public void OnNextTurn(City city, GameMaster game) { float tilePower = UseFertility ? game.World.GetFertilityAtTile(position) : game.World.GetRichnessAtTile(position); float hardnessModifier = game.GetResourceModifier(ModifierAttributeID.HARDNESS, resourceID, city); float efficienyModifier = game.GetResourceModifier(ModifierAttributeID.EFFICIENCY, resourceID, city); game.AddPendingResource(resourceID, tilePower * efficienyModifier / (GlobalResourceDictionary.GetResourceData(resourceID).hardness *hardnessModifier)); }