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	<title>Battle Looting - Revision history</title>
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		<title>Admin: Created page with &quot;= Resource Protection &amp; Looting = Successful raids can steal resources from a defender&#039;s colony — but not everything. &#039;&#039;&#039;Resource Protection&#039;&#039;&#039; and &#039;&#039;&#039;Warehouse&#039;&#039;&#039; capacity work together to shield part of your stockpile, while a global &#039;&#039;&#039;loot rate&#039;&#039;&#039; limits how much of the exposed portion attackers can actually take. Fleet &#039;&#039;&#039;cargo capacity&#039;&#039;&#039; is the final gate: raiders must bring enough haulers to carry the loot home.  This system applies to &#039;&#039;&#039;player-vs-player (PvP)...&quot;</title>
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		<updated>2026-06-20T14:05:15Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;= Resource Protection &amp;amp; Looting = Successful raids can steal resources from a defender&amp;#039;s colony — but not everything. &amp;#039;&amp;#039;&amp;#039;Resource Protection&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Warehouse&amp;#039;&amp;#039;&amp;#039; capacity work together to shield part of your stockpile, while a global &amp;#039;&amp;#039;&amp;#039;loot rate&amp;#039;&amp;#039;&amp;#039; limits how much of the exposed portion attackers can actually take. Fleet &amp;#039;&amp;#039;&amp;#039;cargo capacity&amp;#039;&amp;#039;&amp;#039; is the final gate: raiders must bring enough haulers to carry the loot home.  This system applies to &amp;#039;&amp;#039;&amp;#039;player-vs-player (PvP)...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Resource Protection &amp;amp; Looting =&lt;br /&gt;
Successful raids can steal resources from a defender&amp;#039;s colony — but not everything. &amp;#039;&amp;#039;&amp;#039;Resource Protection&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Warehouse&amp;#039;&amp;#039;&amp;#039; capacity work together to shield part of your stockpile, while a global &amp;#039;&amp;#039;&amp;#039;loot rate&amp;#039;&amp;#039;&amp;#039; limits how much of the exposed portion attackers can actually take. Fleet &amp;#039;&amp;#039;&amp;#039;cargo capacity&amp;#039;&amp;#039;&amp;#039; is the final gate: raiders must bring enough haulers to carry the loot home.&lt;br /&gt;
&lt;br /&gt;
This system applies to &amp;#039;&amp;#039;&amp;#039;player-vs-player (PvP) attacks&amp;#039;&amp;#039;&amp;#039; on active colonies. Pirates, inactive colonies, and other special targets follow different rules (see Special cases).&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
Every stored resource on a colony (steel, quartz, gas, iridium, silicium, elerium) falls into one of two categories:&lt;br /&gt;
&lt;br /&gt;
=== Protected resources ===&lt;br /&gt;
&lt;br /&gt;
* Resources stored &amp;#039;&amp;#039;&amp;#039;within your Warehouse capacity&amp;#039;&amp;#039;&amp;#039; can be partially shielded.&lt;br /&gt;
* The protected share is determined by your &amp;#039;&amp;#039;&amp;#039;Resource Protection rate&amp;#039;&amp;#039;&amp;#039; (see below).&lt;br /&gt;
* Protection is calculated &amp;#039;&amp;#039;&amp;#039;per resource type&amp;#039;&amp;#039;&amp;#039; — each material is evaluated against the same Warehouse capacity independently.&lt;br /&gt;
&lt;br /&gt;
=== Lootable resources (exposed) ===&lt;br /&gt;
&lt;br /&gt;
* Any portion of a resource &amp;#039;&amp;#039;&amp;#039;not covered by protection&amp;#039;&amp;#039;&amp;#039; is exposed to looting.&lt;br /&gt;
* Resources &amp;#039;&amp;#039;&amp;#039;above Warehouse capacity&amp;#039;&amp;#039;&amp;#039; are always fully exposed (protection does not apply to the overflow).&lt;br /&gt;
* Attackers do not automatically take all exposed resources — a global &amp;#039;&amp;#039;&amp;#039;loot rate&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;cargo capacity&amp;#039;&amp;#039;&amp;#039; further limit the haul.&lt;br /&gt;
&lt;br /&gt;
== Protection rate ==&lt;br /&gt;
Your total Resource Protection rate is the share of in-warehouse resources that &amp;#039;&amp;#039;&amp;#039;cannot&amp;#039;&amp;#039;&amp;#039; be stolen. It is built from several sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Base protection&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;10%&amp;#039;&amp;#039;&amp;#039; of in-warehouse resources are always protected.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resource Protection research&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;+1% per level&amp;#039;&amp;#039;&amp;#039; (research id: &amp;lt;code&amp;gt;resourceProtection&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Monuments&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Bonus safe-storage percentage from active monument effects.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Combat cap&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Total protection cannot exceed the global loot rate (see below).&lt;br /&gt;
