#<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
#}