TRIBAL WORKSTRIBAL.CX

Features

Everything a good player does. All day.

Twelve jobs, each one done the way an experienced player would do it - and each one explains itself, so you always know why your village did what it did.

The window

You stay in charge.

Tribal Works opens a small panel inside the game. Start and stop it, choose a plan, pin a unit count or a building level, and read what it has been up to.

  • Ready-made plans: offensive main, defensive, noble train, catapult, scout
  • Any building level or unit floor can be overruled
  • A plain-language log: what it did, and why
  • Settings copied out and back in with one button

Economy

A build queue that never runs dry.

Tribal Works follows a proven build order and bends it where it has to: a storage that is about to overflow, a farm that is about to cap your army, a wall you have asked for - those move to the front.

Recruiting keeps every building busy in the mix you choose. Give it a floor - "always 250 light cavalry first" - and it fills that before anything else. Each install has its own leanings, so no two armies look exactly alike.

  • Saves up for what is blocked instead of wasting it on what is not
  • Researches levels only once your army is big enough to repay them
  • Keeps the hiding place in mind when it spends

Market

Trades for what is holding you up.

When the next building is short of one resource and you are swimming in another, it puts the surplus on the market for exactly what is missing.

While someone is farming you it stops posting offers altogether - stock on the market is stock they can count.

Raiding & scavenging

Goes where the loot is.

Every barbarian village gets a memory: what it held, what was taken, when it will be worth another visit. The nearest good targets come first; when they are empty it reaches further out, up to the travel time you allow, and pulls back in as they refill.

Anything new gets a small scouting stack first. Idle troops go scavenging, and come home in time for whatever is planned next.

  • Travel-time cap you set yourself
  • Light cavalry first for the long runs
  • Never sends more than the loot repays

Defence

Leaves them nothing to take.

It reads every incoming attack. If it cannot be beaten, the army steps out of the way and comes straight back after the hit. Before it lands, the resources it would carry off go into buildings and troops.

Tell it to build the wall to a level and it will, ahead of everything else.

  • Spends down to what the hiding place protects
  • Troops home again right after the hit
  • Wakes the builder and recruiter the moment it is safe

Conquest

From one village to two.

Academy, coins, the nobleman. It picks a target close to home that is worth taking, works out when the train can leave, clears the way, and takes it.

The new village follows its own plan - defensive first, with its walls up before anything else.

Bot checks

It stops when the game asks for a human.

When the game puts up a bot check, Tribal Works halts everything, rings in your tab and waits. It will never try to solve one.

When you have dealt with it, press "I have passed it - resume". Anything it had moved out of the way comes home, and it carries on from where it stopped.

The full list

Everything included.

Builder

Works through a proven build order - or yours, if you would rather - and never lets the queue run dry.

Recruiter

Keeps barracks, stable and workshop busy in proportions that suit your plan, with a floor of the units you never want to be short of.

Research

Unlocks the units your plan needs next, and researches levels once you own enough troops for them to pay.

Raiding

Finds barbarian villages worth the walk, sends the right stack, and reaches further out when the nearby ones run dry.

Scavenging

Sends idle troops scavenging and brings them home in time for whatever comes next.

Defence

Watches incoming attacks, spends what they would steal, moves the army out of harm's way and back again.

Market

Trades your surplus for whatever the next building is waiting on, and stops advertising stock while you are being farmed.

Nobles

Builds the academy, mints coins and plans the conquest of a nearby village, then gets the new one on its feet.

Paladin

Recruits your paladin and spends his skill points down a priority list you can change.

Quests & rewards

Collects quest rewards and daily chests, and on a new account works through the open quests for their rewards. Spends event rolls before they go to waste.

Scouting

Scouts first contact with a small stack so the big one never walks into a surprise.

Standing orders

Timed attacks and orders like "keep that player's army down" - planned around travel times, and night bonus if you ask it to.

Also in the box

The small things that add up.

  • Standing orders: "keep that attacker's army down", repeated on a cooldown
  • Timed attacks that respect the world's night bonus - if you tick the box
  • In-browser notifications when something needs you
  • A self-check that tests its assumptions against your world - reading only, touching nothing
  • Backup and restore of every setting, in one line of text
  • Automatic updates through Tampermonkey

What it won't do

  • Solve bot checks or captchas - that stays with you
  • Ask for your game password
  • Keep running after you close the game tab
  • Send your plans or settings to us
Tribal Works supportConnecting...