Automation lane
Divine powers
Favour accumulates whether you use it or not, and an unspent power is favour thrown away.
Scored in favour, not in resources
Powers are not paid for in wood and stone, so they are not scored against wood and stone. They are scored against favour — the scarce thing — which sounds like a detail and is not.
Scored the other way, a power returning nine hundred wood for two hundred favour beat one returning eight hundred for twenty-five: four and a half wood per favour outranking thirty-two, with the arbiter then spending the pool in that order. The denominator is the whole decision.
Only the powers whose payoff it can price
There are around a hundred and eighty powers and most of them do something the engine cannot put a number on. Grepobot casts the handful that return wood, stone or silver, and leaves the rest to you — which means nothing offensive, nothing aimed at another player, and nothing whose effect is a percentage for a while.
The items you forgot about
Inventory items you collected and never used are spent through the same pricing. A bot that only casts powers ignores a stack of usable resources sitting in a box.
Placement is decided rather than defaulted: the item goes to the town where the most of it actually lands, and a stack of three is three separate decisions on three passes rather than three rewards funded against room for one.
What it does not do
- It will not choose your god. That is a decision about your account's whole military future, and the engine can only price one god's powers properly — left to choose, it would always choose that one. It never changes a god you already have.
- Timed boosts stay in the box. A better rate for a day is not something the engine can value, and spending a limited item at an arbitrary moment to score it at zero is worse than leaving 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.
- 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.