# = { # 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 = #Defaults to 0 # color = #What color the goods should have in the map mode # food = #Defaults to 0, how much food this good provides with # transport_cost = #Defaults to 1, how expensive it is to transport the good # default_market_price = #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 = # ai preference to avoid building a city on this rgo # demand_add = { # all = # = # } # demand_multiply = { # upper = # = # } # location_potential = { location trigger } # gives error log if this is false on setup # custom_tags = { } #A list of custom strings to use to identify that good #}