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.
A farm earns resources two ways: gathering map tiles and auto-rally-joining alliance Terror hunts. Everything else — events, missions, combat — is optional or skipped. Your daily routine is the march loadout you set, the tiles you gather on, and how often you re-queue.
The target is 2–5M resources delivered to your main per day at about 10–15 minutes of farm time, split between a before-bed queue and a morning collect-and-requeue.
TL;DR
- 5 marches total at the target build (Command Tactics III + VIP 6); 4 if VIP 6 isn’t there yet
- Loadout: 4 marches gathering, 1 march on auto-rally-join
- Your farm’s Town Center must sit inside alliance territory for the +50–100% gathering bonus — it’s about your TC’s location, not the tile’s
- Tile sweet spot: Level 6–8 (Level 9–10 don’t exist in Kingshot)
- Twice-daily cadence: before bed (queue 8-hour gathers), morning (collect, requeue, set day gathers)
- Resource priority: Stone and Iron are typically scarcer for your main — focus there, or split evenly across all four resources
- Skip Intel Missions on the farm. They eat march slots; the rewards (mostly speed-ups and hero shards) help a main, not a farm.
Before-bed routine (5 minutes)
- Pick the longest available Level 6–8 tiles for the resources your main needs most
- Queue 4 marches to gather — 8 hours of travel + gather time is the goal
- Leave the 5th march empty for auto-rally-join
- Confirm auto-rally-join is on with the correct fill setting (see below)
- Open any new rally chests and resource packs in the inventory
- Log out
Morning routine (5–10 minutes)
- Collect any completed marches
- Open all new resource packs in the inventory (don’t leave them sealed if you plan to transfer to your main today)
- Send 4 marches back out for day gathering (shorter trips, Level 7–8 tiles)
- Keep the 5th march empty for the auto-rally-join system to grab Terror rallies during the day
- Log out
That’s it for the farm side. The transfer-to-main step is separate — see Moving resources from farm to main.
One-session-a-day cadence
If twice-daily doesn’t fit your schedule, run the farm on a once-daily cadence:
- Open the farm once, ideally evening
- Collect everything sitting in the inbox and on returning marches
- Queue 4 long gathers (10–12 hours)
- Set the 5th march on auto-rally-join
- Open packs, log out
You lose roughly 20–30% of theoretical output versus the twice-daily routine, but you keep the farm’s main value (passive gathering plus alliance rally-join contribution) at half the time cost.
Notes for spenders
The 10–15 min/day routine is the same regardless of spend — speed-ups don’t compress the in-game timers that matter here (gather time, march travel). The lever spenders have is time flexibility: the once-daily cadence above is a low-stress fit if a twice-daily routine doesn’t suit your schedule.
When to spend on the farm
The default is don’t spend on the farm. Resources that go into the farm don’t come out, and speed-ups bought for the farm aren’t speed-ups bought for the main.
Two exceptions where farm spend pays off:
- Gathering events with point multipliers: burn the farm’s stockpile of free speed-ups to compress march cycles during the event window. Don’t buy speed-ups specifically for this.
- KvK prep: if the farm can contribute alliance points by completing more activities, run it harder for the prep week.
Beyond those, treat the farm as a passive throughput machine.
The march loadout
Command Tactics III (Academy 18) gets the farm to 4 march slots. VIP 6 adds the 5th over time. The full loadout at 5 marches:
- 4 marches gathering — running continuously, queued for the longest tiles you can reach
- 1 march on auto-rally-join — idle, ready to be pulled into any alliance Terror rally
If VIP 6 isn’t there yet, run 3 gathering + 1 auto-rally instead. Don’t sacrifice the rally slot — the reward-per-effort on Terror rallies is too high to give up.
Alliance territory: it’s about your TC, not the tile
A common misconception: that you have to gather on tiles inside alliance territory to get the +50–100% gathering bonus. That’s wrong.
The bonus applies to marches sent from a city sitting inside alliance territory, regardless of where the gathering tile is. Park your farm’s Town Center inside the alliance hive and you get the bonus on every gather, even on tiles outside territory.
The first thing to do after creating the farm is relocate it inside alliance territory. Use a relocation item or coordinate with alliance leadership for hive placement. Once parked, the territory bonus is permanent until you move again.
Gathering tile selection
Tiles range Level 1–8. There are no Level 9 or Level 10 tiles in Kingshot.
- Level 6–7 — best blend of yield, speed, and availability
- Level 8 — top yield; sometimes contested but usually fine
- Lower than 6 — only worth it if 6–8 aren’t available within a reasonable march distance
With your TC inside alliance territory, the territory bonus stacks with research, hero, and event multipliers regardless of which tile you target.
Resource priority
For most mains, Stone and Iron are the harder resources to keep stocked — building costs at higher TCs lean on them and gathering speed for Stone/Iron is generally lower than for Bread and Wood.
A reasonable default ratio for the 4 gathering marches:
- 2 marches on Stone
- 2 marches on Iron
Alternatively, run an even 1:1:1:1 split across Bread, Wood, Stone, Iron — works fine for mains that are upgrading across the board rather than chasing specific bottlenecks.
Adjust based on what your main is short on. Before a specific upgrade, dedicate all 4 gathering marches to the resource that gates it.
Note: any resources produced by your farm’s own buildings (Farms, Sawmills, Quarries, Iron Mines) are secured — they can’t be stolen, even by your main during plunder transfers. This is a small steady trickle on top of map gathering; collect it when you log in but don’t make decisions around it.
Auto-rally-join and the fill setting
The auto-rally-join system lets your idle marches automatically join Terror rallies started by alliance members. The reward chests pay out the same to every participant regardless of contribution, which makes this the highest reward-per-effort activity on a farm.
Leave auto-rally always on. The fill setting — what troops the system loads into your auto-joined rallies — depends on your alliance:
- In a farming alliance (an alliance organized around farm accounts, where everyone is running farms and Terror rallies are mostly farm-on-farm coordination): set auto-fill to “any troops”. There’s no losses to worry about and rallies fill faster.
- In a regular alliance (mixed main/farm players, rallies sometimes face contested PvP): set auto-fill to a single troop type at tier 7 or lower (under tier 8). This caps your exposure — you don’t lose high-tier troops to rallies you can’t support, and the lower-tier troops you do contribute are cheap to replace.
If you’re not sure which kind of alliance you’re in, default to the regular-alliance setting.
What to skip on a farm
- Intel Missions — they eat march slots and stamina; rewards (speed-ups, hero shards) are valuable on a main but mostly wasted on a farm. Skip unless an event makes them suddenly worth it.
- Bear Hunt active hunting — auto-rally-join covers Terror rewards passively; manual hunts on the farm aren’t worth the time
- PvP — never. A farm has no business attacking anyone (the only attacker the farm interacts with is your main, by design).
- Building production claims — the passive output (secured resources) is small. Claim it when you log in, don’t go out of your way.
A note on stamina
Governor Stamina regenerates at 12/hour. A farm that skips Intel Missions barely uses any — you’ll often have stamina sitting at full. That’s fine. Don’t feel obligated to spend it.
The Storehouse 12-hour stamina refill exists at level 1; it’s small but enough for the few activities (events, occasional missions) a farm might want to do.
Where to go next
- Moving resources from farm to main — the routine produces resources, but the transfer step is what actually feeds the main
- Farm build order and the Town Center cap — if your gathering throughput feels low, the build is usually the cause