|}&lt;br /&gt;
You can view the full breakdown on any colony&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Warehouse&amp;#039;&amp;#039;&amp;#039; panel in the game.&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; Protection only applies to resources stored &amp;#039;&amp;#039;&amp;#039;up to Warehouse capacity&amp;#039;&amp;#039;&amp;#039;. Anything above that amount is 100% exposed regardless of your protection rate.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warehouse capacity ==&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Warehouse&amp;#039;&amp;#039;&amp;#039; building defines how much of each resource type can benefit from protection. Capacity scales with building level:&lt;br /&gt;
 &amp;lt;code&amp;gt;Warehouse Capacity = 15,000 × 1.9 ^ Warehouse Level&amp;lt;/code&amp;gt;&lt;br /&gt;
(At level 0, capacity is 15,000 per resource type. Each level multiplies capacity by approximately &amp;#039;&amp;#039;&amp;#039;×1.9&amp;#039;&amp;#039;&amp;#039;, or roughly &amp;#039;&amp;#039;&amp;#039;+90%&amp;#039;&amp;#039;&amp;#039; per level.)&lt;br /&gt;
&lt;br /&gt;
Upgrading your Warehouse increases the amount of each resource that can be partially shielded — not just total storage, but the portion eligible for protection.&lt;br /&gt;
&lt;br /&gt;
== Loot rate &amp;amp; cargo limits ==&lt;br /&gt;
&lt;br /&gt;
=== Global loot rate ===&lt;br /&gt;
The share of &amp;#039;&amp;#039;&amp;#039;exposed&amp;#039;&amp;#039;&amp;#039; resources that can be stolen is set by a global combat setting (&amp;lt;code&amp;gt;combat.lootPercentage&amp;lt;/code&amp;gt;). The current default is &amp;#039;&amp;#039;&amp;#039;50%&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
There is &amp;#039;&amp;#039;&amp;#039;no attacker research&amp;#039;&amp;#039;&amp;#039; that increases loot efficiency. All raiders use the same loot rate against active PvP targets.&lt;br /&gt;
&lt;br /&gt;
This loot rate also serves as the &amp;#039;&amp;#039;&amp;#039;maximum protection cap&amp;#039;&amp;#039;&amp;#039; — your total protection rate cannot exceed it. With the default 50% loot rate, the highest achievable protection is &amp;#039;&amp;#039;&amp;#039;50%&amp;#039;&amp;#039;&amp;#039;, even if your research and monuments would add up to more.&lt;br /&gt;
&lt;br /&gt;
=== Fleet cargo capacity ===&lt;br /&gt;
After calculating available loot, the game checks whether the attacking fleet has enough &amp;#039;&amp;#039;&amp;#039;cargo space&amp;#039;&amp;#039;&amp;#039; to carry it:&lt;br /&gt;
&lt;br /&gt;
* Each cargo ship contributes its base cargo capacity.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Galactic Commerce&amp;#039;&amp;#039;&amp;#039; research (Realm 4+) increases cargo capacity by &amp;#039;&amp;#039;&amp;#039;+1.5% per level&amp;#039;&amp;#039;&amp;#039; per attacker.&lt;br /&gt;
* In joint / FCS attacks, each participant&amp;#039;s Galactic Commerce bonus applies to their own ships.&lt;br /&gt;
&lt;br /&gt;
If total cargo capacity is &amp;#039;&amp;#039;&amp;#039;less&amp;#039;&amp;#039;&amp;#039; than available loot, attackers take a proportional share. If cargo capacity is &amp;#039;&amp;#039;&amp;#039;greater&amp;#039;&amp;#039;&amp;#039;, they take everything available.&lt;br /&gt;
&lt;br /&gt;
== Formulas ==&lt;br /&gt;
For a single resource type:&lt;br /&gt;
 &amp;lt;code&amp;gt;In Warehouse     = min(Stored Amount, Warehouse Capacity)&lt;br /&gt;
 Overflow         = max(0, Stored Amount − Warehouse Capacity)&lt;br /&gt;
 Exposed          = Overflow + In Warehouse × (1 − Protection Rate)&lt;br /&gt;
 Available Loot   = floor(Exposed × Loot Rate)&lt;br /&gt;
 Actual Loot      = min(Available Loot, limited by fleet cargo capacity)&lt;br /&gt;
 Defender Keeps   = Stored Amount − Actual Loot&amp;lt;/code&amp;gt;&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Protection Rate&amp;#039;&amp;#039;&amp;#039; = min(Base + Research + Monuments, Loot Rate cap)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Loot Rate&amp;#039;&amp;#039;&amp;#039; = global &amp;lt;code&amp;gt;combat.lootPercentage&amp;lt;/code&amp;gt; (default &amp;#039;&amp;#039;&amp;#039;0.50&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
