Kingshot Resources Guide: Productivity Day + Rush Job Combo (Double Your Daily Income)
Master the optimal decree sequence to nearly double your instant resource gains. Learn cooldowns, stacking rules, mood management, and exact steps to net ~1M+ extra resources per day and ~30M per month.
Use Productivity Day â Rush Job for a reliable 1M+ extra resources per day and ~30M per month
Complete Video Strategy Guide
Daily Resource Routine

A Complete, Step-by-Step Resource Maximization Plan
This guide distills every actionable detail from the video and expands it into a repeatable routine you can follow daily. When executed correctly, this sequence reliably yields about 1,000,000 extra resources per day, adding up to roughly 30,000,000 extra resources per month.
1) The Three Decrees You Must Understand
All decrees below are issued from the Decrees panel in your Main Hall.
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Rush Job
- Effect: Instantly grants 5 in-game days of resources from all producing buildings based on their current output rate.
- Cooldown: 24 hours (real-time)
- Typical Cost: 150,000 Stars
- Purpose: Your instant resource burst; the âpayoutâ scales with the current base output.
-
Productivity Day
- Effect: +100% Output across all resource worksites for 24 hours of resident time (one full in-game day).
- Side Effect: -10 Mood for all residents
- Cooldown: 12 hours (real-time)
- Cost: 50,000 Stars
- Key Mechanic: Temporarily doubles the underlying output values Rush Job uses to calculate its payout.
-
Urgent Mobilization
- Effect: Extends residentsâ workday to 48 in-game hours.
- Important: This does not stack with Rush Jobâs calculation. It increases how long workers labor, not the perâminute output that Rush Job references. Therefore, Urgent Mobilization will not increase Rush Jobâs immediate payout.
2) The Costly Mistake To Avoid (Shown In The Video)
Using Rush Job by itself leaves a lot of resources on the table. In the video, popping Rush Job alone produced roughly âabout a million and a halfâ resources. Thatâs fineâbut suboptimal.
The correct play is to first raise your buildingsâ output with Productivity Day, then immediately trigger Rush Job so the 5âday payout is calculated from the doubled output values.
3) The Optimal Daily Sequence (Do This Every 24h)
Follow this exact twoâstep process:
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Activate Productivity Day
- Open Decrees â choose Productivity Day â issue. Youâll notice visual cues (energized workers/glow) confirming the +100% output buff is active.
-
Immediately Activate Rush Job
- Return to Decrees â choose Rush Job â issue while Productivity Day is still active.
Timing Notes:
- Productivity Day cooldown is 12h; Rush Job is 24h. Even if Productivity Day is available more often, always pair it immediately before Rush Job for the biggest burst once per day.
- Set a device reminder/alarm aligned to your Rush Job cooldown to keep the routine consistent.
4) Verified Results From The Video (Concrete Numbers)
With the incorrect method (Rush Job alone):
- About 1.5M total resources.
With the correct method (Productivity Day â Rush Job):
- About 2.5M total resources from buildings around levels 27â29.
Net Improvement:
- Roughly +1,000,000 resources per day â â30,000,000 extra resources per month if done consistently.
These numbers will scale with your townâs output. Higher building levels and better production modifiers produce even stronger payouts.
5) Mood Management (Cleanly Offsetting The -10 Penalty)
Productivity Day applies a small global mood hit (â10). After your Rush Job payout, issue Festivities to recover and reward residents:
Festivities
- Effect: +50 Mood and +30 Comfort for one inâgame day
- Cooldown: 24 hours
- Why: Erases the -10 mood penalty from Productivity Day and keeps your workforce happy and efficient.
Order Summary For A Perfect Cycle:
- Productivity Day â 2) Rush Job â 3) Festivities
6) Extra Optimizations And Pitfalls
- Storage Safety Check: Make sure your Storehouse capacity wonât cap your payout. If youâre close to full, spend/transfer before triggering the combo.
- Production Synergy: Level up resource buildings and relevant tech to raise the base outputâRush Job scales directly from these values.
- Event Timing: When possible, sync your payout with events that reward resource spending/collection for extra value.
- Cooldown Discipline: Rush Jobâs 24h cadence is the heartbeat; Productivity Day can be used more often but should always be saved to pair immediately before Rush Job.
- Urgent Mobilization Clarified: Great for longer work periods over a day, but it wonât boost Rush Jobâs immediate calculationâthe video shows those base output numbers donât change before/after you use it.
7) Quick Reference Checklist (Daily)
- Decrees panel open; Storehouse not near cap
- Productivity Day issued (+100% Output active)
- Rush Job issued immediately after
- Festivities issued to restore mood
- Set reminder for the next 24h Rush Job window
8) FAQ
Q: Can I fire Urgent Mobilization before Rush Job for extra payout?
A: No. Urgent Mobilization changes work duration, not the base output value Rush Job reads. It wonât increase the instant payout.
Q: My payout is lower than the videoâs. Why?
A: Building levels, tech, governor buffs, and global modifiers change your base output. Raise those to scale your Rush Job results.
Q: When should I use Productivity Day if I donât need the Rush Job payout yet?
A: For maximum burst value, save Productivity Day and pop it right before Rush Job once per day. If you choose to use Productivity Day at other times, youâll gain steady production but miss the doubleâpayout window.
Execute this routine daily to steadily accelerate your upgrades, training, and overall progression. With one minute of discipline per day, youâll add roughly a million extra resources to your economyâcompounding into tens of millions each month.
Bank More Every Day
Pair Productivity Day with Rush Job, then restore Mood with Festivities. Repeat daily for compounding gains.