protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
ARIAL = Content.Load<SpriteFont>("Arial");
TEXTURES.Add("T_Desert", Content.Load<Texture2D>("DesertTile"));
TEXTURES.Add("T_Fields", Content.Load<Texture2D>("FieldsTile"));
TEXTURES.Add("T_Forest", Content.Load<Texture2D>("ForestTile"));
TEXTURES.Add("T_Hills", Content.Load<Texture2D>("HillsTile"));
TEXTURES.Add("T_Mountains", Content.Load<Texture2D>("MountainsTile"));
TEXTURES.Add("T_Pasture", Content.Load<Texture2D>("PastureTile"));
TEXTURES.Add("T_Water", Content.Load<Texture2D>("WaterTile"));
TEXTURES.Add("TO_Number", Content.Load<Texture2D>("NumberTile"));
TEXTURES.Add("TO_Road", Content.Load<Texture2D>("RoadToken"));
TEXTURES.Add("TO_Settle", Content.Load<Texture2D>("HouseToken"));
TEXTURES.Add("TO_City", Content.Load<Texture2D>("CityToken"));
TEXTURES.Add("TO_Robber", Content.Load<Texture2D>("Robber"));
base.LoadContent();
startScreen = new MapScreen(state);
screenManager.AddScreen("map", startScreen);
}