On this page
There are two things that cost players resources every day: an overflowing warehouse (which halts resource production) and raids (where an attacker takes your supplies). Both follow clear rules defined in the game’s code—let’s break them down.
Where do these numbers come from? The warehouse capacities, the overflow rule, and the looting percentages are taken directly from the game engine. The defense tips come from the community. For more details on protecting your fleet, see the guide “How Not to Lose Your Fleet”].
A full warehouse halts production
Each resource has its own storage capacity, which increases as the warehouse level rises. When the warehouse is 100% full, production of that resource stops completely. There is no buffer beyond the maximum capacity: any resources produced after the warehouse is full are simply lost.
Metal Warehouse Capacity by Level (Examples):
| Inventory Level | Metal Capacity |
|---|---|
| 0 | 100,000 |
| 10 | 600,000 |
| 20 | 9,300,000 |
| 35 (maximum) | 630,000,000 |
Storage capacity can be upgraded to level 35. Crystals and deuterium take up less space than metal.
Conclusion: If you're away for a long time and your storage is full, the mines will sit idle and resources will go to waste. Keep your storage filled with enough resources to match your output.
The attacker takes 50% of what is on the planet
If an attack is successful, the raider takes 50% of the resources on the planet by default. This number can vary within the following range:
- at least 5% (even with strong defense bonuses, the attacker will still take some damage);
- a maximum of 95% (even with strong attack bonuses, you can't exceed 95%).
The attacker's bonuses (for "trophy hunting") raise the percentage to 95%, while the defender's bonuses (for "resource preservation") lower it to 5%. But the baseline is 50%.
What this means is: anything left unprotected on the planet is half-owned by others. The best way to protect your resources is not to hoard them in piles—use them for construction and research, rather than stacking them up.
The fleet's hold limits the raider's loot
An attacker cannot carry away more than will fit in the hold of their fleet. Actual loot = the lesser of the two:
carried = min(fleet hold capacity, 50% of the planet's resources)
The distribution proceeds in the following order: first metal, then crystal, then deuterium, as long as there is room in the hold. Therefore:
- A small fleet with ample supplies on the planet will carry only what it can hold;
- A massive fleet of transport vehicles will take away all 50% without leaving a trace.
How to Apply This
- Keep your warehouses stocked with enough supplies to match your output—otherwise, the mines will sit idle for no reason.
- Don't hoard resources in a pile—half of them are vulnerable to looting. It's better to put them to use right away (buildings, fleet, research).
- Before leaving the game, either spend your resources, transport or hide them, or build defenses—an empty planet is not a worthwhile target for an attack.
- Complete protection of your fleet and resources—see the guide “How Not to Lose Your Fleet”].
Frequently Asked Questions
What happens when the warehouse is completely full? When the warehouse reaches 100% capacity, mining of this resource stops completely. There is no buffer beyond the maximum capacity—anything mined after the warehouse is full is lost.
How many resources does an attacker consume during a successful attack? The base value is 50% of the resources on the planet. With bonuses, this value can range from 5% to 95%, but the baseline is 50%.
What is the maximum level for upgrading warehouses? Storage slots can be upgraded up to level 35. Crystals and deuterium take up less space than metal.
Can an attacker carry away more than will fit in the hold? No. The raider takes the lesser of the two: the cargo capacity of his fleet or 50% of the planet's resources.
What to Read Next
- How Not to Lose the Fleet
- Resource Extraction and Energy
- [](/knowledge/encyclopedia/defense)'s Defense in the Encyclopedia

