private UpgradeModel UpgradeTaxHouse(int Level)
        {
            var upgradeModel = new UpgradeModel();

            upgradeModel.index = 11;

            upgradeModel.Cost_Iron              = 150;
            upgradeModel.Cost_Wheat             = 150;
            upgradeModel.Cost_Meat              = 150;
            upgradeModel.Cost_Wood              = 150;
            upgradeModel.Gain_Exp               = 3 * Level + Settings.Point_Karma * 2 + Settings.CultureRate * 10;
            upgradeModel.Gain_Culture           = 10 * Level;
            upgradeModel.Gain_Karma             = 0;
            upgradeModel.Gain_Economy           = (Populations.TraderPop * Level) + 15 / 2 * Settings.TraderRate;
            upgradeModel.Gain_Military          = 3 * Level;
            upgradeModel.Gain_AgressivePop      = 4 * Level;
            upgradeModel.Gain_CulturalPop       = 2 * Level;
            upgradeModel.Gain_TraderPop         = 6 * Level;
            upgradeModel.Gain_NaturalAttack     = 4 * Level;
            upgradeModel.Gain_NaturalDef        = 2 * Level;
            upgradeModel.Gain_TownGOLD_perHour  = 5 + Level * (Settings.TraderRate) + Populations.TraderPop * Level;
            upgradeModel.Gain_TownIRON_perHour  = 0;
            upgradeModel.Gain_TownMeat_perHour  = 0;
            upgradeModel.Gain_TownWHEAT_perHour = 0;
            upgradeModel.Gain_TownWOOD_perHour  = 0;
            upgradeModel.Buildtime              = Level * 2;
            return(upgradeModel);
        }
        public async void SelectedUpgrade(UpgradeModel SelectedBuilding)
        {
            Town        = _context.Towns.LastOrDefault(x => x.UserId == Player.Id);
            Settings    = _context.UserGameSettings.LastOrDefault(x => x.UserId == Player.Id);
            Populations = _context.Population.LastOrDefault(x => x.TownId == Town.TownId);
            #region SelectBuild
            switch (SelectedBuilding.index)
            {
            case 0:
                Buildings.TownCenter++;
                break;

            case 1:
                Buildings.CityWall++;
                break;

            case 2:
                Buildings.TechnologyCamp++;
                break;

            case 3:
                Buildings.TradeHouse++;
                break;

            case 4:
                Buildings.Warehouse++;
                break;

            case 5:
                Buildings.Temple++;
                break;

            case 6:
                Buildings.Barracks++;
                break;

            case 7:
                Buildings.Farm++;
                break;

            case 8:
                Buildings.MeatCamp++;
                break;

            case 9:
                Buildings.Mine++;
                break;

            case 10:
                Buildings.WoodCutterHut++;
                break;

            case 11:
                Buildings.TaxHouse++;
                break;
            }
            #endregion
            #region Upgraded
            Settings.Point_Culture    += SelectedBuilding.Gain_Culture;
            Settings.Point_Economy    += SelectedBuilding.Gain_Economy;
            Settings.Point_Military   += SelectedBuilding.Gain_Military;
            Settings.Point_Exp        += SelectedBuilding.Gain_Exp;
            Settings.Point_Karma      += SelectedBuilding.Gain_Karma;
            Settings.NaturalAttack    += SelectedBuilding.Gain_NaturalAttack;
            Settings.NaturalDef       += SelectedBuilding.Gain_NaturalDef;
            Town.TownWOOD_perHour      = SelectedBuilding.Gain_TownWOOD_perHour;
            Town.TownGOLD_perHour      = SelectedBuilding.Gain_TownGOLD_perHour;
            Town.TownIRON_perHour      = SelectedBuilding.Gain_TownIRON_perHour;
            Town.TownMeat_perHour      = SelectedBuilding.Gain_TownMeat_perHour;
            Town.TownWHEAT_perHour    += SelectedBuilding.Gain_TownWHEAT_perHour;
            Populations.TraderPop     += SelectedBuilding.Gain_TraderPop;
            Populations.AggressivePop += SelectedBuilding.Gain_AgressivePop;
            Populations.CulturalPop   += SelectedBuilding.Gain_CulturalPop;
            #endregion
            await _context.SaveChangesAsync();
        }