Tribal Wars Bot / Features
Features
Every part of your empire. One command center.
Automate farming, scavenging, building and recruiting. Plan an operation yourself or let Tribal Wars Bot generate one for review, buy and sell on the premium exchange, and keep work moving across multiple worlds. Every available feature is unlocked for seven free days.
- Try it first
- 100% free for 7 days. No credit card is required to start.
- Continue when ready
- $29.99 USD in Bitcoin buys 30 days. Payments are manual and do not renew automatically.
- What it needs
- Windows 10 or 11 and Google Chrome. Keep the PC and bot window running while it works.
- Worlds
- All official Tribal Wars regions and world hosts. Available features depend on each world's settings. See details.
What each module does
The roster
Start with the repetitive village work, then add the planning tools you need. You choose which modules run; the limits below explain when each one waits or stands down.
Farm
Drives the game's own loot assistant with your A and B templates. FarmGod does the planning — which village farms which target with which template — and Tribal Wars Bot presses the rows, paced under the send rate the game enforces. Villages you paused are dropped before the send path, not filtered afterwards.
We carry our own copy of FarmGod and load it from our mirror each farm cycle. How that works →
Scout gate
Farming an unknown barbarian is how you lose troops for nothing. The gate probes first — one spy, or rams ahead of light cavalry where a wall is the question — reads the report, and routes the target: empty goes into the farm plan, anything that answered back is kept out of it.
Discovery radius is the distance to the furthest barbarian already in your loot assistant, so it expands your existing farming rather than inventing a new perimeter.
Ram breaker
A wall is what stops a farm run paying. From a single loot-assistant page this covers every village at once: it reads the rams each one has at home and the nearby targets whose reports came back yellow or red, then fires the wall composition across villages so the walls come down where your farming actually is.
Off until you enable it. Once enabled, it uses the rams and targets found in the live plan. An account with no suitable rams or targets does nothing rather than improvising.
Premium exchange — buy & sell
Trades on the premium exchange, per world, in the direction you set: sell the surplus above a share of warehouse capacity before it caps out, or buy resources with premium points. Both sides sit behind a rate gate, so a bad rate means no trade rather than a trade at a bad rate.
Rate gates in resources-per-point, a premium-point floor it will not spend below, hourly caps, and a list of which villages may buy. Which village actually trades is decided from live warehouse surplus, not from a flag. Read the market bot and Premium Exchange guide →
Operation planner
Build your own operation plan, or give Tribal Wars Bot the targets and let it generate one. It coordinates fakes, fangs, nukes, noble trains, anti-snipe legs and follow-up support, with every send worked back from its intended landing time.
Review before approval. Check the sources, units, targets and timing before you approve a plan. Once approved, its source villages are held so another module does not spend the assigned troops, and each leg is scheduled against the server clock. Read the Tribal Wars attack planner guide →
Scavenge
Sends the unlocked runs and splits the troops so the runs come home together instead of trickling back one at a time. Locked tiers are skipped; unlocking the next one is its own switch, so the module never spends resources you were saving.
On a world where you hold more than one village it hands scavenging to the account-wide mass-scavenge pass — the community massScavenge script, mirrored by us and driven by the bot — because walking twenty villages one scavenge screen at a time is the slow way to do it. On a single-village world it uses the per-village scavenger. That switch is automatic and you can force either mode per world.
Per-unit choice of what may be sent, per-unit "keep this many at home", and an axe floor that leaves the ram breaker its escort. Categories can be picked individually.
Account Manager keeper
The game's own Account Manager stops quietly, in four different places. Construction runs a template for fifty queued orders and then stops adding work while the row still reads Active. Troop recruitment drops the template when the farm fills and does not pick it back up when there is room again. Research is per village, so a village you just conquered is unmanaged until someone ticks it. Deliveries to a new village are set up by hand, every time.
This re-applies each of those on a schedule. Opt in per behaviour, and named by template rather than by id, because the ids change whenever you edit a template.
Warehouse balancer
Moves resources off the villages that have finished building and into the ones that have not. A built-out village keeps a small share of its warehouse and sends the rest; a village still growing is filled toward full rather than topped up a wagon at a time.
The thresholds are yours: what counts as built out, how full a receiving village should be brought, and the points and farm-space bounds that decide which village is which.
Noble planner
Reads your tribe's planner claims and works backwards from them: how many noblemen you hold, how many are still in production, what the mint still owes, which villages can source the escort, and when each wave has to leave so the train lands in order.
Counts nobles still in production rather than only the ones standing at home · reserves the escort so scavenging cannot strip it · wave 2 accounts for the defender's night bonus, which is per player, not per server.
