GrepoSuite Wiki — User Guide
Complete documentation for all 13 automation modules. Everything you need to master GrepoSuite and dominate Grepolis.
Getting Started
GrepoSuite is a comprehensive automation suite for Grepolis, delivered through a Tampermonkey userscript. Setup takes under two minutes.
General Tips
- Modules run server-side where possible, so automation continues even when your browser is closed. The client script syncs settings and state with the GrepoSuite server.
- All settings are stored server-side and sync across devices. Configure on your desktop and it applies on your laptop or phone browser automatically.
- The in-game UI labels are available in Spanish, English, and other languages. Your language preference is saved to your profile.
- Use the Night Sleep module to avoid 24/7 activity patterns. Randomized sleep times make your account activity look more natural.
- Each module can be enabled or disabled independently. Start with a few modules and add more as you get comfortable.
- The GrepoSuite script auto-updates every time you load Grepolis — no manual update process is needed.
⏸ Smart Pause — Human Activity Detection
GrepoSuite includes a built-in Smart Pause system that detects when you are actively playing Grepolis and automatically pauses bot actions to avoid interrupting your gameplay.
How it works
- The system monitors mouse movement, clicks, keyboard input, scrolling, and touch events within the game
- It also detects when you focus on input fields (writing messages, forum posts, chat, etc.)
- While activity is detected, all module actions are queued instead of executing immediately — no town switches, no builds, no trades will interrupt you
- After 3 seconds of inactivity (no mouse/keyboard), the queued actions resume automatically
- A golden indicator appears at the bottom center of the screen: "Bot paused — you are playing", so you always know why the bot isn't acting
What pauses
- Auto Build, Auto Farm, Auto Recruit, Auto Research, Auto Trade, Auto Culture, Cave Storage, Auto Village, Bandit Camp, Gold Market, Anti Gold, Island Scanner, Village Trading, and Auto Sync
- Any module that performs town switches or game API calls is held until you stop interacting
What NEVER pauses
- Auto-Dodge — always runs regardless of user activity. Your cities must be protected even while you play
- Night Sleep — schedule management continues normally
This system requires no configuration — it is always active. The 3-second idle threshold ensures the bot resumes quickly once you stop clicking, while being responsive enough to avoid interrupting conversations, attack planning, or any manual gameplay.
Auto Build
build · Shortcut: Ctrl+Shift+BThe Auto Build module is an automatic construction queue manager that keeps your cities building around the clock. Create building queues per city or apply preset templates, and the engine handles resource checks, dependency validation, and build commands every cycle. GrepoSuite ships with six preset templates: Land Offense, Naval Offense, Defensive, Max Resources, Quick Start, and New World.
Interface
- Build Queues
- Templates
- Overview
- History
- Settings
The Build Queues tab is the main workspace where you add, reorder, and remove buildings for each city. Templates provides preset and custom templates you can apply with one click. Overview gives an at-a-glance summary of all cities (queue size, next building, slots, status). History logs completed builds. Settings controls cycle timing.
Step-by-Step Setup
- Open Auto Build — launch it from the GrepoSuite Hub or press
Ctrl+Shift+B - Select a city — use the city selector dropdown at the top of the Build Queues tab
- Option A — Use a Template: go to the Templates tab, click a preset template (Land Offense, Naval Offense, Defensive, Max Resources, Quick Start, or New World) and it will be applied to the selected city's queue automatically
- Option B — Manual Queue: in Build Queues tab, use the "Add building" form at the bottom: select the action (Build or Tear down), pick a building from the dropdown, set the target level, and click "Add"
- Reorder priorities — drag items using the drag handle (⣿) to change the build order
- Remove items — click the ✕ button on any queue entry to delete it
- Review all cities — go to the Overview tab to see queue size, next building, available slots, and status for every city at once. Use the search bar and filters (with queue / no queue / paused) to manage large empires
- Configure timing — go to the Settings tab and set Min interval and Max interval (minutes between build cycles, randomized within this range for safety). Click Save
- Start building — use the global play/pause toggle in the header to start or pause all cities
- Per-city control — each city has its own pause button in the Build Queues tab
- Force a cycle — click the ⚡ Force button to trigger an immediate build cycle without waiting for the timer
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Min interval | Minimum minutes between build cycles (randomized with max) | 5 min |
| Max interval | Maximum minutes between build cycles | 10 min |
| Auto-complete free buildings | Automatically finishes buildings with less than 5 minutes remaining (free, no gold cost). Checks every 30 seconds across all cities | On |
| Template | Preset or custom building template assigned to a city | None |
| Per-city enabled | Toggle building automation per individual city | On |
| Global enabled | Master toggle for all cities | Off |
⚡ Auto-Complete Free Buildings
In Grepolis, when a building has less than 5 minutes remaining in its construction timer, you can complete it instantly for free (no gold cost). GrepoSuite automates this:
- Every 30 seconds, the module scans all active building orders across all your cities
- If any building has ≤5 minutes remaining, it sends the free completion command automatically
- This works for all cities simultaneously — no town switching needed
- The feature is enabled by default and can be toggled in the Settings tab
- Only completes when the cost is 0 (free) — will never spend gold accidentally
This speeds up construction significantly, especially in the early game where build times are short and many buildings fall under the 5-minute threshold.
Tips
- Use "Copy queue to all cities" to quickly set up multiple cities with the same build order, then customize individual cities as needed.
- Templates can be duplicated and customized — start from a preset and modify it for your specific strategy.
- The Overview tab's search and filter system (with queue / no queue / paused) is essential for managing empires with 20+ cities.
- The free build completion feature stacks well with the Curator advisor (7 build slots instead of 2) — more buildings in queue means more opportunities for free completions.
Auto Farm
farmThe Auto Farm module automates resource collection from farming villages. It runs on a configurable timer, cycling through all your cities and claiming resources from their assigned villages. This is one of the most essential modules — consistent farming is the foundation of resource income in Grepolis. The interface is a single panel with status indicator, countdown timer, power button, time selector, loot type selector, statistics, and settings checkboxes.
