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Auto-Trade Guide

Intelligent resource trading system that balances resources

Overview

Auto Trade intelligently balances resources across your cities. Automatically initiates trades when resource imbalances are detected, optimizing distribution of wood, stone, and silver to keep all cities well-supplied.

Prerequisites

  • Market Buildings: Market level 5+ in provider cities for trading capacity
  • Multiple Cities: At least two cities to trade between

How It Works

Provider-Consumer System

  • Provider Cities: Cities with excess resources above desired levels
  • Consumer Cities: Cities lacking resources below desired levels
  • Automatic Detection: System classifies cities based on resource levels
  • Manual Override: Set city roles (Provider/Consumer/Ignore)

Trading Process

  1. City analysis for resource levels and needs
  2. Provider/Consumer classification
  3. Optimal trade amount calculation
  4. Travel time validation
  5. Capacity management and distribution

Main Settings

1. Enable Auto-Trade

  • Toggle: On/Off switch to activate resource trading automation
  • Status Display: Shows state (Enabled/Disabled/Trading...)

2. Resource Target Amounts

Sets desired resource levels for each city:

Wood Target
  • Default: 11,000 wood
  • • Auto-adjusted if maximum storage in the city is below the target
Stone Target
  • Default: 11,000 stone
  • • Auto-adjusted if maximum storage in the city is below the target
Silver Target
  • Default: 11,000 silver
  • • Auto-adjusted if maximum storage in the city is below the target

3. Trade Timing Settings

Time Between Trades

  • 5-15 minutes
  • 10-20 minutes
  • 15-30 minutes
  • 20-40 minutes
  • 40-60 minutes

Max Travel Time

  • Purpose: Limits trades depending on the duration
  • Default: 30 minutes
  • Function: Prevents long trades
  • Smart Detection: Auto-calculates trade duration

4. Resource Reserve

  • Purpose: Minimum percentage of storage capacity that cities must keep before sending resources
  • Default: 15% of storage capacity
  • Function: Cities can only send resources if they have more than (Storage Capacity × Reserve Percentage) + 400 minimum
  • Example: 30,000 storage × 15% + 400 = 4,900 minimum reserve. City can only send if it has more than 4,900 of each resource

Key Features:

  • Storage-Based: Reserve is calculated from total storage capacity, not current resources
  • Minimum Safety: Always keeps at least 400 resources + percentage of storage
  • Randomization: Adds 0-5% extra to prevent predictable patterns
  • UI Configurable: Adjustable from 0-100% in AutoTrade settings panel

How It Works:

  • • Cities can keep a percentage of their total storage capacity as reserve
  • • Only resources above this reserve threshold can be sent to other cities
  • • Prevents cities from sending too many resources and becoming empty
  • • Ensures cities always maintain a safety buffer based on their storage size

Festival Mode

Overview

Festival Mode automatically manages resource distribution to prepare cities for festivals. The system intelligently switches city roles based on readiness, ensuring your most prepared cities receive resources to host festivals.

What It Does

  • Monitors All Cities: Continuously checks resource levels vs celebration costs
  • Ranks by Readiness: Calculates which cities are closest to party requirements
  • Auto Role Switching: Automatically assigns consumer/provider roles based on readiness
  • Party Detection: Detects when a city starts a party and converts it back to provider
  • Dynamic Optimization: Constantly updates to focus resources on next-ready cities

Festival Mode Settings

1. Auto Switch Festival Cities

Toggle: Enable/Disable automatic festival management

When Enabled:

  • • System overrides manual city role assignments
  • • Automatically assigns roles based on celebration readiness
  • • Monitors for active celebrations and adjusts accordingly
  • • Ranks cities by how close they are to celebration costs

When Disabled:

  • • Uses manual city role assignments
  • • No automatic switching based on readiness

2. Max Festival Cities

  • Range: 1-99 cities
  • Default: 1 city
  • Function: Limits how many cities simultaneously receive resources for festivals

How It Works:

  • • Top N most-ready cities become consumers (receive resources)
  • • All other cities become providers (send resources)
  • • As cities start festivals, they rotate back to provider and next-ready city becomes consumer

Celebration Requirements

Cities must meet these requirements to be considered for festival mode:

Without Festival Bonus:

  • Academy Level: 30
  • Storage Level: 23
  • Resource Costs: 15,500 wood / 18,500 stone / 15,500 silver

With Festival Bonus (20% reduction):

  • Academy Level: 30
  • Storage Level: 19 (lower due to reduced costs)
  • Resource Costs: 12,550 wood / 14,900 stone / 12,650 silver

Safety Buffer:

Anti-Detection Measure: The system adds 500 resources to the required costs to prevent suspicious behavior. This ensures festivals aren't started immediately when the exact amount is reached, making the automation appear more natural and human-like.

