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Battle Looting: Difference between revisions

From Per Regna
Created page with "= 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)..."
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Local CI auto-sync from BattleLooting.wikitext
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= Resource Protection & Looting =
= Battle 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.
When you win a '''PvP''' attack, you steal a share of the defender’s '''raidable''' resources, limited by your free cargo. Pirates and inactive targets use different rules.


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).
----


== How it works ==
== How much can be stolen ==
Every stored resource on a colony (steel, quartz, gas, iridium, silicium, elerium) falls into one of two categories:


=== Protected resources ===
=== Base loot rate ===
Against an active player defender, the default loot rate is about '''50%''' of raidable resources (server-configurable). Attacker [[Monuments]] with PvP loot bonuses can raise the rate (research text cites up to about '''+30%'''), capped so the total rate cannot exceed '''100%'''.


* Resources stored '''within your Warehouse capacity''' can be partially shielded.
=== What is raidable ===
* The protected share is determined by your '''Resource Protection rate''' (see below).
Not everything in storage is lootable:
* Protection is calculated '''per resource type''' β€” each material is evaluated against the same Warehouse capacity independently.


=== Lootable resources (exposed) ===
* About '''10%''' of in-warehouse resources is always protected.
* [[Resource Protection]] research adds more safe storage (about '''+1% per level''').
* Defender monuments can add further safe storage.
* Protection on the warehouse portion is hard-capped (default about '''70%''' max protected).
* Resources '''over warehouse capacity''' are fully raidable.


* Any portion of a resource '''not covered by protection''' is exposed to looting.
See [[Resource Protection]] and [[Warehouse]].
* 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 ==
=== Cargo limit ===
Your total Resource Protection rate is the share of in-warehouse resources that '''cannot''' be stolen. It is built from several sources:
Loot cannot exceed the attackers’ '''free cargo''' (ship cargo + bonuses such as [[Galactic Commerce]], minus cargo already on the mission). If cargo is smaller than available loot, each resource type is taken '''proportionally'''.
{| 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 loot rate (see below).
|}
You can view the full breakdown on any colony's '''Warehouse''' panel in the game.<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 ==
The '''Warehouse''' building defines how much of each resource type can benefit from protection. Capacity scales with building level:
<code>Warehouse Capacity = 15,000 Γ— 1.9 ^ Warehouse Level</code>
(At level 0, capacity is 15,000 per resource type. Each level multiplies capacity by approximately '''Γ—1.9''', or roughly '''+90%''' 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 ===
The share of '''exposed''' resources that can be stolen is set by a global combat setting (<code>combat.lootPercentage</code>). The current default is '''50%'''.


There is '''no attacker research''' that increases loot efficiency. All raiders use the same loot rate against active PvP targets.
'''Probe-only''' attacks take '''no loot'''.


This loot rate also serves as the '''maximum protection cap''' β€” your total protection rate cannot exceed it. With the default 50% loot rate, the highest achievable protection is '''50%''', even if your research and monuments would add up to more.
----


=== Fleet cargo capacity ===
== Special targets ==
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.
* '''Galactic Commerce''' research (Realm 4+) increases cargo capacity by '''+1.5% per level''' per attacker.
* In joint / FCS attacks, each participant's Galactic Commerce bonus 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:
<code>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</code>
Where:
* '''Protection Rate''' = min(Base + Research + Monuments, Loot Rate cap)
* '''Loot Rate''' = global <code>combat.lootPercentage</code> (default '''0.50''')
All final amounts are rounded '''down''' to whole numbers.
== Worked examples ==
The examples below use the '''default 50% loot rate''' 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 ===
{| class="wikitable"
{| class="wikitable"
!
!Target
!
!Loot rules
|-
|-
|'''Stored'''
|[[Pirates]]
|50,000,000 Steel
|Up to '''100%''' of available resources
|-
|-
|'''Warehouse capacity'''
|Inactive player (7+ days)
|10,000,000
|About '''80%''' lootable; '''no''' war fatigue
|-
|-
|'''Protection rate'''
|Vacation / banned
|50% (capped maximum at default settings)
|Attack blocked
|}
|}
<code>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</code>
'''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.
----
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== War fatigue ==
Repeated or unfair attacks reduce loot (and may be blocked entirely).
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=== Repeat attacks (same attacker β†’ defender) ===
Within a rolling '''6-hour''' window:


=== Example 2 β€” Large Warehouse, full coverage ===
{| class="wikitable"
{| class="wikitable"
!
!Prior attacks in window
!
!Loot multiplier
|-
|-
|'''Stored'''
|0
|50,000,000 Steel
|100%
|-
|-
|'''Warehouse capacity'''
|1
|50,000,000
|70%
|-
|-
|'''Protection rate'''
|2
|50%
|50%
|-
|3+
|20%
|}
|}
<code>In WarehouseΒ  = 50M
OverflowΒ  Β  Β  = 0
ExposedΒ  Β  Β  = 50M Γ— 50% = 25M
Available Loot = floor(25M Γ— 50%) = 12,500,000</code>
'''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.
=== Tonnage-gap fatigue ===
If your empire fleet '''tonnage''' greatly exceeds the defender’s:


=== Example 3 β€” Mid-level protection (below cap) ===
* No tonnage penalty below about '''3Γ—'''
{| class="wikitable"
* About '''βˆ’5%''' loot per additional '''3Γ—''' step (e.g. 6Γ— β†’ βˆ’10%)
!
* Can stack until loot is wiped
!
|-
|'''Stored'''
|50,000,000 Steel
|-
|'''Warehouse capacity'''
|50,000,000
|-
|'''Protection rate'''
|30% (10% base + 20 levels of Resource Protection research)
|}
<code>ExposedΒ  Β  Β  Β  = 50M Γ— 70% = 35M
Available Loot = floor(35M Γ— 50%) = 17,500,000</code>
'''Result:''' Defender keeps '''32,500,000''' Steel Β· Attacker steals '''17,500,000''' Steel.


