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I would rather leave them (this could be ropes, sails and similar stuff).
ropes and sails should be hemp (cannabis sativa) if we consider the raw material. Iirc Italy was one of the biggest producers until the 1950s.
So in wagceep we could have the new command line:
command = { type = goods which = x value = y }

Changes the goods produced in province x.

this one could be used even for PAP_251000 !

In your goods plan I see herrings for Baltic and North sea. Shouldn't we also have sardines for the Mediterranean sea? Or Tuna?


@ Therion

Are you going also to use hides for leather clothing? Neither tropical hides nor furs just skins.

I believe coal should be given by event in the TT area.

Don't we need cocoa too?

With those command lines we could even simulate the cultivation of coffee in America!
 
Last edited:
ropes and sails should be hemp (cannabis sativa) if we consider the raw material. Iirc Italy was one of the biggest producers until the 1950s.
In Italy, there are a lot more important goods. Hemp will not have precedence over, say, wine, olive oil, cloth and silk.

In your goods plan I see herrings for Baltic and North sea. Shouldn't we also have sardines for the Mediterranean sea? Or Tuna?
Maybe. It just depends on the number of provinces. I don't know if there are presently enough fish provinces in the Med.

Are you going also to use hides for leather clothing? Neither tropical hides nor furs just skins.
Again, depends on #provinces.

Don't we need cocoa too?
Yes, forgot to mention it. I already have a graphic for that.

Also forgot to mention glass (Venice, Moravia). Will update the list.

With those command lines we could even simulate the cultivation of coffee in America!
Yes, as well as sugar, tobacco and cotton plantations.
 
Last edited:
Preliminary goods.txt for WAGCEEP

Code:
#Goods

#Goods must be uniquely named ("nothing" is reserved and may NOT be used).

#base_price = X          Base price in $ (default is 1 if not specified).
#min_demand = X.XX       Demand is never lower than this (default is 0.01 if not specified).
#max_demand = X.XX       Demand is never higher than this (default is 1.50 if not specified).
#land_support = yes/no   If yes, increases land support limit (default is no if not specified).
#naval_support = yes/no  If yes, increases naval support limit (default is no if not specified).
#slaves_demand = X       Specific goods for slaves demand calculations (default is 0 if not specified).
#slaves = X.XX           If positive, each slaves_demand province increases slaves demand according to slaves value and under condition (default is 0.00 if not specified).
#inflation = yes/no      If yes, increases inflation and mine value in province is used instead of supply-demand and base_price (default is no if not specified).
#<building_name> = X.XX  Type of building or manufactory that gives a demand boost.
#demand = { }            List of goods that get demand boost of the specified amount for each defined goods producing province (different from slaves_demand).
#manufactory             Type for default manufactory and related income increase above normal value for manufactories if yes (default is weapons manufactory with no increase if not specified).

#-----------------------------------------------------------------------------------------------

########
#Grains#
########

wheat = {
	base_price = 5
	land_support = yes
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

barley = {
	base_price = 5
	land_support = yes
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

rice = {
	base_price = 5
	land_support = yes
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

maize = {
	base_price = 5
	land_support = yes
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

###########
#Beverages#
###########

wine = {
	base_price = 12
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = yes }
}

beer = {
	base_price = 8
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = yes }
}

tea = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		cattle = 0.01
		sugar = 0.01
		coffee = -0.01
	} 

	manufactory = { type = refinery income = no }
}

##################
#Fishing Industry#
##################

fish = {
	base_price = 10
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		salt = 0.02
	} 

	manufactory = { type = navalequipment income = yes }
}

#if split

cod = {
	base_price = 10
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		salt = 0.02
	} 

	manufactory = { type = navalequipment income = yes }
}

herring = {
	base_price = 10
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		salt = 0.02
	} 

	manufactory = { type = navalequipment income = yes }
}

sardines = {
	base_price = 10
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		salt = 0.02
	} 

	manufactory = { type = navalequipment income = yes }
}

whaling = {
	base_price = 12
	
	min_demand = 0.50
	max_demand = 1.50
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		salt = 0.01
	} 

