# Do not change tags in here without changing every other reference to them.
# If adding new resources, make sure they are uniquely named.
# Please add price definitions to prices.txt as well.

#New goods in BT
#bt_trade_good_beer
#bt_trade_good_books
#bt_trade_good_fruit
#bt_trade_good_apiculture
#bt_trade_good_silver
#bt_trade_good_gunpowder
#bt_trade_good_masonry
#bt_trade_good_whaling

#Beyond Typus trade goods
### 37
bt_trade_good_beer = {
	color = { 0.68 0.66 0.54 }
	modifier = {
		global_unrest = -1
		monthly_logothete_special_affairs_power = 0.01 #BR Added
	}
	province = {
		local_unrest = -1
	}
	chance = {
		factor = 1
		modifier = {
			factor = 0
			area = newfoundland_area
		}
		modifier = {
			factor = 0
			NOT = { development = 99 } # Lower average dev in BT, so lowering from 18 to 12
		}
		modifier = {
			factor = 2
			development = 100 # Lower average dev in BT, so lowering from 22 to 16
		}
	}
}

bt_trade_good_books = {
	color = { 0.9 0.86 0.71 }
	modifier = {
		adm_tech_cost_modifier = -0.05
		monthly_logothete_special_affairs_power = 0.01 #BR Added
	}
	province = {
		local_institution_spread = 0.2
	}
	chance = {
		factor = 1
		modifier = {
			factor = 0
			area = newfoundland_area
		}
		modifier = {
			factor = 0
			NOT = { development = 99 } # Lower average dev in BT, so lowering from 18 to 12
		}
		modifier = {
			factor = 2.0
			development = 100 # Lower average dev in BT, so lowering from 22 to 16
		}
	}
}

bt_trade_good_fruit = {
	color = { 0.13 0.63 0.09 }
	modifier = {
		naval_attrition = -0.1
		monthly_logothete_special_affairs_power = 0.01 #BR Added
	}
	province = {
		local_monthly_devastation = -0.1
	}
	chance = {
		factor = 20
		# BT16 Seven Cities rework addition
		modifier = {
			factor = 300
			has_province_modifier = sce_quivira
		}
		modifier = {
			factor = 0
			is_random_new_world = no
			OR = {
				region = alaska_region
				region = northwest_territories_region
				region = hudson_bay_region
				region = west_siberia_region
				region = east_siberia_region
				region = sahel_region
			} # Fruit disabled in these regions
		}
		modifier = {
			factor = 0
			OR = {
				AND = {
					has_winter = severe_winter
					NOT = { area = northern_cascades_area }
					NOT = { area = southern_cascades_area }
				}
				has_climate = arid
				has_climate = arctic
				has_terrain = glacier
			}
		}
		modifier = {
			factor = 0.1
			OR = {
				has_terrain = desert
				has_terrain = coastal_desert
				has_terrain = steppe
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				has_terrain = mountain
				has_terrain = highlands
				has_terrain = forest
				has_terrain = marsh
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				has_winter = normal_winter
				has_terrain = farmlands # Counterintuitive, but in core farming areas we would typically prefer grain or rich goods like cloth.
				has_terrain = savannah
				has_terrain = woods
			}
		}
		modifier = {
			factor = 1.5
			OR = {
				has_terrain = jungle 
				has_climate = tropical
			}
		}
		# Specific areas or provinces
		modifier = {
			factor = 0
			area = newfoundland_area
		}
		modifier = {
			factor = 0
			is_random_new_world = no
			OR = {
				area = east_alaska_area
				area = hecate_strait_area
				area = queen_charlotte_sound_area
			}
		}
		modifier = {
			factor = 0.25
			is_random_new_world = no
			OR = {
				area = lucayan_area
				area = vancouver_island_area
				area = straits_of_georgia_area
			}
		}
		modifier = {
			factor = 1.25
			is_random_new_world = no
			region = carribeans_region
		}
		modifier = {
			factor = 4
			region = oceanea_region
		}
		modifier = {
			factor = 40
			is_random_new_world = no
			OR = {
				area = columbia_plateau_area
				province_id = 5746
				province_id = 5880
				province_id = 5805
			}
		}	#Apples, cherries, raspberries, peas, pears, onions, carrots, & hops of the Lower Columbia and NE Cascades. Today this area produces a strong majority of the entire US's supply of most of these things (except onions, California produces tonnes of those). It didn't in period, true.... but it also wasn't settled in the period, so moot point.
	}
}

