Mini-games / Idle Town

The Forge of Empires idle town, played properly

Workshops feed a transport, the transport feeds a market, and a fixed amount of town currency finishes the town. The whole game is working out where the chain is slowest and how far it is worth pushing before you stop spending and start saving — which is a harder question than it looks, because production jumps at a rank threshold and only creeps in between.

Defiant Idle Town planner showing a fictional five-step automation plan

Real Defiant interface with fictional, privacy-safe values. Forge of Empires is shown only to demonstrate how the extension appears in use.

What it actually does

Finds the slow link

Throughput is the slowest of the three stages, not the sum, so currency spent anywhere else buys nothing until the bottleneck moves. Everything is ranked on what it does to that one link.

Looks ahead, not just at the next buy

There is a stretch below every rank threshold where each single level is a bad buy and the run of them is a fourfold jump. A one-step rule stalls there for good; a search does not.

Knows when to stop

Past a point, another level costs more time to pay for than it saves. The planner banks instead, and says so rather than looking idle.

Spends nothing you did not agree to

Managers are paid for with the event's own items. Event currency — the kind bought with diamonds — has a budget you set, and it is zero unless you change it. Boosts stay unspent.

How it is going

The planner predicts how long each town will take before it starts it. Those predictions are checked against how long the towns actually took, anonymously and only from players who leave sharing on, because a model nobody scores is a model nobody can tell is wrong.

0towns scored
0board shapes recorded

Nothing recorded yet. The table fills in as towns are finished.

How it works in practice

  1. Open the event's idle town once so the panel can read the board.
  2. Press Start in the Idle Town window.
  3. It hires the managers, opens the workshops as they unlock, and buys levels where they do the most good.
  4. It collects finished tasks, which is what releases the next one.
  5. When the town is paid for it finishes it and starts the next.
  6. The panel shows a countdown to the next moment it needs you there, so you can leave it and come back on time.

Questions

Does the board keep earning while the window is shut?
Yes, as long as every link has a manager — that is what hiring one buys. What it cannot do on its own is act: nothing collects a finished task, buys a level or finishes a town until something sends those. The panel shows a countdown to the next time it needs you.
Will it spend my event currency?
Not unless you give it a budget, and the budget is zero by default. Managers are paid for with the event's own manager items instead. Time warps and other boosts are left alone.
What is shared, if I leave sharing on?
Two things: the board's own constants — the cost and production curves that are identical for everyone playing that event — and pairs of predicted and actual town times. No player name, no player id, no guild, no resources, no session. The point is that somebody's first town of an event is not planned blind, and that the estimate can be checked rather than believed.
Does the shared data change what the bot does?
Only on the first town of an event, where it supplies the board's numbers before the panel has read them itself. The measured ratio corrects what the panel predicts; it cannot change which purchase the planner picks, because scaling every option's clock by the same number cannot reorder them.
Does it work on the next event too?
Every seasonal reskin rides on the same service, and nothing in the planner is named after a season — building ids, resource ids and the event context all come from the live configuration. A reskin should work with no update.
Is this against the Forge of Empires rules?
Using third-party software to play is not permitted under the InnoGames terms of service. See our FAQ for the honest version.