Tribal Wars Bot / FarmGod
FarmGod
We run FarmGod for you
This is not a competitor page. FarmGod is good, we did not write it, and Tribal Wars Bot ships with it: our own copy, loaded from our own mirror every farm cycle. The difference is that FarmGod plans the runs and somebody still has to press them — and that somebody is what you are actually looking for.
- Whose script
- FarmGod is Warre's work. We mirror it, we do not claim it.
- How it loads
- From our mirror, fetched fresh each farm cycle. Nothing to paste.
- What we changed
- One behavioural patch, the rest performance. Both named below.
- Who presses
- The bot, paced under the send rate the game enforces.
The script
What FarmGod does, and where it stops
FarmGod reads your loot assistant, works out which of your villages should farm which target with which template, and lays the result out as a list of rows with an A or a B on each. It is a planner, and a good one: it knows your distances, your templates and what your villages have at home.
Then it stops, because that is where a userscript has to stop. Every row on that list is a send that somebody has to trigger. On a small account that is a minute of pressing. On an account with a thousand rows it is the reason people ask whether there is a bot.
Tribal Wars Bot is the somebody. The bot opens the loot assistant on its own schedule, has FarmGod build the plan, and then sends the rows itself 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 allows.
What the bot adds
Six things a farm script cannot do alone
It loads it
No script manager, no pasting, no re-pasting after a browser wipe. The copy comes from our mirror at the start of each farm cycle, so a fix to the mirror reaches every install on its next run rather than on its next update.
It presses it
Every planned row is sent, in order, with a pace between sends. That is the whole job people do by hand, and it is done at 04:00 as readily as at 20:00.
It scouts first
A farm plan does not know which barbarian grew a garrison last week. The scout gate probes unknown targets, reads the report, and keeps anything that answered back out of the plan — so the loop stops feeding troops into a village that kills them.
It respects a pause
A village you paused is skipped before planning starts, not filtered out afterwards — our mirror carries a patch for exactly that, because a plan that spends a paused village's troops has already made the decision by the time a filter sees it.
Patch 1, behavioural (2026-08-16): origins the bot would drop are removed before the planner allocates anything to them.
It keeps the rate up
On a big account the farm table is the bottleneck, not the game. Three small changes to our copy — rendering rows only when they are on screen, finding the next icon instead of collecting every icon on the page, and removing a sent row natively instead of through jQuery — were worth measurable throughput on a table with thousands of rows.
Patch 2, performance (2026-08-14): measured about 3 sends a second on a 7,000-row table against 4.4 on a smaller one. The table was the limit; now it is less of one.
It does the rest
Farming is one module. The same rotation scavenges, builds, recruits, mints, trades and sends noble trains, and it moves to whichever of those is due first, in whichever village, on whichever world.
The pace
Five sends a second, and not one more
Tribal Wars caps farm attacks at five a second, across the whole account. Almost everything about how the rows get pressed follows from that one number, and it is the part a plan on a screen never has to think about.
Sending faster does not make the game go faster — it makes it refuse. Fire a burst all at once and most of it comes back rejected, and those rejections are easy to misread as "not enough units" when they are really "too many at once". So the sends are paced just under the ceiling, one every 208 milliseconds by default, which is the quickest rate that actually lands. The interval is a setting. There is no reason to lower it.
A refused row is held, not dropped. When the game does answer with its rate-limit refusal, the row goes back into the queue and the pacer eases off, instead of the send being counted as done. That distinction is not theoretical. One of the two send paths got it wrong until a fix in September: the pacer slowed down correctly, and the row it had just lost was never sent again.
And the pace gives way when the account is under strain. A slow connection or a busy world turns the same 208 milliseconds into a stream of refusals, so the run genuinely slows until a clean window comes back. Retrying harder is what turns a fast run into a wall of red rows.
This is the difference between a plan and a run. FarmGod can tell you that 1,400 sends are available. Whether 1,400 sends actually leave depends on pacing, on refusals being retried rather than swallowed, and on somebody still being at the keyboard when row 900 comes up. What the bot does between two clicks →
When it breaks
FarmGod not working
The usual causes, and what this setup does about each one. None of this is a promise that a third-party script never breaks.
- An old copy is cached. Ours is served with no-cache and re-fetched at the start of every farm cycle, so a stale copy has one cycle to live rather than a browser session.
- The loot assistant is not active on the account. FarmGod plans from that screen and Tribal Wars Bot sends through it. Without it, the farm module has nothing to drive.
- It planned a village you wanted left alone. That is the patch above: paused origins never enter the plan.
- The game changed the page and the script went stale. This is the real risk with any userscript. When it happens we update the mirror once and every install picks it up on its next cycle — nobody has to be told to re-paste anything.
- It stopped sending entirely. Sends do not depend on FarmGod being loaded: the ram breaker builds its own target list and sends without it, and on worlds set to the account-wide farm walker the bot reads the loot assistant pages and plans the run itself.
- Fewer rows went out than the plan showed. Usually that is the account working as intended rather than a fault. A village you paused was dropped before planning; a target that answered a scout is kept out; and a row the game refused for pace is put back in the queue rather than sent twice.
- The troops were not there. The farm walker leaves alone what an operation has reserved, so a night before a noble train will farm less than the night after one. That is a deliberate refusal, and it is the one case where farming less is the correct answer.
Credit where it is due. FarmGod is written and maintained by Warre, and it is not ours. We mirror it so that it loads reliably and so that the two patches above exist; everything else in the file is the author's. If you already use FarmGod by hand and enjoy it, you do not need us for that part — you need us for the part where somebody has to be awake.
Alternatives
If you came here looking for a FarmGod alternative
People usually mean one of four things by that, and only one of them is what this site sells. It is worth knowing which one you are after before you install anything, because two of the four are free and one of them is against the rules.
- Another farm planner. Other farm scripts exist, and we have no opinion on them worth publishing. What every planner has in common is the thing this page is about: it plans. If pressing the rows is not the part you want back, a different planner is a lateral move.
- The loot assistant on its own. The game's own screen, with your A and B templates and a button on every row, is already there and already free. A planner exists because that screen sorts badly for a large account, not because it is missing. What the paid in-game features cover →
- A Tribal Wars bot. Something that presses the rows while you are not at the machine, and that also scavenges, builds, mints and sends trains between farm runs. That is what Tribal Wars Bot is, and it is the only one of these four that breaks the game's rules — automation is not permitted, and the risk is yours to accept. The ban question, answered first on the FAQ →
- Something inside the rules. The in-game Account Manager is a real answer for construction and recruiting, and for some accounts it is the whole answer. It does not press farm rows either, which is why FarmGod exists on top of it. The Account Manager, described fairly →
What farming here does not include. There is no defence module. Tribal Wars Bot does not watch your incomings, it does not recall troops, and it does not decide that your account is under attack and stop farming. If a night goes badly, it goes badly at full speed. The module list is honest about the rest of the gaps →
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