Automation lane
Bandits' Camp
The camp is the only source of battle points that does not involve another player, and it rewards a counter-intuitive strategy.
The fraction lost is the same every time, so the army's size cancels out of the arithmetic — a bigger force does not lose proportionally less, it just loses more of itself. Send the smallest one that still wins.
| Units lost | |
|---|---|
| Smallest army that wins | 18 lost |
| Twice that | 36 lost |
| Four times that | 72 lost |
Send fewer, not more
The instinct is to send overwhelming force. The camp's loss arithmetic makes that exactly wrong: the size of the army you send cancels out of the losses, so a bigger army does not lose proportionally less — it loses proportionally the same and absolutely more.
The right play is the smallest army that still wins. Grepobot works that out from the garrison it has actually read, which is also why it will not attack a camp whose defence it could not read: an unread garrison is not an undefended one.
A hundred fights, then it is gone
The camp is finite. There is one per player, it lasts a hundred fights, and a partial clear still pays. Battle points equal the defenders' population, so this is where a player who does not want to fight other players gets them.
A full inventory stalls it
The reward has to go somewhere. If your inventory is full the game refuses it, and the camp sits in its collect state waiting for a hand-off that will never complete — so the next fight never starts either, and nothing about the symptom points at the box being full.
Grepobot says so instead of sitting there. Emptying the box is still yours to do: capacity is a separate thing the bot does not model, and draining an inventory on your behalf is not a decision it should be making.
What it does not do
- It is one account-wide fight, so like the other account-wide actions it is sent from a town you have armed — and unlike quest collection, it picks from the armed towns rather than insisting on a particular one.
The rest of what it automates
- FarmingClaims every farm village on its real cooldown, takes the trades worth taking, and keeps going while the tab is in the background. Free, no subscription.
- BuildingAuto build that raises what your town's goal needs next, including the warehouse and farm levels the game's own requirement tree never mentions.
- RecruitingKeeps the barracks and harbour working towards the army your goal needs, splitting a unit count into as many orders as the queue will really take.
- ResearchSpends academy points on the research your town's goal is waiting for, not on whatever is cheapest, and raises the Academy when the bill needs it.
- CultureRuns festivals, plays and victory processions towards your next town slot, choosing the celebration that pays and stopping once the slot is covered.
- QuestsCollects finished quest rewards across the whole account, and decides the daily login bonus rather than just taking it, so nothing sits uncollected.