up their moon in a fraction of the time. Completing the Jump Gate within 2-3 weeks of moon formation is easily achievable with Robotics Factory level 6-8, provided the necessary resources are available. A Nanite Factory to shorten build times is not possible on the moon.
Shipyard
Level 1, followed by building a few defense installations, makes sense, since some players try to farm out moons using pure cargo-ship raids. Alternatively, you can also make sure resources are never left on the moon completely without any ships. Whether to further expand the Shipyard to set up a proper defense there is up to each player. There's also the option of first expanding the Shipyard to set up a strong defense, and once the desired strength is reached, tearing the Shipyard back down. Conversely, a small, permanent Shipyard is a good option once you consider the moon fully built out and are tearing down now-unnecessary Robotics Factory levels, wanting to make good use of the freed-up fields.
Important
Since space on the moon is famously scarce and extremely expensive, you should always tear down buildings you no longer need.

Note: Also keep in mind that, as of a certain version, interplanetary missiles can shoot down a moon's defense!! At the same time, however, stationed Interceptor Missiles on the associated planet protect the moon from being fired upon.

Fast Build-Out

Building up structures on a moon is always comparatively slow-going. For advanced accounts, build times on the order of hours or days are out of proportion to what are initially only five- to seven-figure build costs. In practice, at a small extra cost, the most time-efficient approach is to first bring the Moon Base and Robotics Factory to their final size, and then build the Jump Gate. As a final step, alternately tear down one Robotics Factory level and build one Sensor Phalanx level on the freed-up field.

Buildings other than Moon Base, Jump Gate, Sensor Phalanx and Robotics Factory can of course also be built in the meantime. This does, however, delay the build-out accordingly, by a few hours to a few days depending on scope. Incidentally, the build-out of an account's first moon will naturally differ from this, since in that case the Jump Gate doesn't need to be built as urgently.

The following table shows the time to completion of the Jump Gate or Sensor Phalanx at the desired level, following the build method described above. It assumes that the next building is queued immediately upon completion of the previous one. In practice, expanding up to Moon Base level 5, or possibly 6, appears most cost-effective for most cases. Only if particularly large Sensor Phalanxes are desired is further expansion advisable. The shortest possible time in each case is highlighted in bold.

