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Resource Protection: Difference between revisions

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{{Research
= Resource Protection & Looting =
| name = Resource Protection
| image = Research_ResourceProtection.png
| realm = 1
| category = Security
| description = Increases the safe storage amount that raiders cannot steal. Better protects your resources against enemy attacks
| effects = β€’ Safe Storage (+1% per level)
| requirements = Research Lab Level 2<br>
Construction Engineering Level 2
| cost = 1200 Steel<br>
800 Gas
| time = 20s
}}


== Overview ==
Successful raids can steal resources from a defender's colony β€” but not everything. '''Resource Protection''' and '''Warehouse''' capacity work together to shield part of your stockpile, while a global '''loot rate''' limits how much of the exposed portion attackers can actually take. Fleet '''cargo capacity''' is the final gate: raiders must bring enough haulers to carry the loot home.
Increases the portion of stored resources that cannot be looted during raids.


== Strategic Notes ==
This system applies to '''player-vs-player (PvP) attacks''' on active colonies. Pirates, inactive colonies, and other special targets follow different rules (see [[#special cases|Special cases]]). For who can attack whom, war fatigue, stun, and graveyard, see [[Fleet Combat]].
Strong defensive research for players in hostile regions.


== Purpose ==
== Contents ==
Increases the safe storage amount that raiders cannot steal. Better protects your resources against enemy attacks.


