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2026-10-17 14:54:36 +03:00
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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 }
}
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cotton = {
method = farming
category = raw_material
color = goods_cotton
default_market_price = 3
ai_rgo_size_importance = 5
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
sugar = {
method = farming
category = raw_material
color = goods_sugar
default_market_price = 3
ai_rgo_size_importance = 5
demand_add = {
nobles = 0.1
burghers = 0.01
clergy = 0.01
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
tobacco = {
method = farming
category = raw_material
color = goods_tobacco
default_market_price = 3
ai_rgo_size_importance = 5
demand_add = {
nobles = 0.1
burghers = 0.01
clergy = 0.01
}
origin_in_new_world = yes
custom_tags = { new_world_goods }
}
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tar = {
category = produced
color = goods_tar
default_market_price = 1
}
porcelain = {
category = produced
color = goods_porcelain
default_market_price = 1.5
transport_cost = 0.5
demand_add = {
upper = 0.0135
burghers = 0.0045
}
demand_multiply = {
nobles = 2
}
development_threshold = 20
wealth_impact_threshold = {
all = 0.75
}
}
naval_supplies = { #All things required for ships to run
category = produced
color = goods_naval_supplies
default_market_price = 2.5
}
firearms = { #Guns, Gunpowder, Grenades
category = produced
color = goods_firearms
default_market_price = 3
transport_cost = 1.0
demand_add = {
nobles = 0.4
soldiers = 0.002
}
wealth_impact_threshold = {
all = 0.75
}
}
cannons = { #Cannons, Cannon Ammunition
category = produced
color = goods_cannons
default_market_price = 4
transport_cost = 1.0
}
weaponry = { #Swords, clubs, spears, halberds, bows, crossbows, etc
category = produced
color = goods_weaponry
default_market_price = 3
demand_add = {
nobles = 0.2
soldiers = 0.05
laborers = 0.001
peasants = 0.001
}
wealth_impact_threshold = {
all = 0.75
}
}
glass = { #Everything from beads and bottles to fine Lenses
category = produced
color = goods_glass
default_market_price = 3
transport_cost = 0.5
demand_add = {
nobles = 0.2
burghers = 0.05
clergy = 0.02
}
development_threshold = 20
}
steel = { #Late Game Steel - Needs a purpose. How about railroads? Eh?
category = produced
color = goods_steel
default_market_price = 4
transport_cost = 1
}
cloth = { #Daily clothing, Canvas, Uniforms, Course table cloth, etc
category = produced
color = goods_cloth
default_market_price = 3
transport_cost = 0.5
demand_add = {
peasants = 0.00375
soldiers = 0.0135
laborers = 0.01014
slaves = 0.00339
burghers = 0.135
clergy = 0.27
}
wealth_impact_threshold = {
all = 0.75
}
winter_demand_modifier = {
none = 0.5
mild = 1
normal = 1.5
severe = 2
}
}
fine_cloth = { #Embroidery, Silks, Luxury Clothing, etc
category = produced
color = goods_fine_cloth
default_market_price = 5
transport_cost = 0.5
demand_add = {
nobles = 0.375
burghers = 0.045
clergy = 0.06
}
development_threshold = 20
wealth_impact_threshold = {
all = 1
}
}
liquor = { #What it says
category = produced
color = goods_liquor
default_market_price = 2.5
transport_cost = 0.5
demand_add = {
all = 0.00144
}
demand_multiply = {
upper = 5
nobles = 2
slaves = 0
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.25
}
region_demand_modifier = {
iberia_region = 0.5
italy_region = 0.5
balkan_region = 0.5
scandinavian_region = 2
ural_region = 2
russian_region = 2
}
}
beer = { #the nectar of the gods
category = produced
color = goods_beer
default_market_price = 2
transport_cost = 0.5
demand_add = {
all = 0.0048
}
demand_multiply = {
upper = 5
nobles = 2
clergy = 2
burghers = 2
laborers = 2
soldiers = 3
slaves = 0
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.50
