public TradeCenter(int initialGoodsAmount, int initialProductionRate, int initialStorageCapacity,
                    int startPopulation, int initialWealth, int defence, Coutries stCountry,
                    ContentManager content, string texture, int x, int y, int width, int height)
     : base(initialGoodsAmount, initialProductionRate, initialStorageCapacity, startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height)
 {
     this.ProductionType = ProductionGoods.TradingGoods;
 }
 public MilitaryPort (int shipsNumber,
                      int initialAttack, int influence,
                      int startPopulation, int initialWealth, int defence, Coutries stCountry,
                      ContentManager content, string texture, int x, int y, int width, int height)
       : base(initialAttack, influence, startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height)
 {
     this.ShipsOnDock = shipsNumber;
 }
 public MilitarySettlement(int initialAttack, int influence,
                           int startPopulation, int initialWealth, int defence, Coutries stCountry,
                           ContentManager content, string texture, int x, int y, int width, int height)
     : base(startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height)
 {
     this.AttackPower = initialAttack;
     this.InfluenceArea = influence;
 }
 public Settlement(int startPopulation, int initialWealth, int defence, Coutries stCountry, 
     ContentManager content, string texture, int x, int y, int width, int height):base(content, texture, x, y, width, height)
 {
     this.Population = startPopulation;
     this.Wealth = initialWealth;
     this.DefencePower = defence;
     this.Country = stCountry;
 }
        // constructors

        protected CivilianSettlement(int startPopulation, int initialWealth, int defence, Coutries stCountry,
                                     ContentManager content, string texture, int x, int y, int width, int height)
            : base(startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height)
        {
            this.GoodsAmount = 0;
            this.ProductionRate = 10;
            this.StorageCapacity = 1000;
            this.ProductionType = ProductionGoods.Cereals;
        }
 //constructors
 public OilPlatform(int initialDeposit,
                    int initialGoodsAmount, int initialProductionRate, int initialStorageCapacity, 
                    int startPopulation, int initialWealth, int defence, Coutries stCountry, 
                    ContentManager content, string texture, int x, int y, int width, int height)
     : base( initialGoodsAmount, initialProductionRate, initialStorageCapacity, startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height)
 {
     this.ProductionType = ProductionGoods.Oil;
     this.OilDeposit = initialDeposit;
 }
 // contructor
 public FishingVillage(int initialFishfactor,
                       int initialGoodsAmount, int initialProductionRate, int initialStorageCapacity,
                       int startPopulation, int initialWealth, int defence, Coutries stCountry,
                       ContentManager content, string texture, int x, int y, int width, int height)
     : base(initialGoodsAmount, initialProductionRate, initialStorageCapacity, startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height)
 {
     this.ProductionType = ProductionGoods.Fish;
     this.FishPopulationFactor = initialFishfactor;
 }
 protected CivilianSettlement(int initialGoodsAmount, int initialProductionRate, int initialStorageCapacity,
     int startPopulation, int initialWealth, int defence, Coutries stCountry,
     ContentManager content, string texture, int x, int y, int width, int height)
     : this(startPopulation, initialWealth, defence, stCountry, content, texture, x, y, width, height)
 {
     this.StorageCapacity = initialStorageCapacity;
     this.GoodsAmount = initialGoodsAmount;
     this.ProductionRate = initialProductionRate;
     this.ProductionType = ProductionGoods.TradingGoods;
     this.produceTime = 0;
 }