Interface
Single panel (no tabs). Contains a status indicator with pulsing dot, a countdown timer showing time until next claim, a power button to start/stop, time interval buttons, loot type selector, session and lifetime statistics, and settings checkboxes for auto-start and skip behavior.
Step-by-Step Setup
- Open Auto Farm — launch it from the GrepoSuite Hub
- Check prerequisites — the Captain advisor must be active in your game, and you must have farming villages available on your islands
- Select a time interval — click one of the 4 interval buttons:
5/10 min,20/40 min,1h30/3h, or4h/8h. The two values represent the claim cooldown for normal and demand loot respectively - Select loot type — choose Normal (safe, stable mood) or Demand (more resources, but worsens village mood)
- Enable Auto-start (optional) — check the "Auto-start" checkbox so farming begins automatically whenever you load the game
- Enable Skip farming 30% (optional) — check this checkbox to randomly skip ~30% of cycles for more human-like behavior
- Start farming — click the ⚡ power button to activate the module
- Verify status — the status indicator turns green and pulses, showing "Active"
- Monitor the countdown — the timer shows how long until the next resource claim
- Track statistics — the statistics section shows session claims (current session) and total lifetime claims across all sessions
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Time interval | Farming cycle timing (4 preset options) | 5/10 min |
| Loot type | Normal (safe) or Demand (more resources, worse mood) | Normal |
| Auto-start | Start farming automatically on game load | Off |
| Skip 30% | Randomly skip ~30% of cycles for human-like patterns | Off |
Tips
- The 5/10 min interval gives maximum resources but is more active. For a hands-off approach, use 20/40 min or longer.
- Use "Demand" loot type only if you can maintain village mood — villages with poor mood yield fewer resources over time.
- The 30% skip feature adds natural randomness to your farming pattern, which helps with account safety on competitive servers.
Auto Timing
ajuste · Shortcut: Ctrl+Shift+TThe Auto Timing module is a precision attack coordination tool that helps you land attacks at the exact same second. Essential for organized alliance strikes where multiple players need simultaneous arrivals at a target city. You set target arrival times, and the module automatically cancels and resends attacks until they land within your acceptance window — handling the tedious retry loop for you.
Interface
Single modal window (380px wide). Opens via Ctrl+Shift+T or the toolbar button. Contains input fields for target times, margin, max retries, acceptance range, and start/stop controls.
Step-by-Step Setup
- Open Auto Timing — press
Ctrl+Shift+Tor click the ⚔️ button in the GrepoSuite toolbar - Enter target time(s) — type the desired arrival time in
HH:MM:SSformat (e.g.,14:30:00). For multiple coordinated attacks, comma-separate them:14:30:00, 14:30:15, 14:31:00 - Set margin — configure the tolerance window in seconds (default 5s). This defines how precisely the attack must land
- Set max retries — how many cancel-and-resend attempts the module will make (default 50)
- Set acceptance range — how many seconds early or late is considered acceptable (default ±5s)
- Click SAVE — your timing configuration is stored
- Prepare the attack — open the standard Grepolis attack window, select your target city, and choose your units manually
- Send the attack — click the send button in the Grepolis attack window as normal
- Activate auto-retry — click START in the Auto Timing window (or press
Ctrl+Shift+S) to begin the automatic timing loop - Watch the module work — it monitors the attack's predicted arrival time vs. your target. If outside the acceptance range, it cancels and resends automatically
- Wait for success — the module repeats until the attack lands within the acceptance window or max retries is reached
- Click STOP — when your timing session is complete
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Target time(s) | Desired arrival time(s) in HH:MM:SS format, comma-separated | — |
| Margin | Tolerance window for timing (0–60 seconds) | 5s |
| Max retries | Maximum cancel-and-resend attempts (1–999) | 50 |
| Acceptance before | Seconds early that is still acceptable (0–60) | 5s |
| Acceptance after | Seconds late that is still acceptable (0–60) | 5s |
Tips
- Essential for coordinated alliance attacks — use multiple target times for staggered waves hitting a city in sequence.
- The module handles the cancel-and-resend loop automatically, saving you from manual timing that often takes dozens of attempts.
- Lower your acceptance range for critical operations (colony ship attacks) and keep it wider for regular nukes where a few seconds of variance is acceptable.
Cave Storage
caveThe Cave Storage module automatically stores excess silver in the cave (hide) to protect it from enemy raids. Silver is the most vulnerable resource in Grepolis — enemies can steal it in attacks. This module monitors your silver levels and moves surplus into the cave where it cannot be raided, triggering when warehouse silver reaches 95% capacity.
Interface
- Overview
- Settings ⚙
- Cities
- History 📋
The Overview tab shows warehouse and cave status for all cities with color-coded indicators. Settings controls the module toggle, storage amount, and interval. Cities lets you include or exclude specific cities. History logs all storage actions.
Step-by-Step Setup
- Open Cave Storage — launch it from the GrepoSuite Hub
- Go to Settings tab — click the ⚙ gear icon
- Enable the module — toggle the switch to on
- Set amount to store — configure how much silver to move per cycle (default 500, recommended 100–1000)
- Set check interval — how often the module runs (default 5 minutes, range 1–120)
- Click "Save settings" — your configuration is stored
- Configure cities — go to the Cities tab and click each city to toggle between Active (green ✓) and Excluded (red ✕)
- Review the Overview — see warehouse and cave status for all cities at once, with color-coded indicators
- Use filters — filter cities by "Low cave (<Lv.10)", "Pending" (warehouse full, cave has space), "All full", or "OK"
- Force a cycle — click ⚡ Force to run an immediate storage cycle without waiting for the timer
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Enabled | Master toggle for the module | Off |
| Amount per cycle | Silver to store each time the module runs (100+) | 500 |
| Check interval | Minutes between storage checks (1–120) | 5 min |
| Excluded cities | List of cities excluded from automatic storage | None |
Tips
- The module triggers when warehouse silver reaches 95% capacity, so it focuses on cities that actually need protection.
