Grepolis Automation Features
Every automation the bot runs, tab by tab — buildings, research, troops, trade, farming and timed attacks.
Create specialization profiles, assign cities, and configure building targets, research queues, and troop recruitment per profile.
Build focus
Rush Academy 28 before Conquest researchAssigned cities prioritize Academy level 28 (and its requirements) before Conquest research.
Focus colonization ship research and buildAssigned cities prioritize colonization ship research, harbour, warehouse and ship build ahead of other scheduled work.
Automation overrides
Turn off auto buildingThis profile's cities won't auto-build, even when the global auto-build is on. Their building schedule stays saved.
Turn off auto researchThis profile's cities won't auto-research, even when the global auto-research is on. Their research schedule stays saved.
Turn off auto recruitingThis profile's cities won't auto-recruit, even when the global auto-recruit is on. Their troop schedule stays saved.
Population floor
When free population drops to the threshold, this profile's cities build only the Farm until the set number of levels is queued, then resume their normal schedule.
Free population threshold 250 Farm levels to build 3Profile buildings
Profile research
Recruitment spells
Cast before a recruit run, so the orders are placed while the buff is up. Favour is one pool per god shared by all your cities, so the threshold sets how much to keep in reserve. Never re-cast while still active.
Sends a hero that makes these units cheaper or faster to a city before a long drive. A move takes hours and the bonus only applies to units queued after the hero lands, so it only fires when the drive will still be running well after arrival. Never takes the hero already sitting in the destination.
Profile troops
Moves spare resources between your cities: whoever has queues full and stock to spare sends to whoever is still waiting to build.
Emergency mode: pours spare resources from every city into one city until its warehouse is full. For when you or an ally is under attack.
Buys what a city is short of from the farm villages on its own island, and stops once the rate drops below your minimum.
Trade log
Newcomer quests
Claim newcomer quest rewardsThe starter questline a new account gets. Rewards are collected once a quest finishes; nothing is ever closed early.
Prioritize newcomer quests firstWhatever the current quest asks for jumps to the front of that city's queue. The city keeps working through the rest of its plan as well.
Farm villages
Auto-collect farm villages Expand farm villages on every islandCollects every farm village that is ready, in all your cities. Skips a city whose warehouse is already full.
Bandit camp
Auto-attack bandit camp (home island, until cleared)Attacking bandit camp on your first city's island until all 100 waves are done. Wave 37 — cooldown 214s.
Sends offense troops only (no sword/archer). Rewards stash when possible, otherwise apply immediately.
Add a farm from the attack window: tick Add to farmlist, then attack as usual. It keeps farming that city until the loot dries up.
Find targets beta
Scans the world for cities you can reach and raid, then adds the ones you tick to the farm list above.
| City | Player | Points | Idle | Islands | Raid from | Sends | |
|---|---|---|---|---|---|---|---|
| Kepoi 002 | Ghost city | 972 | — | 3 | Thermopylae | 4 Light ship · 3 Fast transport ship · 60 Hoplite | |
| Neuh | Ghost city | 588 | — | 5 | Mycenae | 25 Slinger | |
| Kolonai | drachmedes | 1.458 | 2d | 6 | Mycenae | 25 Slinger | |
| Cartrago | Ghost city | 958 | — | 8 | Thermopylae | 4 Light ship · 3 Fast transport ship · 60 Hoplite |
| On | From | Target ID | Target name | Player | Troops | Status |
|---|
🎨 Auto culture (per city)
Pick which celebrations each city runs. The ones that cost resources come last, so a build or unit always goes first. Olympic games spends premium currency.
Global. A city with Victory march enabled only holds one once your total battle points reach this. 0 = whenever the game allows.
✴️ Island quests beta
Choose which quests each city takes in the City List below, and what happens to the spells they award. Only quest spells are touched.
Island quests enabled Call the militia for defend questsA defend quest is finished by surviving the hit, so the city holds its troops home and calls militia if it needs them.
Replace weaker spells when the inventory is full🏛️ City list
Set an arrival time in the attack window and click Schedule. The attack is sent and re-sent until it lands inside the tolerance you set below. Anything that cannot make it is pulled back.
| On | From | Target ID | Target name | Player | Troops | Arrive | Send | Tune start | Tolerance | Spell | Status |
|---|
Success Archive
Timed attacks that locked in and arrived within tolerance.
| From | Player | Troops | Arrive |
|---|
Failed Archive
Timed attacks that were recalled, missed the window, or could not be sent.
| From | Player | Troops | Arrive |
|---|
Attack planning beta
Every city on a profile hits one target at the same moment. Cities with mixed speeds send more than one wave, so each gets a shot at your window. Nothing leaves until you confirm.