== References ==
* How it works
* [[Research]]
* Protection rate
* [[Resource Protection]]
* Warehouse capacity
* Loot rate & cargo limits
* Formulas
* Worked examples
* Strategic impact
* In-game references
* Special cases
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== How it works ==
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Every stored resource on a colony (steel, quartz, gas, iridium, silicium, elerium) falls into one of two categories:
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=== Protected resources ===
Β 
* Resources stored '''within your Warehouse capacity''' can be partially shielded.
* The protected share is determined by your '''Resource Protection rate''' (see below).
* Protection is calculated '''per resource type''' β€” each material is evaluated against the same Warehouse capacity independently.
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=== Lootable resources (exposed) ===
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* Any portion of a resource '''not covered by protection''' is exposed to looting.
* Resources '''above Warehouse capacity''' are always fully exposed (protection does not apply to the overflow).
* Attackers do not automatically take all exposed resources β€” a global '''loot rate''' and '''cargo capacity''' further limit the haul.
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== Protection rate ==
Β 
Your total Resource Protection rate is the share of in-warehouse resources that '''cannot''' be stolen. It is built from several sources:
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{| class="wikitable"
!Source
!Effect
|-
|'''Base protection'''
|'''10%''' of in-warehouse resources are always protected.
|-
|'''Resource Protection research'''
|'''+1% per level''' (research id: <code>resourceProtection</code>).
|-
|'''Monuments'''
|Bonus safe-storage percentage from active monument effects.
|-
|'''Combat cap'''
|Total protection cannot exceed the global protection cap (<code>combat.maxResourceProtection</code>, default '''70%''').
|}
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You can view the full breakdown on any colony's '''Warehouse''' panel in the game.
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<blockquote>'''Note:''' Protection only applies to resources stored '''up to Warehouse capacity'''. Anything above that amount is 100% exposed regardless of your protection rate.</blockquote>
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== Warehouse capacity ==
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The '''Warehouse''' building defines how much of each resource type can benefit from protection. Capacity scales with building level:
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Warehouse Capacity = 15,000 Γ— 2 ^ Warehouse Level
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(At level 0, capacity is 15,000 per resource type. Each level doubles capacity β€” '''Γ—2''' per level.)
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Upgrading your Warehouse increases the amount of each resource that can be partially shielded β€” not just total storage, but the portion eligible for protection.
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== Loot rate & cargo limits ==
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=== Global loot rate ===
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The share of '''exposed''' resources that can be stolen starts from a global combat setting (<code>combat.lootPercentage</code>). The current default is '''50%'''.
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'''Titan-Class Mech''' (Warlord Core) adds '''<code>pvpLootPct</code>''': '''+3%''' at monument level 1, using the same level scaling as other percent monument boosts (~+50% of the base value per level above 1), hard-capped at '''+30%'''. In FCS attacks, the highest <code>pvpLootPct</code> among participants is used. There is '''no attacker research''' that increases loot efficiency.
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Total resource protection is limited by a separate '''maximum protection cap''' (<code>combat.maxResourceProtection</code>). The current default is '''70%''' β€” even if your base, research, and monuments would add up to more, effective protection is capped at this value.
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=== Fleet cargo capacity ===
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After calculating available loot, the game checks whether the attacking fleet has enough '''cargo space''' to carry it:
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* Each cargo ship contributes its base cargo capacity.
* '''Trade Networks''' (Realm 2, '''+2% per level''') and '''Galactic Commerce''' (Realm 4, '''+4% per level''') increase cargo capacity. The two bonuses are added together.
* In joint / FCS attacks, each participant's cargo research applies to their own ships.
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If total cargo capacity is '''less''' than available loot, attackers take a proportional share. If cargo capacity is '''greater''', they take everything available.
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== Formulas ==
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For a single resource type:
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In WarehouseΒ  Β  = min(Stored Amount, Warehouse Capacity)
OverflowΒ  Β  Β  Β  = max(0, Stored Amount βˆ’ Warehouse Capacity)
ExposedΒ  Β  Β  Β  Β  = Overflow + In Warehouse Γ— (1 βˆ’ Protection Rate)
Available LootΒ  = floor(Exposed Γ— Loot Rate)
Actual LootΒ  Β  Β  = min(Available Loot, limited by fleet cargo capacity)
Defender KeepsΒ  = Stored Amount βˆ’ Actual Loot
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Where:
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* '''Protection Rate''' = min(Base + Research + Monuments, Protection Cap)
* '''Protection Cap''' = global <code>combat.maxResourceProtection</code> (default '''0.70''')
* '''Loot Rate''' = global <code>combat.lootPercentage</code> (default '''0.50''') + attacker '''<code>pvpLootPct</code>''' monument bonus (Titan-Class Mech: +3% base, same Pct level scaling, hard-capped at '''+30%'''; FCS uses the max among attackers)
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All final amounts are rounded '''down''' to whole numbers.
