Travian NPC Trading Automation
Requirements
- Marketplace in the same village.
- Auto NPC enabled in village settings.
- At least 3 readable gold and game-side NPC availability.
Limits
- Default trigger is granary crop fill; warehouse triggers need the overflow option.
- It runs at most once per village pass.
- It does not fund ordinary building tasks.
- NPC results exceeding capacity are not verified.
- Overflow runs skip when all four resources are full.
What it does
Auto NPC is a village Marketplace action. When crop stock divided by granary capacity reaches its threshold, it redistributes total stored resources using your ratios. It is for balancing a village near a full granary, not a general building-resource solver. Warehouse fill triggers it only when “Also run on overflow” is on.
How it works
The engine checks that Auto NPC is enabled, Marketplace exists, and readable gold is at least 3. By default it tests crop fill only. With “Also run on overflow” on, it also triggers when lumber, clay or iron reaches the warehouse threshold. It reads the NPC total, calculates each share with floor(total × ratio / ratio sum), and gives rounding remainder to crop. It fills the NPC form, uses Distribute when offered, then redeems. Ratios need not total 100 for proportional calculation, although the UI warns. With overflow on, each target is capped at that resource’s storage capacity and the excess is spread over resources with free space. If all four resources are at their thresholds, nothing is exchanged, and repeat overflow runs wait 20 minutes.
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 label | What it does | Default | Range |
|---|---|---|---|
| Auto NPC | Enables village Auto NPC | Off | On/off |
| Fill threshold (%) | Crop-granary trigger | 90 | 50–99 |
| Also run on overflow | Also triggers when any resource reaches its storage threshold; does nothing when all four are full | Off | On/off |
| Warehouse threshold (%) | Lumber/clay/iron trigger, shown only with overflow on | 90 | 50–100 |
| Conversion ratio, Lumber / Clay / Iron / Crop (% — total 100) | Target distribution | 20 / 20 / 20 / 40 | 0–100 each |
Setup in 5 steps
1. Build a Marketplace.
2. Enable Auto NPC in Village Settings.
3. Set crop threshold and four ratios.
4. Save and keep at least 3 gold available.
5. Review the NPC log after a pass.
Requirements
Limits and what it does not do
Common problems
“Auto NPC: insufficient gold (g < 3), skipping” means add gold or disable it. “NPC: granary x% < y%, skipping” means crop has not reached threshold. “NPC trade: marketplace not found in village” means build one. “NPC trade: requested distribution cannot be made from total t; no exchange made” means revise ratios or wait for stock.
Related features
Trade routes · Auto Celebration · Village settings
Frequently asked questions
When will travian npc trading automation 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 Trade Routes AutomationTravian Auto CelebrationTravian Village SettingsLast updated:
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