&lt;br /&gt;
All final amounts are rounded &amp;#039;&amp;#039;&amp;#039;down&amp;#039;&amp;#039;&amp;#039; to whole numbers.&lt;br /&gt;
&lt;br /&gt;
== Worked examples ==&lt;br /&gt;
The examples below use the &amp;#039;&amp;#039;&amp;#039;default 50% loot rate&amp;#039;&amp;#039;&amp;#039; and assume the attacker has enough cargo capacity to carry all available loot. Protection values are the &amp;#039;&amp;#039;&amp;#039;effective&amp;#039;&amp;#039;&amp;#039; rate after the combat cap.&lt;br /&gt;
&lt;br /&gt;
=== Example 1 — Small Warehouse, stockpile overflow ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stored&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Warehouse capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Protection rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50% (capped maximum at default settings)&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;In Warehouse  = min(50M, 10M) = 10M&lt;br /&gt;
 Overflow        = 40M            → fully exposed&lt;br /&gt;
 Protected share = 10M × 50%     = 5M protected inside warehouse&lt;br /&gt;
 Exposed         = 40M + (10M × 50%) = 45M&lt;br /&gt;
 Available Loot  = floor(45M × 50%)    = 22,500,000&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Result:&amp;#039;&amp;#039;&amp;#039; Defender keeps &amp;#039;&amp;#039;&amp;#039;27,500,000&amp;#039;&amp;#039;&amp;#039; Steel · Attacker steals &amp;#039;&amp;#039;&amp;#039;22,500,000&amp;#039;&amp;#039;&amp;#039; Steel.&lt;br /&gt;
&lt;br /&gt;
The large overflow (40M above warehouse capacity) dominates the loss — upgrading Warehouse is critical when stockpiles grow.&lt;br /&gt;
&lt;br /&gt;
=== Example 2 — Large Warehouse, full coverage ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stored&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Warehouse capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Protection rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50%&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;In Warehouse  = 50M&lt;br /&gt;
 Overflow      = 0&lt;br /&gt;
 Exposed       = 50M × 50% = 25M&lt;br /&gt;
 Available Loot = floor(25M × 50%) = 12,500,000&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Result:&amp;#039;&amp;#039;&amp;#039; Defender keeps &amp;#039;&amp;#039;&amp;#039;37,500,000&amp;#039;&amp;#039;&amp;#039; Steel · Attacker steals &amp;#039;&amp;#039;&amp;#039;12,500,000&amp;#039;&amp;#039;&amp;#039; Steel.&lt;br /&gt;
&lt;br /&gt;
When all resources fit inside the Warehouse, protection applies to the entire stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Example 3 — Mid-level protection (below cap) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stored&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Warehouse capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Protection rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|30% (10% base + 20 levels of Resource Protection research)&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;Exposed        = 50M × 70% = 35M&lt;br /&gt;
 Available Loot = floor(35M × 50%) = 17,500,000&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Result:&amp;#039;&amp;#039;&amp;#039; Defender keeps &amp;#039;&amp;#039;&amp;#039;32,500,000&amp;#039;&amp;#039;&amp;#039; Steel · Attacker steals &amp;#039;&amp;#039;&amp;#039;17,500,000&amp;#039;&amp;#039;&amp;#039; Steel.&lt;br /&gt;
&lt;br /&gt;
=== Example 4 — Cargo-limited raid ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stored&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Warehouse capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50,000,000&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Protection rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Available loot&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|12,500,000 (from Example 2)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fleet cargo capacity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|5,000,000&lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;code&amp;gt;Take ratio = 5M / 12.5M = 0.4&lt;br /&gt;
 Actual Loot = floor(12.5M × 0.4) = 5,000,000&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Result:&amp;#039;&amp;#039;&amp;#039; Defender keeps &amp;#039;&amp;#039;&amp;#039;45,000,000&amp;#039;&amp;#039;&amp;#039; Steel · Attacker steals &amp;#039;&amp;#039;&amp;#039;5,000,000&amp;#039;&amp;#039;&amp;#039; Steel.&lt;br /&gt;
&lt;br /&gt;
Even after a successful attack, insufficient cargo ships leave loot on the table.&lt;br /&gt;
&lt;br /&gt;
== Strategic impact ==&lt;br /&gt;
&lt;br /&gt;
