Collect All City Rewards
Collect completed city output, including ready research, training and building rewards.
THE AUTOMATION REFERENCE
From collecting rewards to starting training, explore 26 implemented workflows for the jobs you repeat across farms. Each guide shows the work VRA handles, how it checks the result and when you need to step in.
Knowing what they did is the point. Explore implemented development workflows, their configurable settings and the checks behind each result. VRA is pre-release.
26 workflows shown · configurable routines for your farms
Collect completed city output, including ready research, training and building rewards.
Handle available city errands, Special Farmer rewards and configured farmer missions.
Check mail categories and claim eligible attachments and rewards.
Collect completed chapter, daily and side-quest rewards.
Claim available tribe gifts and already-earned treasure chests.
Claim the free daily Prosperity chest and available daily points.
Use the game’s worker-allocation recommendation to appoint available workers.
Check completed and active queues, then attempt eligible research in your chosen tree.
Follow building priorities, available queues and supported prerequisite chains.
Inspect durability and use normal wall maintenance when the configured threshold is met.
Contribute available non-premium donation attempts within your configured limit.
Collect finished output and train selected troop types and tiers while preserving active queues.
Check the infirmary and start eligible healing for wounded troops.
Complete eligible daily resource hires up to your chosen limit.
Use available free hero and skill summons, then check the resulting cooldowns.
Collect accumulated offline-training experience without removing trainees.
Open selected resource-item categories using the available stack quantity and chest preferences.
Apply configured owned buffs and preserve existing effects according to the supported workflow.
Check shield state and use an eligible owned shield; no protection or ban-safety guarantee.
Search configured food, lumber, stone and gold targets and dispatch available gathering squads.
Recall eligible resource-gathering squads and check their return state—not combat or support marches.
Handle supported commissions and territory errands, collect exploration rewards and inspect selected regions.
Process supported rewards and missions within configured cost, quantity and risk limits.
Choose configured rewards and spend available earned Divination Points without buying currency.
Use supported capture and recycling operations with your chosen quality settings and owned resources.
Buy eligible resource-priced offers and use configured free refreshes, excluding gem purchases.
Public release is planned; these are development implementations. Routine assignment and cadence are configuration capabilities, not a measured guarantee of concurrent farm reliability.
| Workflow / release | Customer settings | Verification target | Routine scope | Published evidence |
|---|---|---|---|---|
| Collect All City RewardsPublic release: planned Implemented in development | 1 active setting descriptions
| Look for the ready output being collected or its claim indicator clearing; opening a building alone is not collection. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| City Event ReportsPublic release: planned Implemented in development | 3 active setting descriptions
| Distinguish pressing Go from interacting with the destination. A stationary guide marker does not establish the current position of a moving animal. | Per-farm routine assignment Configured cadence and daily window | Historical failed/uncertain errandGuide reviewed 2026-09-26 |
| Mail RewardsPublic release: planned Implemented in development | 2 active setting descriptions
| Use a reward/claim response or cleared attachment availability rather than treating an opened message as a claim. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Quest RewardsPublic release: planned Implemented in development | 1 active setting descriptions
| Check the reward claim state, not progress toward an unrelated quest objective. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Tribe GiftsPublic release: planned Implemented in development | 4 active setting descriptions
| Treat Common, Uncommon, Materials for War and the separate chest as distinct checks. One successful category does not establish that all were collected. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Prosperity RewardsPublic release: planned Implemented in development | 2 active setting descriptions
| A chest reward animation is evidence for that claim, not automatically for a points claim as well. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Appoint WorkersPublic release: planned Implemented in development | 1 active setting descriptions
| Inspect the allocation result; do not interpret it as a building upgrade starting. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| ResearchPublic release: planned Implemented in development | 2 active setting descriptions
| An active research queue is a start result. It is not evidence that a long research timer has finished. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Upgrade BuildingsPublic release: planned Implemented in development | 10 active setting descriptions
| Inspect the construction state rather than relying on reaching the upgrade panel. Assistance and closing the panel are subsequent steps, not the upgrade itself. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Repair WallPublic release: planned Implemented in development | 1 active setting descriptions
| Use the repair/maintenance result on the identified wall, not camera movement alone. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Tribe TechnologyPublic release: planned Implemented in development | 2 active setting descriptions
| Look for the donation response on the chosen technology. Opening the technology list is not a donation. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Train TroopsPublic release: planned Implemented in development | 3 active setting descriptions
| An active training queue establishes a start; it does not mean the troops have finished training. The published film demonstrates one timed Infantry start. | Per-farm routine assignment Configured cadence and daily window | Recorded timed training startGuide reviewed 2026-09-26 |
| Heal TroopsPublic release: planned Implemented in development | 2 active setting descriptions
| Observe the healing queue or a reconciled completion; quick help can finish a small batch before the next observation. The retained example shows a queue and assistance acknowledgement. | Per-farm routine assignment Configured cadence and daily window | Verified healing exampleGuide reviewed 2026-09-26 |
| Mercenary GuildPublic release: planned Implemented in development | 1 active setting descriptions
| Use the hire response and availability state; entering the Guild alone is not a hire. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Recruit Heroes & SkillsPublic release: planned Implemented in development | 1 active setting descriptions
| A result or newly unlocked hero/skill overlay must be distinguished from another free attempt. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Squad BasePublic release: planned Implemented in development | 2 active setting descriptions
| Review the collection/assignment state; an occupied slot is not permission to replace its trainee. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Use InventoryPublic release: planned Implemented in development | 6 active setting descriptions
| Follow the item-use result for each selected category. One successful resource does not establish that later categories were processed. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Use BuffsPublic release: planned Implemented in development | 4 active setting descriptions
| Check the effect/replacement state, not merely an inventory item selection. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Defensive ShieldPublic release: planned Implemented in development | 2 active setting descriptions
| Use the shield state after the interaction; an item selection is not evidence of continuing protection. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Gather ResourcesPublic release: planned Implemented in development | 11 active setting descriptions
| Verify dispatch/departure, not completion of the gathering timer. Search results or a Create March panel alone do not establish departure. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Recall TroopsPublic release: planned Implemented in development | 2 active setting descriptions
| Look for a return state after recall; do not classify an unrelated march as a gathering squad. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Commissions & ExplorationPublic release: planned Implemented in development | 7 active setting descriptions
| A mission beginning is the relevant immediate state; it can take hours to finish. An opened destination or counter alone is not a dispatch. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Staging PostPublic release: planned Implemented in development | 7 active setting descriptions
| Separate a verified march start from a battle finishing later; returning to the Post alone does not prove another dispatch. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Divination ShackPublic release: planned Implemented in development | 2 active setting descriptions
| Review the selected reward/result and remaining availability, not only entering the Shack. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Beast PenPublic release: planned Implemented in development | 4 active setting descriptions
| Inspect the capture/recycling result and resulting state, rather than treating an opened animal card as completion. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
| Skill ShopPublic release: planned Implemented in development | 3 active setting descriptions
| Inspect offers after each refresh, including those lower in the list. Buying one offer does not prove all eligible offers were considered. | Per-farm routine assignment Configured cadence and daily window | Interface recording only; no execution case published here.Guide reviewed 2026-09-26 |
THE CHECKS BEHIND THE WORK
See how VRA checks the starting state, verifies the effect of an action and keeps recovery within your configured limits.
FROM ONE ACTION TO YOUR ROUTINE
Keep the prerequisites, resource limits and expected result in view. Build your setup plan and understand how VRA distinguishes attempts from verified outcomes.