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 }