OGame Espionage Guide: How Many Probes You Need & Counter-Espionage Explained
The real OGame espionage formula: how many probes you need to see fleet, defense, buildings and research, plus how counter-espionage actually works.
Every serious OGame decision, whether to attack, whether to fleetsave harder tonight, whether that "inactive" neighbor is really inactive, starts with an Espionage Report. The mechanic looks simple (send a probe, get a report) but the actual amount of information you receive is governed by a real formula, and the probes themselves can be shot down before they even report back. Here's exactly how it works, and how to use it well.
In this guide
- The Espionage Probe: Your Only Spying Tool
- How Much Your Probes Actually Reveal
- Counter-Espionage: Can Your Probes Get Shot Down?
- Practical Espionage Tactics
The Espionage Probe: Your Only Spying Tool
The Espionage Probe is the only ship in the game that can fly an Espionage mission. It's cheap (1,000 Crystal, nothing else), it's the fastest ship in the game, and it carries essentially no combat power, its job is to arrive, report, and possibly die. Requirements to unlock it: Shipyard Level 3, Combustion Drive Level 3, and Espionage Technology Level 2.
Two things are worth knowing before you send one: every other ship in the game has Rapid Fire against Espionage Probes (typically ×5), so if the target has any fleet at home, your probes are extremely likely to be destroyed. Planetary defenses, on the other hand, do not get Rapid Fire against probes, they can still shoot them down, just without the bonus rerolls. Either way, treat every probe you send as expendable.
How Much Your Probes Actually Reveal
A single probe always shows you the target's resources. Beyond that, how much extra detail you get (fleet, defense, buildings, research) depends on your Espionage Technology level compared to the target's, and how many probes you sent. The game adds up a "information score": the number of probes you sent, plus a bonus or penalty based on the gap between your Espionage Technology level and theirs.
- If your Espionage level is higher, the gap works in your favor, squared, added to your probe count.
- If your levels are equal, only your probe count matters.
- If their level is higher than yours, you first have to "pay off" the gap (squared) in probes just to break even, before any extra probe starts revealing more.
The resulting information score unlocks tiers of detail:
| Information Score | What You See |
|---|---|
| Less than 2 | Resources only |
| 2 | Resources + Fleet |
| 3 | Resources + Fleet + Defense |
| 5 | + Buildings |
| 7 | + Research (full report) |
As a quick reference, here's roughly how many probes you need to see each tier, based on the difference between your target's Espionage level and yours:
| Their Espionage Level Minus Yours | To See Fleet | To See Defense | To See Buildings | To See Research |
|---|---|---|---|---|
| -3 or lower (you're far ahead) | 1 | 1 | 1 | 1 |
| 0 (equal) | 2 | 3 | 5 | 7 |
| +2 (they're ahead) | 6 | 7 | 9 | 11 |
| +4 (they're well ahead) | 18 | 19 | 21 | 23 |
| +6 (they're much stronger) | 38 | 39 | 41 | 43 |
In short: research Espionage Technology aggressively if you plan to scout often, every level you're behind costs you disproportionately more probes for the same information.
Counter-Espionage: Can Your Probes Get Shot Down?
Yes, and it happens more than most new players expect. Whether an incoming probe gets intercepted depends on four things: the gap between the two players' Espionage Technology levels, how many ships are sitting on the spied planet, how many probes were sent, and a random factor. A common community-built estimate (not an official published formula, but widely used by third-party OGame calculators) scales roughly with 2 raised to the espionage-level gap, multiplied by the probe count and the defender's fleet size, so both a strong Espionage Technology lead and a large home fleet meaningfully raise your odds of shooting probes down.
Important nuance: destroying an incoming probe does not stop its report. The information the attacker was trying to get still reaches them, even if every single probe they sent is shot down. Counter-espionage protects your ships from being wasted on defense, but it does not protect your secrecy.
Practical Espionage Tactics
- Never launch a real attack blind. Send enough probes (using the table above) to confirm defense and fleet before committing real ships, an unscouted attack is a guess, not a plan.
- Send probes in a batch, not one at a time. Since counter-espionage risk scales with your probe count too, there's a real trade-off, send the minimum number the table suggests for the detail tier you actually need.
- Use a probe to generate debris field cover. A single-round Espionage Probe attack (a real attack mission, not the spy mission) creates a small 300-crystal debris field at the target immediately, letting you position Recyclers to arrive right after your main fleet lands, before the target's own defenders can. This exact trick is covered in more detail in our OGame Combat Guide.
- Watch for repeat probing of your own planets. If you're being scouted often, that's usually a sign someone is planning an attack, this is exactly when a proper fleet save matters most.
Related Guides
- OGame Combat Guide: How Battles, Shields & Rapid Fire Really Work
- OGame Fleet Save Guide: How to Protect Your Fleet While Offline
- OGame Tools: Calculators & Simulators
Frequently Asked Questions
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