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Grepobot

Beyond automation

The engine

Every lane on this site runs through the same pass. It is worth understanding once.

One pass, five stages
  1. Candidates

    Every action that is legal right now.

    shows its work

  2. Decide

    Score each by time taken off the goal.

    shows its work

  3. Arbitrate

    Hand out what they compete for.

    shows its work

  4. Plan

    Turn the winners into queue orders.

    shows its work

  5. Run

    The only stage that touches the game.

The first four stages are pure functions of their input, so the decision exists separately from the doing — which is why the bot can tell you what it chose and why.

One pass, one town

Goal: colony ship

Considered, and blocked

An illustration of what the Why column reports each pass — every candidate valued by the time it removes from this town's goal.

One pass, one town
ActionTime removed from goal
Build Harbour to 12−4h 10m
Accept market offer: 380 wood for 300 silver−2h 55m
Research Cartography−1h 20m
Claim 6 farm villages−48m
Build Harbour to 14Warehouse too small · clears in 2h 10m
Recruit 8 biremesNot enough population

Five stages

Candidates, decide, arbitrate, plan, run. Candidates gathers every action that is currently legal. Decide scores each one by how much time it removes from the town's goal. Arbitrate hands out the things those actions compete for — resources, population, gold, favour, merchants. Plan turns the winners into queue orders. Run is the only stage that touches the game.

The first four are pure functions of their input, which is not an implementation detail you should have to care about except for one consequence: the bot can tell you exactly what it decided and why, because the decision exists separately from the doing.

Divide by the scarce thing

A score is a rate, and what matters is the denominator. Gold actions are scored per gold, favour actions per favour, culture per point, trades per merchant. Resources stay out of the denominator, because resources are what everything costs and dividing by them would make every action look the same.

Sixteen goals, and a custom editor

Fast start, starter, farming, coloniser, colony ship, economy, navy, attack fleet, military, attack army, defence army, support fleet, support army, pegasus support, town slot, culture. Six of them are offered first as a shortlist to a town that has nothing set. If none of them is what you want, the preset editor is there.

The Why pane

For each town: the ranked candidates with their value, the seconds saved, which queue they would occupy and how confident the estimate is — and underneath, the candidates that are currently illegal, with the thing blocking each one and the moment it clears.

What it does not do

  • A beam-search lookahead exists, but as a forecasting tool. It is not in the acting path, and this page is not going to imply that it is.