ROI-Based Scoring
Every field gets scored based on Return on Investment. Lower level fields score better because they're cheaper for their benefit. Fields producing the resource you're lowest on get bonus points. The result: upgrades that give you the most value for your investment.
Village Type Detection
TBot2 automatically detects if your village is a 15-cropper, 9-cropper, or standard 6-cropper and adjusts accordingly. A 15-cropper should focus heavily on crops, not try to balance all four resources. TBot2 understands this and prioritizes correctly.
Strategy Weights
Each strategy you can choose, whether Balanced, Resource Rush, Military, or Defense, applies different weights to building categories. A Military strategy prioritizes Barracks and Stables. Defense prioritizes Walls. Your buildings match your stated goals.
Storage Pressure Response
If your Warehouse or Granary is getting full, storage buildings get a score bonus. This prevents resource overflow, which wastes your production. TBot2 keeps your resources flowing instead of capping.
Affordability Awareness
Upgrades you can afford right now get priority. Things you can't afford yet get deprioritized. Why plan around something you can't do when there's work available right now?
Fresh Fields First
Fields at level 0 get the highest priority regardless of cost. Going from 0 production to any production is the best possible ROI in the game. New fields get built first.
Queue Balance
If you're already upgrading a Woodcutter, other Woodcutters get a penalty so TBot2 diversifies. This keeps your production balanced even within a single construction cycle.
Village Analysis
The scoring system can generate a complete report: top field recommendations, top building recommendations, storage pressure warnings, and text advice. This powers the interface and helps you understand TBot2's thinking.

