﻿
horses = { #War Horses
	method = farming
	category = raw_material
	color = goods_horses
	default_market_price = 2
	transport_cost = 1
	
	demand_add = {
		nobles = 0.01
		soldiers = 0.005
	}	

	origin_in_old_world = yes
	custom_tags = { old_world_goods }

	
}

clay = {
	method = gathering
	category = raw_material
	color = goods_clay
	default_market_price = 0.25
	
	transport_cost = 1

	base_production = 0.02	
	
	ai_rgo_expansion_priority = 0.025

	
}

sand = {
	method = gathering
	category = raw_material
	color = goods_sand
	default_market_price = 0.25
	
		transport_cost = 1

	base_production = 0.01
}

coal = {
	method = mining
	category = raw_material
	color = goods_coal
	default_market_price = 2
	transport_cost = 2


	demand_add = {
		all = 0.0003
	}

	demand_multiply = {
		upper = 25
		tribesmen = 0
	}

	winter_demand_modifier = {
		none = 0
		mild = 0.5
		normal = 1
		severe = 2
	}
	topography_demand_modifier = {
		mountains = 1.2
	}
}

iron = {
	method = mining
	category = raw_material
	color = goods_iron
	default_market_price = 2.5
	transport_cost = 1
	ai_rgo_size_importance = 10 # ai preference to avoid building a city on this rgo
	
	ai_rgo_expansion_priority = 0.025
	
	
}

copper = {
	method = mining
	category = raw_material
	color = goods_copper
	default_market_price = 2.5
	transport_cost = 1
	
	
}

goods_gold = {
	method = mining
	category = raw_material
	color = goods_gold
	default_market_price = 6
	
	transport_cost = 2

	ai_rgo_size_importance = 10 # ai preference to avoid building a city on this rgo
	
	ai_rgo_expansion_priority = 0.2
	
	demand_add = {
		nobles = 0.0375
	}	
	
	wealth_impact_threshold = {
		all = 0.8
	}
	
	

}

silver = {
	method = mining
	category = raw_material
	color = goods_silver
	default_market_price = 5
	ai_rgo_size_importance = 10 # ai preference to avoid building a city on this rgo
	
	transport_cost = 2

	
	ai_rgo_expansion_priority = 0.2
	
	demand_add = {
		nobles = 0.0375
	}
	
	wealth_impact_threshold = {
		all = 0.65
	}
	
	
}

stone = {
	method = mining
	category = raw_material
	color = goods_stone
	default_market_price = 0.5
	base_production = 0.012
	transport_cost = 2
	
	ai_rgo_expansion_priority = 0.025
	
	
}

tin = {
	method = mining
	category = raw_material
	color = goods_tin
	default_market_price = 2
	transport_cost = 1
	
	
}

lead = {
	method = mining
	category = raw_material
	color = goods_lead
	default_market_price = 2
	transport_cost = 1

	
}

silk = {
	method = gathering
	category = raw_material
	color = goods_silk
	default_market_price = 3
	ai_rgo_size_importance = 2
}

dyes = {
	method = gathering
	category = raw_material
	color = goods_dyes
	default_market_price = 3
	transport_cost = 0.25
	ai_rgo_size_importance = 2
	max_rgo_size = 0.5
}

incense = {
	method = farming
	category = raw_material
	color = goods_incense
	default_market_price = 2
	transport_cost = 0.5
	
	demand_add = {
		clergy = 0.015
	}	
	
	wealth_impact_threshold = {
		all = 0.25
	}
}

tea = {
	method = farming
	category = raw_material
	color = goods_tea
	default_market_price = 2.5
	
	demand_add = {
		nobles = 0.3
		burghers = 0.015
		clergy = 0.015
	}
		
	wealth_impact_threshold = {
		all = 0.50
	}
	
}

cocoa = {
	method = farming
	category = raw_material
	color = goods_cocoa
	default_market_price = 4
	ai_rgo_size_importance = 5
	demand_add = {
		nobles = 0.15
		burghers = 0.015
		clergy = 0.015
	}

	wealth_impact_threshold = {
		all = 0.50
	}

	origin_in_new_world = yes
	custom_tags = { new_world_goods }

}

coffee = {
	method = farming
	category = raw_material
	color = goods_coffee
	default_market_price = 3
	ai_rgo_size_importance = 3

	demand_add = {
		nobles = 0.015
		burghers = 0.0015
		clergy = 0.00075
		soldiers = 0.0015
	}

	wealth_impact_threshold = {
		all = 0.50
	}

	origin_in_old_world = yes
	custom_tags = { old_world_goods }

}

fiber_crops = {
	method = farming
	category = raw_material
	color = goods_fiber_crops
	default_market_price = 2
	
	
}

ivory = {
	method = hunting
	category = raw_material
	color = goods_ivory
	default_market_price = 4
	ai_rgo_size_importance = 4

	demand_add = {
		nobles = 0.075
	}

	development_threshold = 20

	wealth_impact_threshold = {
		all = 0.75
	}

	sub_continent_demand_modifier = {
		south_asia = 1.2
	}
}

lumber  = {
	method = forestry
	category = raw_material
	color = goods_lumber
	default_market_price = 1
	base_production = 0.01

	transport_cost = 1

	ai_rgo_size_importance = 3 # ai preference to avoid building a city on this rgo

	ai_rgo_expansion_priority = 0.025

	demand_add = {
		all = 0.00075
	}

	demand_multiply = {
		upper = 5
		tribesmen = 0
	}

	winter_demand_modifier = {
		none = 0
		mild = 0.5
		normal = 1
		severe = 2
	}
	topography_demand_modifier = {
		mountains = 1.2
	}