- Exclude cities where you are actively spending silver (e.g., recruiting troops or researching) to avoid unnecessary storage cycles.
- Higher cave levels mean more protection capacity — prioritize cave upgrades in your Auto Build queues for frontline cities.
Auto-Recruit
recruitThe Auto-Recruit module handles automatic troop recruitment across all your cities. It monitors barracks and harbor queues and fills empty slots based on your configuration. Each city can have its own independent recruitment queue for land and naval units, and you can set spells and continuous repeat recruitment to keep your armies growing non-stop.
Interface
- Queues
- Settings
- Cities
- Logs
The Queues tab is where you configure barracks and harbor unit queues per city, set spells, and toggle repeat mode. Settings controls the global check interval. Cities lets you toggle cities active or excluded. Logs shows recruitment actions taken by the module.
Step-by-Step Setup
- Open Auto-Recruit — launch it from the GrepoSuite Hub
- Go to the Queues tab — select a city from the dropdown at the top
- Select spells (optional) — check one or more spells to cast before recruiting: Population Growth (Hera), Spartan Training (Ares), or Call of the Ocean (Poseidon). Multiple spells can be active simultaneously.
- Add barracks units — select a unit type from the dropdown, enter the amount to recruit, check "∞ Repeat" if you want continuous recruitment of that unit, then click Add
- Add harbor units — same process for naval units in the harbor section below
- Repeat for each city — change the city in the dropdown and configure its queue. Each city can have a completely different unit mix
- Configure active cities — go to the Cities tab, toggle cities Active or Excluded, and use the search bar to find specific cities quickly
- Set the check interval — go to the Settings tab, set the interval (1–120 min), and click Save
- Enable the module — use the header toggle to activate Auto-Recruit
- Monitor progress — check the Logs tab to see recruitment actions as they happen
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Check interval | Minutes between recruitment checks (1–120) | 5 min |
| Barracks queue | Per-city list of land units to recruit | Empty |
| Harbor queue | Per-city list of naval units to recruit | Empty |
| Spells | One or more god spells to cast before recruiting (per city). You can activate Population Growth and Spartan Training simultaneously. | None |
| Wait for all spells | If enabled, the module will not recruit until there is enough favor for all selected spells. If disabled, it casts whichever spells it can afford and recruits anyway. | Off |
| Repeat (∞) | Continuous recruitment toggle per unit entry | Off |
| Excluded cities | Cities excluded from automatic recruitment | None |
Tips
- Multiple spells — You can activate Population Growth + Spartan Training at the same time for maximum recruitment speed. If you only have favor for one, the "Wait for all spells" setting controls whether to recruit anyway or wait.
- Use the "∞ Repeat" toggle for units you always want recruiting (e.g., slingers for offense) so the queue never runs empty.
- The module checks barracks and harbor slots and queues units only when there is room, so it will not waste resources.
- God-specific mythical units (e.g., Manticores for Zeus) only appear in the dropdown for cities that worship that god.
Auto-Culture
cultureThe Auto-Culture module automates cultural event management to help you expand your city count faster. Culture points are required to found or conquer new cities, and the primary way to earn them is by running celebrations. This module monitors your resources, battle points, and gold, then automatically starts the appropriate celebrations in each city based on your configuration.
Interface
- Overview 📊
- Cities 🏙
- Settings ⚙
- History 📋
The Overview tab shows status per city with color-coded indicators (🟢 Active, ⚡ Ready, ⏳ Waiting). Cities lets you toggle specific celebration types per city via colored badges. Settings controls interval, battle point reserve, and gold reserve. History logs all celebrations started.
Step-by-Step Setup
- Open Auto-Culture — launch it from the GrepoSuite Hub
- Go to the Settings tab — click the ⚙ gear icon
- Set check interval — how often the module checks for celebration opportunities (5–30 minutes is typical)
- Set min battle points reserve — the module will not spend BP below this amount (e.g., 500 BP to keep a reserve for other needs)
- Set min gold reserve — the module will not spend gold below this amount (e.g., 1000 gold)
- Click Save — your settings are stored
- Go to the Cities tab — this is where you control which celebrations each city runs
- Toggle celebration types per city — click the colored badges next to each city: 🎉 Festival, 🏅 Olympics, 🏆 Triumphal Procession, 🎭 Theater. Green badge = enabled, Gray = disabled
- Exclude entire cities — use the ✓/✕ button to exclude a city completely from all celebrations
- Review the Overview tab — see real-time status per city: 🟢 Active (celebration running), ⚡ Ready (can start now), ⏳ Waiting (cooldown or missing resources)
- Use filters — filter by "With active celebration", "Ready to start", or "Missing resources" to focus on what matters
- Enable and force — enable the module with the header toggle, then click ⚡ Force for an immediate run
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Check interval | Minutes between checks (1–120) | 10 min |
| Min BP reserve | Minimum battle points to keep (won't spend below this) | 0 |
| Min gold reserve | Minimum gold to keep (won't spend below this) | 0 |
| Per-city events | Which celebration types are enabled per city | All enabled |
| Excluded cities | Cities fully excluded from culture automation | None |
| Orpheus auto-move | Automatically move Orpheus hero to cities with active celebrations | Enabled |
| If another hero is assigned | What to do when target city has another hero: Replace or Skip | Replace hero |
| Stagger celebrations for Orpheus | Launch celebrations one at a time in a chain so Orpheus visits every city before each celebration finishes (see below) | Disabled |
🎵 Orpheus Hero Auto-Movement
Orpheus is a special hero with a chance to double the culture points earned when a celebration finishes while he is assigned to that city. The Auto-Culture module can automatically move Orpheus between your cities to maximize this bonus.
