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docs:strategies:fieldgrowth [2009/08/11 21:44]
xtian
docs:strategies:fieldgrowth [2009/08/11 21:45] (current)
xtian
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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. 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.+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. FIXME
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". 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".


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