Automation lane
Quests
A small lane that quietly adds up, because a finished quest pays nothing until somebody clicks it.
It collects; it does not play
Only a quest the game already marks as satisfied is closed. Quests that are merely available, or running and half-done, are quests to do — a different question, and not one a reward-collector should be answering on your behalf.
One town speaks for the account
Quests belong to the account rather than to a town, but every action the engine sends has to be attributed to one. Proposing the claim from all of them would have the bot fund several copies of one reward and get every send after the first refused.
So the claim goes out from a single town: the lowest-numbered one you own. That has a consequence worth knowing during a staged handover — if that particular town is not armed, nothing is collected, on every pass, indefinitely. The Automation tab names the town and says so rather than leaving you to notice.
The daily bonus is a decision
The login bonus rides in this lane and is genuinely chosen, not just clicked. Grepobot picks the town where the most of the reward would survive arriving — a resource bonus into a full warehouse is mostly discarded — and weighs the resource option against the favour option by converting favour at the best rate your own account has actually managed.
What it does not do
- A repeat claim is harmless. The bot does not re-read the game's quest models after its own send, so it may offer the same claim once more; the server refuses it, and it costs one request and nothing else.
- Island quests are a separate layer. This lane closes them when they are finished; deciding and driving them is its own page.
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.
- 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.