| Purpose | to increase the level of all fields as much as possible, always choosing the one that requires less resources |
|---|---|
| When to use | when you want to increase your production evenly in the simplest and quickest way |
| When to avoid | when your resource fields aren't even, or don't want to grow your fields to the highest level |
The FieldGrowth strategy will grow the field that requires the least amount of resources. This may grow all fields evenly, but be careful that this might not be what you want if your village doesn't have a uniform resource distribution, like “4 wood, 5 clay, 3 iron, 6 crop”. In such case you might prefer to use a RatedFieldGrowth strategy to give precedence to the fields that you lack most.
Since Villonanny 2.3.0 FieldGrowth has a new “growPriority” attribute, that can be either “cheapest” or “least”. The default is “cheapest” which is the same as the previous behaviour.
The growPriorty attribute can take additional options “clay”/“wood”/“iron”/“crop”. It will always attempt to build that resource field type first if resouces are available when run. If resouces are not available for that resource type it will then try and grow whatever the village has “least”.
Notes
<strategy class="FieldGrowth" desc="DESCRIPTION" enabled="true" growPriority="PRIORITY" maxLevel="LEVEL" runWhile="RUNWHILE_UID" waitFor="WAITFOR_UID" uid="UID"/> or <strategy class="FieldGrowth" desc="DESCRIPTION" enabled="true" growPriority="PRIORITY" maxLevel="LEVEL" runWhile="RUNWHILE_UID" waitFor="WAITFOR_UID" uid="UID" > <maxLevel RESTYPE="RESLEVEL" RESTYPE="RESLEVEL" /> </strategy>
| DESCRIPTION | some optional description of your choice |
| WAITFOR_UID | See "Strategies" |
| RUNWHILE_UID | See "Strategies" |
| UID | Unique IDentifier. See "Strategies" |
| PRIORITY | cheapest: grow the field that costs least resources in total - default least: upgrades the resource that you stock the least, or any that can be grown instantly earliest: grow the field that will have all the individual resources for next |
| LEVEL | the maximum level to grow fields to, when reached the strategy will finish - default 999 |
| RESTYPE | one of “clay”/“wood”/“iron”/“crop” |
| RESLEVEL | the maximum level to grow individual resource field to - default LEVEL |
Simple grow next cheapest field
<strategy class="FieldGrowth" desc="Grow Cheapest Field" enabled="true" uid="s2432"/>
More complex to grow all fields to level 7 with priority to clay except crop which will be limited to level 5
<strategy class="FieldGrowth" desc="FG1" enabled="true" growPriority="clay" maxLevel="7" uid="sv1comxfg1" > <maxLevel crop="5" /> </strategy>