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Travian Auto Building Queue

Pilotrav’s auto building queue works through active village tasks in priority order. It can upgrade a chosen field or building, construct a new building, or level a group of resource fields. It starts only actions that the game currently permits and waits when a queue or resources block progress.

Requirements

  • Running bot and processed village for live data.
  • Game prerequisites, resources, empty slots, and queue capacity.
  • An existing building before its upgrade task.

Limits

  • A full game queue is never bypassed.
  • Only 20 build-loop passes run per village cycle.
  • An unaffordable task blocks lower build tasks for that pass.
  • Tasks are not scheduled to construction finish times.

What it does

Active Tasks and the Tasks page form an ordered village to-do list. Lower priority numbers run first. A task can upgrade one field, upgrade an existing building, construct a new building, or run a Resource Plan. After a successful action the engine starts from the top again, up to 20 passes per village cycle. Priority therefore matters: an affordable higher task is considered before lower tasks.

How it works

A field task needs a slot and target level. A building task finds its target by slot or building type; an instance chooses the Nth matching building. A new-building task uses its slot, a fixed Rally Point slot where applicable, or an empty slot. A Resource Plan randomly selects one eligible field below target; it supports all resources, only lumber, clay, iron, or crop. A full queue logs a wait. Non-Romans stop the build loop; Romans can continue with the other queue type. An unaffordable runnable task blocks lower build tasks. Hero inventory can optionally cover a shortfall rounded to the next 100, and capacity checks can add Warehouse or Granary work before a blocked task.

The bot works in cycles, not finish-time alarms. A normal cycle sleeps for a random 60 to 180 seconds after all villages; the baseline uses 240 to 600 seconds. Between villages it waits 2 to 8 seconds, or 5 to 15 seconds in the baseline. Account settings reach a running bot immediately. Village settings have a five-minute cache, cleared when the Village Settings card is saved. Task edits are loaded after a complete village pass, so a change made while sleeping can take about two cycles to take effect. Refresh starts the next cycle sooner but does not itself reload tasks.

Each village pass reads current state first. Its economy order is Auto NPC, Auto Add Cropland, Auto Celebration, trade routes, settler training and sending, then build tasks. Earlier work can therefore delay later work. Displayed resources and queues are the last state read, not a promise of the next game state. Game automation carries risk; no setting guarantees a game result or eliminates account risk.

When reading results, separate a completed game action from a configured intention. A success log means the bot reached the relevant page and the action entered the expected game flow; it does not make later state permanent or exempt from game rules. A wait message usually preserves configuration for a later cycle. A temporary skip lets other eligible work be considered where queue logic allows it. A failed click can stop lower-priority building work for that pass because strict priority protects resources intended for earlier work. Review the game page as well as logs after important actions.

The bot does not wake exactly when construction finishes. It discovers a finished action during the next cycle, so a gap can be roughly a cycle plus per-village delay. The village list refreshes on periodic re-login, normally every 60 to 120 minutes and 120 to 240 minutes in the baseline, or after restart. A village founded while the bot runs is therefore not immediately processed. Configure clear priorities, avoid conflicting automation, and give one change time to appear before adding another.

Settings

UI labelWhat it doesDefaultRange
Build delayWait after a successful build click3000–8000 msMin must not exceed max
Min cycle / Max cycleWait between account passes60000 / 180000 msMin must not exceed max
Min delay between villages / Max delay between villagesWait between villages2000 / 8000 msMin must not exceed max
Idle ModeStops normal automationOffOn/off
Use hero inventory for buildingTries hero resources on shortfallOffOn/off
Skip if hero bag does not have enoughRequires full bag coverageOffOn/off

Setup in 5 steps

1. Open a village after at least one bot pass.

2. Add field, building, construction, or Resource Plan tasks.

3. Place prerequisites and storage tasks above dependent work.

4. Drag tasks into priority order and start the bot.

5. Review Active Tasks, Build Queue, and logs after a cycle.

Requirements

▸Running bot and processed village for live data.
▸Game prerequisites, resources, empty slots, and queue capacity.
▸An existing building before its upgrade task.

Limits and what it does not do

▸A full game queue is never bypassed.
▸Only 20 build-loop passes run per village cycle.
▸An unaffordable task blocks lower build tasks for that pass.
▸Tasks are not scheduled to construction finish times.

Common problems

“Village {villageId}: queue full ({queueLength}/{queueCapacity}), waiting” means wait for the game queue. “insufficient resources, waiting” means the top runnable task holds priority. “clicked but not queued, will retry” is retried once; after two failures it rests for a cooldown. “New building (gid=..) not found — slot” usually means a prerequisite or page problem.

Related features

Build templates and starter packs · Village settings · Task types reference

Frequently asked questions

When will travian auto building queue act?

It acts only while the bot is running and reaches the relevant village in its normal cycle. The timing is not exact: cycle delay, other villages, queue state, resources, earlier actions, and game availability can postpone a check or action.

Why did a saved change not happen immediately?

Saving updates the stored configuration, but a bot can be working with already loaded data for its current pass. Village saves clear their cache; task edits refresh after a full pass. Allow up to about two cycles before treating a saved task or route as absent.

Does this remove Travian account risk?

No. Pilotrav documents configured behavior, not a guaranteed result or safety outcome. Server pages, resources, queues, and game rules can prevent actions. Review logs and the in-game state, and use automation only where you accept its associated account risk.

Related docs

Travian Build Templates and Starter PacksTravian Village SettingsTravian Task Types Reference

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