At the moment, Aberration uses the default values for goods. But these aren't sacrosanct, and I'd like to suggest some changes. For reference, here is the default goods.csv:
Goods;Base Resource Value;Mine;TradePost;NumOfSlaves
CLO;15;0;0;0
COT;10;0;0;1
FISH;10;0;0;0
FURS;10;0;1;0
GOLD;0;1;0;0
GRAI;5;0;0;0
IVOR;10;0;1;0
METAL;15;1;0;0
NAVS;5;0;0;0
MINERAL;15;1;0;0
ORIENT;15;0;1;0
SALT;15;1;0;0
SLAV;5;0;1;0
SPIC;15;0;1;0
SUG;15;0;0;1
TOB;10;0;0;1
WINE;15;0;0;0
WOOL;5;0;0;0
COFFEE;10;0;0;0
TEA;10;0;0;0
NOTHING;0;0;0;0
1. Slaves: Slaves were NOT a 'low' value resource, and the slave trade became extremely lucrative - in fact, it was worth a lot of money even before the colonisation of the New World. ATM demand is near nil early on, and even much later when it reaches 200%, slave prices only typically reach 15 or so. I suggest we change the base price of slaves to 10 to make the slave trade something players will tend to get involved in, rather than leaving slave provinces till last.
2. Grain: Grain might be abundant today, but back in 1419, relatively few areas of the world could produce large amounts of surplus crops for export. (This is what 'grain' means as a commodity.) The places which did could get quite rich off it, but we can't simulate that by tax value alone, as the profits from farming increased dramatically with technological (Infra) innovations. I'd put the price of grain at 7 or 8 so people can make decent money from it, and also possibly reduce the supply of grain somewhat.
3. Nothing: In the poorest parts of the world, the few inhabitants eked out a difficult existence as goat herders, hunter-gatherers etc, producing just enough food to feed themselves. These places had no significant exports. In these cases, we shouldn't be afraid to make the province resource nothing at all.
Goods;Base Resource Value;Mine;TradePost;NumOfSlaves
CLO;15;0;0;0
COT;10;0;0;1
FISH;10;0;0;0
FURS;10;0;1;0
GOLD;0;1;0;0
GRAI;5;0;0;0
IVOR;10;0;1;0
METAL;15;1;0;0
NAVS;5;0;0;0
MINERAL;15;1;0;0
ORIENT;15;0;1;0
SALT;15;1;0;0
SLAV;5;0;1;0
SPIC;15;0;1;0
SUG;15;0;0;1
TOB;10;0;0;1
WINE;15;0;0;0
WOOL;5;0;0;0
COFFEE;10;0;0;0
TEA;10;0;0;0
NOTHING;0;0;0;0
1. Slaves: Slaves were NOT a 'low' value resource, and the slave trade became extremely lucrative - in fact, it was worth a lot of money even before the colonisation of the New World. ATM demand is near nil early on, and even much later when it reaches 200%, slave prices only typically reach 15 or so. I suggest we change the base price of slaves to 10 to make the slave trade something players will tend to get involved in, rather than leaving slave provinces till last.
2. Grain: Grain might be abundant today, but back in 1419, relatively few areas of the world could produce large amounts of surplus crops for export. (This is what 'grain' means as a commodity.) The places which did could get quite rich off it, but we can't simulate that by tax value alone, as the profits from farming increased dramatically with technological (Infra) innovations. I'd put the price of grain at 7 or 8 so people can make decent money from it, and also possibly reduce the supply of grain somewhat.
3. Nothing: In the poorest parts of the world, the few inhabitants eked out a difficult existence as goat herders, hunter-gatherers etc, producing just enough food to feed themselves. These places had no significant exports. In these cases, we shouldn't be afraid to make the province resource nothing at all.
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