Coin minting
The game's own auto-minting runs for eight hours and then stops. Tribal Wars Bot re-arms it in your academy villages before it lapses and verifies the new end time before it believes it worked, so minting does not quietly stop overnight.
Optional coin funnel: standing market routes that carry resources from named source villages to the minting village, so the academy is never the only village with anything in the warehouse.
Timed attacks
Schedule a send so it lands when you want it to land. You set the target, the units and the landing time; the bot resolves the departure and is on the rally point when it has to be, which is the part that is hard to do by hand at four in the morning.
The same machinery the noble planner uses for wave order, exposed for a single attack.
Scheduler
Every village on every configured world keeps its own list of what is due when. The scheduler moves to whichever job is due next, hopping to another village by URL and to another world by tab, so recurring work shares one ordered rotation.
Due tasks run in due order. There is no catch-up spread and no "look human" delay on work that is already overdue — the only pacing is the jitter inside a module's own interval, plus the daily rest window and step-away breaks, which are yours to switch on. How it paces itself →
Fake attacks
Give it a player's name. It resolves that player's villages and plans fakes spread over as many of yours as it can, each one sized to clear the world's fake limit as a share of the sending village's points, and each carrying a single ram or catapult so the wave travels at real-attack speed instead of announcing itself as a fake.
Two separate presses. Preview plans it and logs it and sends nothing; arming is what sends. Off until you do both.
Player farm
Farming from the rally point instead of the loot assistant. You name the targets and what to send — a saved troop template, or explicit unit counts — and the bot walks each one, fills the boxes and sends. Every send costs a page load, so progress is written down and the cycle resumes where it stopped if the page is interrupted.
Can read your rally point's Favorites list at the start of each cycle and treat those villages as targets too. A village that does not hold what the spec asks for is skipped, not sent under strength.
Build queue
Keeps the construction queue full from a build order you set, and waits when the resources are not there rather than ordering something cheaper to look busy. When the game's free instant-finish window opens on the head of the queue, the bot is on the building screen to take it.
Early-game controls stay together. Set a resource-first build plan, automatic −20% resource discounts and optional build-time halving with your own thresholds and Premium Point reserve. Premium spending stays off unless you enable it. At 5+ villages, the dashboard focuses on world automation; individual build and recruit automation stands down after its transition grace period. Explore Account Manager templates →
Recruit
Tops up barracks, stable and workshop from a package you set per village, with a stockpile cap per unit so a unit stops being queued once you own enough of it.
Pace per unit: a maximum to queue in any rolling 60 minutes, per unit type; 0 means no cap. Owner's example: spear always, light cavalry four an hour. · Same 5+ village stand-down as the build queue.
Also on the panel
The smaller switches
Less to say about these, but they are real and they are in the same panel.
- Market routes. Move resources between your own villages on routes you define, including the standing routes that feed a mint.
- Seasonal events. The event mini-games are played for their rewards — the Championship of the Horse Lords is played on expected value per fodder, against a daily premium budget you set and a floor for what a premium point has to buy before it is spent. Every choice is recorded with what it paid out, so the next event is played on measurements rather than on folklore.
- Incoming attacks. Labelled in your overview as they land, so you can read the unit and spot a nobleman early.
- Pause rules. Pause a village automatically — under a population you set, or by membership of a named tribe group — and every module that moves troops honours it. It only ever releases what it paused itself, so a pause you set by hand is never undone by a rule.
- Remote commands. Queue a building, spend premium to halve a queue row, or buy on the exchange from the dashboard, including from your phone. The bot runs it on the real village and reports back what happened.
- World rush. Races a brand-new village from headquarters and warehouse up to a market, with your choice of how much premium it may spend finishing early — from none at all to instant.
- Quest rewards. Claims quest and building rewards as they come up. Single-village worlds only; it stands down once you hold two.
- Script keeper. Activates the scripts the bot needs in the game's own Script Library, once per world. Activate only — it never deactivates anything, so it cannot undo a choice you made.
- Attention detection. Watches for screens that need you, pauses the run, and shows the state in the dashboard. See how the local pieces work →
- Watchdog. A recovery ladder for a page that has wedged: reload, re-login, restart the browser, in that order, so a stuck tab does not cost you the night.
What changed in each of these, build by build, is on the changelog →
What is not here. There is no defence module. Tribal Wars Bot does not watch your incomings and recall troops, it does not dodge, and it does not decide when your account is under attack. An earlier version of this site showed a Defense card for a feature that did not exist; it is gone, and the rule now is that a module has to ship before it gets a paragraph.
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