}
region_demand_modifier = {
iberia_region = 0.5
italy_region = 0.5
balkan_region = 0.5
}
}
paper = { #Paper
category = produced
color = goods_paper
default_market_price = 2
transport_cost = 0.5
demand_add = {
nobles = 0.034
burghers = 0.068
clergy = 0.134
}
development_threshold = 20
literacy_demand_factor = 1
wealth_impact_threshold = {
all = 0.8
}
}
books = { #books, newspapers, booklets, pamphlets, etc
category = produced
color = goods_books
default_market_price = 3
transport_cost = 0.5
demand_add = {
nobles = 0.03
burghers = 0.06
clergy = 0.12
}
development_threshold = 30
literacy_demand_factor = 1
wealth_impact_threshold = {
all = 0.8
}
}
jewelry = {
category = produced
color = goods_jewelry
default_market_price = 4
transport_cost = 0.5
demand_add = {
nobles = 0.15
burghers = 0.0075
}
wealth_impact_threshold = {
all = 0.75
}
}
leather = {
category = produced
color = goods_leather
default_market_price = 2
demand_add = {
nobles = 0.05
soldiers = 0.01
laborers = 0.005
peasants = 0.0005
}
}
tools = {
category = produced
color = goods_tools
default_market_price = 2.5
transport_cost = 0.5
demand_add = {
laborers = 0.005
}
wealth_impact_threshold = {
all = 0.5
}
}
masonry = { # basically bricks etc..
category = produced
color = goods_masonry
default_market_price = 0.5
demand_add = {
all = 0.00002
laborers = 0.0006
peasants = 0.0004
}
demand_multiply = {
upper = 1.5
slaves = 0
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.5
}
ai_rgo_expansion_priority = 0.25
}
lacquerware = {
category = produced
color = goods_lacquerware
default_market_price = 4
transport_cost = 0.5
demand_add = {
nobles = 0.075
burghers = 0.03
}
development_threshold = 20
wealth_impact_threshold = {
all = 0.5
}
}
pottery = {
category = produced
color = goods_pottery
default_market_price = 1
transport_cost = 0.5
demand_add = {
all = 0.004
}
demand_multiply = {
laborers = 1.5
burghers = 2.0
slaves = 0
tribesmen = 0
}
}
furniture = {
category = produced
color = goods_furniture
default_market_price = 2
transport_cost = 0.5
demand_add = {
all = 0.0018
}
demand_multiply = {
upper = 10
nobles = 2
slaves = 0
tribesmen = 0
}
wealth_impact_threshold = {
all = 0.5
}
}
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wild_game = {
method = hunting
category = raw_material
color = goods_wild_game
food = 3.5
default_market_price = 0.75
demand_add = {
all = 0.0012
}
demand_multiply = {
nobles = 20
clergy = 5
burghers = 5
tribesmen = 0
}
no_demand_if_no_market_availability = yes
}
fur = {
method = hunting
category = raw_material
color = goods_fur
default_market_price = 1.5
food = 2.0
demand_add = {
upper = 0.1
}
demand_multiply = {
nobles = 10
}
wealth_impact_threshold = {
all = 1.0
}
winter_demand_modifier = {
none = 0
mild = 0.5
normal = 1
severe = 2
}
topography_demand_modifier = {
mountains = 1.1
}
}
fish = {
method = gathering
category = raw_material
color = goods_fish
food = 4.0
default_market_price = 0.50
demand_add = {
all = 0.003
peasants = 0.006
laborers = 0.006
soldiers = 0.006
}
demand_multiply = {
tribesmen = 0
}
}
wheat = {
method = farming
category = raw_material
color = goods_wheat
food = 8.0
default_market_price = 0.50
demand_add = {
all = 0.003
peasants = 0.006
laborers = 0.0045
soldiers = 0.0045
}
demand_multiply = {
upper = 2.5
slaves = 0
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
continent_demand_modifier = {
europe = 2
}
climate_demand_modifier = {
subtropical = 0.5
tropical = 0.5
}
}
maize = {
method = farming
category = raw_material
color = goods_maize
food = 8.0
default_market_price = 0.5
demand_add = {
all = 0.024
}
demand_multiply = {
upper = 2
tribesmen = 0
}
origin_in_new_world = yes
custom_tags = { new_world_goods }
demand_only_in_continent = america
}
rice = {
method = farming
category = raw_material
color = goods_rice
food = 8.0