How It Works
- Each cycle, the module checks all active celebrations and their finish times.
- It uses the hero travel time reported by the game (a flat value, same to any city) to determine if Orpheus can arrive before a celebration finishes.
- It picks the soonest-finishing celebration that Orpheus can reach before it finishes (with a 2-minute safety margin).
- If Orpheus is already assigned to another city, the module unassigns him first, then sends him to the target.
- If Orpheus is already traveling, the module waits for him to arrive — heroes cannot be reassigned mid-transit.
- Once the celebration finishes, the next cycle moves Orpheus to the next best target.
Hero Conflict Resolution
When Orpheus needs to move to a city that already has another hero assigned, you have two options:
| Option | Behavior |
|---|---|
| Replace hero (default) | The other hero is unassigned first, then Orpheus is sent. Use this for maximum culture output. |
| Skip city | The city is skipped and Orpheus is sent to the next viable target. Use this if you have heroes in strategic positions you don't want to disturb. |
🔄 Celebration Staggering
By default, Auto-Culture launches all celebrations at once. This means they all finish at the same time, and Orpheus can only be in one city when they complete. With Stagger celebrations for Orpheus enabled, the module launches celebrations one at a time in a chain, timed so each one finishes just after Orpheus has traveled from the previous city.
Stagger Example (world speed ×5)
| Step | What happens |
|---|---|
| 1 | Festival started in City A. Orpheus is assigned to City A. |
| 2 | ~3h 36min later: Festival started in City B (timed so it finishes 72min after City A's festival). |
| 3 | City A's festival finishes — Orpheus doubles the culture points. Module moves Orpheus to City B. |
| 4 | City B's festival finishes — Orpheus doubles again. Module moves to City C. |
| ... | Chain continues for all cities. |
Result: instead of doubling culture in 1 out of 7 cities, Orpheus doubles all 7. The total cycle takes slightly longer but produces significantly more culture points.
Note: Celebration durations are automatically detected from the game and adapt to world speed. Travel time is also read directly from the game API.
Orpheus Settings
| Setting | Description | Default |
|---|---|---|
| Orpheus auto-move | Enable or disable automatic hero movement | Enabled |
| If another hero is assigned | Replace hero (unassign other) or Skip city (find next target) | Replace hero |
| Stagger celebrations | Chain celebrations so Orpheus visits every city (see above) | Disabled |
Requirements
- You must have the Orpheus hero unlocked in your account.
- Works with all celebration types: Festivals, Olympics, Triumphal Processions, Theater plays.
- Travel time is automatically read from the game (flat value, same to any city, adapts to world speed).
Tips
- Set resource reserves to avoid depleting gold and BP for other needs like troop recruitment or trade.
- The Overview tab's "Ready to start" filter quickly shows which cities can begin a celebration right now — useful for manual overrides.
- Festivals and Olympics are the most cost-effective celebrations; Triumphal Processions cost battle points but give more culture points per cycle.
- Orpheus is most effective in worlds with many active cities — the more celebrations running, the more chances to double culture points.
- Enable Stagger celebrations if you have Orpheus — it maximizes culture output by ensuring Orpheus is present for every celebration finish.
- If you use "Replace hero" mode, heroes that get unassigned will need to be manually reassigned to their original positions once Orpheus moves on.
- The stagger chain takes longer to complete but produces significantly more culture points per full cycle.
Auto-Research
researchThe Auto-Research module automates technology research across your cities. Create research queues per city or apply preset templates, and the engine handles academy level checks, research point validation, resource costs, and dependency verification. Five preset templates are available: Land Offense, Naval Offense, Economy, Defense, and Conquest.
Interface
- Overview
- Queues
- Templates
- Cities
- Settings
- History
The Overview shows all cities with academy level, research points, slots, and queue status. Queues is the main configuration area for per-city research order. Templates provides 5 presets plus custom templates. Cities toggles active/excluded. Settings controls timing. History logs completed research.
Step-by-Step Setup
- Open Auto-Research — launch it from the GrepoSuite Hub
- Review the Overview tab — see all cities with their academy level, available research points, slots, and current queue status
- Go to the Queues tab — select a city from the dropdown
- See the city's status — current academy level, available research points, and any active research are displayed at the top
- Option A — Use a Template: go to the Templates tab, click a preset (Land Offense, Naval Offense, Economy, Defense, or Conquest) to apply it to the selected city
- Option B — Manual Queue: in the Queues tab, select a technology from the dropdown and click Add. The queue processes top to bottom
- Understand queue logic — the module checks academy level requirements, research points, resources, and dependencies for each item. If a tech cannot be researched yet, it skips to the next researchable one
- Configure active cities — go to the Cities tab and toggle each city Active or Excluded
- Set the cycle interval — go to the Settings tab, set the interval (default 2 min), and click Save
- Enable the module — use the header toggle to activate Auto-Research
- Monitor progress — the Overview tab shows researching status and pending queue items in real time
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Cycle interval | Minutes between research checks (1–120) | 2 min |
| Research queue | Per-city ordered list of technologies to research | Empty |
| Template | Preset or custom template (5 presets available) | None |
| Excluded cities | Cities excluded from research automation | None |
Tips
- The module automatically skips technologies whose academy level requirement exceeds your current level — it moves to the next researchable tech in the queue instead of getting stuck.
- Use the Economy template for new cities that need to grow quickly, and switch to offense/defense templates once the city is established.
- Already-completed technologies are automatically skipped, so you can apply the same template to cities at different stages of development.
Auto-Trade
tradeThe Auto-Trade module manages automatic resource trading between your cities using a Provider/Consumer role system. Provider cities send their excess resources to Consumer cities that need them. The module calculates trade routes, respects market capacity and merchant availability, and handles all logistics automatically. Essential for larger empires where manually balancing 20+ cities is impractical.
