As soon as we have completed all the necessary checks, we will proceed with changing these settings.
Please be patient; after all, we are using Origin for its intended purpose!!!
Happy holidays to everyone!!!!
As soon as we have completed all the necessary checks, we will proceed with changing these settings.
Please be patient; after all, we are using Origin for its intended purpose!!!
Happy holidays to everyone!!!!
Hi everyone,
Our Super Co.Ma has already explained to you that Bermuda and Alpha are test servers, and for this reason, game conditions can be different and constantly changing.
What surprises me, however, is not seeing your excitement: this activation of attacks was necessary precisely to test the behavior of the combat system after the latest updates — updates desired and awaited by everyone, loudly requested across all communities!
Test servers are always “ahead,” and personally, I would have expected an enthusiastic reaction, because what happens here anticipates what we will see in the future on the live servers.
I would also like to make a small clarification: official communications regarding tests are not only posted on the Origin forum and Origin Discord, but are also shared in your community boards to make information as widely accessible as possible.
In any case, you are important to us , and the feedback you provided is absolutely valuable: we will carefully evaluate every suggestion, trying to listen to you as much as possible. We just ask you to understand that, in some technical or operational circumstances, it is not always possible to provide long-advance notice, even if we understand how useful it would be for everyone.
Finally, since no one has mentioned it yet, I would like to remind you that on the Alpha server, if you lost your fleet during this test, you have the possibility to clone your account again.
We truly appreciate your effort on the test servers and sincerely regret any difficulties or losses that some of you may have experienced.
Your contribution is valuable and essential to help OGame progress.
For any doubts or needs, we are here, and you can continue to write on the forum or ticket: we will do our best to support you.
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We appreciate your cooperation and the proposal which will certainly be evaluated.
Technical team is actively working on resolving the problem, and a fix will be available very soon.
We sincerely apologize for the inconvenience
Technical team is actively working on resolving the problem, and a fix will be available very soon.
We sincerely apologize for the inconvenience.
Why open two threads for the same issue?
As I already mentioned in your other post, the technical team is actively working on resolving the problem, and a fix will be available very soon.
Please keep in mind that this is a test server, where it’s expected that updates may sometimes cause issues.
That’s precisely the purpose of this environment, and we kindly ask for your understanding.
We sincerely apologize for the inconvenience.
The technical team is working on resolving the issue, and a fix will be available very shortly.
I’d like to remind you that this is a test server, where it is normal for updates to be released that may present issues.
This is the very purpose of this server, so I kindly ask for your understanding.
Thank you
We are aware of the issue and apologize for the inconvenience.
It seems that the fleets get stuck.
Our technicians are working to fix it
I had an intuition: did you demolish the main planet?
You can access Bermuda and not Alpha it's very strange!
Can you kindly open a ticket? This way we will see if the support can help you
I logged in again after reading your message and I am able to access the game successfully
Can you please try again?
We were forced to deactivated the feature to copy accounts to Alpha (PTS) due to bug.
We hope to fix it as soon as possible and then activate it again soon
Unfortunately we are not yet able to tell you exactly when the cloning will be operational, but rest assured that it will happen soon
It is not allowed to attack active players without an agreement
It is of course allowed to attack inactive players
If you receive non-agreed attacks, contact the Support Service
For any doubts, any information, we are always at your disposal
Our Admins say tat Alpha is designed as a testing ground for various experiments and challenges. It's essential to remember that active players in Alpha might be participating in planned tests conducted by other players.
Attacking or interfering with active players could potentially disrupt these tests and impact the overall experience for everyone involved.
Remember, Alpha universe is all about learning, experimenting, and having fun together. So let's respect each other's journeys.
A player that doesn't respect it will be warned and/or blocked.
Espionage Reports V9
Upgrading to Version 9 changes the espionage reports, which will show all the searches (and their level) currently active for that player, as well as obviously the bonuses relating to the construction section.
The espionage report takes on even greater importance in this version, as it can rapidly change its results, reinforcing the strategic content of this game.
What an espionage report shows, in the LF Research section, is the set of all the technologies currently ACTIVE and developed on every single planet that influence basic research, such as Armor, Shield and Weapon Technology, as well as the speed of individual ships as well as resource production, all of which are crucial when examining ratios of this type.
It is therefore to bear in mind that the bonuses could change at any time , as a reset of a research block, a restore, the switch of a race, an up and other customizations, which NOT necessarily take place in the spied planet , can significantly affect what was detected with the spy
It should also be taken into consideration that, despite the spy you have, some actions performed by the spied player may not have been performed with the configuration viewable from the report.
In the following screen you can see a Version 9 espionage report
Currently, given the novelty of the upgrade, we are unable to recommend a tool that allows automatic calculations on the effect of bonuses on fleet production and speed
As soon as one updated to this version is proposed, we will, as usual, report it.
MANAGEMENT & CONTROL OF RESEARCH BONUS
To allow users complete and precise control of the various bonuses developed on the various planets, so that it is possible, effectively and quickly, to identify the places where to intervene or simply view the bonus levels achieved, a new summary page has been created.
A new subpage has therefore been added within Resource Setup

