Farm accounts
Building, maintaining, and harvesting a second account for resources.
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What a farm account is and when to start one
A farm is a second governor built solely to funnel resources to your main. What it is, why it works, and when in your TC25–29 climb the math starts paying.
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Creating your farm character
Where to find the second-character slot, what to do in the first 30 minutes, and how to get the farm parked inside alliance territory before you build anything.
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Farm build order and the Town Center cap
A farm's build order inverts a main's: cap the Town Center at 18, keep your Storehouse at level 1, and upgrade troop training and Embassy alongside Academy. The why behind each rule.
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Farm research priorities
Two Academy trees matter on a farm — Growth (for march slots) and Economy (for gathering speed). The order to clear them, why combat research is wasted on a farm, and the trap of output research.
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Farm heroes
Four blue (Rare) heroes — Olive, Forrest, Edwin, Seth — handle the four resource types and auto-assign per march. Everything else is skipped on a farm.
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Daily farm routine
The 4 gather + 1 auto-rally loadout, tile selection, and twice-a-day cadence that keeps a farm producing 2–5M resources per day with 10–15 minutes of attention.
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Moving resources from farm to main
The plunder method is Kingshot's only farm-to-main transfer. What to strip from the farm's defenses before your main attacks, and the order of operations.
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Is a farm account worth it?
Explicit ROI math for both F2P and Spender tracks. The threshold where a farm pays off, the time cost that's easy to underestimate, and when to skip one.