/// <summary>
        /// uses the base reward for taking enemy turf (half if it was just a battle for defending)
        /// and the enemy strength (with variation) to define the "loot"
        /// </summary>
        /// <returns></returns>
        public static int CalculateBattleRewards(Gang ourEnemy, int battleScale, bool weWereAttacking)
        {
            int baseReward = ModOptions.instance.rewardForTakingEnemyTurf;

            if (weWereAttacking)
            {
                baseReward /= 2;
            }
            return((baseReward + ourEnemy.GetGangVariedStrengthValue()) * (battleScale + 1));
        }
        /// <summary>
        /// checks both gangs' situations and the amount of reinforcements left for each side.
        /// also considers their strength (with variations) in order to decide the likely outcome of this battle.
        /// returns true for a player victory and false for a defeat
        /// </summary>
        public bool SkipWar(float playerGangStrengthFactor = 1.0f)
        {
            //if the player was out of reinforcements, it's a defeat, no matter what
            if (alliedReinforcements <= 0)
            {
                return(false);
            }

            int alliedBaseStr = GangManager.instance.PlayerGang.GetGangVariedStrengthValue(),
                enemyBaseStr  = enemyGang.GetGangVariedStrengthValue();
            //the amount of reinforcements counts here
            float totalAlliedStrength = alliedBaseStr * playerGangStrengthFactor +
                                        RandoMath.Max(4, alliedBaseStr / 100) * alliedReinforcements,
                  totalEnemyStrength = enemyBaseStr +
                                       RandoMath.Max(4, enemyBaseStr / 100) * enemyReinforcements;

            bool itsAVictory = totalAlliedStrength > totalEnemyStrength;

            float strengthProportion = totalAlliedStrength / totalEnemyStrength;

            string battleReport = "Battle report: We";

            //we attempt to provide a little report on what happened
            if (itsAVictory)
            {
                battleReport = string.Concat(battleReport, " won the battle against the ", enemyGang.name, "! ");

                if (strengthProportion > 2f)
                {
                    battleReport = string.Concat(battleReport, "They were crushed!");
                }
                else if (strengthProportion > 1.75f)
                {
                    battleReport = string.Concat(battleReport, "We had the upper hand and they didn't have much of a chance!");
                }
                else if (strengthProportion > 1.5f)
                {
                    battleReport = string.Concat(battleReport, "We fought well and took them down.");
                }
                else if (strengthProportion > 1.25f)
                {
                    battleReport = string.Concat(battleReport, "They tried to resist, but we got them.");
                }
                else
                {
                    battleReport = string.Concat(battleReport, "It was a tough battle, but we prevailed in the end.");
                }
            }
            else
            {
                battleReport = string.Concat(battleReport, " lost the battle against the ", enemyGang.name, ". ");

                if (strengthProportion < 0.5f)
                {
                    battleReport = string.Concat(battleReport, "We were crushed!");
                }
                else if (strengthProportion < 0.625f)
                {
                    battleReport = string.Concat(battleReport, "They had the upper hand and we had no chance!");
                }
                else if (strengthProportion < 0.75f)
                {
                    battleReport = string.Concat(battleReport, "They fought well and we had to retreat.");
                }
                else if (strengthProportion < 0.875f)
                {
                    battleReport = string.Concat(battleReport, "We did our best, but couldn't put them down.");
                }
                else
                {
                    battleReport = string.Concat(battleReport, "We almost won, but in the end, we were defeated.");
                }
            }

            UI.Notify(battleReport);

            return(itsAVictory);
        }