# Do not change tags in here without changing every other reference to them.
# If adding new resources, make sure they are uniquely named.

# base_price = X	base price in $.		  (default is 1.0 if not specified
# min_demand = 0.5  	Demand is never lower than this.  (default is 0.01 if not specified)
# max_demand = 1.4	Demand is never higher than this.  (default is 1.0 if not specified)
# plantation = yes/no	This type of goods is categories as plantation for demand calculations.
# goldtype = yes/no		This resource works like 'gold' if yes, using prices from mine-value in province instead of supply/demand and baseprice.  Also creates gold-inflation
# building_name = 0.01	Type of building that gives a demand boost.
# wars = 0.01		how much demand increases for each war in the world.


#Base resources
grain = {
	base_price = 5
	
	#demands
	min_demand = 0.5
	war = 0.01
	
	shipyard = 0.01
	regimental_camp = 0.01
	refinery = 0.01
	wharf = 0.01
	weapons = 0.01
	textile = 0.01
	fine_arts_academy = 0.01
	university = 0.01
	color = { 0.7 0.7 0 }
}

wine = {
	base_price = 15

	#demands
	min_demand = 0.25
	shipyard = 0.01
	regimental_camp = 0.01
	refinery = 0.01
	wharf = 0.01
	weapons = 0.01
	textile = 0.01
	fine_arts_academy = 0.01
	university = 0.01
	color = { 0.7 0.0 0 }
}

wool = {
	base_price = 5

	#demands
	min_demand = 0.25
	shipyard = 0.01
	regimental_camp = 0.01
	refinery = 0.01
	wharf = 0.01
	weapons = 0.01
	textile = 0.01
	fine_arts_academy = 0.01
	university = 0.01
	color = { 0.7 0.4 0 }
}

cloth = {
	base_price = 15

	#demands
	min_demand = 0.5
	max_demand = 1.5
	textile = 0.02
	regimental_camp = 0.02
	color = { 0.7 1.0 1.0 }
}

fish = {
	base_price = 10
	
	#demands
	min_demand = 0.5
	shipyard = 0.01
	regimental_camp = 0.01
	refinery = 0.01
	wharf = 0.01
	weapons = 0.01
	textile = 0.01
	fine_arts_academy = 0.01
	university = 0.01
	color = { 0.0 1.0 0 }
}

fur = {
	base_price = 10

	#demands
	min_demand = 0.75
	max_demand = 2.0
	workshop = 0.01
	temple = 0.01
	color = { 1.0 1.0 1 }
}

salt = {
	base_price = 15

	#demands
	min_demand = 0.25
	shipyard = 0.01
	regimental_camp = 0.01
	refinery = 0.01
	wharf = 0.01
	weapons = 0.01
	textile = 0.01
	fine_arts_academy = 0.01
	university = 0.01
	color = { 1.0 0.0 1 }
}

naval_supplies = {
	base_price = 5

	#demands
	min_demand = 0.75
	max_demand = 2.0
	war = 0.02
	shipyard = 0.02
	wharf = 0.02
	color = { 1.0 0.4 0.4 }
}


# metals
copper = {
	base_price = 15

	#demands
	min_demand = 0.25
	regimental_camp = 0.01
	war = 0.01
	weapons = 0.01
	color = { 0.0 0.4 0.4 }
}

gold = {
	base_price = 0
	goldtype = yes
	min_demand = 1.0
	max_demand = 1.0
	color = { 0.0 0.0 0.4 }
}

iron = {
	base_price = 15
	#demands
	min_demand = 0.25
	regimental_camp = 0.01
	war = 0.01
	weapons = 0.01
	color = { 0.0 1.0 0.0 }
}


#African Resources
slaves = {
	base_price = 5
	plantation_demand = yes
	color = { 0.0 0.0 0.0 }
}

ivory = {
	base_price = 10

	#demands
	min_demand = 0.75
	max_demand = 2.0
	marketplace = 0.2
	color = { 1.0 1.0 1.0 }

}

#Eastern Resources
tea = {
	base_price = 10

	#demands
	min_demand = 0.75
	max_demand = 2.0
	marketplace = 0.2
	color = { 1.0 1.0 1.0 }
}

chinaware = {
	base_price = 15

	#demands
	min_demand = 0.75
	max_demand = 2.0
	marketplace = 0.2
	color = { 1.0 1.0 1.0 }
}

spices = {
	base_price = 15

	#demands
	min_demand = 0.75
	max_demand = 2.0
	marketplace = 0.2
	color = { 1.0 1.0 1.0 }
}


#New World Resources
coffee = {
	base_price = 10
	plantation = yes

	#demands
	min_demand = 0.75
	max_demand = 2.0
	marketplace = 0.2
	color = { 1.0 0.0 1.0 }
}

cotton = {
	base_price = 10
	plantation = yes

	#demands
	min_demand = 0.75
	max_demand = 2.0
	marketplace = 0.2
	color = { 1.0 0.0 0.0 }
}

sugar = {
	base_price = 15
	plantation = yes

	#demands
	min_demand = 0.75
	max_demand = 2.0
	marketplace = 0.2
	color = { 0.1 0.7 0.5 }
}

tobacco = {
	base_price = 10
	plantation = yes

	#demands
	min_demand = 0.75
	max_demand = 2.0
	marketplace = 0.2
	color = { 0.0 0.7 0.5 }
}




