oh, ok, that was why i chose to limit the goods like i did, because I have a ATI card...
ok, great, resizing should be a win / win situation then.

thanks. thanks again.
thanks for your suggestions / data.
i think the first thing I need help with is,
do i stick with raw resources only?, which is already messed up due to manufactured goods like naval supplies (rope, etc), cloth, wine, and many other goods not occuring in nature. I cant easily change all of vanilla to raw goods only, or can i?
So, im probably going to have to adopt a model where i make a system of manufactured goods based on raw goods. Somethng where over time, a raw good will or can convert to a manufactured good of the same type.
In my stubborn mind, TN has to fit on of those two models if i overhaul the goods. I would lean toward the second model. SO, then, what do I do with the manufactury buildings? they need to be balanced either by making decisions to make 'manufacturies' for each manufactured good. That seems silly. I would prefer to remove manufacturies from the buildings file. Any idea if this is possible? if so, we could completely ignore the concept of manufactury buildings and assume that if a province has a manufactured good (not a raw good like iron, fish, grain, etc) then it is working under a manufactury status.
what do you all think?
so, this means maybe just add a few more obvious raw goods like whale and ston /marble , then focus on making manufactured godos for each raw good. weapons or tools for iron, jewelry or currency for gold, etc.
oh, BTW 17blue17, i was wondering what happened to you but then realized it was a time of holidays

I dont celebrate most, but at any rate I hope you are doing ok.