bt_trade_good_apiculture = {
	color = { 0.87 0.72 0.09 }
	modifier = {
		global_supply_limit_modifier = 0.1
		monthly_logothete_special_affairs_power = 0.01 #BR Added
	}
	province = {
		attrition = -1
	}
	chance = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				continent = north_america
				continent = south_america
				continent = oceania
			}
			#OR = { # Brian; provinces don't have technology_group XXX
			#	technology_group = north_american
			#	technology_group = mesoamerican
			#	technology_group = south_american
			#	technology_group = andean
			#	technology_group = high_american
			#}
		}	#Beekeeping was an Old World affair.
		modifier = {
			factor = 0
			OR = {
				has_climate = arid
				has_climate = arctic
				has_winter = severe_winter
				has_terrain = desert
				has_terrain = coastal_desert
				has_terrain = glacier
				has_terrain = steppe
			}
		}
		modifier = {
			factor = 0.25
			OR = {
				has_terrain = highlands
				has_terrain = marsh
				has_terrain = coastline
			}
		}
		modifier = {
			factor = 1.5
			OR = {
				has_terrain = hills
				has_terrain = forest
			}
		}
		modifier = {
			factor = 0
			area = newfoundland_area
		}
	}
}

bt_trade_good_silver = {
	color = { 0.69 0.91 0.99 }
	modifier = {
		
	}
	province = {
		trade_goods_size_modifier = -0.5
		local_gold_depletion_chance_modifier = -0.5
	}
	chance = {
		factor = 6
		# BT16 Seven Cities rework addition
		modifier = {
			factor = 150
			has_province_modifier = sce_sierradelaplata_quartz
		}
		modifier = {
			factor = 0
			is_random_new_world = no
			NOT = { region = west_siberia_region }
			NOT = { region = east_siberia_region }
			NOT = { region = cascadia_region }
			NOT = { region = australia_region }
			NOT = { region = western_australia_region }
			NOT = { region = northeastern_australia_region }
			NOT = { region = northern_australia_region }
			NOT = { region = california_region }
			#NOT = { region = south_africa_region }
			NOT = { area = highveld_area }
			NOT = { area = transvaal_area }
			NOT = { area = lowveld_area }
			NOT = { area = south_african_plateau_area }
			NOT = { area = orange_river_area }
			NOT = { region = central_africa_region }
			NOT = { region = peru_region }
			NOT = { region = upper_peru_region }
			NOT = { region = mexico_region }
			NOT = { region = central_america_region }
			NOT = { area = goias_area }
			NOT = { area = pontal_area }
			NOT = { area = mato_grosso_area }
			NOT = { area = ofaie_area }
			NOT = { area = minas_gerais_area }
			NOT = { area = diamantina_area }
			NOT = { area = guapore_area }
			NOT = { area = grao_para_area }
			NOT = { area = amapa_area }
			NOT = { area = ucayali_area }
			NOT = { area = amazon_area }
			NOT = { region = alaska_region }
			NOT = { region = northwest_territories_region }
			NOT = { region = new_zealand_region }
			NOT = { area = hispaniola_area }
			#NOT = { area = west_hispaniola_area }
			NOT = { area = dominica_area }
			NOT = {
				owner = {
					AND = {
						technology_group = aboriginal_tech	#Don't want unreformed aboriginals getting metals
						primitives = no
					}	
				}
			}
		}
		modifier = {
			factor = 0
			is_random_new_world = yes
			NOT = { continent = new_world }
			NOT = { region = west_siberia_region }
			NOT = { region = east_siberia_region }
			NOT = { region = australia_region }
			NOT = { region = western_australia_region }
			NOT = { region = northeastern_australia_region }
			NOT = { region = northern_australia_region }
			NOT = { region = south_africa_region }
			NOT = { region = central_africa_region }
		}
		modifier = {
			factor = 0
			is_random_new_world = yes
			continent = new_world
			OR = {
				has_terrain = forest
				has_terrain = woods
				has_terrain = drylands
				has_terrain = grasslands
				has_terrain = savannah
				has_terrain = steppe
				has_terrain = jungle
				has_terrain = coastline
