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Hello everyone.
Before resubmitting the project, I'd like to clarify a few things.
My previous project was based on https://simulator.ogame-tools.com/, developed by Jolteon. Unfortunately, due to an oversight during the AI input phase, I ended up copying parts of the code from the OgameTools project. I wanted to apologize to Jolteon for the inconvenience, which has now been resolved. I'd like to clarify that it was absolutely not my intention to plagiarize the OgameTools tool; it was simply intended to be an example of a working tool with some loading issues.
Now let's move on to the tool : https://www.ogameutilities.it/Osims/
OGame Battle Simulator — How the simulation works (Ai generated)
One of the things that makes this simulator stand out is how it automatically adjusts the way it runs each battle based on the fleets you enter. You don't need to configure anything — it figures out the best approach on its own.
Adaptive number of simulations
When you hit "Simulate", the tool doesn't always run the same fixed number of battles. It looks at the total size of both fleets and scales the simulation count accordingly:
- Small fleets (a few thousand ships) → runs up to 10× more simulations than the base setting, giving you much more accurate win percentages and average losses.
- Medium fleets → runs the standard number, still well within a good accuracy range.
- Very large fleets → may run fewer simulations, but compensates with smarter sampling (see below).
The goal is always to finish in roughly 8 seconds or less, regardless of fleet size.
Automatic scaling for massive fleets
When two players bring millions of ships, simulating every single unit one by one would take minutes. Instead, the simulator automatically reduces both fleets proportionally before running the battle, then scales the results back up at the end.
A few important safeguards are built in:
- The maximum reduction ratio is 1:5. Beyond that, the combat math starts producing noticeable inaccuracies (tanks compress too much, rare ships explode too easily), so the simulator refuses to go further and prefers fewer simulations over a distorted result.
- Rare ship types are protected: if you bring, say, only 2 Death Stars, the simulator makes sure the scaling factor never reduces them to zero — those ships stay in the fight.
- When scaling is applied, the result label shows the exact ratio used, so you always know what mode you're in.
Result accuracy at a glance
After each simulation run, the summary box shows:
- Win % for attacker / defender / draw
- Average surviving ships on both sides
- Estimated losses, debris, loot and profit
- Which mode was used: full precision (1:1) or scaled with the ratio applied
For most fights you'll encounter in the game, the simulator runs at full 1:1 precision. Scaling only kicks in for truly enormous fleet battles.
Multi-wave support
You can chain multiple waves in sequence: after each battle, the simulator automatically carries surviving fleets into the next wave input, so you can plan a full multi-wave raid without manually copying numbers between rounds.
The tool is based on the Trash Sim engine https://github.com/klaasvp/trashsim-public -mit license
As soon as possible, I will make the repository publicly accessible, so that if any community members want to contribute to improving it, they will have a starting point.


