
In short
- Choose the resource you need, send enough Officers to carry it, and use the matching gathering Hero. Higher-level points hold more resources and have faster base rates.
- R4/R5 members can place one Joint Confiscation Point at a time. It lasts 24 hours, supports one squad per member, and gives Safe Resources without attacks on the squads gathering there.
- Ordinary resource points can be attacked, including inside alliance territory. Be especially careful during Brothers in Arms, when defeating or injuring Officers earns points.
What changed
- v1 · 20 Oct 2026 · game 0.1.98First version: all resource levels, gathering rates, squad load, Joint Confiscation Points, and attack precautions.
Confiscation sends a squad to a resource point on the State map to collect Ammo, Cash, Electricity, or Gas for your PD. It unlocks at Chief’s Office level 7. This guide covers ordinary State resource points and your alliance’s Joint Confiscation Point; event battlefields have their own rules.
Plan squad load, bonuses, and gathering trips →Choosing a confiscation building
There are four ordinary resource buildings, each available at levels 1–8:
Illegal Ammo CacheConfiscate Ammo
Money Laundering FrontConfiscate Cash
Hijacked SubstationConfiscate Electricity
Smuggled Gas DepotConfiscate Gas
Choose the resource your next upgrades need, then compare the point’s level, remaining resources, distance, and safety. Higher levels have both a larger stock and a faster base gathering rate. The point’s remaining stock matters: a partly emptied level 8 point does not contain its original full capacity.
An ordinary point has a finite stock. Your squad can collect only what remains and what it can carry. Plan one gathering squad per ordinary point; the shared Joint Confiscation Point works differently.
Safe and Vulnerable Resources
Resources collected from ordinary State points are Vulnerable Resources. Once home, any Vulnerable Resources beyond your Warehouse’s protection can be seized if your PD is attacked. A successful gathering trip does not make the income permanently safe.
Joint Confiscation Points give Safe Resources instead. Enemies cannot seize those resources, even when they are above your Warehouse’s protected amount.
Capacities and base gathering rates
These are full-point capacities and rates per squad before bonuses. “Full tile” is the approximate time to empty an untouched point at base speed, rounded to the nearest minute. It assumes enough carrying capacity and excludes both journeys. Actual trips may end sooner because the point is partly empty or the squad fills up.
Illegal Ammo Cache
| Level | Capacity | Per hour | Full tile |
|---|---|---|---|
| 1 | 70,000 | 316,584 | 0h 13m |
| 2 | 150,000 | 332,496 | 0h 27m |
| 3 | 300,000 | 348,372 | 0h 52m |
| 4 | 600,000 | 364,320 | 1h 39m |
| 5 | 1,200,000 | 380,160 | 3h 9m |
| 6 | 3,000,000 | 396,000 | 7h 35m |
| 7 | 6,000,000 | 411,840 | 14h 34m |
| 8 | 14,000,000 | 427,680 | 32h 44m |
Money Laundering Front
| Level | Capacity | Per hour | Full tile |
|---|---|---|---|
| 1 | 70,000 | 316,584 | 0h 13m |
| 2 | 150,000 | 332,496 | 0h 27m |
| 3 | 300,000 | 348,372 | 0h 52m |
| 4 | 600,000 | 364,320 | 1h 39m |
| 5 | 1,200,000 | 380,160 | 3h 9m |
| 6 | 3,000,000 | 396,000 | 7h 35m |
| 7 | 6,000,000 | 411,840 | 14h 34m |
| 8 | 14,000,000 | 427,680 | 32h 44m |
Hijacked Substation
| Level | Capacity | Per hour | Full tile |
|---|---|---|---|
| 1 | 14,000 | 63,324 | 0h 13m |
| 2 | 30,000 | 66,492 | 0h 27m |
| 3 | 60,000 | 69,660 | 0h 52m |
| 4 | 120,000 | 72,864 | 1h 39m |
| 5 | 240,000 | 76,032 | 3h 9m |
| 6 | 600,000 | 79,200 | 7h 35m |
| 7 | 1,200,000 | 82,368 | 14h 34m |
| 8 | 2,800,000 | 85,536 | 32h 44m |
Smuggled Gas Depot
| Level | Capacity | Per hour | Full tile |
|---|---|---|---|
| 1 | 3,500 | 15,840 | 0h 13m |
| 2 | 7,500 | 16,632 | 0h 27m |
| 3 | 15,000 | 17,424 | 0h 52m |
| 4 | 30,000 | 18,216 | 1h 39m |
| 5 | 60,000 | 19,008 | 3h 9m |
| 6 | 150,000 | 19,800 | 7h 35m |
| 7 | 300,000 | 20,592 | 14h 34m |
| 8 | 700,000 | 21,384 | 32h 44m |
Electricity quantities are roughly one fifth of Ammo/Cash, and Gas quantities are roughly one twentieth. Their gathering rates and carrying limits scale the same way. A smaller Gas number does not, by itself, mean a worse gathering trip.