	manufactory = { type = navalequipment income = yes }
}

##################
#Textile Industry#
##################

cloth = {
	base_price = 15
	
	min_demand = 0.50
	max_demand = 1.50
	
	barrack = 0.01
	
	goods = 0.01

	demand = { 
		cotton = 0.02
		wool = 0.02
	} 

	manufactory = { type = goods income = yes }
}

wool = {
	base_price = 10
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

fur = {
	base_price = 12
	
	min_demand = 0.75
	max_demand = 2.00
	
	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = weapons income = no }
}

hides = {
	base_price = 8
	
	min_demand = 0.50
	max_demand = 1.50
	
	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

linen = {
	base_price = 8
	
	min_demand = 0.50
	max_demand = 1.50
	
	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

silk = {
	base_price = 16

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = yes }
}

##########
#Dyestuff#
##########

woad = {
	base_price = 10
	
	min_demand = 0.50
	max_demand = 1.50
	
	goods = 0.01

	manufactory = { type = goods income = no }
}

indigo = {
	base_price = 7
	slaves_demand = 1
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		woad = -0.02
	} 

	manufactory = { type = goods income = no }
}

cochineal = {
	base_price = 12	
	
	min_demand = 0.75
	max_demand = 2.00
	
	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

brazilwood = {
	base_price = 12

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

#######
#Woods#
#######

timber = {
	base_price = 6
	naval_support = yes
	
	min_demand = 0.50
	max_demand = 1.50

	shipyard = 0.01
	
	navalequipment = 0.01

	manufactory = { type = navalequipment income = yes }
}

bamboo = {
	base_price = 6
	
	min_demand = 0.50
	max_demand = 1.50

	shipyard = 0.01
	
	navalequipment = 0.01

	manufactory = { type = navalequipment income = no }
}

precious_woods = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = navalequipment income = no }
}

###############
#Raw Materials#
###############

marble = {
	base_price = 10
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = luxury income = no }
}

salt = {
	base_price = 15
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = weapons income = no }
}


#######
#Mines#
#######

copper = {
	base_price = 15

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01
	
	demand = { 
		coal = 0.01
		timber = 0.01
	} 
	
	manufactory = { type = weapons income = yes }
}

iron = {
	base_price = 15

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01
	
	demand = { 
		coal = 0.01
		timber = 0.01
	} 

	manufactory = { type = weapons income = yes }
}

tin = {
	base_price = 12

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01
	
	demand = { 
		coal = 0.01
		timber = 0.01
	} 
	
	manufactory = { type = goods income = no }
}

lead = {
	base_price = 10

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01
	
	demand = { 
		coal = 0.01
		timber = 0.01
	} 
	
	manufactory = { type = weapons income = no }
}

gold = {
	base_price = 0
	inflation = yes

	min_demand = 1.00
	max_demand = 1.00
	
	demand = { 
		coal = 0.01
		timber = 0.01
	} 

	manufactory = { type = luxury income = no }
}

silver = {
	base_price = 0
	inflation = yes

	min_demand = 1.00
	max_demand = 1.00
	
	demand = { 
		coal = 0.01
		timber = 0.01
	} 

	manufactory = { type = luxury income = no }
}

saltpetre = {
	base_price = 10

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01
	
	demand = { 
		sulphur = 0.01
	} 
	
	manufactory = { type = weapons income = yes }
}

sulphur = {
	base_price = 8

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01
	
	demand = { 
		saltpetre = 0.01
	} 
	
	manufactory = { type = weapons income = no }
}

mercury = {
	base_price = 12

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01
	
	manufactory = { type = luxury income = no }
}

coal = {
	base_price = 8

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01
	
	weapons = 0.01
	navalequipment = 0.01
	
	demand = { 
		timber = 0.01
	} 
	
	manufactory = { type = weapons income = no }
}

#############
#Plantations#
#############

cocoa = {
	base_price = 12
	slaves_demand = 1

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

coffee = {
	base_price = 12
	slaves_demand = 1

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		cattle = 0.01
		sugar = 0.01
		tea = -0.01
	} 

	manufactory = { type = refinery income = no }
}

cotton = {
	base_price = 7
	slaves_demand = 1

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	shipyard = 0.01	
	
	goods = 0.01
	
	demand = { 
		wool = -0.02
	} 

	manufactory = { type = goods income = yes }
}

sugar = {
	base_price = 16
	slaves_demand = 1

	min_demand = 0.75
	max_demand = 1.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = yes }
}

tobacco = {
	base_price = 14
	slaves_demand = 1

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = yes }
}

########
#Slaves#
########

slaves = {
	base_price = 8
	slaves = 0.01

	min_demand = 0.00
	max_demand = 3.00

	manufactory = { type = weapons income = no }
}

########
#Exotic#
########

carpets = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		silk = 0.01
		wool = 0.01
	} 

	manufactory = { type = goods income = no }
}

gems = {
	base_price = 16

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = luxury income = no }
}

skins = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = weapons income = no }
}

