//Adds random resources to the geography.
    private static void AddRandomResourcesToGeography(Geography geography)
    {
        List <ResourceDeposit> resourceDepositsToAdd = new List <ResourceDeposit>();

        if (geography.GetBiome() == Geography.Biome.water) //If the biome is a water biome, there is a 50% chance of adding a sea animals deposit.
        {
            int spawnChance = 49;                          //There will be a 50% chance of spawning. 0-49, 50-99.
            if (spawnChance > Random.Range(0, 100))
            {
                int yield = Random.Range(1, 3); //Creates a yield of either 1 or 2.
                resourceDepositsToAdd.Add(new ResourceDeposit(Resource.Type.SeaAnimals, yield));
                geography.AddResourceDeposits(resourceDepositsToAdd);
            }
        }
        else //Spawns any type of resource on any other tile.
        {
            int spawnChance = 60; //60% chance of spwaning any natural resource except sea animals
            for (int i = 0; i < 3; i++) //There can be up to three different bonus resources added to a tile.
            {
                if (spawnChance > Random.Range(0, 100))
                {
                    Resource.Type resourceType = (Resource.Type)Random.Range(0, 9); //Sea animals are in position 9 so it cannot be chosen. Random.range(0,x) returns numbers from 0 to x-1.
                    int           yield        = Random.Range(1, 3);                //The yield will either be one or two.
                    resourceDepositsToAdd.Add(new ResourceDeposit(resourceType, yield));
                    spawnChance /= 2;                                               //The spawn chance of another deposit is cut in half.
                }
            }
            if (resourceDepositsToAdd.Count > 0) //If there are any bonus resources to add to a tile, call the add resource deposits function.
            {
                geography.AddResourceDeposits(resourceDepositsToAdd);
            }
        }
    }