Squad load and gathering time
More Officers increase carrying capacity, not the point’s base gathering speed. Officer load varies by type and tier. The squad’s total load is the sum of each Officer’s load multiplied by the number sent.
The resource changes how much that load can carry:
- Ammo or Cash: total load × 1.
- Electricity: total load × 0.2.
- Gas: total load × 0.05.
The final amount is rounded down. A squad with 1,000,000 total load can carry 1,000,000 Ammo or Cash, 200,000 Electricity, or 50,000 Gas. You still need enough deployable Officers and squad capacity to assemble it.
For an ordinary point:
Amount to collect = the smaller of remaining stock and squad carrying capacity.
Gathering time in hours = amount to collect ÷ actual hourly gathering rate.
Add the outbound and return travel times to estimate when the resources will be back at your PD. Filling a squad is not the same as emptying the whole point: a large point may need several trips.
Heroes and gathering bonuses
Deploy the Hero whose confiscation skill matches the resource:
- Alvin: Ammo Confiscation Speed.
- Cassie: Cash Confiscation Speed.
- Zoc: Electricity Confiscation Speed.
- Gus: Gas Confiscation Speed.
These deployment skills give 5%, 10%, 15%, 20%, or 25%, depending on skill level. The Hero must be in the gathering squad to contribute that deployment skill. Hero ownership alone does not apply it to every squad.
Research, alliance technologies, and applicable resource gathering buffs also improve speed. Gathering inside your alliance’s territory is faster than the unmodified rates above. Use the deployment and march details to check your squad’s actual rate; a map estimate may omit the deployed Hero’s skill.
The 8-Hr Confiscation UP and 24-Hr Confiscation UP items each add 100% gathering speed for their stated duration. They do not add stock or carrying capacity. Check the active buff’s timer before using another item.
Percentage gathering bonuses add together before multiplying the base rate:
Actual rate = base rate × (1 + combined gathering bonus ÷ 100).
For example, level 8 Ammo starts at 427,680/hour. With a total +125% gathering bonus, that becomes 962,280/hour. An additional +100% buff does not necessarily double the rate you already see: if you already have +100%, adding another +100% changes the multiplier from 2× to 3×.
The Labrador’s active skill can instantly complete the next confiscation when you arrive at a State resource point. Check the skill’s readiness and cooldown in game before planning around it. An instant collection skill does not turn an ordinary point into a protected one.
Joint Confiscation Points
R4 and R5 members can place a Joint Confiscation Point for the alliance. Only one can exist at a time across all four resource types, and it lasts 24 hours from placement. A member joining late gets the time remaining on that point, rather than a fresh 24-hour period.
Requires alliance level 8, at least 50 members, and the end of the “Reclaim Territory” milestone.