Mond-
basis
max.
Roboter-
fabrik
Gesamt-Bauzeit aller Mondgebäude bis zur Fertigstellung von
- Sprungtor - Phalanx 1 - Phalanx 2 - Phalanx 3 - Phalanx 4 - Phalanx 5 - Phalanx 6 - Phalanx 7 - Phalanx 8 - Phalanx 9 - Phalanx 10
1 0 101 Tage
00:00:00
102 Tage
00:00:00
104 Tage
00:00:00
1 1 51 Tage
00:12:29
51 Tage
12:12:29
53 Tage
12:14:02
1 2 34 Tage
08:24:58
34 Tage
20:27:02
36 Tage
20:28:36
2 2 35 Tage
00:24:58
35 Tage
08:24:58
36 Tage
00:24:58
38 Tage
00:27:02
46 Tage
00:28:36
2 3 26 Tage
16:41:36
26 Tage
22:41:36
27 Tage
14:44:43
29 Tage
14:46:48
37 Tage
14:48:22
2 4 21 Tage
17:06:34
21 Tage
23:11:33
22 Tage
15:14:40
24 Tage
15:16:45
32 Tage
15:18:19
3 4 22 Tage
12:18:34
22 Tage
17:06:34
23 Tage
02:42:34
24 Tage
02:47:33
26 Tage
18:50:40
34 Tage
18:52:45
66 Tage
18:54:19
3 5 19 Tage
04:58:30
19 Tage
08:58:30
19 Tage
18:42:49
20 Tage
18:47:48
23 Tage
10:50:56
31 Tage
10:53:00
63 Tage
10:54:34
3 6 16 Tage
20:56:29
17 Tage
01:10:45
17 Tage
10:55:04
18 Tage
11:00:04
21 Tage
03:03:11
29 Tage
03:05:16
61 Tage
03:06:49
4 6 18 Tage
00:22:12
18 Tage
03:47:55
18 Tage
10:39:21
19 Tage
02:53:36
20 Tage
17:25:55
24 Tage
17:30:55
35 Tage
09:34:02
67 Tage
09:36:07
195 Tage
09:37:41
4 7 16 Tage
07:24:52
16 Tage
10:24:52
16 Tage
17:41:16
17 Tage
09:55:31
19 Tage
00:27:51
23 Tage
00:32:50
33 Tage
16:35:57
65 Tage
16:38:02
193 Tage
16:39:36
4 8 15 Tage
01:24:33
15 Tage
05:08:56
15 Tage
12:25:19
16 Tage
04:39:35
17 Tage
19:11:54
21 Tage
19:16:53
32 Tage
11:20:01
64 Tage
11:22:05
192 Tage
11:23:39
5 8 16 Tage
20:04:33
16 Tage
22:44:33
17 Tage
04:04:33
17 Tage
16:48:56
18 Tage
20:39:36
21 Tage
12:53:52
27 Tage
22:38:11
43 Tage
22:43:11
86 Tage
14:46:18
214 Tage
14:48:23
726 Tage
14:49:56
5 9 15 Tage
23:19:32
16 Tage
01:43:32
16 Tage
08:23:25
16 Tage
21:07:47
18 Tage
00:58:28
20 Tage
17:12:43
27 Tage
02:57:03
43 Tage
03:02:02
85 Tage
19:05:09
213 Tage
19:07:14
725 Tage
19:08:48
5 10 15 Tage
12:09:25
15 Tage
16:58:39
15 Tage
23:38:31
16 Tage
12:22:54
17 Tage
16:13:34
20 Tage
08:27:50
26 Tage
18:12:09
42 Tage
18:17:08
85 Tage
10:20:16
213 Tage
10:22:20
725 Tage
10:23:54
6 10 18 Tage
09:58:31
18 Tage
12:09:25
18 Tage
16:31:15
19 Tage
04:32:28
20 Tage
03:12:20
22 Tage
03:56:43
26 Tage
18:04:32
37 Tage
10:18:47
63 Tage
00:51:07
127 Tage
00:56:06
297 Tage
16:59:13
6 11 18 Tage
11:09:23
18 Tage
13:09:23
18 Tage
21:57:26
19 Tage
09:58:40
20 Tage
08:38:32
22 Tage
09:22:54
26 Tage
23:30:43
37 Tage
15:44:59
63 Tage
06:17:18
127 Tage
06:22:18
297 Tage
22:25:25
6 12 19 Tage
07:16:13
19 Tage
17:27:45
20 Tage
02:15:48
20 Tage
14:17:01
21 Tage
12:56:54
23 Tage
13:41:16
28 Tage
03:49:05
38 Tage
20:03:21
64 Tage
10:35:40
128 Tage
10:40:40
299 Tage
02:43:47
7 12 24 Tage
05:25:27
24 Tage
07:16:13
24 Tage
10:57:46
25 Tage
03:09:17
26 Tage
01:02:48
27 Tage
17:52:01
31 Tage
08:31:53
39 Tage
09:16:16
57 Tage
16:32:39
100 Tage
08:46:55
202 Tage
18:31:14
7 13 26 Tage
09:46:24
26 Tage
11:29:16
27 Tage
06:23:37
27 Tage
22:35:09
28 Tage
20:28:39
30 Tage
13:17:53
34 Tage
03:57:45
42 Tage
04:42:07
60 Tage
11:58:31
103 Tage
04:12:47
205 Tage
13:57:06
7 14 31 Tage
00:03:16
32 Tage
06:10:04
33 Tage
01:04:26
33 Tage
17:15:57
34 Tage
15:09:28
36 Tage
07:58:41
39 Tage
22:38:33
47 Tage
23:22:56
66 Tage
06:39:19
108 Tage
22:53:35
211 Tage
08:37:54
8 14 39 Tage
12:51:16
39 Tage
14:27:16
39 Tage
17:39:16
41 Tage
04:54:38
42 Tage
10:53:37
44 Tage
03:05:08
47 Tage
05:20:28
53 Tage
17:21:41
68 Tage
00:01:34
100 Tage
00:45:56
173 Tage
04:36:37
8 15 48 Tage
14:02:46
48 Tage
15:32:46
50 Tage
23:59:39
52 Tage
11:15:00
53 Tage
17:13:59
55 Tage
09:25:30
58 Tage
11:40:50
64 Tage
23:42:03
79 Tage
06:21:56
111 Tage
07:06:18
184 Tage
10:56:59
8 16 65 Tage
23:12:23
70 Tage
04:56:17
72 Tage
13:23:10
74 Tage
00:38:32
75 Tage
06:37:30
76 Tage
22:49:01
80 Tage
01:04:21
86 Tage
13:05:35
100 Tage
19:45:27
132 Tage
20:29:49
206 Tage
00:20:30

Destruction

Unlike a planet, a moon can be destroyed with Death Stars. To do this, click "Destroy" in the fleet order menu. A fleet with the "Destroy" order cannot form or join a combat coalition. In any case, the fleet will first fight any fleet or defense installations stationed on the moon. Only once this battle is won does the shot at the moon become possible.

