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NWCtim

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Adds an extra level of uniqueness to provinces, as well as new aspects to consider when deciding which provinces to annex.

Here is a sample list of what I am talking about, all bonuses are specific to that province:

Grain: +2 (friendly) supply limit
Wine and Sugar: -1 local unrest
Wool, Cloth and Cotton: -10% local infantry recruitment cost
Fish: +5% local manpower
Fur: -1% friendly attrition
Salt: -10% local cavalry recruitment cost
Naval Supplies: -5% local shipbuilding cost
Gold: +30 local settler increase
Copper: -10% local artillery recruitment cost
Iron: -5% local development cost
Slaves and Tropical Wood: -20% local building cost
Ivory, Chinaware, Cocoa and Silk: +5% local trade power
Tea and Coffee: +5% local production
Spices and Tobacco: +10% local spy defense
Dyes: -5% local regiment recruitment time

Gold's bonus only applies while the province is being colonized (to simulate a gold rush), since it already has a unique effect compared to other trade goods.
 
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lolada

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Cool idea, +1. I'll add an extra suggestion to expand and complement your idea.

Earlier on i also suggested adding country wide bonuses (instead of current 20% world trade bonuses which are a bit meh - most countries can't get any benefit from them). For example:

I am Austria and I produce 5 different goods but mostly Iron and Cloth. I get 5% combat ability (iron bonus) and 5% cheaper soldiers (cloth bonus). At higher tech leves we can gain 3rd, 4th bonus etc. If i conquer area where there's mostly Grain, my main trade goods would become Grand and Iron, Cloth is not as much mportant anymore, bonuses would be say 10% force limits (grain) and again 5% combat ability (iron bonus) .

This would allow for some planning and boosting production in empire (manufactories, workshops, development) to get bonuses we want, it would game more interactive and interesting.