Interface
- Overview
- Cities
- In Transit
- Settings
- Logs
The Overview shows resource levels and trade capacity per city. Cities is the main configuration area where you assign roles. In Transit shows active shipments with real-time countdowns. Settings controls cycle timing and trade parameters. Logs records all trade actions.
Step-by-Step Setup
- Open Auto-Trade — launch it from the GrepoSuite Hub
- Go to the Cities tab — this is the main configuration area
- Assign roles to each city — click to set each city as: Provider (sends excess resources), Consumer (receives needed resources), or Ignore (excluded from trading)
- Configure Consumer limits — for Consumer cities, set resource limits (max wood/stone/iron they will accept) to prevent overfilling
- Use bulk actions — select multiple cities and use "Set as Provider" or "Set as Consumer" for quick configuration
- Go to the Settings tab — configure the global trade parameters
- Set cycle interval — how often the module checks for trade opportunities (default 5 min)
- Set min reserve for providers — resources to keep in Provider cities (default 2000 per resource, prevents over-sending)
- Set min shipment amount — minimum resource amount per trade to avoid tiny inefficient shipments (default 100)
- Review the Overview tab — see resource levels and available trade capacity per city
- Monitor shipments — the In Transit tab shows all active shipments with real-time countdown timers
- Enable the module — use the header toggle to activate Auto-Trade
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Cycle interval | Minutes between trade checks (1–120) | 5 min |
| Provider reserve | Resources to keep in Provider cities (per resource type) | 2000 |
| Min shipment | Minimum resources per trade (avoids tiny shipments) | 100 |
| Per-city role | Provider, Consumer, or Ignore for each city | Ignore |
| Consumer limits | Max resources a Consumer city will accept (per type) | Unlimited |
Tips
- Mark resource-heavy established cities as Providers and new or growing cities as Consumers for optimal resource flow.
- The min reserve setting prevents Providers from over-sending — set it high enough to keep Provider cities functional for their own building and recruiting.
- The In Transit tab updates in real time, so you can see exactly when shipments will arrive and plan accordingly.
Auto-Village
villageThe Auto-Village module handles automatic unlocking and upgrading of farming villages. It uses battle points to unlock locked villages and upgrade them to maximum level (6), ensuring your villages always yield the best possible resources. Works hand-in-hand with Auto Farm: Auto-Village upgrades the villages while Auto Farm collects from them.
Interface
Single panel (no tabs). Contains 3 stat boxes showing Available BP, Max Level Progress (X/Y at level 6), and Locked Villages count. Below the stats: a BP reserve input field, start/pause/force controls, and an activity log.
Step-by-Step Setup
- Open Auto-Village — launch it from the GrepoSuite Hub
- Review the stat boxes — check your Available BP, how many villages are at Max Level (X/Y at lv.6), and how many Locked Villages remain
- Set BP Reserve — enter the minimum battle points you want to keep (prevents the module from spending all your BP on village upgrades)
- Click ▶ Start — begin the village upgrade engine
- Let it work — every 60 seconds, the module checks for locked or upgradeable farm villages
- Understand priority — the module unlocks locked villages first, then upgrades unlocked villages toward max level (6)
- Watch BP usage — each unlock/upgrade costs battle points. The module respects your reserve setting
- Monitor progress — stat boxes update in real time, and the activity log below shows every action taken
- Force a check — click ⚡ Force for an immediate check without waiting for the 60-second timer
- Pause when needed — click ⏸ Pause to stop the engine (e.g., if you need BP for other things temporarily)
Settings Reference
| Setting | Description | Default |
|---|---|---|
| BP Reserve | Minimum battle points to keep (won't spend below this) | 0 |
Tips
- Set a BP reserve if you need battle points for other things like cultural celebrations (Auto-Culture also consumes BP).
- The module processes one action per cycle to avoid race conditions with other game actions — this is by design, not a limitation.
- All villages target max level 6 — higher level villages provide significantly more resources when farmed.
Auto-Dodge
dodgeThe Auto-Dodge module is the most powerful defensive system in GrepoSuite. It detects incoming attacks, analyzes unit composition from travel time signatures, and automatically executes a multi-step defense sequence: sending your troops to a safe city, activating militia, and cancelling the support so troops return after the attack passes. It also supports Telegram notifications and colony ship detection with special handling.
Interface
- Overview
- Settings
- History
The Overview tab shows detected attacks grouped by city, with origin info, attacker name, arrival time, unit analysis, and per-attack configuration. Settings controls check interval, safety margin, spy check, and Telegram integration. History provides color-coded logs of all dodge actions.
