Automation lane
Gold
There is a free lever in this game that almost nobody pulls, because pulling it by hand means watching a timer.
Each world publishes its own price table, and on every world we have measured an order with under five minutes left is priced at nothing. By hand that is unclaimable: you would have to watch the last five minutes of every order, all day.
| Gold | |
|---|---|
| Under 5 minutes left | free |
| 1 hour left | 22 gold |
| 6 hours left | 75 gold |
In the last few minutes, it is free
Each world publishes its own price table for finishing an order early, and on every world we have measured the smallest band — an order with under five minutes left — is priced at nothing. Not reduced. Nothing.
By hand that is unclaimable: you would have to watch the last five minutes of every build, every recruit and every research, all day. A bot already awake for the queue can take all of them, and Grepobot schedules its next look for the exact second the window opens. It reads your world's table rather than assuming ours, and for a long time this sat behind an opt-in nobody had set, so it never fired once.
More time left costs more
The price is the cheapest band that still covers the wait, which is the opposite of the intuition that a nearly-finished order is the expensive one. An order past the largest band costs the maximum rather than being unbuyable.
Paid finishes are decisions, and they are off
Spending real gold is scored against gold as the scarce resource, so it competes with everything else gold could buy rather than firing on a threshold. It is also off unless you turn it on: gold is a hard constraint rather than a heavy penalty, because a penalty is something a large enough payoff eventually buys through.
What it does not do
- The freed queue slot is usable in the same pass. An upgrade ranked below the finish can take the slot the finish just handed back.
- On a world where instant buy is switched off, the same button is a different feature — a build-time reduction, sent a different way. Grepobot proposes nothing there rather than sending the wrong request.
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.