The Oracle is a special building that allows you to see fleet movements of nearby planets. This fusion-powered device can only be built on moons, and each scan of a planet costs 5,000 hydrogen. Scans are done from the galaxy page, or the scans page, which only moons have.
- The Oracle shows all fleet movements except harvests, colonizations, and fleets which have been recalled.
- Unlike a Hermes Probe, you do not receive a notification if a player uses the Oracle to scan your planet.
- The Oracle may only scan a planet (or a Titan Attack Platform, never a moon or debris field. It shows all fleets going to the scanned planet (or Titan Attack Platform), as well as the planet (or Titan Attack Platform) owner's fleets which are based there but moving away.
- The Oracle can also see any ships participating in a Group Attack when they are grouped with a fleet outbound from the scanned planet, even when they originate from and target two different planets which are both not the planet scanned. (See section below for clarification.)
- The Oracle can see any Group Defend fleets while they are in orbit. However, ships belonging to the planet (or Titan Attack Platform) owner are not visible via Oracle while they are stationary. (For that, use probes.)
- The Oracle cannot detect a Titan Attack Platform while it is in motion, since there is no 'source' planet to scan.
Impact on Fleetsaving
Because the Oracle can see many fleet types, only certain ways to fleetsave will work if one is in your area.
- Any mission between moons is safe. That is, deploys or transports sent from one moon to another.
- All harvest missions are invisible to an Oracle.
- Colonization missions are safe.
- Recalled missions are safe.
Range and Costs
The range of the Oracle depends on its level and is:
Range = (Oracle Level)2 - 1
|Level||Ore Cost||Crystal Cost||Hydrogen Cost||Distance|
|1||20,000||40,000||20,000||0 (same solar system only)|
|2||40,000||80,000||40,000||3 Solar Systems Away|
|3||80,000||160,000||80,000||8 Solar Systems Away|
|4||160,000||320,000||160,000||15 Solar Systems Away|
|5||320,000||640,000||320,000||24 Solar Systems Away|
|6||640,000||1,280,000||640,000||35 Solar Systems Away|
|7||1,280,000||2,560,000||1,280,000||48 Solar Systems Away|
|8||2,560,000||5,120,000||2,560,000||63 Solar Systems Away|
|9||5,120,000||10,240,000||5,120,000||80 Solar Systems Away|
All fleets involved in a Group Attack are visible if any planet involved in the attack is scanned. For example, take this situation:
Let us assume that Attackers 1, 2, 3, and 4 have chosen to Group Attack the Target. Should the Oracle owner scan Attacker 3's planet, they would be able to see all four attacker's attack fleets. This despite the fact that Attacker 1's planet is out of range, Attacker 2 launched from a moon (which could not be scanned even if it were in range), and Attacker 4 launched from a different galaxy (which by definition is out of range regardless of the Oracle level). The Target planet is also out of range.
Apart from only launching attacks from moons, there are a number of countermeasures that can be taken to reduce the likelihood of being successfully Oracle locked.
In-system attacks are hard to lock (even, perhaps, by in-system Oracles) because they take so much less time than out-of-system ones. Using a MAC (aka “colony drop”) to first move the attacking fleet in-system before undertaking the actual attack can improve the chance of a successful attack (although perhaps not; colonization is a slow process) as well as reducing exposure to a lock.
Dividing an attack, as by sending slower Proms and Ares first and using the Formation link on the Fleets page to add faster Hades and Athenas in a Group Attack, can create a dilemma for potential lockers, especially if they only have time to lock the slower ships. The faster ships will return first, where they can either escape the lock on the slower ships or be part of a defense.
Finally, a direct countermeasure: Clearly, if a fleet returning from an attack has been Oracle locked, there is typically (by definition of “lock”) too little time for the victim to load the fleet page after the fleet has arrived, click “Select All” and “Dispatch Fleet” and have the game server recognize the fleet dispatch before the attack (or, rather, counterattack) lands. However, if before launching an attack in range of an Oracle the player opens another copy of the fleet page in a separate window, then should the returning fleet be locked, the player can attempt to dispatch the fleet from this saved fleet page (with the numbers of ships set to the surviving numbers of the attack) without having to wait for a page load and take time for a panicked fleet selection. This advance preparation should greatly increase the odds of escaping a “tight” lock (one where the counterattacking fleet lands only a few seconds or less after the returning fleet).
See also: How to Avoid Getting Locked