Moon
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.