Resource Gathering
How gathering works — march setup, tile selection, the Economy research tree, gathering heroes, alliance territory bonuses, and farm account strategy.
Gathering is the dominant resource income source after TC20. Building output is capped and scales poorly; map tile gathering scales with march count, troop load, gathering speed research, and hero bonuses. The gap between the two widens significantly at TC25+.
Resources collected from map tiles land as non-secured resources — vulnerable to PvP until spent. Resources produced by town buildings are secured and cannot be stolen. Spend gathered resources promptly or seal them as chests.
TL;DR
- 5 simultaneous marches (4 from Command Tactics I/II/III + 1 from VIP 6) is the gathering benchmark
- Park your Town Center inside alliance territory — the +50–100% gathering bonus applies based on your TC’s location, not the tile’s
- Focus Economy tree on gathering nodes, not output nodes — skip production research unless it’s a prerequisite gate to the next gathering tier
- Gordon is the top gathering hero; all blue (Rare) heroes auto-assign correctly per resource type
- Farm accounts (a second account built purely for gathering) are a proven F2P meta — a TC 18 farm with 4 marches generates 2–5M resources/day
- Tile sweet spot: Level 6–8 — best balance of yield, speed, and availability
March setup
Work toward 5 simultaneous gathering marches:
- Command Tactics I (Growth Tree, Academy Lv 2): +1 march queue
- Command Tactics II (Growth Tree, Academy Lv 13): +1 march queue
- Command Tactics III (Growth Tree, Academy Lv 18): +1 march queue — the final research-based march slot
- VIP 6 (~90,000 cumulative VIP XP, reachable mid-game at 350–500 free/day): +1 march queue
Each march slot also serves Intel Missions, rally joining, and solo attacks — Command Tactics research pays dividends across every activity.
Economy tree research priority
The Economy tree contains two categories: output nodes (passive building production, scales poorly) and gathering nodes (map tile collection speed, scales well). Only gather nodes are worth researching except as unavoidable prerequisites.
Each resource type (Bread/Wood/Stone/Iron) has its own 6-tier gathering research chain. Early tiers (+27% per tier series) are fast and cheap; late tiers (+53.5% per tier series, requiring Academy Lv 27–30) take days to weeks. Combined stacking from research + heroes + territory can reach 300–400% total gathering speed.
Priority order within Economy tree:
- Gather nodes for Bread and Wood first — consumed in the largest quantities
- Stone gathering second — scales up at TC20+
- Iron gathering third
- Skip output nodes unless they gate a gathering tier unlock
The Economy tree maxes in approximately 166 days, compared to 883 days for the Growth tree — it’s achievable F2P with consistent play.
Gathering heroes
Send a gathering hero in each march. The hero must be in the march to activate the bonus.
Top heroes:
- Gordon — +25% Gathering Speed + +25% March Capacity (2nd skill); universally rated #1 gathering hero
All blue (Rare) heroes carry gathering speed bonuses for specific resource types. When you send a gathering march, the game automatically assigns the correct blue hero for that resource type — you don’t need to manually pick the right one per march.
For blue (Rare) heroes, level their 2nd expedition skill first (gathering speed) — their 1st skill is typically a production bonus that provides no gathering benefit. Skip the 1st skill unless it’s a prerequisite.
Alliance territory
A city sitting inside alliance territory gathers at +50–100% passive speed for all members. The bonus is keyed to the sending city’s location, not the gathering tile’s — once your Town Center is parked inside the hive, every march benefits, even on tiles outside territory. This stacks with all other bonuses.
Farm accounts
A second account built solely for gathering is a well-established F2P meta. Short version of the setup:
- Town Center 18 (Academy 18 unlocks Command Tactics III for 4 march slots; TC 13 is a viable cheaper stop with 3 marches)
- T5 troops trained to volume — high gathering capacity per soldier, cheap to AFK-train at troop-building level 13
- Academy focused on Command Tactics + Economy tree gathering nodes
- Storehouse at level 1 — minimum protection, so your main can plunder freely
- Transfer to main via the plunder method — your main attacks the farm and loots whatever sits above the level 1 Storehouse cap. There is no trading post or gift-resources mechanic in Kingshot.
A TC 18 farm with 4 marches generates roughly 2–5M total resources per day when optimized. With two farms: 4–10M/day supplementing your main.
Full treatment in the dedicated category: What a farm account is, Farm build order, Daily farm routine, Moving resources from farm to main.
TL;DR
- Same mechanics as F2P — gathering is still the dominant income source
- Spend gap is primarily time to VIP 6, faster research, and faster hero development — not access to different mechanics
- Gordon remains the #1 gathering hero regardless of spend
- Resource packs from shop supplement but don’t replace gathering; at TC25–29 resource costs, packs alone can’t keep up
- Alliance territory stacking (+50–100%) is equally valuable — keep your TC parked inside the hive
Gathering heroes
Same priorities as F2P. Gordon’s +25% speed and +25% march capacity are multiplicatively strong when combined with Economy tree research. With faster hero skill development via spending, you can hit Gordon’s max skill levels earlier.
Purchased gathering boosts
A 24-hour +50% Gathering Speed boost item is reportedly available from the shop. Timing these during gathering events compounds the bonus stack: territory (50–100%) + research (up to ~200% cumulative) + hero (25%) + shop boost (50%) = significant single-session output.
Resource packs vs. gathering
At TC25–29 construction costs (80M–240M Bread/Wood per TC upgrade), resource packs from standard bundles cover partial costs. Gathering remains necessary for sustained throughput between upgrades. Use packs for emergency resource gaps or event purchases; maintain gathering infrastructure regardless.
Tile levels
Tiles range from Level 1 to Level 10. Higher levels yield more resources and faster collection. The practical sweet spot is Level 6–8: strong yields, reasonable availability, less contested than Level 9–10.
| Tier | Level | Notes |
|---|---|---|
| Low | 1–2 | Minimal yield; for new accounts only |
| Early | 3–4 | Slow; adequate in early TC range |
| Mid | 5–6 | Good yield; target early game |
| High | 7–8 | Best practical balance; prioritize these |
| Top | 9–10 | Maximum yield; often overcrowded and distant |
March load capacity
Each march’s load (maximum resources per trip) is determined by troop count and tier. Higher-tier troops carry more per unit. Regimental Expansion research (Growth Tree) increases deployment capacity, which increases load.
For gathering marches specifically, T1 troops are efficient — cheap to train, cheap to heal, fill capacity adequately. Farm accounts train T1 troops specifically for this reason.
Gathering and events
Gathering Events (2–4 per month): Award points for resources gathered. Focus on Bread and Wood tiles (Level 6+) during these — they complete faster than Stone/Iron, enabling more march cycles per hour and more event points.
Keep all 5 marches running continuously during gathering events. Check in every 30–60 minutes to resend.
Resource security
Gathered resources are non-secured until spent or sealed as chests:
- Spend resources immediately on upgrades and research
- Seal resources as chests in inventory — chests are fully safe from raids
- Keep Storehouse upgraded to protect your working buffer
- Don’t leave large unprotected stockpiles before KvK or when shieldless
Building output (Farms, Sawmills, Quarries, Iron Mines) is always secured — but it caps early and scales poorly. Map gathering provides the large majority of total income.