ACS stands for Alliance Combat System in OGame. It allows fleets to participate together in an attack or a coordinated defence where the universe supports the feature. The challenge is making sure every participant joins the intended operation with the correct timing and information.
This guide focuses on preparation and checks. Interface labels can change, so use the controls shown by your version and verify the resulting fleet movements.
Check whether ACS is enabled
Read your universe settings first. A tutorial written for an ACS universe is not proof that the same feature is available everywhere. Also distinguish an ACS attack from an ACS defend or hold mission: they serve different purposes.
The historical Origin ACS guide explains inviting players and joining a fleet union. Use it for the concept, then check current requirements and interface behaviour.
Preparing a joint attack
- Confirm coordinates and whether the target is a planet or moon.
- Obtain recent information and simulate all participating fleets.
- Choose the initiating player and agree on communication.
- Create the fleet union and invite the intended participants.
- Each player selects the correct joint operation when sending.
- Verify that the game shows the fleets as part of that operation.
Several independent attacks on the same coordinates do not automatically become one ACS battle. Check the union rather than relying on a shared destination.
Keep each player’s technologies separate
Participants may have different combat technologies and bonuses. Adding every ship under one invented technology level removes information that can matter. Choose a simulator supporting multiple fleets and the relevant mechanics.
Test an additional scenario with one participant removed. If the operation stops being viable, everyone should know when to cancel rather than discovering the change after the battle.
Arrival times need a shared reference
Fleet composition, origin and selected speed affect the flight. Joining conditions must be checked before confirmation. Do not assume that any fleet can join at any time or that the displayed arrival remains unchanged after another participant is added.
Communicate the time shown by the game and use a shared reference such as server time. This reduces confusion between players in different time zones.
ACS defence: select the right destination
A planet and its moon are different targets. A fleet holding at one does not automatically defend the other. Check the mission’s relationship requirements, holding duration and fuel before sending.
Plan your own return as carefully as the assistance itself. Helping an ally can still expose your fleet if it arrives home while you are unavailable.
Recycling and resource distribution
Loot carried by surviving ships and resources in the debris field are different. Agree who will recycle, how losses will be recorded and how any transfers will be handled. Do this before launching, while everyone can still review the assumptions.
Consult community rules for distributions and recycling support. A private agreement between players does not replace the rules that govern transfers.
A compact alliance checklist
- Correct coordinates and target type.
- Recent report and up-to-date simulation.
- All fleets joined to the intended union.
- A recycling plan and clear allocation method.
- A person responsible for communicating changes.
- A cancellation condition everyone understands.
- A safe plan for each fleet’s return.
Common ways a sound plan breaks down
Typical avoidable errors include using an old report, forgetting a fleet in the simulation, failing to communicate a recall and confusing attack participation with defensive holding. Another is calculating victory without including fuel, recycling or return exposure.
Before the first serious operation with a group, make sure each player can explain what they are sending and which mission they are joining. Shared understanding is more valuable than a long plan that only its author can interpret.