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== Worked examples ==
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The examples below use the '''default 50% loot rate''' and '''70% protection cap''', and assume the attacker has enough cargo capacity to carry all available loot. Protection values are the '''effective''' rate after the combat cap.
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=== Example 1 β€” Small Warehouse, stockpile overflow ===
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{| class="wikitable"
!
!
|-
|'''Stored'''
|50,000,000 Steel
|-
|'''Warehouse capacity'''
|10,000,000
|-
|'''Protection rate'''
|50% (below the 70% cap)
|}
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In WarehouseΒ  = min(50M, 10M) = 10M
OverflowΒ  Β  Β  Β  = 40MΒ  Β  Β  Β  Β  Β  β†’ fully exposed
Protected share = 10M Γ— 50%Β  Β  = 5M protected inside warehouse
ExposedΒ  Β  Β  Β  = 40M + (10M Γ— 50%) = 45M
Available LootΒ  = floor(45M Γ— 50%)Β  Β  = 22,500,000
Β 
'''Result:''' Defender keeps '''27,500,000''' Steel Β· Attacker steals '''22,500,000''' Steel.
Β 
The large overflow (40M above warehouse capacity) dominates the loss β€” upgrading Warehouse is critical when stockpiles grow.
Β 
=== Example 2 β€” Large Warehouse, full coverage ===
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{| class="wikitable"
!
!
|-
|'''Stored'''
|50,000,000 Steel
|-
|'''Warehouse capacity'''
|50,000,000
|-
|'''Protection rate'''
|50%
|}
Β 
In WarehouseΒ  = 50M
OverflowΒ  Β  Β  = 0
ExposedΒ  Β  Β  = 50M Γ— 50% = 25M
Available Loot = floor(25M Γ— 50%) = 12,500,000
Β 
'''Result:''' Defender keeps '''37,500,000''' Steel Β· Attacker steals '''12,500,000''' Steel.
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When all resources fit inside the Warehouse, protection applies to the entire stockpile.
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=== Example 3 β€” Mid-level protection (below cap) ===
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{| class="wikitable"
!
!
|-
|'''Stored'''
|50,000,000 Steel
|-
|'''Warehouse capacity'''
|50,000,000
|-
|'''Protection rate'''
|30% (10% base + 20 levels of Resource Protection research)
|}
Β 
ExposedΒ  Β  Β  Β  = 50M Γ— 70% = 35M
Available Loot = floor(35M Γ— 50%) = 17,500,000
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'''Result:''' Defender keeps '''32,500,000''' Steel Β· Attacker steals '''17,500,000''' Steel.
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=== Example 4 β€” Cargo-limited raid ===
Β 
{| class="wikitable"
!
!
|-
|'''Stored'''
|50,000,000 Steel
|-
|'''Warehouse capacity'''
|50,000,000
|-
|'''Protection rate'''
|50%
|-
|'''Available loot'''
|12,500,000 (from Example 2)
|-
|'''Fleet cargo capacity'''
|5,000,000
|}
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Take ratio = 5M / 12.5M = 0.4
Actual Loot = floor(12.5M Γ— 0.4) = 5,000,000
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'''Result:''' Defender keeps '''45,000,000''' Steel Β· Attacker steals '''5,000,000''' Steel.
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Even after a successful attack, insufficient cargo ships leave loot on the table.
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== Strategic impact ==
Β 
=== For defenders ===
Β 
* '''Upgrade the Warehouse''' to raise the capacity threshold β€” protection only applies to resources within this limit.
* '''Research Resource Protection''' for +1% safe storage per level (stacks with the 10% base rate).
* '''Activate monument bonuses''' that grant safe-storage percentage.
* Keep stockpiles near or below Warehouse capacity when possible; overflow is fully exposed.
* Stay active β€” inactive colonies lose warehouse protection entirely (see [[#special cases|Special cases]]).
Β 
=== For raiders ===
Β 
* '''Bring enough cargo ships''' β€” available loot means nothing if your fleet cannot carry it.
* '''Research Trade Networks''' (+2% per level) and '''Galactic Commerce''' (Realm 4+, +4% per level) for more cargo capacity on haulers.
* '''Deploy / upgrade Titan-Class Mech''' (Warlord Core) for up to '''+30%''' PvP loot rate via <code>pvpLootPct</code>.
* Target colonies with '''low Warehouse levels''' or '''large unprotected stockpiles''' (resources above warehouse capacity).
* Scout defender resource levels and warehouse infrastructure before committing a fleet.
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=== Design goal ===
Β 
The system creates an ongoing economic arms race:
Β 
* Defenders invest in '''Warehouse capacity''', '''Resource Protection research''', and '''monuments'''.
* Raiders invest in '''cargo ships''', '''Trade Networks''' and '''Galactic Commerce'''.
Β 
Raids remain profitable, but a single attack cannot wipe out an entire economy β€” especially when Warehouse and protection are maintained.
Β 
== In-game references ==
Β 
{| class="wikitable"
!What
!Where to find it
|-
|Protection rate breakdown
|Warehouse building panel β†’ '''Resource Protection''' (expand details)
|-
|Exposed / raidable amount
|Resource popup β†’ '''Unprotected (Raidable)'''
|-
|Warehouse capacity
|Resource popup β†’ '''Capacity'''; Warehouse building stats
|-
|Research
|'''Resource Protection''' (Security, Realm 1)
|-
|Cargo bonus
|'''Trade Networks''' (Economy, Realm 2) + '''Galactic Commerce''' (Economy, Realm 4)
|-
|PvP loot rate bonus
|'''Titan-Class Mech''' (Warlord Core) β†’ <code>pvpLootPct</code> (max +30%)
|}
Β 
== Special cases ==
Β 
These targets '''do not''' use the Warehouse protection formulas above:
Β 
{| class="wikitable"
!Target
!Loot behavior
|-
|'''Pirates (PvE)'''
|100% of stored resources can be looted (subject to cargo capacity).
|-
|'''Inactive colonies''' (<code>inactive_week</code>, <code>inactive_month</code>)
|'''80%''' of all stored resources can be looted. Warehouse protection is bypassed.
|-
|'''Active PvP colonies'''
|Full protection system described in this article.
|}
Β 
----
Β 
''Values reflect the current live configuration: 10% base protection, 70% maximum protection cap, 50% default loot rate, Titan-Class Mech <code>pvpLootPct</code> (+3% base, capped at +30%), 1% protection per Resource Protection research level, and cargo capacity bonuses from Trade Networks and Galactic Commerce. Global combat settings may be adjusted per realm or season β€” check the in-game Warehouse panel for your current protection cap.''