=== For defenders ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Upgrade the Warehouse&amp;#039;&amp;#039;&amp;#039; to raise the capacity threshold — protection only applies to resources within this limit.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Research Resource Protection&amp;#039;&amp;#039;&amp;#039; for +1% safe storage per level (stacks with the 10% base rate).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Activate monument bonuses&amp;#039;&amp;#039;&amp;#039; that grant safe-storage percentage.&lt;br /&gt;
* Keep stockpiles near or below Warehouse capacity when possible; overflow is fully exposed.&lt;br /&gt;
* Stay active — inactive colonies lose warehouse protection entirely (see Special cases).&lt;br /&gt;
&lt;br /&gt;
=== For raiders ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Bring enough cargo ships&amp;#039;&amp;#039;&amp;#039; — available loot means nothing if your fleet cannot carry it.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Research Galactic Commerce&amp;#039;&amp;#039;&amp;#039; (Realm 4+) for +1.5% cargo capacity per level on haulers.&lt;br /&gt;
* Target colonies with &amp;#039;&amp;#039;&amp;#039;low Warehouse levels&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;large unprotected stockpiles&amp;#039;&amp;#039;&amp;#039; (resources above warehouse capacity).&lt;br /&gt;
* Scout defender resource levels and warehouse infrastructure before committing a fleet.&lt;br /&gt;
&lt;br /&gt;
=== Design goal ===&lt;br /&gt;
The system creates an ongoing economic arms race:&lt;br /&gt;
&lt;br /&gt;
* Defenders invest in &amp;#039;&amp;#039;&amp;#039;Warehouse capacity&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Resource Protection research&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;monuments&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Raiders invest in &amp;#039;&amp;#039;&amp;#039;cargo ships&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Galactic Commerce&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Raids remain profitable, but a single attack cannot wipe out an entire economy — especially when Warehouse and protection are maintained.&lt;br /&gt;
&lt;br /&gt;
== In-game references ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!What&lt;br /&gt;
!Where to find it&lt;br /&gt;
|-&lt;br /&gt;
|Protection rate breakdown&lt;br /&gt;
|Warehouse building panel → &amp;#039;&amp;#039;&amp;#039;Resource Protection&amp;#039;&amp;#039;&amp;#039; (expand details)&lt;br /&gt;
|-&lt;br /&gt;
|Exposed / raidable amount&lt;br /&gt;
|Resource popup → &amp;#039;&amp;#039;&amp;#039;Unprotected (Raidable)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|Warehouse capacity&lt;br /&gt;
|Resource popup → &amp;#039;&amp;#039;&amp;#039;Capacity&amp;#039;&amp;#039;&amp;#039;; Warehouse building stats&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resource Protection&amp;#039;&amp;#039;&amp;#039; (Security, Realm 1)&lt;br /&gt;
|-&lt;br /&gt;
|Cargo bonus&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Galactic Commerce&amp;#039;&amp;#039;&amp;#039; (Economy, Realm 4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special cases ==&lt;br /&gt;
These targets &amp;#039;&amp;#039;&amp;#039;do not&amp;#039;&amp;#039;&amp;#039; use the Warehouse protection formulas above:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Target&lt;br /&gt;
!Loot behavior&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Pirates (PvE)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|100% of stored resources can be looted (subject to cargo capacity).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Inactive colonies&amp;#039;&amp;#039;&amp;#039; (&amp;lt;code&amp;gt;inactive_week&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;inactive_month&amp;lt;/code&amp;gt;)&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;80%&amp;#039;&amp;#039;&amp;#039; of all stored resources can be looted. Warehouse protection is bypassed.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Active PvP colonies&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Full protection system described in this article.&lt;br /&gt;
|}&lt;br /&gt;
----&amp;#039;&amp;#039;Values reflect the current live configuration: 10% base protection, 50% default loot rate, 1% protection per Resource Protection research level, and 1.5% cargo capacity per Galactic Commerce level. Global combat settings may be adjusted per realm or season — check the in-game Warehouse panel for your current protection cap.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
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