Step-by-Step Setup
- Open Auto-Dodge — launch it from the GrepoSuite Hub
- Go to the Settings tab first — this is essential to configure before enabling
- Set check interval — how often to scan for incoming attacks (1–120 seconds, default 5s). Lower values detect attacks faster
- Set dodge safety margin — how many seconds before impact to send troops away (20–300 seconds, default 30s). This must be enough time for the support command to process
- Toggle spy check — when enabled, the module verifies the target city is safe by sending and cancelling a spy before the dodge (disable if it causes issues)
- Configure Telegram alerts (optional) — enter your Telegram Chat ID (obtained from @grepoattack_bot) and click "Send test" to verify it works
- Click Save — your settings are stored
- Go to the Overview tab — when attacks are detected, they appear here grouped by target city
- Review attack details — each attack shows: origin city, attacker name, arrival time, unit analysis (slowest unit detected), and colony ship warnings
- Adjust per-attack configuration (auto-configured but adjustable): toggle ☑ Dodge enabled for this attack, select the Target city dropdown (auto-selects nearest same-island city), toggle ☑ Militia activation, and set Arrival offset (when troops return, default +1s after impact)
- Understand the automatic sequence — the module sends troops to the safe city at (impact minus margin), activates militia 1 second before impact, then cancels the support at the midpoint so troops return after the attack passes
- Colony ship handling — when a colony ship (colono) is detected, troops return 1 second BEFORE the colono lands instead of after, so they can defend the city
- Review History — the History tab shows color-coded logs of all dodge actions taken
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Check interval | Seconds between attack scans (1–120) | 5s |
| Safety margin | Seconds before impact to send troops (20–300) | 30s |
| Spy check | Verify target city is not on vacation by sending and cancelling a spy. Disable this if you experience issues with uncancelled spies | On |
| Telegram Chat ID | Chat ID for real-time attack notifications via @grepoattack_bot | None |
| Per-city dodge | Enable/disable dodge per attacked city | On |
| Target city | Where to send troops for each city (auto-selected to nearest same-island city) | Nearest |
| Militia | Activate defensive militia before impact | On |
| Militia offset | Seconds before impact to activate militia (1–5). Increase if militia activates too late due to timer imprecision | 1s |
| Arrival offset | When troops return relative to attack impact | +1s |
🔎 Spy Check (Target Verification)
Before sending troops to a safe city, the module can verify the target is actually available (not on vacation or beginner protection) by sending a spy and immediately cancelling it. Here is how it works:
- A spy is sent from your attacked city to the target city
- If the game returns a vacation/protection error, the target is marked as unavailable and the module automatically tries the next nearest city
- If the spy sends successfully, it is cancelled within seconds — your spy returns home
- Results are cached for 5 minutes, so repeated attacks don't trigger multiple spy missions to the same target
- For your own cities as targets, no spy is needed (they can't be on vacation)
If the spy check causes problems (e.g., not enough silver in the cave, or spies not being cancelled properly), you can disable it in Settings. The dodge will still work — it just won't verify the target city's availability beforehand.
🛠 How the Dodge Sequence Works
When an attack is detected, the module executes this precise sequence:
- Detection — scans for incoming attacks every N seconds (configurable)
- Analysis — identifies the slowest unit in the attack based on travel time signatures, checking all possible speed bonus combinations including research (meteorology, cartography), buildings (lighthouse), items (speed boots), and siren speed bonuses (+2% per siren, up to 100%)
- Target selection — automatically selects the best dodge target (own city on same island > other player's city on same island > nearby cities)
- Send troops — at (impact − safety margin) seconds, sends all troops as support to the safe city. Land and naval units are sent separately to avoid transport capacity issues
- Activate militia — activates the defensive militia before impact (configurable offset, default 1 second)
- Cancel support — at the calculated midpoint, cancels the support command so troops turn around and return home after the attack has passed. If cancellation fails, it retries up to 5 times
- Troops return — troops arrive back at your city after the attack, ready to defend against follow-up waves
Tips
- Keep the check interval low (5–10 seconds) for fastest attack detection. The 30-second safety margin works well for most situations.
- If the spy check feature causes issues, disable it in Settings — the dodge will still work, just without target verification. The module will assume the target city is available.
- Telegram alerts are highly recommended — you get instant notifications with attacker name, unit composition, and threat level even when away from the game.
- Auto-Dodge is the only module that never pauses — it runs during Night Sleep and while the Smart Pause system is active, ensuring your cities are always protected.
- Siren detection — the unit analysis now accounts for siren speed bonuses (+2% per siren). If an attacker sends sirens to speed up naval units, the module will detect the correct unit composition.
- Militia offset — if militia activates too late (right after impact instead of before), increase the militia offset to 2–3 seconds in Settings. JavaScript timers can be imprecise.
- Telegram alerts include world name — if you play on multiple worlds, alerts will show which world is being attacked.
Night Sleep
nightsleepThe Night Sleep module automatically pauses all module activity during your configured sleeping hours to simulate natural human behavior. It picks a random time within your configured window each day, so your "sleep" never starts or ends at the exact same minute. During sleep, all modules pause except Auto-Dodge which continues protecting your cities. Essential for long-term account safety.
Interface
- Status 📊
- Settings ⚙
- History 📋
The Status tab shows today's and tomorrow's scheduled sleep/wake times. Settings controls the sleep and wake time windows. History logs all sleep/wake cycles. A floating indicator is always visible showing current state.
Step-by-Step Setup
- Open Night Sleep — launch it from the GrepoSuite Hub
- Go to the Settings tab — click the ⚙ gear icon
- Configure the sleep window — set the "From" and "To" times for when sleep can start (e.g., From: 22:00, To: 00:00). The module picks a random time within this range each day
- Configure the wake window — set the "From" and "To" times for when you wake up (e.g., From: 06:00, To: 08:00). Same randomization applies
- Click Save — your schedule is stored
- Go to the Status tab — see today's and tomorrow's scheduled sleep and wake times
- Click Activate — enable the Night Sleep schedule
- Watch the floating indicator — a persistent overlay shows the current state: "Sleeping until [time]" or "Active — sleep at [time]"
- Understand module behavior — when sleeping, ALL other modules are paused automatically (except Auto-Dodge). When waking, all modules resume automatically
- Check the History tab — review past sleep/wake cycles to verify the schedule is working as expected
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Sleep start (from) | Earliest time sleep can begin | 22:00 |
| Sleep start (to) | Latest time sleep can begin | 00:00 |
| Wake start (from) | Earliest time wake can begin | 06:00 |
| Wake start (to) | Latest time wake can begin | 08:00 |
Tips
- Use wide time ranges (e.g., 22:00–00:00 for sleep, 06:00–08:00 for wake) for maximum randomization — this makes your schedule look much more natural.
- This module is essential for account safety — always keep it enabled. 24/7 non-stop activity is the most obvious sign of automation.
- Auto-Dodge continues working during sleep, so your cities are still protected from attacks even while all other modules are paused.
Bandit Camp
banditThe Bandit Camp module automates attacks against bandit camp events in Grepolis. These recurring events require military attacks to clear and reward resources, battle points, and event prizes. The module detects active events, checks your troop population, sends attacks automatically, and collects rewards — saving you from tediously clicking through 100+ bandit camp levels.
