public float ReductionSpeed(RegimentType type) => type == RegimentType.Artillery? 1f:SpeedReduction[Level];
public int ArmorBuff(RegimentType type) => type == RegimentType.Infantry ? ArmBuff[Level] : 0;
public float ReductionUpkeep(RegimentType type) { return(type == RegimentType.Cavalry ? Cavalry[Level] : type == RegimentType.Infantry ? Infanty[Level] : 1f); }
public int DamageBuff(RegimentType type) => type == RegimentType.Infantry ? DamBuff[Level] : 0;