At the earliest moment the whole group can reach it At a time I chooseYour slowest city sets the time, so it leaves almost at once and the rest follow. Pick a time yourself if you need longer to get ready.
| From | Wave | Troops | Leaves | Arrives | Spell | |
|---|---|---|---|---|---|---|
| Thermopylae | 1 | 18 light ships · 240 slingers | 20:41:12 | 23:10:00 | ||
| Mycenae | 1 | 12 light ships · 160 hoplites | 21:02:47 | 23:10:00 | ||
| Knossos | 2 | 9 biremes | 21:18:03 | 23:10:00 |
Fine tuning
Grepolis shifts every arrival by a few random seconds. These are how far off you still accept; a tighter window just takes more tries.
Set an arrival time in the support window and click Schedule. Support is sent and re-sent until it lands inside the tolerance you set below. Anything that cannot make it is pulled back.
| On | From | Target ID | Target name | Player | Troops | Arrive | Send | Tune start | Tolerance | Spell | Status |
|---|
Success Archive
Timed support that locked in and arrived within tolerance.
| From | Player | Troops | Arrive |
|---|
Failed Archive
Timed support that was recalled, missed the window, or could not be sent.
| From | Player | Troops | Arrive |
|---|
Support planning beta
Every city on a profile reinforces one target at the same moment. Cities with mixed speeds send more than one wave, so each gets a shot at your window. Nothing leaves until you confirm.
At the earliest moment the whole group can reach it At a time I chooseYour slowest city sets the time, so it leaves almost at once and the rest follow. Pick a time yourself if you need longer to get ready.
| From | Wave | Troops | Leaves | Arrives | Spell | |
|---|---|---|---|---|---|---|
| Thermopylae | 1 | 18 light ships · 240 slingers | 20:41:12 | 23:10:00 | ||
| Mycenae | 1 | 12 light ships · 160 hoplites | 21:02:47 | 23:10:00 | ||
| Knossos | 2 | 9 biremes | 21:18:03 | 23:10:00 |
Fine tuning
Grepolis shifts every arrival by a few random seconds. These are how far off you still accept; a tighter window just takes more tries.
Incoming attack defense
Set per city: move troops out before an attack lands, call militia, and time their return to arrive just after. Choose below where dodged troops go.
Timed spells
Queue a spell to be cast on one of your cities, or on someone else's, at a set moment.
| On | City | Spell | Cast at | Status | |
|---|---|---|---|---|---|
| Thermopylae | Sea storm | 23:09:50 | Waiting |
Cave silver
Deposits the amount below whenever a city's silver hits max storage, so nothing mined goes to waste. Turn it on per city.
Applies to every city with "Auto silver → cave" enabled below.
Players near your active city are watched for you. Pin any other from their city Info tab.
Open a battle or spy report and click Index at the bottom to save that city's troops here. Saved cities also show up against incoming attacks.
City records
| Town | Player | Label | Troops | Seen | Last seen |
|---|
Lists players near your active city whose points have stopped moving. Pin one to keep watching it if it drifts out of range.
Watched players
| Player | Last activity | Points +/- | Attack +/- | Total | Attack |
|---|
Ghost towns near your active city, left behind by players who quit. You can take one with a colonization ship, no conquest needed.
Ghost cities near active city
| Town | Coords | Points | Dist |
|---|
IO monitor
Watches an alliance for internal takeovers: a city changing hands between two members of the same alliance. Set the point values a city has to clear before it is worth reporting.
| Alliance | City | From | To | Seen | |
|---|---|---|---|---|---|
| Bridge too Far | Kolonai | drachmedes | keryx | 2h ago |
Activity log
Everything it runs for you, around the clock
Set it up once and the bot keeps every one of these going while you're offline — each fully configurable, each safe to leave on.
Island quests, decided and claimed for you
Island quests arrive constantly and each one asks a question: take the peaceful option or the aggressive one, and what to do with the reward. Grepoworks answers both. Per city you pick which kinds of quest it may take at all — waiting, reinforcing, giving resources — and which costs it will never accept, so a frontline city refuses anything that weakens its defence while a backline city shrugs it off. Rewards get their own rule: store a spell, or cast it the moment a city meets a condition you set, on any city, one city, or every city on a profile. The whole thing runs without the quest window ever opening.
Bandit camp, cleared for you
Sends offence troops at the one-time bandit camp on your home island and works through every wave — all 100 — until it's done. Rewards are claimed automatically, stashed when possible. Turn it on once and it finishes the whole camp on its own, cooldown after cooldown.
Smart farming of cities, villages and farms
Turns inactive neighbours into a standing income: tick a box in the normal attack window and that city is farmed on a loop — resent the moment troops return, paused automatically once the loot runs thin, and disabled if the target ever changes owner. At the same time it collects every ready farm village across all your cities through the game API, with no overview window opening and closing.
Smart resource trading between your cities
Moves resources over the market exactly when they're needed — a city with full queues and a surplus feeds one that's starved and idle, each shipment sized against what that city actually needs next. An emergency pool mode funnels everything into a single city when you or an ally is under attack, balanced by remaining warehouse space so nothing overflows.
Buildings, research and troops, started automatically
Per-city profiles hold a full plan — a build order, a research queue and troop targets — and the bot starts each the moment resources and requirements allow. Assign cities to offence, defence or economy roles, rush Academy 28 ahead of Conquest research, or push a colonization ship to the front of the queue, all without babysitting a single build.
