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Transferring resources between accounts in Viking Rise

This is the action that makes a farm a farm. Everything else your alt accounts do only matters if the resources end up somewhere useful, and this is how they get there.

This guide assumes you've completed Viking Rise bot setup and have more than one account running.

Turning it on is not enough. Enter the recipient's player ID and at least one amount. Without both, nothing is sent.

What the action does

You pick the recipient and how much of each resource you want moved. The bot flies to their city, loads every march you have free, sends them, waits for the marches to come home, and repeats until the job is done.

Setting it up

The Resource Transfer action settings, showing the recipient player ID, four resource amount fields, and the maximum run time
A recipient, four amounts, and a run-time ceiling you can usually leave blank.
  • Recipient — the player ID of whoever receives the resources. They must be in the same tribe as the sending account. Their position is looked up fresh every time, so if they move their city it still works.
  • Food / Wood / Stone / Gold — how much of each you want moved. Leave one blank or at zero to skip it entirely.
  • Maximum run time (hours) — leave blank. It's a ceiling for people who'd rather cut a run short than let one account work for a long time, and it can only ever make a run send less.
  • Move this city next to the recipient first — off by default. See closing the distance below.
  • Only move if further than this many tiles — blank or 0 means 40 tiles. Below that the move isn't worth a relocator.
  • Move it back afterwards — off by default. A farm that supplies the same account every cycle shouldn't pay two relocators every cycle.

Those amounts are targets for one run, not a running total the bot remembers between runs. Each time the action comes round it starts again from the numbers you typed.

How a march gets loaded

Each march carries a fixed amount in total, shared across all four resources — not that much of each. If your account's Supply Capacity is 5,500,000, one march delivers 5,500,000 spread over whatever you asked for, however many resources that is.

The bot splits each march evenly across the resources you still owe. Ask for all four and each march carries a quarter of its load in each; ask for gold only and the whole march is gold. If one runs dry part-way, its share goes to the others so the march still leaves full.

Then it waits. Most of the time this action takes is marches flying there and back — about 92% of a pass. It refills every march the moment one lands, and the only other way to cut that is to shorten the flight, which is what the setting below does.

How long a run takes

A run keeps going until it has sent everything you asked for. It isn't cut off by a clock, so you can put in the whole stockpile and leave it.

How long that takes is the game's business, not the bot's — it's however many march round trips your amounts add up to. Roughly: your Supply Capacity, times your number of march slots, every round trip.

Expect a large ask to take hours, not minutes. The account is busy with this action for that whole time and moves on to its other tasks afterwards. That's normal and isn't something going wrong.

If you want it faster: raise your Supply Capacity, unlock more march slots, or let the bot put the city closer for you.

Closing the distance

Because almost all of a pass is flying time, the biggest saving isn't in the action at all — it's the distance. Tick Move this city next to the recipient first and the bot relocates the sending city onto a free tile beside them, runs the transfer from there, and — if you also tick Move it back afterwards — returns it to exactly the tile it started on.

In testing, five accounts went from 243–249 tiles away down to about two, and four full round trips on real players all landed back on their original tile.

Three things it deliberately will not do:

  • It can't fail the transfer. An unreadable map, no relocator in the bag, or the game refusing the move all fall through to marching from where the account already is — exactly what the action did before this existed.
  • It won't move a city it didn't move. If you relocated by hand, the return leg leaves it alone.
  • It won't lose the way home. The starting tile is recorded the first time and a later pass can't overwrite it with a waypoint.

It needs a relocator in the bag, and a round trip needs two — so the bot checks for the second before it makes the first move, and will top up from the tribe shop if it can. Without one it says so and marches from where it is.

Troubleshooting

I asked for more than the account holds. It sends what's there, retires the resource that ran out, and carries on with the rest — then finishes with a line saying what was still owed.

All four resources stopped short by the same amount. That's by design. All four move together and at the same rate, so a run that stops early leaves them equally short rather than one untouched.

All my marches were out gathering. It waits for one to come home rather than giving up — including on the very first round.

My marches are a long way out. It waits as long as they actually need, because it asks the game when each march is due home rather than guessing. It only gives up if a march is overdue and no slot has freed.

The recipient left the tribe. The run does nothing and says so. Pick a new recipient.

It says supplying is locked. Supplying unlocks at Tribe Hall 16 and Mystic Realm Floor 5. Below that the panel opens showing a capacity of 0, and the bot stops rather than retrying.

It says it can't reach them. Some destinations are genuinely blocked. The bot recognises the game's own message and stops rather than retrying something that can never work.

Less arrived than left my warehouse. That's the tribe's transport tax. The rate is the game's and it differs per account — the bot doesn't avoid it and can't.

I'm running several sending accounts at once. That's the normal setup and it works. Each account is busy for as long as its own transfer takes, so if you run many farms against few workers you may want to stagger them with schedules, or give the big ones a Maximum run time.