OGame BattleSim lets you test fleet matchups before sending your ships. Enter the attacker, defender and known technologies to compare possible outcomes, losses and generated debris. Use the result as an estimate with the limitations described below.
This OGame battle simulator runs in your browser and does not need your account credentials. Load the example to learn the controls, then change one variable at a time.
Prepare your next battle
Compare fleets and estimate your chances before attacking.
Local simulation · no account connectionEnter units for both sides or load an example.
Calculation method and scope of the results
Probabilistic engine with up to six rounds: random targets, fire from both sides, rapid fire, shield regeneration between rounds, shield bounce and rounding to 1%, and explosion checks below 70% hull. Destroyed units are removed at the end of the round.
Technologies add 10% of the base per level. Additional bonuses multiply the value after technology and affect every unit on that side. Enter effective levels and known bonuses; lifeform research and individual ship bonuses are not calculated automatically.
This version simulates one attacker and one defender. It excludes ACS, tactical retreat, the General's special shot, wreck fields, Space Dock repairs, loot, fuel, Reaper debris collection, and moon creation. Losses are gross values before reconstruction; rebuilt defenses are a separate expected value.
Unofficial tool. Percentages are sample estimates, not guarantees or a certified reproduction of OGame's current engine. Check your universe settings.
References: combat rules · Bomber changes.
How to set up your first simulation
- Gather the available data: use a recent espionage report to identify the opponent’s ships, defenses, and technologies. Missing information can substantially change the estimate.
- Set the attacker: enter the number of each ship you would send and your weapons, shielding, and armor technology levels.
- Set the defender: enter the opposing fleet, defenses, and technologies. Solar satellites and crawlers belong on this side.
- Check additional bonuses: “Additional bonus” accepts a percentage for weapons, shields, and armor, applied to every unit on that side. Use only known values; class and lifeform effects are not calculated automatically.
- Match your universe: expand “Universe and number of simulations”. Set the fleet and defense debris percentages, expected defense reconstruction, and whether debris includes deuterium.
- Run and compare: start with 100 simulations. Change one fleet composition or technology and run the calculation again to compare the effect.
This version supports up to 50,000 units across both sides and 500 simulations per run. If you reach the calculation limit, reduce the unit count or number of repetitions. “Cancel” stops the calculation, and “Clear” resets the form.
How to read the battle results
- Win and draw percentages: “Attacker win”, “Defender win”, and “Draw” show attacker wins, defender wins, and draws within the calculated sample. A draw can occur when both sides still have units after six rounds, or when both sides are destroyed.
- Gross losses: “Gross losses” is the total metal, crystal, and deuterium cost of destroyed units, before reconstruction. It is not an attack profit calculation.
- Average debris: “Average debris generated” shows resources produced using your chosen debris settings. It does not subtract debris collected by Reapers or guarantee that you can recycle it.
- Survivors: “survivors” lists the average and observed minimum–maximum for each unit type, alongside average casualties. The observed range does not guarantee the limits of a future battle.
- Rebuilt defenses: “Rebuilt defenses” is the expected number based on the percentage you selected. It is shown separately and is not added to combat survivors.
The round breakdown shows the first battle in the sample as an individual example. The averages and probabilities summarize all simulations.
What this simulator models
The engine models one attacker against one defender over a maximum of six rounds. It includes random targeting, weapons, shields, armor, rapid fire, shield regeneration between rounds, and hull damage explosion checks. Repeating the same setup can therefore produce different results.
This version does not include ACS, tactical retreat, the General’s special shot, wreck fields, Space Dock repairs, loot, fuel, Reaper debris collection, or moon creation. It also does not derive individual ship bonuses from lifeforms. Battles that depend on these effects need a tool that supports them.
How reliable is the estimate?
This is an unofficial tool for comparing combat scenarios, not a certified reproduction of OGame’s current server engine. A high win percentage in the sample does not guarantee the same outcome in the game. Check the espionage report, effective technologies, bonuses, and universe rules before using the results to plan an attack.
To learn how fleet composition affects a battle, load the example and change one variable at a time, such as the number of cruisers or weapons technology. Compare each result with the original setup.
TrashSim, SpeedSim and other OGame simulator searches
Searches for “OGame battlesim”, “OGame simu”, “WebSim OGame” or “SpeedSim” often have the same purpose: estimating a combat outcome. They do not establish that every tool with a familiar name supports the current game.
TrashSim has a shutdown announcement from its developer. Check the identity and maintenance of any continuation rather than assuming an old name guarantees a current service. Historical references to SpeedSim or other simulators should be evaluated the same way.
How to compare two tools
- Use identical unit counts and technologies.
- Match debris settings and other supported parameters.
- Check bonuses and special mechanics separately.
- Compare repeated samples rather than a single random result.
- Explain missing features before attributing a discrepancy to the combat engine.
Rapid fire and profit are separate questions
Rapid fire depends on target relationships, so total attack power alone does not describe a fleet composition. A simulator can help compare those interactions within its supported model.
Victory probability is not profit. Add fuel, loot, collection costs and uncertainty about who recovers debris when the tool does not calculate them. For a group operation, use a tool supporting each fleet and its technologies; this page’s simulator does not support ACS.
Continue with our defence guide, ACS planning guide and tools guide.