Interface
- Overview
- Settings ⚙
- Logs 📋
The Overview shows troop counts, population values, and current module status. Settings controls the minimum population threshold and check interval. Logs records all attacks and rewards.
Step-by-Step Setup
- Open Bandit Camp — launch it from the GrepoSuite Hub
- Go to the Settings tab — click the ⚙ gear icon
- Set minimum population — the total offensive unit population required before attacking (default 50). Population values: Slinger=1, Hoplite=1, Rider=3, Chariot=4, Divine Envoy=5
- Set check interval — how often the module checks for bandit camp events (default 2 minutes, range 1–30)
- Click Save — your settings are stored
- Go to the Overview tab — review your current troop counts and population values
- Enable the module — use the header toggle to activate
- Let it work — the module automatically detects bandit camp events, sends all offensive units, collects rewards, waits for cooldown, and repeats
- Monitor status — the Overview shows current state: "Ready", "In cooldown", "Insufficient troops", or "Troops traveling"
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Min population | Minimum total offensive unit population to attack | 50 |
| Check interval | Minutes between event checks (1–30) | 2 min |
Tips
- The module sends ALL offensive units to the bandit camp, so make sure you have enough troops to handle it. The population threshold prevents attacking with too few.
- Rewards from bandit camps are collected automatically — resources, battle points, and event-specific prizes all go straight to your city.
- If you are actively fighting other players and need your offensive troops, temporarily disable this module to keep your army available for real attacks.
Gold Market
goldmarketThe Gold Market module monitors the premium gold-to-resource exchange capacity across all seas in your game world. It tracks available exchange capacity in real time and alerts you via Telegram when favorable conditions are detected. Whether you are an active gold trader or simply want to know when it is a good time to sell resources, this module ensures you never miss an opportunity.
Interface
- Overview
- Settings ⚙
- Logs 📋
The Overview shows premium exchange availability per sea with progress bars for wood, stone, and iron (green = available capacity, red = full). Settings controls Telegram integration, capacity threshold, and check interval. Logs records all alerts sent.
Step-by-Step Setup
- Open Gold Market — launch it from the GrepoSuite Hub
- Go to the Settings tab — click the ⚙ gear icon
- Enter your Telegram Chat ID — use the same bot as Auto-Dodge (@grepoattack_bot). Enter the chat ID you received from the bot
- Click "Send Test" — verify you receive a test message in Telegram
- Set minimum capacity — the minimum available exchange capacity per resource type that triggers an alert (default 1000)
- Set check interval — how often the module checks exchange availability (default 5 minutes, range 1–60)
- Click Save — your settings are stored
- Enable the module — use the header toggle to activate
- Review the Overview tab — see exchange availability per sea. Each sea shows wood/stone/iron with progress bars (green = capacity available, red = full)
- Wait for alerts — when available capacity meets your threshold, you receive a Telegram notification with details about which sea and which resources have capacity
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Telegram Chat ID | Your Telegram chat ID for notifications (@grepoattack_bot) | None |
| Min capacity | Minimum exchange capacity per resource to trigger alert | 1000 |
| Check interval | Minutes between exchange checks (1–60) | 5 min |
Tips
- Lower the capacity threshold if you want more frequent alerts, or raise it if you only care about large exchange opportunities.
- The module checks all seas where you have cities, giving you a comprehensive view of exchange opportunities across your entire empire.
- Combine this with Auto-Trade to ensure your Provider cities always have surplus resources ready to exchange when favorable capacity becomes available.
Anti Gold
antigoldThe Anti Gold module prevents enemy players from using premium gold to instantly buy troops (Militia, Divine Envoys, etc.) by keeping their cities under constant attack. In Grepolis, a player cannot use gold to purchase troops if an attack is arriving within 5 minutes. By sending a small attack (e.g., 1 Fire Ship) every 4–5 minutes, this module effectively locks the enemy out of premium features for as long as the routes are active.
How it Works
- You define attack routes: origin city → target city + unit type + quantity
- Each active route sends an attack every 4:00 to 4:59 (randomized interval)
- Since attacks always arrive within 5 minutes, the enemy cannot use gold the entire time
- Multiple routes can run simultaneously against different (or the same) targets
- When started, the first attack is sent immediately; subsequent attacks follow the randomized interval
Interface
- Route configuration form
- Active routes list with live countdown
- Logs
The route form lets you select an origin city (your own), enter a target city ID (enemy), choose a unit type, and set the quantity. The routes list shows all configured routes with their status (active/paused), attacks sent counter, and a live countdown to the next attack. Logs record every attack sent and any errors.
Step-by-Step Setup
- Open Anti Gold — launch it from the GrepoSuite Hub (🚫 icon)
- Select origin city — choose one of your own cities from the dropdown
- Enter target city ID — the numerical ID of the enemy city you want to block. You can find this by clicking on the city in-game
- Choose unit type — select which unit to send. Typically a Fire Ship (demolition_ship) for sea attacks or a Slinger for same-island targets
- Set quantity — how many units per attack (usually 1 is enough)
- Click "Add route" — the route appears in the list
- Click "Start" — the first attack is sent immediately. Subsequent attacks follow every 4:00–4:59
- Monitor — watch the live countdown and attack log. The status dot shows green (active) or red (paused)
- Click "Stop" to pause a route, or "Start all" / "Stop all" for bulk control
Editing a Route
Click the ✎ edit button on any route to change the unit type or quantity. If the route was active, it will be automatically stopped, updated, and restarted with an immediate first attack.
Settings Reference
| Parameter | Description | Default |
|---|---|---|
| Origin city | Your city that sends the attack | — |
| Target city ID | Enemy city ID to attack | — |
| Unit type | Which unit to send (Fire Ship, Slinger, etc.) | sword |
| Quantity | Number of units per attack | 1 |
| Interval | Randomized between 4:00 and 4:59 (not configurable) | ~4:30 |
Tips
- Use Fire Ships (demolition_ship) for inter-island targets — they are cheap, fast, and expendable. 1 unit is enough to block gold usage.
