Faster gathering, later return: what +30% means in Doomsday
Why a gathering speed bonus is not an equal reduction in time, and how travel changes your choice of resource point. An original screen and two clear calculations.
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A green +30% beside a resource point looks like a promise to free your squad sooner. But a gathering speed increase is not an equal discount on time. Even faster gathering does not guarantee that resources arrive home earlier: the march includes travel in both directions. One game screen and two hypothetical calculations help you choose a point for your actual goal.
What the land bonus actually shows
The game frame in DoomsdayLS's 14 September 2026 article shows a level-seven oil refinery resource point. Its window gives a quantity of 264,000 and a land bonus of +30% gathering speed. The map shows 14 September; the client version is not visible. This is one interface example. Check your current values in your own game.
Those two rows answer different questions. 264,000 is the resource quantity shown at the point, not an hourly yield. The bonus concerns gathering speed. This screen does not show a selected lineup, its actual rate, gathering duration or total return time. You cannot derive an exact march timer from it. The Gather button does not prove that the displayed amount has already been collected either.
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Why one hour does not become 42 minutes
Consider a hypothetical task: gather 100,000 resources when the actual rate rises from 100,000 to 130,000 per hour. The quantity is unchanged, your squad can carry all of it and nothing else changes. At the first rate, gathering takes one hour. At the second, divide the quantity by the rate: 100,000 ÷ 130,000 hours, or about 46 minutes 9 seconds.
That saves about 13 minutes 51 seconds, or 23.1% of the original hour. Simply subtracting 30% from 60 minutes gives 42 minutes, a different answer. The reason is straightforward: the squad now gathers more in the same hour, so the time for the original quantity is divided by 1.3.
This calculation explains the relationship between rate and time; it does not establish how Doomsday combines gathering bonuses. A +30% label at a point does not by itself confirm that your squad's final rate rises from 100 to 130. That requires comparable before-and-after values for the same resource, quantity and lineup. One bonus row cannot stand in for every parameter.
Faster at the point does not always mean home sooner
Continue the same hypothetical example. A nearby point needs five minutes of travel each way and 60 minutes of gathering: 70 minutes altogether. A distant point takes 15 minutes each way, but gathering takes the calculated 46 minutes 9 seconds. The whole march lasts 76 minutes 9 seconds. For the same delivered quantity, the distant point is about six minutes slower overall, despite faster gathering.
These are not measured in-game routes. They show how to check your own choice. If resources must be home by a particular time, compare outbound travel + gathering + return travel. If you need the squad available for an alliance operation, also check when it arrives home. The largest green bonus need not produce the best result for either task.
For your own comparison, choose one resource and the same planned quantity. Keep a record of the lineup and active boosts, note the travel time and displayed gathering timer, then record the actual return. A nearly empty point or a changed lineup creates a different comparison: first make both options serve the same task. Check that the squad can carry the chosen amount too.
A long break adds another question: how long will the squad actually be doing useful work? A speed bonus alone cannot promise gathering until morning. You also need the point's stock, the selected amount and the automation rules. If you use Isabelle, separately check Auto Gather duration and the final march after the timer. That is another planning step, not part of the speed percentage.
A good point delivers your chosen result at the right time. Decide first whether you need a specific resource amount at home or an available squad, then compare the entire march. The map percentage helps you read the conditions; comparable timers help you make the final choice.