Latest revision as of 10:10, 6 October 2026

Resource Protection & Looting

Successful raids can steal resources from a defender's colony β€” but not everything. Resource Protection and Warehouse capacity work together to shield part of your stockpile, while a global loot rate limits how much of the exposed portion attackers can actually take. Fleet cargo capacity is the final gate: raiders must bring enough haulers to carry the loot home.

This system applies to player-vs-player (PvP) attacks on active colonies. Pirates, inactive colonies, and other special targets follow different rules (see Special cases). For who can attack whom, war fatigue, stun, and graveyard, see Fleet Combat.

Contents

  • How it works
  • Protection rate
  • Warehouse capacity
  • Loot rate & cargo limits
  • Formulas
  • Worked examples
  • Strategic impact
  • In-game references
  • Special cases

How it works

Every stored resource on a colony (steel, quartz, gas, iridium, silicium, elerium) falls into one of two categories:

Protected resources

  • Resources stored within your Warehouse capacity can be partially shielded.
  • The protected share is determined by your Resource Protection rate (see below).
  • Protection is calculated per resource type β€” each material is evaluated against the same Warehouse capacity independently.

Lootable resources (exposed)

  • Any portion of a resource not covered by protection is exposed to looting.
  • Resources above Warehouse capacity are always fully exposed (protection does not apply to the overflow).
  • Attackers do not automatically take all exposed resources β€” a global loot rate and cargo capacity further limit the haul.

Protection rate

Your total Resource Protection rate is the share of in-warehouse resources that cannot be stolen. It is built from several sources:

Source Effect
Base protection 10% of in-warehouse resources are always protected.
Resource Protection research +1% per level (research id: resourceProtection).
Monuments Bonus safe-storage percentage from active monument effects.
Combat cap Total protection cannot exceed the global protection cap (combat.maxResourceProtection, default 70%).

You can view the full breakdown on any colony's Warehouse panel in the game.

Note: Protection only applies to resources stored up to Warehouse capacity. Anything above that amount is 100% exposed regardless of your protection rate.

Warehouse capacity

The Warehouse building defines how much of each resource type can benefit from protection. Capacity scales with building level:

Warehouse Capacity = 15,000 Γ— 2 ^ Warehouse Level

(At level 0, capacity is 15,000 per resource type. Each level doubles capacity β€” Γ—2 per level.)

Upgrading your Warehouse increases the amount of each resource that can be partially shielded β€” not just total storage, but the portion eligible for protection.

Loot rate & cargo limits

Global loot rate

The share of exposed resources that can be stolen starts from a global combat setting (combat.lootPercentage). The current default is 50%.

Titan-Class Mech (Warlord Core) adds pvpLootPct: +3% at monument level 1, using the same level scaling as other percent monument boosts (~+50% of the base value per level above 1), hard-capped at +30%. In FCS attacks, the highest pvpLootPct among participants is used. There is no attacker research that increases loot efficiency.

Total resource protection is limited by a separate maximum protection cap (combat.maxResourceProtection). The current default is 70% β€” even if your base, research, and monuments would add up to more, effective protection is capped at this value.

Fleet cargo capacity

After calculating available loot, the game checks whether the attacking fleet has enough cargo space to carry it:

  • Each cargo ship contributes its base cargo capacity.
  • Trade Networks (Realm 2, +2% per level) and Galactic Commerce (Realm 4, +4% per level) increase cargo capacity. The two bonuses are added together.
  • In joint / FCS attacks, each participant's cargo research applies to their own ships.

If total cargo capacity is less than available loot, attackers take a proportional share. If cargo capacity is greater, they take everything available.

Formulas

For a single resource type:

In Warehouse = min(Stored Amount, Warehouse Capacity) Overflow = max(0, Stored Amount βˆ’ Warehouse Capacity) Exposed = Overflow + In Warehouse Γ— (1 βˆ’ Protection Rate) Available Loot = floor(Exposed Γ— Loot Rate) Actual Loot = min(Available Loot, limited by fleet cargo capacity) Defender Keeps = Stored Amount βˆ’ Actual Loot

Where:

  • Protection Rate = min(Base + Research + Monuments, Protection Cap)
  • Protection Cap = global combat.maxResourceProtection (default 0.70)
  • Loot Rate = global combat.lootPercentage (default 0.50) + attacker pvpLootPct monument bonus (Titan-Class Mech: +3% base, same Pct level scaling, hard-capped at +30%; FCS uses the max among attackers)

All final amounts are rounded down to whole numbers.

Worked examples

The examples below use the default 50% loot rate and 70% protection cap, and assume the attacker has enough cargo capacity to carry all available loot. Protection values are the effective rate after the combat cap.

