Shown in the app's own themes — pick the one you run. Light or dark follows the toggle above.

Daily round

Labor

Put captured troops to labor in the Prison.

Labor walks to the Prison, opens Captives and presses Labor on whatever batch the game has already selected. The Prison preselects captives up to its own cap the moment the window opens, so there is no count to set and no Task setup of its own.

Where to find it: Instances ▸ open an instance ▸ Duties ▸ Daily activities ▸ Labor ▸ ⚙. It is a duty, not a plan task: it has no card in Task setup and no chip on the plan shelf.
  1. How often
  2. Run before plan tasks
  3. Retry when it fails
  4. Reset schedule
  5. Record line
  6. Reset records
  7. Done
  1. How often
  2. Run before plan tasks
  3. Retry when it fails
  4. Reset schedule
  5. Record line
  6. Reset records
  7. Done
  1. How often
  2. Run before plan tasks
  3. Retry when it fails
  4. Reset schedule
  5. Record line
  6. Reset records
  7. Done
Labor’s settings window, on its Schedule.

Set it up

  1. Open the instance and go to the Duties tab. Press Daily activities in the row of buttons under the headline to scroll to the card.
  2. Flip the row's switch to ON.
  3. Start the instance from Overview. Duties only take turns while the instance is running.

The row

ON / OFF
The row's switch, at its start. ON: the duty takes its turn whenever it comes due. OFF: it never runs, and nothing waits for it. Default: OFF. Your settings and its record are kept while it is off.
Labor
The row's name, beside its icon. Clicking the name opens the settings window, the same as ⚙.
Gift badge
A small gift icon right after the name, shown only while Reward claims is on and this row is switched on — it reports where today’s round of this activity stands on the game’s own Activity board. Faded: not looked at yet today. Plain: looked at, not done. Gold ring: the bot claims it, unconfirmed. Gold dot: done, with a reward waiting. Green check: the game confirms it. Orange cross: the bot ran it, but the game disagreed. With Reward claims off, the badge stays hidden — nothing is reading the board.
Status chip
What the duty is doing, in words, with a small lamp beside it: Off; Due (waiting for its turn); Running; Done 14:05 (had a turn today, at that time); Retrying 14:40 (a turn failed, and it is waiting before it tries again); Skipped (the bot could not start it, with the reason added underneath); Held (waiting on its own settings); or Standing down (Solo is on for a task). Hover the chip for the full reason.
Summary line
The line under the name repeats your schedule: Once per game day, or Every Nh on an interval (just Every hour when N is 1). It adds before plan tasks or up to N× a day when those are set.
⚙
The settings button at the end of the row, drawn as a set of sliders — the row's name opens the same window. Hover text: Settings for this duty — when it runs, and how it behaves.

The settings window

The ⚙ opens a window titled Labor. It opens straight onto Schedule — Labor has no Task setup of its own. Hover any control for its tooltip.

How often
Two segments, Once a day and Every few hours. Once a day takes one turn per game day, which ends at the daily reset (00:00 US Pacific time). Every few hours keeps coming back on an interval. Default: Once a day.
Run before plan tasks
Shown only while How often is Once a day. Off, the row waits for free time and only pushes into a busy plan as the reset gets close. On, it runs before the plan's first task of the day, together with every other row you tick, in board order. Default: off.
Come back every
Shown only while How often is Every few hours. 1–24 hours, measured from the last time the row actually ran rather than from a fixed clock, so a turn that was cut short does not lose its place. Default: 6 hours.
Run cap
Shown only while How often is Every few hours. Reads Use up to … per Game day: the most times the row may run in one game day, 0–99. At 0 it reads No cap and the row runs as often as its interval allows. Default: No cap.
Retry when it fails
1–10 tries a day: how many times a failed turn is tried before the row is left until its next window, with a longer wait between each try. 1 means don't retry. Default: 3.
Reset schedule
Puts this page back to its shipped defaults and closes the window.
Record line
Left of the footer buttons: what the row has recorded about its own turns — for example Had its turn today, 2 turns today, Backing off until 14:32 after 2 fails, Last turn at 09:14 — or Nothing recorded yet. Long lines are shortened; hover for the whole line.
Reset records
Forgets what the row remembers about its turns — whether it ran today, how many turns it took, any wait after a failure — so it can take another turn. It asks first (Reset them / Cancel) and acts at once, without closing the window. Nothing in the game changes and your settings are untouched. Greyed out while nothing is recorded.
Done
Saves the window and closes it. The ✕ in the title bar, or Esc, closes it without saving.

How it runs

Examples

Troubleshooting

It keeps reporting "on cooldown".
That is expected between batches — Labor runs on a six-hour cooldown the game only shows inside the confirm popup, so a run that lands inside it costs one short walk and reports the cooldown rather than doing anything twice.
It says not enough captives.
The Prison’s cells hold fewer than a full batch, which reads from the Labor button’s own grey colour — nothing was tapped. Capture more troops and it will pick up the next time it runs.
Could it ever spend gems?
No — Clear Labor CD and Release are never pressed. Labor only ever presses the free Labor button.