Placement cost: 200,000 Alliance Ammo + 200,000 Alliance Cash + 200,000 Alliance Electricity + 200,000 Alliance Gas. This comes from the alliance treasury.
| Point | Resource | Per hour |
|---|---|---|
Large Illegal Ammo Cache | Ammo | 427,680 |
Large Underground Vault | Cash | 427,680 |
Large Illegal Power Station | Electricity | 85,536 |
Large Smuggled Oil Depot | Gas | 21,384 |
Place it on an available tile within your alliance territory. Reaching the unlock requirements does not pay its construction cost: the alliance treasury must also contain the resources listed above. The “Reclaim Territory” requirement is for the milestone to have ended, regardless of whether its objective succeeded.
What members get
- Shared access: multiple alliance members can gather simultaneously, with one squad per player at the Joint Confiscation Point.
- Protection at the point: squads gathering there cannot be attacked.
- Safe income: all resources collected there are Safe Resources.
- Level 8 base rates: the matching resource’s level 8 base speed applies, with normal gathering bonuses and the deployed Hero’s relevant skill.
- Individual load limits: each squad still needs enough Officers to carry its haul. Sending a small squad does not let it collect indefinitely.
Unlike an ordinary tile’s small, finite stock, the Joint Confiscation Point supports shared gathering. Plan around your squad’s load and the point’s expiry countdown. It is not a guaranteed 24 hours of continuous gathering for every squad: a full squad finishes its own trip, and the point’s timer continues while members travel or send another squad.
Staying safe during Brothers in Arms
Brothers in Arms rewards defeating or injuring Officers, so an exposed gathering squad can be worth attacking even when its resource haul is small. Check the event calendar and your alliance’s announcements before sending long trips.
- Before going offline: recall ordinary gathering squads if you cannot watch for attacks. Prefer the Joint Confiscation Point when one is available and its resource is useful.
- Watch the point, not just your PD: do not assume a shield on your PD protects a squad at an ordinary resource point.
- Treat alliance territory as a speed bonus: a normal tile inside the boundary remains attackable. Nearby allies are useful, but they are not immunity.
- Recall early if threatened: a last-second recall may not get the squad away before an attack arrives. Resource income is rarely worth a costly fight you did not plan.
- Keep your Hospital capacity in mind: Injured Officers need space. Do not treat a gathering squad as expendable simply because it is away from the PD.
- Follow your alliance’s agreements: local gathering rules and non-aggression agreements reduce conflict, but an agreement cannot prevent another player from attacking.
For experienced players
Advanced tips and tricks
Use speed, load, and timing together to get more useful resources from each march.
Pack for the time you will be away
Multiply the squad’s actual hourly rate by your planned gathering time, then send enough Officers to carry that amount. For an ordinary point, also check that its remaining stock is large enough. Extra carrying capacity adds no gathering speed once the squad can already carry the available stock.
Count the whole trip
A distant high-level point may gather faster but keep your squad travelling longer. Compare travel plus gathering plus return, especially for short online sessions. For long trips, capacity and safety become more important than a small difference in base speed.
Match Heroes before spending a buff
Put Alvin, Cassie, Zoc, or Gus in the matching squad, then inspect the actual gathering rate and load. Apply a speed buff when you can use its duration across productive trips. A faster squad with too few Officers simply fills sooner and comes home with a small haul.
Coordinate the alliance's one shared point
R4/R5 members should announce the resource, coordinates, placement time, and expiry time. Pick a resource members actually need and a location they can reach quickly. During Brothers in Arms, remind everyone that the Joint Point protects only the squad gathering there; ordinary gathering squads remain targets.
Event points and common mistakes
Confiscation scores on selected days of events such as Alliance Faceoff. Check the current day’s task wording and rules before scheduling trips. A higher number of points per unit of Gas does not automatically make it better per hour, because Gas gathers in smaller quantities too. Do not assume every event counts Joint Confiscation income identically without checking its rules.