Operating Modes

Normal Mode

Condition: At least one city meets eligibility requirements

Behavior:

  • • Only eligible cities considered for consumer role
  • • Ineligible cities excluded from festival rotation
  • • Cities ranked by readiness within eligible pool
  • • Cities with active parties always become providers

Fallback Mode

Condition: No cities meet eligibility requirements for festivals

Behavior:

  • • ALL cities become consumers (maximum resource flow)
  • • Continues until at least one city becomes eligible for festivals
  • • Automatically switches to Normal Mode when eligible city appears

Automation Flow

  1. Continuous Monitoring: Checks every trading cycle for:
    • - City resource levels
    • - Active celebrations
    • - Eligibility status
    • - Readiness rankings
  2. Role Assignment:
    • - Ranks all eligible cities by readiness
    • - Assigns top N as consumers (Max Festival Cities setting)
    • - Assigns rest as providers
    • - Cities with active parties forced to provider
  3. Party Detection:
    • - Detects when consumer city starts a party
    • - Automatically converts that city to provider
    • - Promotes next-ready city to consumer role
    • - Resources flow to new target city
  4. Resource Distribution:
    • - Provider cities send excess to consumers
    • - Consumers accumulate resources for parties
    • - System optimizes for fastest celebration preparation

City Role Management System

Automatic Role Detection

System intelligently classifies cities based on resource levels:

Consumer Criteria:

  • Resource Shortage: ANY resource below desired amount
  • Dynamic: Updates based on current resource levels

Provider Criteria:

  • Resource Surplus: Resources exceed desired + reserve
  • Excess Available: Has resources for distribution

Manual Role Override

Manually assign city roles that override automatic detection:

Consumer Role
  • • Receives resources when below targets
  • • Priority for resource distribution
Provider Role
  • • Sends excess resources to other cities
  • • Always acts as provider regardless of levels
Ignore Role
  • • Excluded from all trading operations
  • • Neither receives nor sends resources

City Role Configuration Interface

  • Individual Settings: Set role for each city separately
  • Bulk Operations: "All Consumer", "All Provider", "All Ignore"
  • Real-time Updates: Changes take effect immediately
  • Persistent Settings: Roles saved across sessions
  • Festival Override: When Festival Mode enabled, roles managed automatically

Advanced Features

Intelligent Resource Distribution

  • Multi-resource trading
  • Capacity optimization
  • Proportional allocation based on resource needs
  • Priority system focuses on most needed resources

Smart Trade Route Validation

  • Duration checking validates travel time
  • Distance filtering skips overly long routes

Resource Need Calculation

Basic Calculation:

Resource Needed = Target Amount - Current Amount

Enhanced Features:

  • • Adds 100-1,300 random bonus for needs under 2,000
  • • Prevents frequent small trades
  • • Creates buffer for natural resource fluctuations

Anti-Detection Measures

  • Random delays between operations
  • Variable timing between cities switching
  • Natural patterns mimic human trading
  • Action queue integration prevents conflicts

Trade Operation Flow

Step-by-Step Process

  1. City analysis for resource levels and roles
  2. Classification: providers (surplus) vs consumers (shortage)
  3. Route planning: identify suitable providers for consumers
  4. Duration check: validate trade route travel time
  5. Capacity calculation: determine optimal amounts
  6. Trade execution: send resources
  7. Progress tracking: monitor completion and update status

Trade Validation Checks

  • Market level 5+ in provider city
  • Sufficient excess resources in provider
  • Valid resource need in consumer
  • Available trade capacity
  • Route duration within limits
  • No city conquest in progress

Frequently Asked Questions

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Auto-Trade Guide | Grepolis Bot | GrepoHelper Resource Trading