Timed attacks, support, dodging and backsnipes
The combat Grepolis's random anti-timer makes near-impossible by hand: timed attacks and support tuned over a send/recall loop to land inside your chosen window, incoming-attack dodging that sends troops out and recalls them to return safely, militia armed just before the first hit, and backsnipes timed around the last incoming hit or a colonization ship.
Culture celebrations on autopilot
Keep culture points climbing without lifting a finger. Pick which town-hall celebrations each city runs — City festival, Theater play, Victory march or Olympic games — and Grepoworks starts them whenever the requirements are met and the city has a safe resource surplus, so a build, research or troop queue is never starved.
Silver tucked into the cave, automatically
Never lose mined silver to plunder again. Set one deposit amount and, per city, Grepoworks moves silver into the cave the moment it reaches maximum storage — keeping your reserves safe without you watching the mine.
Inactive players and ghost towns, found for you
Builds a quiet picture of the neighbourhood from the world data feed — flagging nearby players whose total and attack points have stalled for days, and listing ownerless ghost towns in range that a single colonization ship can take without a full conquest. It also banks enemy troop counts from your own battle and spy reports.
A detailed log of every action
Nothing happens in the dark. Every build, trade, farm run, attack tune and scan is written to a live activity log — and surfaced as an in-game action blurb by the bot's on-screen button — with what it did, to which city, and why it skipped the rest. Automation you can actually watch and trust.
The small conveniences that add up
None of these is a headline feature on its own. Together they are the reason it can be left running without you checking on it.
One profile, any number of cities
Change the plan once and every city on that profile follows it. Reassign a city to another profile and its whole build, research and troop plan changes with it — nothing to copy across city by city.
Per-city overrides, set directly in game
Need one city to drop everything and make ships? Set the target in Grepolis's own Barracks, Harbour, Senate or Academy window. That city works the override first, is favoured when resources are shared, and returns to its profile once the target is met.
Targets, not batch sizes
You say what a city should end up with — Senate 22, or 300 slingers held — and the bot works out the steps. It tops troops back up after losses and stops on its own once the target stands, so there is no batch to re-enter after every wave.
Requirements built for you
Aim at a building the city cannot start yet and the bot builds what is missing first, at the same priority, then comes back to your target. You list what you want, not the chain of prerequisites in front of it.
Priorities that never idle a slot
Give each entry a priority and the bot works down the list. If the top pick is only short on resources, it sets that one aside for this pass and starts the next one instead — the queue keeps moving rather than waiting on a pile of stone.
Recruitment spells cast on the buff
Population Growth, Spartan Training and Call of the Ocean go up right before a recruitment round, so the orders are placed while the buff is live. Favour is one pool per god across all your cities, so you set a floor per spell and the bot leaves the rest in reserve — and never re-casts one that is still running.
Recruitment heroes moved ahead of a long drive
A hero that makes those units cheaper or faster is sent to the city that is about to grind out a long recruitment run. A move takes hours and the bonus only counts for units queued after the hero lands, so it only fires when the run will still be going well after arrival — and never pulls the hero already sitting in the destination.
Resources sent where they are needed next
Before each build, research and recruit pass, the market moves surplus from a city with full queues to one that is starved and idle — sized against what the receiver actually needs next, counting trades already on the water so nothing overflows the warehouse.
Incoming attacks labelled by type
Every incoming command in the overview gets a label worked out from its travel time against the real distance: colony ship, bireme, trireme, fast or slow transport, cavalry, slingers, catapult, spy or farm attack — with a confidence figure, and the enemy's troop counts from any report you indexed.
A claim timer that knows your research
Booty research doubles what a farming village gives and doubles its cooldown with it. When every one of your cities has it, the on-screen countdown quietly switches to the doubled interval, so it never sends you to an empty village.
A minimum order size per unit
Set how many of a unit an order has to reach before it is worth placing. Without it a trickle of resources produces a trickle of troops; with it the bot waits and sends one worthwhile batch instead of three at a time.
Your setup follows the licence
Profiles and settings ride along with your licence code. Activate it on another browser or PC and your plan is already there — and if you would rather move a setup by hand, profiles export and import as a JSON file.
Import from the attack planner
Planned an operation in the game's own attack planner? Open it and hit Import into Grepoworks — every attack in the plan becomes a timed attack, with its target, its troops and its landing time already filled in. No retyping, and no risk of fat-fingering a coordinate at three in the morning.
Sixteen languages, including the panel
The add-on ships with full translations, not just a translated website. Every label, help text and table header below is localised — the replica above shows the English build.
English · Nederlands · Deutsch · Français · Español · Português · Italiano · Polski · Русский · Română · Ελληνικά · Čeština · Magyar · Slovenčina · Türkçe · العربية
See it in your own world
Install the add-on, activate a licence, and the panel appears on your Grepolis game screen. Nothing is uploaded and your login never leaves your browser.