Table of Contents
Strategy: FieldGrowth
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
Syntax<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> Attributes and parameters
ExamplesSimple 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> |
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