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Page créée avec « = Resources – Production and Harvesting = == Introduction == Resources are the core of your empire in '''OGX'''. They fuel your buildings, research, fleets and defenses. This page explains how you obtain resources, both passively and actively: * Planetary production (mines and synthesizers). * Raiding other players. * Harvesting debris fields. * Expeditions and special events. * The impact of storage capacity on your effective income. == Main resources =... »
 
m A protégé « Harvest » ([Modifier=Autoriser uniquement les administrateurs] (infini) [Renommer=Autoriser uniquement les administrateurs] (infini))
 
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= Resources – Production and Harvesting =
= Automatic resource harvest module =


== Introduction ==
== Introduction ==


Resources are the core of your empire in '''OGX'''
The '''automatic resource harvest module''' lets you instantly collect resources from all your planets and send them to a single destination planet.
They fuel your buildings, research, fleets and defenses.


This page explains how you obtain resources, both passively and actively:
This service costs '''Dark Matter''' each time you use it and has a cooldown that depends on your account type (Commander or non-Commander).


* Planetary production (mines and synthesizers).
== How it works ==
* Raiding other players.
* Harvesting debris fields.
* Expeditions and special events.
* The impact of storage capacity on your effective income.


== Main resources ==
When you use the automatic harvest module:


The three primary resources in OGX are:
* You select a '''destination planet''' in your empire.
* The module scans all your '''planets''' and collects:
** Metal
** Crystal
** Deuterium
* All available resources are removed from each planet and transferred to the selected destination planet in one operation.


* '''Metal''' – basic construction material used in most buildings and ships.
From the player’s point of view:
* '''Crystal''' – essential for advanced technologies, ships and research.
* '''Deuterium''' – used as fleet fuel and for advanced research and structures.


Each resource is:
* You do not need to send any ships.
* There is no manual fleet to configure.
* The transfer is handled automatically by the game.


* Produced passively on your planets (and in some cases on moons).
The exact Dark Matter cost per use is displayed in the game interface when you open the harvest module.
* Collected actively through combat and missions.
* Stored separately on every planet and moon.


== Planetary production (passive income) ==
== Cooldown and Commander bonus ==


Every planet generates resources over time through economy buildings:
After each use, the module enters a cooldown period during which it cannot be used again.


* '''Metal Mine''' – produces Metal.
Cooldown values:
* '''Crystal Mine''' – produces Crystal.
* '''Deuterium Synthesizer''' – produces Deuterium.
* '''Energy buildings''' (Solar Plant, Fusion Reactor, Solar Satellites, etc.) – provide the Energy required to run your mines and synthesizers.


Production characteristics:
* '''Non-Commander accounts:''' 2 hours between each use.
* '''Commander accounts:''' 1 hour between each use.


* Each building level increases base production but also energy consumption.
You will see a countdown timer indicating when the module will be available again.
* A small '''base production''' exists even at level 0, but becomes negligible later.
* Final production depends on:
** Universe '''economy speed'''.
** Possible account or global '''bonuses''' (VIP, events, officers, etc.).
** '''Production factors''' (for example 0 %, 50 %, 100 %) set in the production settings.


Resources produced are automatically added to the local stock of the planet, as long as storage is not full.
== Limitations and notes ==


== Raiding other players ==
* Only resources stored on your '''planets''' are collected.
* The module does not change your fleet or building queues; it only moves resources.


=== Principle ===
== Strategy tips ==


Raiding is one of the strongest active ways to gain resources.
* Use the module to centralise resources on your main building or research planet before starting expensive upgrades.
 
* Combine the harvest with large construction or research plans to avoid sitting on huge amounts of scattered resources.
* By attacking enemy '''planets''' or '''moons''', you can loot a portion of their stored Metal, Crystal and Deuterium.
* Commander accounts benefit from a shorter cooldown (1 hour), allowing more frequent centralisation and finer resource management.
* The total plunder depends on:
* Always check your destination planet’s storage levels before using the module to avoid wasting production.
** How many resources are stored on the target.
** Universe plunder rules (percentage of loot).
** Your available '''cargo capacity''' (small and large cargo ships).
 
If your cargos are not sufficient to carry the full theoretical loot, you will only bring back what fits in them.
 
=== Targets and profitability ===
 
Good raid targets are usually:
 
* Players with a lot of resources on their planets.
* Inactive players with weak or no defenses.
* Active players caught with full storages and fleets away.
 
Raiding can greatly accelerate your progression if you:
 
* Scan targets regularly (espionage).
* Avoid attacking players whose defenses or fleets you cannot handle.
* Time your attacks to hit when the target is offline.
 