	location_potential = {
		location_wants_lumber_trigger = yes
	}
}

salt = {
	method = gathering
	category = raw_material
	color = goods_salt
	default_market_price = 3


	demand_add = {
		nobles = 0.15
		burghers = 0.06
		clergy = 0.06
	}


	wealth_impact_threshold = {
		all = 0.5
	}

	winter_demand_modifier = {
		none = 0.75
		mild = 1
		normal = 1.2
		severe = 2
	}
}

medicaments = { #Medicinal plants, Pills, Opium, Mummy Powder, etc
	method = gathering
	category = raw_material
	color = goods_medicaments
	default_market_price = 1
	transport_cost = 0.5

	demand_add = {
		all = 0.0008
	}

	demand_multiply = {
		nobles = 5
		clergy = 2.5
		burghers = 1.5
		slaves = 0.1
		tribesmen = 0
	}


	wealth_impact_threshold = {
		all = 0.65
	}

	disease_demand_modifier = 2

}

gems = {
	method = mining
	category = raw_material
	color = goods_gems
	default_market_price = 3
	transport_cost = 0.5
	
	ai_rgo_size_importance = 5 # ai preference to avoid building a city on this rgo

	demand_add = {
		nobles = 0.075
	}

	wealth_impact_threshold = {
		all = 0.75
	}
	
	
}

pearls = {
	method = gathering
	category = raw_material
	color = goods_pearls
	default_market_price = 3

	demand_add = {
		nobles = 0.075
		burghers = 0.00375
	}

	development_threshold = 20

	wealth_impact_threshold = {
		nobles = 0.75
		burghers = 1
	}

	sub_continent_demand_modifier = {
		south_asia = 2
	}
}

amber = {
	method = gathering
	category = raw_material
	color = goods_amber
	default_market_price = 2.5

	demand_add = {
		nobles = 0.15
		burghers = 0.0075
	}

	wealth_impact_threshold = {
		nobles = 1.0
		burghers = 1.5
	}

	market_unavailability_demand_modifier = 0.5

	region_demand_modifier = {
		scandinavian_region = 1.5
		north_german_region = 1.5
		baltic_region = 1.5
	}
}

saltpeter = {
	method = mining
	category = raw_material
	color = goods_saltpeter
	default_market_price = 1
	
}

alum = {
	method = mining
	category = raw_material
	color = goods_alum
	default_market_price = 2
}

wine = {
	method = farming
	category = raw_material
	color = goods_wine
	default_market_price = 2.5


	demand_add = {
		all = 0.0006
	}
	demand_multiply = {
		upper = 10
		nobles = 1.5
		
		slaves = 0
		tribesmen = 0
	}
	origin_in_old_world = yes
	custom_tags = { old_world_goods }
	region_demand_modifier = {
		iberia_region = 2
		italy_region = 2
		balkan_region = 2
	}
	sub_continent_demand_modifier = {
		south_asia = 0.6
	}
}

elephants = {
	method = farming
	category = raw_material
	color = goods_elephants
	default_market_price = 4
	transport_cost = 3

	demand_add = {
		nobles =  0.15
	}

	wealth_impact_threshold = {
		nobles = 1
	}

	demand_only_in_sub_continent = south_asia
	demand_only_in_region = indochina_region
}

marble = {
	method = mining
	category = raw_material
	color = goods_marble
	default_market_price = 3
	
	transport_cost = 2

	
	demand_add = {
		nobles = 0.075
	}	
	
	development_threshold = 40
	wealth_impact_threshold = {
		nobles = 0.75
	}
}

mercury = {
	method = mining
	category = raw_material
	color = goods_mercury
	default_market_price = 2.5
	

	demand_add = {
		all = 0.0001
	}	
	
	wealth_impact_threshold = {
		all = 0.75
	}
	
	demand_multiply = {
		tribesmen = 0
	}
}

saffron = {
	method = farming
	category = raw_material
	color = goods_saffron
	default_market_price = 3.5
	transport_cost = 0.5
	
	demand_add = {
		nobles = 0.075
		burghers = 0.003
		clergy = 0.0075
	}

	wealth_impact_threshold = {
		all = 0.75
	}
	
	origin_in_old_world = yes
	custom_tags = { old_world_goods }	
}

pepper = {
	method = farming
	category = raw_material
	color = goods_pepper
	default_market_price = 4
	transport_cost = 0.5

	demand_add = {
		nobles = 0.075
		burghers = 0.00375
		clergy = 0.0075
	}

	wealth_impact_threshold = {
		all = 0.75
	}
	origin_in_old_world = yes
	custom_tags = { old_world_goods }
	sub_continent_demand_modifier = {
		south_asia = 1.5
	}
}

cloves = {
	method = farming
	category = raw_material
	color = goods_cloves
	default_market_price = 5
	transport_cost = 0.5
	
	demand_add = {
		nobles = 0.075
		burghers = 0.00375
		clergy = 0.0075
	}
	
	wealth_impact_threshold = {
		all = 1.1
	}
	origin_in_old_world = yes
	custom_tags = { old_world_goods }
}

chili = {
	method = farming
	category = raw_material
	color = goods_chili
	default_market_price = 5
	transport_cost = 0.5
	
	demand_add = {
		nobles = 0.075
		burghers = 0.00375
		clergy = 0.0075
	}
	
	
	wealth_impact_threshold = {
		all = 1.1
	}
	
	origin_in_new_world = yes
	custom_tags = { new_world_goods }
}


wool = {
	method = farming
	category = raw_material
	color = goods_wool
	default_market_price = 2

	base_production = 0.0005

	ai_rgo_size_importance = 1.5 # ai preference to avoid building a city on this rgo

	origin_in_old_world = yes
	custom_tags = { old_world_goods }
}
