# base_price = X base price in $. (default is 1.0 if not specified # 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 # Base resources grain = { base_price = 2 } wine = { base_price = 2.5 } wool = { base_price = 2.5 } cloth = { base_price = 3 } fish = { base_price = 2.5 } fur = { base_price = 2 } salt = { base_price = 3 } naval_supplies = { base_price = 2 } # Metals copper = { base_price = 3 } gold = { base_price = 0 goldtype = yes } iron = { base_price = 3 } # African Resources slaves = { base_price = 2 } ivory = { base_price = 4 } # Eastern Resources tea = { base_price = 2 } chinaware = { base_price = 3 } spices = { base_price = 3 } # New World Resources coffee = { base_price = 3 } cotton = { base_price = 3 } sugar = { base_price = 3 } tobacco = { base_price = 3 } cocoa = { base_price = 4 } # New Non-European Tradegoods silk = { base_price = 4 } tropical_wood = { base_price = 2 } dyes = { base_price = 4 } unknown = { base_price = 0 }
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