public void updateUnitActions(Village v)
    {
        List<Unit> units = v.getControlledUnits();
        foreach (Unit u in units)
        {
            UnitActionType currentUnitAction = u.getAction();
            if(currentUnitAction == UnitActionType.StartedCultivating)
            {
                u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.FinishedCultivating);
            }
            else if (currentUnitAction == UnitActionType.FinishedCultivating)
            {
                Tile tile = u.getLocation();
                tile.networkView.RPC("setLandTypeNet", RPCMode.AllBuffered, (int) LandType.Meadow);
                GameObject meadow = Network.Instantiate(meadowPrefab, new Vector3 (tile.point.x, 0, tile.point.y), meadowPrefab.transform.rotation,0) as GameObject;
                tile.networkView.RPC ("replaceTilePrefabNet", RPCMode.AllBuffered, meadow.networkView.viewID);
                u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.ReadyForOrders);
            }
            else if(currentUnitAction == UnitActionType.BuildingRoad)
            {
                Tile tile = u.getLocation();
                tile.networkView.RPC ("setRoadNet", RPCMode.AllBuffered, true);
                u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.ReadyForOrders);
            }
            else if(currentUnitAction == UnitActionType.UpgradingCombining)
            {
                u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.ReadyForOrders);
            }
            else
            {
                u.gameObject.networkView.RPC("setActionNet",RPCMode.AllBuffered,(int)UnitActionType.ReadyForOrders);
            }

        }
    }