public void ReduceTownTile(TownTiletype type)
 {
     switch (type)
     {
         case TownTiletype.priest:
             remaining_priest--; break;
         case TownTiletype.gold:
             remaining_gold--; break;
         case TownTiletype.magic:
             remaining_magic--; break;
         case TownTiletype.worker:
             remaining_worker--; break;
         case TownTiletype.cult:
             remaining_cult--; break;
     }
 }
 public FavourBonus Get_TownTile(TownTiletype type)
 {
     switch (type)
     {
         case TownTiletype.priest:
             if (remaining_priest > 0) { remaining_priest--; return priest; } break;
         case TownTiletype.gold:
             if (remaining_gold > 0) { remaining_gold--; return gold; } break;
         case TownTiletype.magic:
             if (remaining_magic > 0) { remaining_magic--; return magic; } break;
         case TownTiletype.worker:
             if (remaining_worker > 0) { remaining_worker--; return worker; } break;
         case TownTiletype.cult:
             if (remaining_cult > 0) { remaining_cult--; return cult; } break;
     }
     return null;
 }