Automation lane
Farming
The lane most people install a bot for, and the one Grepobot gives away. Farming works with no subscription and no trial, for as long as you want.
The cooldown belongs to the village and the player, not to the town that asked. A bot that models it per town thinks the village is ready twice more than it is, asks, and gets refused.
| Track | Time | Event |
|---|---|---|
| Grepobot — one cooldown per village | claim | Town A claims |
| Grepobot — one cooldown per village | ready | off cooldown |
| Grepobot — one cooldown per village | claim | Town B claims |
| Per-town model | claim | Town A claims |
| Per-town model | refused | Town B asks |
| Per-town model | refused | Town C asks |
One cooldown per village, not per town
A farm village is shared by every town you own on that island, and so is its cooldown. A bot that models the cooldown per town thinks a village is ready when it is not, asks anyway, and gets refused — a wasted request, and repeated often enough, a pattern.
Grepobot holds one cooldown per village per player, which is what the game enforces. It knows the difference between the short claim and the long one, and that the four resource demands and the four unit demands share that single timer.
It wakes up for the village, not for a timer
Most bots poll: every ten minutes, look at everything, act on whatever is ready. A village that came off cooldown thirty seconds after a pass then waits nine and a half minutes for nothing.
Grepobot schedules a wake for the moment each village is next claimable. Over a day on a full island that is the difference between claiming everything as it ripens and claiming most of it late.
Background tabs keep working
Browsers throttle timers in tabs you are not looking at, which quietly turns a farming bot into one that farms whenever you happen to glance at it. Grepobot's engine timer runs in a worker, which browsers throttle far less, so a Grepolis tab left open behind your work keeps claiming.
Trades, expansions and unlocks
The village offers more than loot: a trade rate occasionally worth taking, an expansion for a permanently larger yield, and an unlock for the shorter cooldown. Grepobot prices all three against what the town is working towards, so an expansion happens when the resources are better spent there than in the queue.
What it does not do
- Farming does not need a goal set on the town. Two guards that used to switch it off on a goalless town were removed, because that is not a state farming needs to care about.
The rest of what it automates
- 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.
- 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.