ivory = {
	base_price = 12

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = weapons income = no }
}

opium = {
	base_price = 14

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

porcelain = {
	base_price = 15

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = luxury income = no }
}

spices = {
	base_price = 20

	min_demand = 0.75
	max_demand = 2.00

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = goods income = no }
}

###############
#Miscellaneous#
###############

cattle = {
	base_price = 6
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01
	
	demand = { 
		wheat = 0.01
		barley = 0.01
		salt = 0.01
		spices = 0.01
	} 

	manufactory = { type = refinery income = no }
}

dates = {
	base_price = 6
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = no }
}

olive_oil = {
	base_price = 6
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = refinery income = yes }
}

hemp = {
	base_price = 6
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = navalequipment income = no }
}

horses = {
	base_price = 8
	
	min_demand = 0.50
	max_demand = 1.50
	
	barrack = 0.01
	
	luxury = 0.01
	weapons = 0.01

	manufactory = { type = luxury income = no }
}

glass = {
	base_price = 12

	min_demand = 0.50
	max_demand = 1.50

	barrack = 0.01
	cityrights = 0.01
	courthouse = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = luxury income = no }
}

wax = {
	base_price = 6
	
	min_demand = 0.25
	max_demand = 1.00
	
	barrack = 0.01
	shipyard = 0.01
	
	luxury = 0.01
	weapons = 0.01
	navalequipment = 0.01
	refinery = 0.01
	goods = 0.01

	manufactory = { type = luxury income = no }
}

#------------------------------------------------------------------------------------
 
I'm not sure. Cattle is meant to represent trade in cattle itself and its derivatives (beef, dairy products, hides). I don't think cattle supply was nearly as important as grain supply in supporting armies.
 
Should not naval manufactury to add income in hemp then?:)
I have thought at it too but I think a manu on a hemp province is more related to the production of ropes and sails which are bought by countries with naval manus. I think it's different from timber trade.
 
I'm not sure. Cattle is meant to represent trade in cattle itself and its derivatives (beef, dairy products, hides). I don't think cattle supply was nearly as important as grain supply in supporting armies.

With the exception of the beefeaters.
 
Is someone able to turn these rice and corn gfx in bmp. I attempted myself but the shadow stays red in-game..

Also, does someone have or can he make gfx for the following goods:

- silk
- hemp
- dye
- saltpetre
- dates
- hides (as in skins of african wild animals )
- porcelain
- carpets (middle eastern)
- timber
- cattle
- tin
- gemstones (will include precious stones like diamonds, sapphires and rubies but also pearls and amber)
How does the goods gfx work in game? Couldn't we use resized pictures from the web? 8-bit 56x60 and 8-bit 32x20 small?
 
All graphics are from resized pictures from the web. Problem is finding good pictures for some goods like silk, carpets and dyes. You can try these out to see how they look.
 
Found a couple that could be used for silk. Not perfect, but they should be okay when downscaled, I think.

http://www.whitesilk.cn/upfile/201046164819bigphoto.jpg
http://www.kidsbabydesign.com/wp-content/uploads/2009/08/orange-and-fuchsia-silk-blanket.jpg

This might work for carpets:
http://www.brittanyfloors.com/Images/Carpet Flooring/stack of rolled carpets or area rugs.jpg

Something like this could perhaps be used for dyes if edited properly:
http://i1.squidoocdn.com/resize/squidoo_images/-1/lens18058036_1308256974250px-Indian_pigments.jpg

Could be that they wouldn't fit very well in due to being photos though.
 
Behold my rather amateurish goods graphics! Made them for the missing goods in WatK. Maybe someone wants to use (or improve) them.

Coconuts
2umh5qx9.png

Millet
jrxcyyrl.png

Opium
s28auwjh.png

Sandalwood
tfavfvyc.png
 
I like the opium goods,
i think it can be placed in the asian provinces (et perhaps, create an early opium war)
 
I like the opium goods,
i think it can be placed in the asian provinces (et perhaps, create an early opium war)

A very early opium war
http://en.wikipedia.org/wiki/Opium_War

And when WIKI can be trusted the demand for Opium would be minimal for the larger part of the games timeframe when import in China only really took of years after 1729.

Wouldn´t Opium then be a good that should not exist on the map at the start and be introduced only by event that changes the goods of a province?
 
Wouldn´t Opium then be a good that should not exist on the map at the start and be introduced only by event that changes the goods of a province?

Yes, it's exactly what i'm thinking, as to expand the timeframe latter than 1820.
I think the same thing must be doing in America with the introduction of sugar, coffee, cotton, etc...
 
But is there no limit in FTG to number of goods in the game?