=== Example 4 β€” Cargo-limited raid ===
Repeat fatigue and tonnage fatigue '''multiply''' together.
{| 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
|}
<code>Take ratio = 5M / 12.5M = 0.4
Actual Loot = floor(12.5M Γ— 0.4) = 5,000,000</code>
'''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.
=== Immunity & bully caps ===
* If a defender is hit by enough grouped attacks in '''6 hours''' (default '''3'''), they can gain a '''24-hour''' immunity shield.
* Attackers at '''β‰₯3Γ—''' defender tonnage are also limited in how often they may attack (weekly / monthly caps).


== Strategic impact ==
See [[Tonnage]] and [[Fleet Combat]].


=== For defenders ===
----


* '''Upgrade the Warehouse''' to raise the capacity threshold β€” protection only applies to resources within this limit.
== After the battle ==
* '''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 ===
* Loot rides home with each attacker fleet (FCS splits contribution β€” see [[FleetCoordinationSystem(FCS)|FCS]]).
* Debris and moons follow normal combat rules.
* Defender hangar / stun rules: [[Fleet Stun]].


* '''Bring enough cargo ships''' β€” available loot means nothing if your fleet cannot carry it.
----
* '''Research Galactic Commerce''' (Realm 4+) for +1.5% cargo capacity per level on haulers.
* 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 ===
== Practical tips ==
The system creates an ongoing economic arms race:


* Defenders invest in '''Warehouse capacity''', '''Resource Protection research''', and '''monuments'''.
* Fill cargo for real payouts β€” empty holds leave loot on the table.
* Raiders invest in '''cargo ships''' and '''Galactic Commerce'''.
* Watch war fatigue before farming the same target.
* Don’t expect full warehouses to be empty after one raid β€” safe storage and warehouse caps matter.
* Monument PvP loot helps attackers; defender safe-storage monuments blunt raids.


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


== In-game references ==
== References ==
{| 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
|'''Galactic Commerce''' (Economy, Realm 4)
|}


== Special cases ==
* [[Fleet Combat]] Β· [[Resource Protection]] Β· [[Warehouse]] Β· [[FleetCoordinationSystem(FCS)|Fleet Coordination System]] Β· [[Tonnage]] Β· [[Fleet Stun]] Β· [[Monuments]] Β· [[Pirates]]
These targets '''do not''' use the Warehouse protection formulas above:
{| 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.
|}
----''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 β€” check the in-game Warehouse panel for your current protection cap.''

Revision as of 07:19, 13 September 2026

Battle Looting

When you win a PvP attack, you steal a share of the defender’s raidable resources, limited by your free cargo. Pirates and inactive targets use different rules.


How much can be stolen

Base loot rate

Against an active player defender, the default loot rate is about 50% of raidable resources (server-configurable). Attacker Monuments with PvP loot bonuses can raise the rate (research text cites up to about +30%), capped so the total rate cannot exceed 100%.

What is raidable

Not everything in storage is lootable:

  • About 10% of in-warehouse resources is always protected.
  • Resource Protection research adds more safe storage (about +1% per level).
  • Defender monuments can add further safe storage.
  • Protection on the warehouse portion is hard-capped (default about 70% max protected).
  • Resources over warehouse capacity are fully raidable.

See Resource Protection and Warehouse.

Cargo limit

Loot cannot exceed the attackers’ free cargo (ship cargo + bonuses such as Galactic Commerce, minus cargo already on the mission). If cargo is smaller than available loot, each resource type is taken proportionally.

Probe-only attacks take no loot.


Special targets

Target Loot rules
Pirates Up to 100% of available resources
Inactive player (7+ days) About 80% lootable; no war fatigue
Vacation / banned Attack blocked

War fatigue

Repeated or unfair attacks reduce loot (and may be blocked entirely).

Repeat attacks (same attacker β†’ defender)

Within a rolling 6-hour window:

Prior attacks in window Loot multiplier
0 100%
1 70%
2 50%
3+ 20%

Tonnage-gap fatigue

If your empire fleet tonnage greatly exceeds the defender’s:

  • No tonnage penalty below about 3Γ—
  • About βˆ’5% loot per additional 3Γ— step (e.g. 6Γ— β†’ βˆ’10%)
  • Can stack until loot is wiped

Repeat fatigue and tonnage fatigue multiply together.

Immunity & bully caps

  • If a defender is hit by enough grouped attacks in 6 hours (default 3), they can gain a 24-hour immunity shield.
  • Attackers at β‰₯3Γ— defender tonnage are also limited in how often they may attack (weekly / monthly caps).

See Tonnage and Fleet Combat.


After the battle

  • Loot rides home with each attacker fleet (FCS splits contribution β€” see FCS).
  • Debris and moons follow normal combat rules.
  • Defender hangar / stun rules: Fleet Stun.

Practical tips

  • Fill cargo for real payouts β€” empty holds leave loot on the table.
  • Watch war fatigue before farming the same target.
  • Don’t expect full warehouses to be empty after one raid β€” safe storage and warehouse caps matter.
  • Monument PvP loot helps attackers; defender safe-storage monuments blunt raids.

References