- Use Slingers for same-island targets — cheapest land unit, minimal loss if killed.
- Create multiple routes to block several enemy cities simultaneously. Each route operates independently.
- Check troop availability — the module verifies troops before sending. If your unit hasn't returned from the previous attack, the cycle logs an error and retries on the next interval.
- Use during critical moments — especially effective during conquest sieges (colonization), world wonder races, or when you know an enemy is about to gold their defense.
- Routes persist across sessions — active routes automatically resume when you reload the page.
- Combine with Auto-Dodge — while Anti Gold blocks the enemy's gold, Auto-Dodge protects your own cities from retaliation.
Island Scanner
islandScan any island on the map to view detailed information about farm towns, player cities, resources, and free colonization spots — without needing a city on that island. Perfect for planning expansions and scouting enemy positions.
Interface
- Coordinate Input — Enter island X and Y coordinates
- Island Header — Shows coordinates, island ID, type, resources, and free spots
- Villages Table — All farm towns with name, expansion level, offered and demanded resources
- Cities Table — Player cities with name, player, alliance, and points
How to Use
- Enable the module — Click the Island Scanner tile in the GrepoSuite hub.
- Enter coordinates — Type the X and Y coordinates of the island you want to scan.
- Click Explore — The scanner fetches map data and displays all island information.
- Review results — Check farm town resources, player positions, and free spots for colonization.
Tips
- Use this to scout islands before sending colony ships — find islands with favorable resources and free spots.
- Check farm town offer/demand to plan Village Trading routes.
- The scanner works on any island, even ones far from your cities.
Village Trading
vtradeAutomatically trade resources with farm villages when the exchange ratio is favorable. Each farm village offers one resource and demands another. When you trade, you send the demanded resource and receive the offered one, multiplied by the current trade ratio. The ratio degrades after each trade and recovers over time.
How It Works
- The module checks all your farm village relations and their current trade ratios.
- For each village where the ratio meets your minimum threshold, it checks trade capacity.
- If your city has enough of the demanded resource (above your reserve minimum), a trade is executed.
- The amount is automatically clamped so received resources never overflow your storage — no resources are wasted.
Interface
- Settings Tab — Configure minimum ratio, resource reserve, check interval, and engine on/off
- Cities Tab — Enable or disable trading per city
- Logs Tab — Trade history showing what was sent, received, and the ratio used
Step-by-Step Setup
- Enable the module — Toggle the Village Trading tile in the GrepoSuite hub.
- Set minimum ratio — Choose the lowest trade ratio you’re willing to accept (e.g.,
1.0for even trades,0.65to accept losses). Default:1.0. - Set resource reserve — The minimum amount of each resource your city must keep. The module won’t send resources if the city would drop below this amount. Default:
500. - Set interval — How often the module checks for trade opportunities (in minutes). Default:
10. - Exclude cities (optional) — Go to the Cities tab and uncheck any city you don’t want to trade from.
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Min Ratio | Minimum trade ratio to accept. 1.0 = even exchange, 1.25 = profit, 0.65 = loss. Only trades at or above this ratio. | 1.0 |
| Reserve | Don’t send a resource if the city would have less than this amount remaining. | 500 |
| Interval | Minutes between trade cycles. Lower = more frequent checks. | 10 min |
| Excluded Cities | Per-city toggle to disable trading from specific cities. | None |
Tips
- Trade ratio degrades after each trade — The more you trade with a village, the worse the ratio gets. It recovers over time, so spacing out trades gives better ratios.
- Storage overflow protection — The module automatically reduces trade amounts so you never lose resources to a full warehouse. If you have 4,000 stone with 5,000 max storage, it will only trade enough to receive 1,000 stone maximum.
- Combine with Auto Farm — Auto Farm claims resources from villages, Village Trading exchanges resources. Both work on the same farm towns without conflict.
- Higher expansion = more trade capacity — Upgraded farm villages have higher trade capacity. Use the Auto Village module to upgrade your farms.
- Set a higher reserve (e.g., 2000) if you want to keep resources available for building and recruiting.
Settings
settingsThe centralized settings panel groups all global preferences in one place. Instead of configuring language, Telegram, and other global options across multiple modules, everything is accessible from a single panel.
Interface
- License — View your license key, status (Active / Trial / Suspended), tier, expiration date, bound player, and a button to buy or upgrade your plan.
- Language — Change the interface language for all modules. Supports: Spanish, English, French, German, Italian, Portuguese, and Dutch.
- Smart Pause — Toggle the human activity detection system on/off and adjust the idle delay (how long after your last mouse/keyboard activity before modules resume).
- Telegram — Enter your Telegram Chat ID once here and it will be used by Auto-Dodge and Gold Market for notifications. Includes a test button to verify your setup.
- Contact — Quick links to Discord, Telegram support bot, and email.
Setting Up Telegram Notifications
- Start the bot — Send
/startto@grepoattack_boton Telegram. - Get your Chat ID — Send any message to
@userinfoboton Telegram and it will reply with your Chat ID. - Paste it — Enter the Chat ID in the Settings panel and click Test to verify it works.
Settings Reference
| Setting | Description | Default |
|---|---|---|
| Language | Interface language for all modules | Auto-detected from game URL |
| Smart Pause | Pause modules when mouse/keyboard activity is detected | On |
| Idle delay | Seconds of inactivity before modules resume after Smart Pause triggers | 3 seconds |
| Telegram Chat ID | Global Chat ID used by Auto-Dodge and Gold Market for Telegram alerts | Empty |
Tips
- Telegram Chat ID is global — You only need to enter it once in Settings. Auto-Dodge and Gold Market will automatically use it. You can still override it per-module if needed.
- Smart Pause protects you — When you're actively playing, the bot pauses all modules (except Auto-Dodge) to avoid interfering with your actions and reduce detection risk.
- Changing language rebuilds all open module panels instantly.
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