By selecting the link you can view, in detail, the increases of the bonuses developed on the individual planets, and where it is possible, the total achieved in the Empire is shown
The first number shown corresponds to the level reached, the second to a possible cap. max
In the example shown it is immediately understandable that, through the different bonuses on metal production, deriving from the various V9 technologies (constructions therefore excluded) a TOTAL increase of 13.06% on production was achieved

The items are grouped by type and can in turn be expanded by clicking on the green arrow to the left of each item
Now the contribution deriving from each planet is shown in detail, so that it is possible to carry out all the necessary calculations and therefore be able to intervene where the need arises

In some cases, such as ships for example, the menu provides for further expansion

By turning on this last level, an overall view of all developed bonuses is shown, divided by planet and ship type.
For now there is not yet an entry that shows all the bonuses merged on a single ship
The screen below shows how the increase in the Heavy Cargo hold is reported for development in the single planet and not the global total increase in the hold on the ship

RESET & RESTORE OF SEARCHES
As already widely explained, Version 9 allows for a very varied customization of searches
During the development of research it may happen that a technology developed, for example, at the beginning, is now no longer useful, or the game strategy that made certain choices to be made has changed, or again, proceeding with randomization, the desired research has not been selected by the system
To remedy all these eventualities, the Reset and Restore functions are available
At the bottom of the three research blocks appear three large green buttons

By using them, it is possible to decide to reset a research block to ZERO and to be able to reselect the technologies that make it up
By pressing the RESET, a confirmation pop-up appears which, in turn, contains the request for a further choice
The FREE RESET , as easily understood, is completely free. However, it has a cooldown time to repeat it again
The RESET with MO does not include the cooldown
In case an active queue and/or a technology under development exists at the time of the RESET, the queue will be deleted, research in development interrupted and the resources returned.
Any blocks of research after the reset one will cease to produce their bonuses until the previous block is full of all research again.
If the THIRD BLOCK is subject to RESET, the previous two will continue to perform their functions normally
After selecting the preferred option a new confirmation pop up appears

Confirming further, the block resets and appears as originally found

At this point we can proceed to the new selection of technologies. In the case of RANDOMIZATION, refer to the dedicated section
Proposed technologies, if previously developed on that planet, will reappear at their development level (so a developed research will not lose its level, but will be reset to the same way it was before the RESET. Researches NEVER developed on that planet , even if developed elsewhere, will appear at level ZERO)
Note that the RESTORE button and a countdown appear under the reset block
If the new selection does not satisfy the player and he considers the newly created block less profitable than the previous one, he will be able to return to the previous situation within the indicated time
REPLACEMENT OF THE ALIEN RACE
First of all, it is good to know that, on each planet, it is possible to develop several alien races, one at a time, and that for this reason it is possible to switch between one and the other.
The first available race is, as has been said, the primitive race, or the HUMANS but proceeding with the alien explorations, it will soon be possible to get in touch and have the other races available.
It will therefore be possible to decide to replace the race currently present on the planet to optimize one's game strategy, activating an alien with characteristics that enhance one's strategies.
Or you can also change race to have at least one planet that allows, with its research (which will be shared with all the other planets), to obtain exclusive advantages
Or it can also be replaced for strategic reasons of great impact on the game
Observing the peculiarities of a race change, it will be possible to understand how it can be effective to use this option as a real additional bonus of Version 9 , using it to obtain strategic advantages during certain actions.
To deactivate a race, go to the upper menu and click on the icon of the currently selected alien:

In the window that opens, click DEACTIVATE on the descriptive card of the alien still present

At this point, select the alien you want to activate from the new page that opens, i.e. the list of aliens already available (since found with exploration ) and press SELECT

