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#<goods id> = {
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# is_slaves = yes/no #Defaults to no, mark that good as a slave good
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# block_rgo_upgrade = yes/no #Defaults to no, blocks the expansion of the rgo for this good
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# inflation = yes/no #Defaults to no, will cause inflation when produced
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# base_production = <float> #Defaults to 0
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# color = <color> #What color the goods should have in the map mode
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# food = <float> #Defaults to 0, how much food this good provides with
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# transport_cost = <float> #Defaults to 1, how expensive it is to transport the good
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# default_market_price = <float> #Defaults to 1, the default price of the good on a market
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# category = raw_material/produced #Defaults to raw_material, defines if the goods is a raw_material or not
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# method = mining/farming/hunting/gathering/forestry #Defaults to farming, defines the category of the good
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# ai_rgo_size_importance = <float> # ai preference to avoid building a city on this rgo
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# demand_add = {
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# all = <float>
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# <pop types> = <float>
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# }
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# demand_multiply = {
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# upper = <float>
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# <pop types> = <float>
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# }
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# location_potential = { location trigger } # gives error log if this is false on setup
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# custom_tags = { <strings> } #A list of custom strings to use to identify that good
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#}
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