== Debris fields harvesting ==
 
=== What is a debris field? ===
 
When fleets are destroyed in combat, the battle may create a '''debris field''' containing:
 
* Metal
* Crystal
 
This debris field appears at the coordinates of the battle (planet or moon orbit).
 
=== Collecting debris ===
 
To harvest the debris, you must send '''Recyclers''' to the field:
 
* Each Recycler has a specific cargo capacity dedicated to debris.
* When the mission ends, collected Metal and Crystal are added to the stock of the planet from which the Recyclers were sent (if storage allows it).
 
Debris fields can be created by:
 
* Your own battles.
* Battles between other players (you can “steal” debris if you are faster with your Recyclers).
 
Large fleet engagements can generate huge debris fields, becoming a major source of Metal and Crystal in mid and late game.
 
== Expeditions ==
 
Expeditions are a special mission where you send a fleet to explore deep space.
 
Possible resource-related outcomes include:
 
* Gain of Metal, Crystal or Deuterium.
* Gain of ships (which represent an indirect resource gain).
* Gain of Dark Matter.
* Nothing, or even negative events (loss of part of the fleet, delays, etc.).
 
Characteristics:
 
* Results are partly random and depend on several hidden factors (fleet size, duration, universe configuration).
* Over time, consistent use of expeditions can become a noticeable share of your total resource flow.
* As with raids, you must provide enough cargo capacity in the expedition fleet to bring potential loot back.
 
== Events and special rewards ==
 
Depending on the universe configuration, you may receive extra resources from:
 
* Time-limited '''events'''.
* Mission or quest systems.
* Administrative '''compensations''' (for example after technical issues).
* Other special mechanics specific to OGX universes.
 
These are considered bonus income and should complement, not replace, your core economy (mines, raids, debris harvesting, expeditions).
 
== Storage and effective income ==
 
Resource harvesting is limited by your storage capacity:
 
* Each planet has:
** '''Metal Storage'''
** '''Crystal Storage'''
** '''Deuterium Tank'''
* Each moon may also have its own storages (including a Deuterium Tank).
 
If a storage is full:
 
* Passive production for this resource is no longer added.
* Resources coming from raids, debris or expeditions that exceed the maximum capacity cannot be stored.
 
In practice:
 
* If you often hit storage caps, part of your potential income is simply '''lost'''.
* Regularly upgrading storage buildings is essential, especially on high-production planets.
 
== Basic strategy tips ==
 
* Combine '''passive''' (mines) and '''active''' (raids, debris, expeditions) income for optimal growth.
* Keep an eye on your '''storage levels'''; do not let key resources sit at 100 % for long periods.
* Spend resources regularly (buildings, research, ships, defenses) to free storage space.
* Use espionage to identify profitable and safe raid targets.
* Do not neglect Recyclers: debris fields are often where the real profit of a battle lies.
 
== 🔗 See also ==
 
* [[Raids and plundering]]
* [[Debris fields]]
* [[Expeditions]]
* [[Resources – Production, Harvesting and Storage]]
* [[Deuterium production on moons (Synthesizer and Storage)]]

Dernière version du 12 décembre 2025 à 13:38

Automatic resource harvest module

Introduction

The automatic resource harvest module lets you instantly collect resources from all your planets and send them to a single destination planet.

This service costs Dark Matter each time you use it and has a cooldown that depends on your account type (Commander or non-Commander).

How it works

When you use the automatic harvest module:

  • You select a destination planet in your empire.
  • The module scans all your planets and collects:
    • Metal
    • Crystal
    • Deuterium
  • All available resources are removed from each planet and transferred to the selected destination planet in one operation.

From the player’s point of view:

  • You do not need to send any ships.
  • There is no manual fleet to configure.
  • The transfer is handled automatically by the game.

The exact Dark Matter cost per use is displayed in the game interface when you open the harvest module.

Cooldown and Commander bonus

After each use, the module enters a cooldown period during which it cannot be used again.

Cooldown values:

  • Non-Commander accounts: 2 hours between each use.
  • Commander accounts: 1 hour between each use.

You will see a countdown timer indicating when the module will be available again.

Limitations and notes

  • Only resources stored on your planets are collected.
  • The module does not change your fleet or building queues; it only moves resources.

Strategy tips

  • Use the module to centralise resources on your main building or research planet before starting expensive upgrades.
  • Combine the harvest with large construction or research plans to avoid sitting on huge amounts of scattered resources.
  • Commander accounts benefit from a shorter cooldown (1 hour), allowing more frequent centralisation and finer resource management.
  • Always check your destination planet’s storage levels before using the module to avoid wasting production.