At this point a new race will take over the planet.
There is a cooldown of 48 hours between one race change and another.
This means that if an alien has been present on a planet for OVER 48h, it will be possible to replace it with another one instantly.
After the race change, for 48 hours, it will not be possible to deactivate the resident alien
Any building queues of the LF section will be stopped and the resources returned
Expeditions sent from the planet on which the race change is made will interrupt their flights.
If no life-form searches are available after deactivation, all explorations for aliens, originating from any planet, will cease their flights.
When an already developed race is deactivated, no building will be lost and consequently, the points obtained by developing the buildings and technologies will remain and when the race is restored (on the same planet) they will be restored
This means that it will be possible to return to the previous race being in exactly the same situation as before the change, except for the number of Aliens present on the planet.
By deactivating a race, the aliens who used to populate the planet will, of course, abandon it.
This means that, to return to the initial efficiency, it is necessary to wait for the restocking to be complete.
Even the food produced and eventually set aside will be brought back to zero
The time required for repopulation depends primarily on the characteristics of the aliens (for example the Rock'Tal reproduce more slowly while the Mecha are very fast), on the Economy speed and finally on how much the buildings that increase their growth rate have been developed.
Buildings that require a minimum amount of residents will immediately return to full functionality , although they cannot be leveled up until the number of residents is sufficient to do so.
Researches that require a minimum threshold of aliens will NOT start producing their bonuses until the required requirements have been met
The screen in front of which you might find yourself is visible in the following screenshot. In this example, the searches are seen exactly at the level at which they were developed but the image is in black & white, to indicate precisely that they are not operational at that moment.
The technologies covered by a padlock are instead those for which a number of residents has never been reached such as to be able to unlock them, not even before deactivation.

The technologies will gradually become active again, based on the necessary requirements, until returning to the initial situation.
In the following screenshot, the bonuses granted by the first two technologies as the resident aliens rise are back on the planet.

MENU' LIFEFORM

MECHAS - COSTRUZIONI
Alien Mechas can only be activated after exploring the galaxies and encountering this species. Their characteristics are specified in the Alien Characteristics section but, in general, their characteristic is to provide support to the General Class by providing bonuses aimed at alleviating its critical needs and increasing its profits.
Only after activating this race, you have access to their LIFEFORM section, through the button on the menu, or the section relating to the specific structures of this race.
LifeForms structures DO NOT occupy planet spaces, only some require energy, others require a minimum amount of resident aliens to be activated or a certain amount of energy produced on the planet
The importance of developing an abundant population of this species derives from the fact that the more inhabitants reside on the planet, the more their structures and research can be unlocked and consequently the greater the bonuses that can be obtained.
The bonuses obtained by developing these buildings only affect the planet on which they are being built
The speed of construction is influenced by the level of development achieved by the Nanite Factory on that planet
Given the above, it is therefore not possible to put LifeForms buildings under construction while the development of the Nanite Factory is underway
For the Mechas race the constructions are as follows:

MECHAS - RESEARCH
Unlocking the researches of the Mecha allows you to have access to their EIGHTEEN researches that grant infinitely useful bonuses and improvements to the General Class, strengthening and increasing everything that revolves around their game class including a bonus on the class itself
To have access to Mechas researches it is necessary to develop the Robotics Research Center present in the LifeForm Constructions section
The research page is accessed by clicking on the icon next to the LifeForm section of the menu
To be developed, each research requires the achievement of a specific number of resident aliens, belonging to the same training level of the block.
Therefore BLOCK 1 needs a certain amount of T1 level Mechas, a certain number of T2 level Mechas are required to access BLOCK 2 researches, and finally, BLOCK 3 needs a certain number of T3 trained Mechas
Technologies that have not met the minimum population requirement appear hidden by a padlock on a black background
Once the required population level has been reached, it is possible to activate the research. It may belong to the race that is developing on the planet or even to another race. Further information regarding randomisations can be found in the appropriate section of the guide
Researches can only be unlocked in sequence, i.e. you cannot unlock, for example, a research of BLOCK 2 first, even if you meet the requirements.
You must first unlock all of BLOCK 1
Unlocking a research does not mean having developed it, in fact it initially appears at level ZERO.
The Roman numerals that appear in the upper part of the research image inform the player that he will find, in another or other blocks, the same research even more developed and generally more profitable, or in any case that, being able to develop it several times, he will be able to at least double it the benefits
The absence of numbering indicates that the only research of this type available has been unlocked
Indicates that the first available research of this type has been unlocked and that by continuing, you will find another identical, but more advanced one
Indicates that the second and last research of this type has been unlocked
Research cannot be developed if the Robotic Research Center is being upgraded on the planet and vice versa
The researches developed on a planet are disseminated throughout the Empire, so all planets will enjoy the researched effects, as long as, of course, the race remains active on that planet
This means that if he develops a research that grants, for example, 0.3% bonus on metal, he will grant it not only on the planet he develops on, but on the production of all planets.
This is the complete picture of MECHAS research

MECHAS RESEARCH - BLOCK 1 - Population T1 Minimum Required: 200,000 Inhabitants
MECHAS RESEARCH - BLOCK 2 - Population T2 Minimum Required: 1,200,000 Inhabitants
MECHAS RESEARCH - BLOCK 3 - Population T3 Minimum Required: 13,000,000 Inhabitants