Tribal Wars Bot / Scavenging
Scavenging
Scavenging, across the whole account
Scavenging is the most repetitive screen in the game and the one that rewards being punctual: troops that came home at 03:00 earn nothing until somebody sends them out again. This is what Tribal Wars Bot does with that screen — both modes, the split it uses, the limits you set, and where it stops on purpose.
- Two modes
- Per-village, or one account-wide pass. Chosen per world.
- The split
- Runs sized so they come home together, not one by one.
- Script manager
- None. Nothing to install, nothing to paste.
- Locked tiers
- Left alone unless you switch unlocking on.
The screen
What a scavenging bot has to get right
Each village has four scavenging runs, each with its own share of the haul and its own duration, and each unlocked separately. Sending troops is a minute of work. Doing it in twenty villages, four times over, every time a batch comes home, at whatever hour that happens to be, is the part nobody keeps up with.
The interesting decision is the split. Pour everything into the biggest run and the other three sit empty. Divide the army evenly and the short runs come back long before the long one, so the troops that returned first wait around for the stragglers before the next round can go out whole. Tribal Wars Bot sizes each run so they land back at about the same time, which is what turns four runs into one clean cycle.
The second decision is what may leave at all. Scavenging competes with farming for the same troops, and a village stripped bare is a village that cannot escort a ram or defend itself. So what goes out is a list you set, not everything that happens to be standing at home.
Two modes
One village, or all of them at once
Per village
The straightforward one: the bot opens the village's own scavenging screen, reads which runs are unlocked and what is standing at home, works out the split and sends. This is what runs on a world where you hold a single village.
Mass scavenging
On a world where you hold more than one village, walking twenty scavenging screens one at a time is the slow way to do it. There the bot hands the job to the account-wide mass-scavenge pass — the community massScavenge script, carried on our own mirror and driven by the bot — which covers the whole account in one pass.
The switch between the two is automatic on village count, and you can force either mode per world if you would rather decide it yourself.
Both modes send from the game's own scavenging screen, with your troops and your unlocked runs. Neither invents a mechanic the game does not have, and neither needs Premium — scavenging is not a premium feature.
Setup
Nothing to paste into Tampermonkey
Nearly every scavenging answer you will find is a userscript: install a script manager, paste the code, open the screen, press the button. The scripts are good — we drive one of them — but three things follow from that shape. You have to be on the screen. You have to press the button. And you have to re-paste it after a browser wipe, and again when the author publishes a fix.
Tribal Wars Bot is a Chrome extension plus a small program on your own PC, so the script arrives with it: our mirror serves the copy, the bot fetches it as part of the run, and there is no script manager anywhere in the setup. A fix on the mirror reaches every install on its next cycle rather than waiting for anyone to be told. Why it is an extension and not a userscript →
Your settings
What you decide
Per village, because a front village and a farm village should not be scavenging the same way.
- Which units may go. A per-unit list of what scavenging is allowed to send. Anything not on it never leaves for a scavenging run.
- How many stay home. A per-unit floor. The bot sends what is above the floor and no more, so a village keeps the garrison you wanted it to keep.
- An axe floor for the ram breaker. Rams sent against a walled target need their escort standing at home when the moment comes. This floor is what stops scavenging spending it first.
- Which runs. The four categories can be picked individually — some accounts want the short ones only, so the troops are never away for long.
- Whether to unlock. Unlocking the next tier costs resources, and doing it at the wrong moment eats the build you were saving for. It is a separate switch, off until you turn it on.
- Paused villages. A village you paused is skipped, and its troops stay at home rather than being pulled into a run you did not want.
Timing
When the runs actually go out
Scavenging is one job among several in one rotation. Every village on every world you have configured keeps its own list of what is due when, and the scheduler always goes to whichever job is due first — a scavenging run whose troops just landed competes with a build queue, a farm cycle and a mint on equal terms, and wins if it is the earliest.
Due work is done in due order. There is no catch-up spread and no delay added to make an overdue job look more human. 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 and are off by default. What the game measures, and what it does not →
And the honest limit: the bot runs while your PC does. This is software on your machine driving a browser window, so a machine that sleeps at midnight is a bot that sleeps at midnight. When it wakes, the overdue runs go out in the order they came due.
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