default_market_price = 0.25
demand_add = {
all = 0.0015
}
demand_multiply = {
upper = 2
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
climate_demand_modifier = {
subtropical = 2
tropical = 2
}
no_demand_if_no_market_availability = yes
}
millet = {
method = farming
category = raw_material
color = goods_millet
food = 6
default_market_price = 0.5
demand_add = {
all = 0.006
}
demand_multiply = {
upper = 2
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
sub_continent_demand_modifier = {
south_asia = 1.2
}
no_demand_if_no_market_availability = yes
}
legumes = {
method = farming
category = raw_material
color = goods_legumes
food = 6
default_market_price = 0.5
transport_cost = 2
demand_add = {
all = 0.003
}
demand_multiply = {
upper = 2
tribesmen = 0
}
no_demand_if_no_market_availability = yes
}
potato = {
method = farming
category = raw_material
color = goods_potato
food = 8
default_market_price = 0.5
demand_add = {
all = 0.003
}
demand_multiply = {
upper = 2
}
origin_in_new_world = yes
custom_tags = { new_world_goods }
}
livestock = {
method = farming
category = raw_material
color = goods_livestock
food = 8
default_market_price = 0.75
ai_rgo_size_importance = 1.5 # ai preference to avoid building a city on this rgo
demand_add = {
all = 0.003
soldiers = 0.009
laborers = 0.003
}
demand_multiply = {
nobles = 30
clergy = 10
burghers = 10
slaves = 0
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
}
olives = {
method = farming
category = raw_material
color = goods_olives
food = 4
default_market_price = 0.5
demand_add = {
all = 0.003
}
demand_multiply = {
upper = 2
tribesmen = 0
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
no_demand_if_no_market_availability = yes
}
fruit = {
method = farming
category = raw_material
color = goods_fruit
food = 3
default_market_price = 1
transport_cost = 2
demand_add = {
all = 0.006
}
demand_multiply = {
upper = 2
tribesmen = 0
}
climate_demand_modifier = {
arctic = 0
cold_arid = 0.5
tropical = 1.2
mediterranean = 1.4
}
}
beeswax = {
method = farming
category = raw_material
color = goods_beeswax
food = 2.5
default_market_price = 1
demand_add = {
all = 0.0024
}
demand_multiply = {
upper = 2
slaves = 0
tribesmen = 0
}
winter_demand_modifier = {
none = 0.5
mild = 0.5
normal = 1.2
severe = 2
}
origin_in_old_world = yes
custom_tags = { old_world_goods }
no_demand_if_no_market_availability = yes
}
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slaves_goods = {
category = produced
color = goods_slaves
is_slaves = yes
default_market_price = 3
}
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#<goods id> = {
# is_slaves = yes/no #Defaults to no, mark that good as a slave good
# block_rgo_upgrade = yes/no #Defaults to no, blocks the expansion of the rgo for this good
# inflation = yes/no #Defaults to no, will cause inflation when produced
# base_production = <float> #Defaults to 0
# color = <color> #What color the goods should have in the map mode
# food = <float> #Defaults to 0, how much food this good provides with
# transport_cost = <float> #Defaults to 1, how expensive it is to transport the good
# default_market_price = <float> #Defaults to 1, the default price of the good on a market
# category = raw_material/produced #Defaults to raw_material, defines if the goods is a raw_material or not
# method = mining/farming/hunting/gathering/forestry #Defaults to farming, defines the category of the good
# ai_rgo_size_importance = <float> # ai preference to avoid building a city on this rgo
# demand_add = {
# all = <float>
# <pop types> = <float>
# }
# demand_multiply = {
# upper = <float>
# <pop types> = <float>
# }
# location_potential = { location trigger } # gives error log if this is false on setup
# custom_tags = { <strings> } #A list of custom strings to use to identify that good
#}