How about hover text over un-colonized land giving the percentages of what Goods can be found there?
I think that would be really hard to do, because all the goods are set up with the event system. You could even mod it to give people a choice of goods, and it's pretty unclear what your hover text should display then.
They are implemented as ordinary province events, whose triggers are such that they only fire in a certain set of provinces. Any method the devs could use to compute the chance of a given trade good would become hopelessly misleading if someone decided to do clever things in a mod (e.g. restricting South America to grain or wool or naval supplies, then using further events to change provinces over to producing coffee after the historical date for the introduction of coffee as a crop in the New World).Can any province generate any Good? It doesn't seem like it - doesn't the event system use a table of what each province can have?
You're right, the goods are limited by region. But that's not all there is to it. Most goods have a reduction in probability as soon as a neighbouring province gets that good. Some have reductions if the owner of the colony already has 5, or 10, provinces producing that good. Slaves are less likely if you have plutocratic ideas. And this is without any mods.Can any province generate any Good? It doesn't seem like it - doesn't the event system use a table of what each province can have? Some provinces are predisposed to have certain Goods...
You're right, the goods are limited by region. But that's not all there is to it. Most goods have a reduction in probability as soon as a neighbouring province gets that good. Some have reductions if the owner of the colony already has 5, or 10, provinces producing that good. Slaves are less likely if you have plutocratic ideas. And this is without any mods.
See events/TradeGoods.txt for the gory details.