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Task duties

Daily activities

The everyday activities — one row each, one interval each.

The Daily activities card is the everyday round: the small jobs an account does once or twice a day. Each is its own row with its own switch and its own interval, so the ones you want come back as often as they deserve and the rest stay off.

The rows

Alliance help · donation
Two of the alliance activities, each its own row on its own interval — the bot comes back to each one as often as you set it, up to the cap you give it. The alliance gift and treasure are claims rather than work, so they live on Reward claims at the bottom of the board. All four are one piece of automation: see Alliance Helper.
Black Market
The same shopping run as the Black Market task, driven from here instead of from the plan.
General enhancing
The game's own name for cultivating a general — see Cultivate Generals.
Gold levy
Collects the free levies at the Keep. See Gold Levy.
Greet champions
Spends the day's greets and empowers — see Champions.
Labor
Puts captives to work in the Prison. See Labor.
Offering
Makes offerings at the Shrine. See Offering.
Patrol
Works the Patrol board off the Wall. See Patrol.
Ranger Knight Order
Claims the order's rewards and sends the next dispatch. It is reached through the Event Center screen but it runs every day like the rest of this shelf, which is why it sits here rather than under Event Center.
Resource collecting
Collects what the city has produced, from the Warehouse. See Resource Collecting.
Resource gathering
The march task, run as a daily activity — see Resource Gathering.
Resource tax
Takes the day's free tax at the Market. See Resource Tax.
Trade Carriage
Collects the trade chests and sends the carriages out again. See Trade Carriage.
Trap building
Keeps the trap factory working. See Trap Building.
Troop healing
Heals the wounded in the Hospital. See Troop Healing.
Troop training
Wheel of Fortune
Spins the wheel in the Tavern. See Wheel of Fortune.

A row whose automation is still being built — material composing — is on the shelf too, saying what it will do, with its switch inert. It is listed rather than hidden so the board is the whole round, and it cannot be switched on before it exists.

Setting one up

A row's opens its settings window. Where the activity has options of its own it carries two tabs: Schedule — how often this duty runs — and Task setup, the activity's own form. Where it has none, the window is just the schedule.

  1. How often — once a day, or every few hours
  2. Run before plan tasks
  3. Retry when it fails
The Schedule tab — the cadence every daily row shares.
How often
Once a day means one turn per game day, taken whenever the account has a free moment. Every few hours gives it an interval instead, for the rounds worth repeating.
Run before plan tasks
Off by default. On, this duty takes its turn before the plan gets going for the day — for the ones you want out of the way first.
Retry when it fails
How many times a day this duty may try again after a failed turn. A game that was busy, a window that did not open — those are worth another go; a duty that keeps failing is not worth an unbounded number, which is why the number is yours to set.
Reset schedule
Puts this row back to the cadence it ships with.
The Task setup tab — here, the Patrol board, which has no other home.
This copy of an activity's settings is the duty's own. A task that is also in your plan keeps a separate set — which is what lets one account run it one way from the plan and another way as a duty. Set it up in one place, not both.

Event Center and Reward claims

Two more cards sit below. Event Center is the shelf for the rounds the game runs out of its own Event Center screen. Blessing of Pallas, Crazy Eggs, Grace of Star Trail and Dwarf's Lucky Apple are built and can be switched on; Garuda Trial and Viking Challenge are listed with their automation still being built, so you can see the whole round even though they cannot be switched on yet. See Event Center for what each one does. The same card carries the reader that learns which round the server's Monarch Competition is running today — that one spends nothing and changes nothing in the game, which is why it is the one duty that ships on.

Reward claims is for the free things the game hands over, which is why it reads last on the board. Alliance gift and alliance treasure take what your alliance has already earned. Server gift claims the chest that appears over your city gate every hour, and an unclaimed one expires, so it runs on the hour rather than once a day. Expedition claims your expedition income off the game's own 12-hour bar — it reads the clock rather than keeping one, so it has a switch and no settings at all. Civilization Card Pack claims the one free card pack the Art Hall gives away each day. It claims it and opens nothing, so the packs you are holding stay yours to open when you want to.