Tribal Wars Bot / Farm bot
Farming
A farm bot that scouts first
Farming is the part of Tribal Wars that pays for everything else, and it is the part that punishes being asleep. A farm bot has five jobs: read the loot assistant, decide who sends what where, press every row, stay under the rate the game allows, and not walk troops into a village that will keep them. This is how each of those is done here.
- The plan
- FarmGod, from our own mirror. Nothing to paste.
- The pressing
- The bot, at 04:00 as readily as at 20:00.
- Before it sends
- Unknown targets are scouted and sorted.
- Needs Premium
- The loot assistant has to be active on the account.
Watch the automatic farming loop
From scouting and wall clearing to continuous coverage across your villages.
The work
The list is not the problem. The pressing is.
The game's loot assistant already gives you the list: your A and B templates, every target you have farmed, and a send button on each row. A farm planner arranges that list well — which of your villages should take which target with which template, given distances and what is standing at home. On an account of any size, the plan is minutes of thinking and hours of clicking.
Tribal Wars Bot presses the rows. The bot opens the loot assistant on its own schedule, has the planner build the run, and sends each row with the game's own loot-assistant send — the same call the A and B icons make — paced so the sends stay under the rate the game enforces. That is the whole of the job people are looking for when they search for a farm bot, and it is done overnight without anybody being there. How FarmGod is loaded, patched and run →
The difference
The scout gate
A farm plan knows distances and templates. It does not know which barbarian grew a garrison last week, and finding that out by sending light cavalry into it is the expensive way. So there is a gate in front of the plan.
Probe the unknown ones
A target nobody has looked at recently gets a probe rather than a farm run: one spy where a scout will answer the question, or rams sent ahead of light cavalry where the question is a wall.
Read what came back
The report is read the same way you would read it — what was standing there, whether anything answered, whether there is a wall in the way.
Route the target
Empty goes into the farm plan and gets farmed. Anything that answered back is kept out of it, so the loop stops feeding troops into a village that kills them. That is the failure a plain farm script cannot see: it will happily re-send tomorrow.
Stay inside your own range
The discovery radius is the distance to the furthest barbarian already in your loot assistant. The gate expands the farming you are already doing rather than inventing a new perimeter and sending troops across the continent.
It is a gate, not a guarantee. A village that scouted empty on Tuesday can be garrisoned on Wednesday, and no automation reads minds. The gate removes the case that costs people the most troops — farming a target nobody ever looked at — and it does not remove risk from farming.
Not one path
Three ways the sends get made
Farming that depends on a single third-party script stops when that script does. It does not depend on one here.
The planned run
The usual case: FarmGod plans, the bot presses. The copy comes from our mirror at the start of each farm cycle, so there is no script manager in the setup and nothing to re-paste after a browser wipe.
The account-wide walker
On worlds set to it, the bot reads the loot assistant pages and plans the run itself rather than through the script — the same mode idea as account-wide mass scavenging, applied to farming.
The ram breaker
Walled targets are their own problem. The ram breaker builds its own target list and sends without the planner being involved at all, which is also why a farm cycle can still do useful work on a day the script is having trouble.
Limits
What it will not do
- It will not farm without the loot assistant. That screen is a premium feature and the whole farm module drives it. Without it active on your account there is nothing for the module to press.
- It will not spend a paused village. A village you paused has its rows dropped before the send path — not filtered out at the end, after the plan already spent its troops on paper.
- It will not write your templates. The A and B templates are yours, set in the game the way you would set them by hand. The bot decides which of them goes where, and never what is in them.
- It will not defend you. Incoming attacks are labelled in your overview so you can read them, and that is where it stops: it does not dodge and it does not recall. If somebody is attacking you, that is still your evening.
- It will not outrun the game's send rate. The pace between sends is there because the game enforces one, and because a farm run that fires as fast as the browser can manage looks like exactly what it is.
In the rotation
Farming is one job of several
A farm cycle takes its turn alongside the build queue, recruiting, scavenging, minting, the exchange and a noble train, in every village on every world you have configured. The scheduler goes to whichever job is due first, so a farm run does not hold the account while a scavenging batch sits at home, and adding villages makes the rotation denser rather than slower. The full module list →
And the part that applies to every page on this site: automation is outside the Tribal Wars rules, so account action remains possible. Tribal Wars Bot is designed conservatively, but no automation can promise that an account will never be detected. Read the risk answer →
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