Example 1 β€” Small Warehouse, stockpile overflow

Stored 50,000,000 Steel
Warehouse capacity 10,000,000
Protection rate 50% (below the 70% cap)

In Warehouse = min(50M, 10M) = 10M Overflow = 40M β†’ fully exposed Protected share = 10M Γ— 50% = 5M protected inside warehouse Exposed = 40M + (10M Γ— 50%) = 45M Available Loot = floor(45M Γ— 50%) = 22,500,000

Result: Defender keeps 27,500,000 Steel Β· Attacker steals 22,500,000 Steel.

The large overflow (40M above warehouse capacity) dominates the loss β€” upgrading Warehouse is critical when stockpiles grow.

Example 2 β€” Large Warehouse, full coverage

Stored 50,000,000 Steel
Warehouse capacity 50,000,000
Protection rate 50%

In Warehouse = 50M Overflow = 0 Exposed = 50M Γ— 50% = 25M Available Loot = floor(25M Γ— 50%) = 12,500,000

Result: Defender keeps 37,500,000 Steel Β· Attacker steals 12,500,000 Steel.

When all resources fit inside the Warehouse, protection applies to the entire stockpile.

Example 3 β€” Mid-level protection (below cap)

Stored 50,000,000 Steel
Warehouse capacity 50,000,000
Protection rate 30% (10% base + 20 levels of Resource Protection research)

Exposed = 50M Γ— 70% = 35M Available Loot = floor(35M Γ— 50%) = 17,500,000

Result: Defender keeps 32,500,000 Steel Β· Attacker steals 17,500,000 Steel.

Example 4 β€” Cargo-limited raid

Stored 50,000,000 Steel
Warehouse capacity 50,000,000
Protection rate 50%
Available loot 12,500,000 (from Example 2)
Fleet cargo capacity 5,000,000

Take ratio = 5M / 12.5M = 0.4 Actual Loot = floor(12.5M Γ— 0.4) = 5,000,000

Result: Defender keeps 45,000,000 Steel Β· Attacker steals 5,000,000 Steel.

Even after a successful attack, insufficient cargo ships leave loot on the table.

Strategic impact

For defenders

  • Upgrade the Warehouse to raise the capacity threshold β€” protection only applies to resources within this limit.
  • Research Resource Protection for +1% safe storage per level (stacks with the 10% base rate).
  • Activate monument bonuses that grant safe-storage percentage.
  • Keep stockpiles near or below Warehouse capacity when possible; overflow is fully exposed.
  • Stay active β€” inactive colonies lose warehouse protection entirely (see Special cases).

For raiders

  • Bring enough cargo ships β€” available loot means nothing if your fleet cannot carry it.
  • Research Trade Networks (+2% per level) and Galactic Commerce (Realm 4+, +4% per level) for more cargo capacity on haulers.
  • Deploy / upgrade Titan-Class Mech (Warlord Core) for up to +30% PvP loot rate via pvpLootPct.
  • Target colonies with low Warehouse levels or large unprotected stockpiles (resources above warehouse capacity).
  • Scout defender resource levels and warehouse infrastructure before committing a fleet.

Design goal

The system creates an ongoing economic arms race:

  • Defenders invest in Warehouse capacity, Resource Protection research, and monuments.
  • Raiders invest in cargo ships, Trade Networks and Galactic Commerce.

Raids remain profitable, but a single attack cannot wipe out an entire economy β€” especially when Warehouse and protection are maintained.

In-game references

What Where to find it
Protection rate breakdown Warehouse building panel β†’ Resource Protection (expand details)
Exposed / raidable amount Resource popup β†’ Unprotected (Raidable)
Warehouse capacity Resource popup β†’ Capacity; Warehouse building stats
Research Resource Protection (Security, Realm 1)
Cargo bonus Trade Networks (Economy, Realm 2) + Galactic Commerce (Economy, Realm 4)
PvP loot rate bonus Titan-Class Mech (Warlord Core) β†’ pvpLootPct (max +30%)

Special cases

These targets do not use the Warehouse protection formulas above:

Target Loot behavior
Pirates (PvE) 100% of stored resources can be looted (subject to cargo capacity).
Inactive colonies (inactive_week, inactive_month) 80% of all stored resources can be looted. Warehouse protection is bypassed.
Active PvP colonies Full protection system described in this article.

Values reflect the current live configuration: 10% base protection, 70% maximum protection cap, 50% default loot rate, Titan-Class Mech pvpLootPct (+3% base, capped at +30%), 1% protection per Resource Protection research level, and cargo capacity bonuses from Trade Networks and Galactic Commerce. Global combat settings may be adjusted per realm or season β€” check the in-game Warehouse panel for your current protection cap.