The moon is also destroyed if the planet it orbits is abandoned.

No debris field is created when a moon is destroyed, nor when the Death Star destroys itself in the attempt.

Fleets flying toward a destroyed moon are redirected to the associated planet instead. This makes them subject to phalanx scanning and interception.

Chance of Moon Destruction

The chance that the Death Star(s) destroy the moon is calculated as follows:

Unlike most other probabilities in the game, from a certain number of Death Stars onward you even get a guarantee of moon destruction. The minimum number of Death Stars needed for this is calculated using the formula:

To have a 100% destruction probability against the largest possible moon (8,944 km), 340 Death Stars are needed.

For smaller moons, guaranteed destruction can make sense despite the potentially higher losses of Death Stars, if it creates the opportunity to intercept a very large fleet. As a general rule, though, it's usually better to send several waves of individual Death Stars for the purpose of moon destruction. For a wave attack, the success probability can be calculated with the following formula:

 Success probability = 1 - ((1 - single-attempt probability) ^ number of waves)

Regardless of the success of the moon destruction, there's a chance of losing the attacking Death Stars in the process, with the following probability:


Applying the new bash rule — no more than 6 attacks per planet/moon within 24h — to attacks aimed at moon destruction makes destroying large moons considerably harder. This can be countered by deviating from the most cost-effective approach of sending only one Death Star per wave, which leads to a higher loss rate among the attacking Death Stars. Spreading the waves out over several days only makes sense if you're sure that the fleet to be intercepted will be saved for longer. Otherwise you've warned the opponent, who will then very likely relocate their fleet.

The following table illustrates the probabilities of moon destruction.

Moon Size Moon Destruction Chance at Death Stars for 100%
Destruction Chance
Death Star
Loss Chance
1 DS 6 x 1 DS 6 x 2 DS 6 x 5 DS 10 DS
4.000 km 36,75% 93,60% 98,77% 100,00% 100,00% 8 31,6%
5.000 km 29,29% 87,50% 95,96% 99,83% 92,62% 12 35,4%
6.000 km 22,54% 78,40% 90,01% 98,51% 71,28% 20 38,7%
7.000 km 16,33% 65,70% 79,32% 93,46% 51,65% 38 41,8%
8.000 km 10,56% 48,80% 62,10% 80,12% 33,39% 90 44,2%
8.944 km 5,43% 28,45% 38,07% 53,99% 17,16% 340 47,3%

To decide whether an attack aimed at moon destruction makes sense, you need to weigh the probability of moon destruction, the possible losses of Death Stars, and the size of the fleet to be intercepted, against each other.

Properties

Fundamentally, a moon behaves like a planet — meaning it can be attacked or spied on normally, and holding, deploying and transporting to and from the moon are also possible. However, a moon cannot be scanned via the sensor phalanx's normal fleet-movement detection, and spying on moons from the galaxy view is only possible for Commander-officer users; everyone else has to do this manually via the fleet menu.

Renaming

It became possible to rename a moon, analogous to renaming planets, in order to support the various sorting options for planets introduced around the same time (including alphabetical sorting). The term "(Moon)" is automatically appended in parentheses after the moon's name.

Abandoning

Every moon can be abandoned by the player. The only conceivable sensible reason for this is a moon that's too small, with the goal being to deliberately get a large moon shot instead.

Historical

  • Before a certain point, the maximum possible field count of a moon that could be made available via the Moon Base was calculated using the same formula as for planets. As a result, extremely small moons only had 12 fields, and you only got a usable moon with 18 fields from a diameter of 4,358 km onward. This did not apply in Universes 1-3, however, since all moons there had 25 additional fields.
This was also associated with a display bug, where the overview or empire view would occasionally show the moon's maximum field count based on moon size instead of the fields actually made available by Moon Base levels. For example, this could look like "12/79" instead of "12/13" for a moon with 8,944 km and Moon Base level 5. This display error could usually be fixed by clicking recalculate in the resource menu.
In a later update, this dependency of moon fields on moon size was removed. All moons are now equally sized in terms of fields and can in principle be expanded indefinitely. At the same time, the display error was also fixed.
  • Up until a certain version, an Alliance Depot could be built on the moon. The fact that this is no longer possible in Redesign universes should have made no difference for virtually all players. The community management announced that, for those who had built a depot before the switch to the Redesign, which then still occupied fields but was no longer usable, the fields would be freed up again.
  • Universe 20 is the only universe in this reference list without moons.

See Also


Adapted and cleaned up from owiki.de (GNU Free Documentation License 1.3), a general OGame community wiki — the conceptual explanation applies generally, but specific numbers/formulas may differ from the pr0game source code and are not verified.