Automation lane
Culture
Culture points are the gate on how many towns you can hold, and the celebrations that produce them are not interchangeable.
Three celebrations, three different currencies
A city festival and a theatre play are paid for in resources. A victory procession is paid for in battle points you have already earned. They are not variations on one action — they draw on two different accounts, and only one of them competes with your build queue.
Why it usually prefers the procession
A festival's resources are resources that were going into the queue, so celebrating pushes every other goal in that town further away. A procession's battle points appear nowhere in that bill, and it is the only celebration with no building behind it, so a young town can throw one.
Grepobot prices that difference rather than assuming it, which is why it is a contest and not a rule: battle points spent on a procession are points not spent raising a farm village's daily ceiling.
Four slots, not one
One celebration of each type can run at the same time. Treating the celebration queue as a single slot — which is the obvious reading, and was wrong — means a running theatre play blocks a festival, and forgoes most of the only currency that buys a town slot.
It stops when the slot is paid for
The balance that matters is your available culture points, not the lifetime total the profile shows: the total keeps counting points you already spent on towns and academy resets. Once the next slot is covered, Grepobot stops celebrating — more culture advances no goal it can state.
What it does not do
- Olympic Games are not automated. Their price is in gold and lives outside the data the bot can read, and an invented number is one the engine would spend against.
- Founding the town is still your click. The engine works towards the slot and then holds the culture for it.
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.
- QuestsCollects finished quest rewards across the whole account, and decides the daily login bonus rather than just taking it, so nothing sits uncollected.
- Divine powersCasts the god powers that pay for themselves in resources, scored against favour rather than wood, and spends the inventory items you already hold.