Beyond automation
Island quests
Island quests are fiddly enough by hand that most players take the easy side and leave the reward on the table.
It picks the side that pays
A quest offers you a choice, and the choice is not symmetric: one side pays better, sometimes much better, and which one depends on what you can actually deliver. Grepobot prices the reward before it commits, and only takes a side together with the work that will finish it — there is no value in accepting a side you then cannot complete.
It looks before it provokes
Provoking an attack without checking what is defending is how a quest turns into a loss. The defence is read first. Waves at the NPC town are sent and tracked to the end rather than fired once and forgotten.
Three at a time, planned across the account
The server accepts three accepted places at once, account-wide — not per town. So the planning is account-wide too, which is the only way to spend three slots on the three quests that pay most. A finished quest still holding a place is one of the three you cannot use, which is why claiming it is treated as urgent rather than tidy.
The chores, too
Not every quest is a fight. The four non-fighting chore types are handled as well, and taken for what they pay rather than for what kind of chore they are.
What it does not do
- Two gold levers exist here — rotating a quest and skipping a cooldown — and both are off by default, behind their own opt-in as well as the general one for gold. The payoff is a draw from a distribution nobody has measured.
- A reward that would land on nothing is stashed rather than burned: an attack bonus with no attack running is worth more later.
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.