Moons and missiles¶
Moons¶
A battle at a planet can leave a moon: the chance is the ship debris it made ÷ 100 000, rounded down to a whole percentage and capped at 20%. Below 100 000 new debris, the chance is zero. The moon belongs to the defender, one per planet, at the same coordinates.
A moon is not a small planet. It mines nothing, starts with one field, and only these can stand on it: Robotics Factory, Shipyard, the three storages, Lunar Base, Sensor Phalanx, Jump Gate. Ordinary defenses, including both domes, can be built on it. Missiles require a planetary silo. The anti-ballistic missiles on the planet below defend it.
| Building | Cost (base, ×2 a level) | Needs | Does |
|---|---|---|---|
| Lunar Base | 20 000 / 40 000 / 20 000 | nothing | +3 fields a level, one of which it occupies. Cannot be taken down. |
| Sensor Phalanx | 20 000 / 40 000 / 20 000 | Lunar Base 1 | Reads visible fleets at a planet, with ships and the relevant arrival or return time. Range level² − 1 systems, same galaxy. 5 000 deuterium a scan. Moons cannot be scanned, which is why a fleet is parked on one. |
| Jump Gate | 2 000 000 / 4 000 000 / 2 000 000 | Lunar Base 1, Hyperspace 7 | Moves ships between two of your moons instantly, no fuel, no cargo. Both gates rest 60 minutes. |
/moon shows the selected moon's controls, or lists your moons. The overview
also shows free fields, phalanx range and gate readiness. Commander exposes
these through moon_status, with phalanx_scan and jump_gate for actions.
Keep one free field for the next Lunar Base. If every field is full, use /demolish on an eligible building. The Lunar Base cannot be demolished.
Transport resources with the moon flag or Commander target_moon=true. From the planet below, use its own coordinates. To leave ships on the moon, use /deploy with named ships:
A phalanx sees outbound deployment only at its destination; recalled deployment is invisible. Other returns are visible only at their origin. It reveals no cargo. These rules follow the OGame moon guide. Our moon system is a subset: diameter, destruction, standalone moon abandonment, relocation and class/event bonuses are not implemented. Gate cooldown remains 60 minutes at every level.
Missiles¶
The Missile Silo is capacity, not a permit: 5 interplanetary and 10 anti-ballistic missiles per level.
| Missile | Cost | Needs | Rule |
|---|---|---|---|
| Interplanetary | 12 500 / 2 500 / 10 000 | Silo 4 | 12 000 attack against emplacements only. Ignores every shield, both domes included. Cannot be met by ships, takes no fleet slot, cannot be recalled, and the defender is not warned. Nothing it destroys rebuilds. |
| Anti-ballistic | 8 000 / 0 / 2 000 | Silo 2 | Destroys exactly one incoming missile, launching on its own, before anything lands. |
Range is 5 × Impulse Drive − 1 systems, inside your own galaxy. Flight
time is (30 + 60 × systems) / fleet speed seconds. Without a target order the
salvo takes the dearest emplacement first; first= names one.
Silo capacity and strike order¶
The silo uses shared capacity: anti-ballistic count + 2 × interplanetary count ≤ 10 × silo level. Existing and queued missiles both occupy capacity. At Silo 4, 20 interplanetary missiles fill it. Ten interplanetary missiles leave room for 20 anti-ballistic missiles. The two maximum counts cannot be held independently.
Interceptors fire automatically and destroy one incoming missile each. The parent planet's interceptors also protect its moon. Surviving warheads apply Weapons Technology. Target hull applies Armour Technology. Shields do not absorb the strike.
A defense needs ceil(defense hull / warhead damage) missiles. Overkill does not transfer to another emplacement. The default target order follows cost. first=plasma_turret moves that defense to the front. Missiles in the target silo are not strike targets. A salvo cannot loot resources or create a normal fleet battle.
Practical moon sequence¶
- Read
/moonand select the moon with/switch. - Transport construction resources to it with the
moontarget flag. - Build Lunar Base before consuming its last available field.
- Build Sensor Phalanx or Jump Gate when the catalog prerequisites are complete.
- Check range or both gate cooldowns before using
/phalanxor/jump.
A gate moves only selected available ships between two owned moons. Its action is immediate. It leaves resources behind and starts a 60-minute cooldown on both gates. Higher gate levels do not shorten it. Phalanx Level 1 reaches its own system because 1² − 1 = 0. A scan costs 5,000 deuterium even if the visible result is empty.