Beyond automation
Intel
The most valuable thing on a Grepolis map is the player who is not there any more, and nothing in the game tells you who that is.
Points on top, days of silence underneath. The towns nobody is playing any more are the ones that stand out — and nothing in the game tells you which those are.
| Town | Points | Silent for |
|---|---|---|
| Town 1 (active) | 4.1k | active |
| Town 2 (dormant) | 9.4k | 12d |
| Town 3 (active) | 2.7k | active |
| Town 4 (ghost) | 1.2k | 46d |
| Town 5 (active) | 6.8k | active |
| Town 6 (active) | 3.3k | active |
| Town 7 (dormant) | 8.0k | 9d |
| Town 8 (active) | 5.2k | active |
| Town 9 (ghost) | 0.9k | 61d |
| Town 10 (active) | 7.4k | active |
| Town 11 (active) | 3.9k | active |
| Town 12 (dormant) | 5.6k | 15d |
It costs nothing to gather
The client already fetches map data when you log in. Grepobot indexes what is already arriving rather than asking for more, so building this history adds no requests at all. Indexing is always on; the layers you draw over it are the setting.
Silence, drawn on the map
Three overlays: score, alliance colour and label, and silence — a pill on each town reading something like 9.4k, twelve days or more, shrinking. The full sentence is in the game's own tooltip, along with the town's and the player's points and how they have moved.
Players are flagged rather than scored: abandoned, dormant, collapsing, expanding, shrinking, protected, unravelling, surging. Listed, never averaged into a single number that would hide which of those it is.
A table you can act from
The Intel tab is a table of towns and of players, with distance as a column and filters for all, ghost, dormant and recently changed, plus 'my ocean'. Every row is somewhere you can go.
Which is the point of building it as a table rather than only as a map layer: a colour on a tile tells you a town is quiet, and a sorted list tells you which of the quiet ones is closest to the town you would send from.
What it does not do
- This is built from what your own client sees, pooled with other watchers of the same world. Coverage is reported honestly, because an absence in thin data is not evidence of anything.
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.