public SingleIncome GetTotalBouns(CultData playersTotal)
    {
        int nankaiDekita = 0;

        if (playersTotal.GetLevels()[0] > 0)
        {
            nankaiDekita = cultCostPer.GetIncome()[0] / playersTotal.GetLevels()[0];
        }                                                                                                                //Fire
        if (playersTotal.GetLevels()[1] > 0)
        {
            nankaiDekita = cultCostPer.GetIncome()[1] / playersTotal.GetLevels()[1];
        }                                                                                                                 //water
        if (playersTotal.GetLevels()[2] > 0)
        {
            nankaiDekita = cultCostPer.GetIncome()[2] / playersTotal.GetLevels()[2];
        }                                                                                                                 //earth
        if (playersTotal.GetLevels()[3] > 0)
        {
            nankaiDekita = cultCostPer.GetIncome()[3] / playersTotal.GetLevels()[3];
        }                                                                                                                 //air

        return(cultPerBonus.Multiply(nankaiDekita));
    }
    //Returns true if 10 is reached
    public bool Add_To_Track_Level(CultIncome income, int[] max)
    {
        int temp_value; //Just for comparing before/after

        for (int i = 0; i < 4; i++)
        {
            temp_value = levels[i];
            levels[i] += income.GetIncome()[i];
            Check_magic_owed(temp_value, levels[i]); //if the cult level passes a certain point then the player recieves magic;
        }

        //Make everything the max
        for (int i = 0; i < levels.Length; i++)
        {
            if (levels[i] > max[i])
            {
                levels[i] = max[i];
            }
        }

        //Check the max
        if (levels[0] >= 10 && max[0] == 10)
        {
            return(true);
        }
        if (levels[0] >= 10 && max[0] == 10)
        {
            return(true);
        }
        if (levels[0] >= 10 && max[0] == 10)
        {
            return(true);
        }
        if (levels[0] >= 10 && max[0] == 10)
        {
            return(true);
        }

        return(false);
    }