				has_terrain = coastal_desert
				has_terrain = marsh
			}
		}
		modifier = {
			factor = 1.5
			is_random_new_world = yes
			has_terrain = mountain
			continent = new_world #Always in RNW
		}
		modifier = {
			factor = 2
			FROM = {
				OR = {
					has_country_flag = por_bandeirantes_flag
					colonial_parent = { has_country_flag = por_bandeirantes_flag }
				}
			}
		}
		modifier = { #too much gold in Glacial areas due to few other options
			factor = 0.5
			has_terrain = glacier
		}
		modifier = { #A few terrain modifers
			factor = 1.2
			OR = {
				has_terrain = mountain
				has_terrain = hills
				has_terrain = highlands
			}
		}
		modifier = { #A few terrain modifers
			factor = 0.5
			OR = {
				has_terrain = steppe
				has_terrain = drylands
				has_terrain = grasslands
				has_terrain = savannah
				has_terrain = coastline
				has_terrain = farmlands
				has_terrain = marsh
			}
		}
		modifier = {
			factor = 1.5
			normal_or_historical_nations = no
		}
		modifier = {	#Gold is abundant here
			factor = 4.0
			OR = {
				region = peru_region
				area = minas_gerais_area
				area = diamantina_area
				area = mato_grosso_area
				area = ofaie_area
				area = goias_area
				area = pontal_area
				area = mexico_area
				area = jalisco_area
				area = gran_chichimeca_area
				#area = high_desert_area
				#area = stikine_area
			}
		}
		modifier = {	#Gold is common here
			factor = 2.5
			OR = {
				area = hispaniola_area			#Hispaniola has been described as 'one immense gold field', though ironically, the Spanish didn't find many of the deposits in the colonial period, and instead travelled further inland in search of often poorer gold mines
				#area = west_hispaniola_area
				area = dominica_area
				area = sierra_nevada_area
				area = murchison_area
			}
		}
		modifier = {	#Gold is a bit more common here
			factor = 1.5
			OR = {
				region = alaska_region
				region = australia_region
				region = northeastern_australia_region
				region = western_australia_region
				region = northern_australia_region
			}
		}
		modifier = {	#Gold is a bit rarer here
			factor = 0.5
			OR = {
				region = northwest_territories_region			#Chance was a bit too high in the NWT because of lack of other options
				area = california_area			#Gold rarer in coastal California
				area = baja_california_area
				area = central_valley_area
				area = sonora_y_sinaloa_area
				area = great_victoria_desert_area
				area = deep_outback_area
			}
		}
		modifier = {	#Gold is rarer here
			factor = 0.25
			OR = {
				AND = {
					region = cascadia_region
					NOT = {
						OR = {
							area = southern_cascades_area			#Gold is rare in Cascadia, but more common in Oregon
							area = oregon_area
						}
					}
				}
			}
		}
		modifier = {	#Specific province bonuses
			factor = 8.0
			OR = {
				province_id = 4937		# Klondike
				province_id = 1109		# Otago
				province_id = 5599		# Westland (NZ)
			}
		}
		modifier = {	#Specific province bonuses
			factor = 4.0
			OR = {
				province_id = 4925		# Nome or Chinik
				province_id = 4934		# Han Hwichin
				province_id = 2480		# Shasta
				province_id = 4967		# Nevada (east)
				province_id = 5597		# Tahuna (Central Otago NZ)
				province_id = 5608		# Cormorandel Peninsula (NZ)
			}
		}
		modifier = {	#Specific province bonuses
			factor = 2.0
			OR = {
				province_id = 858		# Tamaulipas
				province_id = 2738		# Nelson (NZ)
				province_id = 4926		# Kenai
				province_id = 4956		# Klamath A
				province_id = 4958		# Klamath B
				province_id = 5078		# NWT
				province_id = 5079		# NWT
				province_id = 5601		# Westland (NZ)
				province_id = 5603		# Westland (NZ)
			}
		}
		modifier = {	#Specific province bonuses
			factor = 0.25
			OR = {
				province_id = 4972		# Tahltan
				province_id = 4977		# Teechik
			}
		}
		modifier = {	#Cut in these provinces
			factor = 0.0
			OR = {
				province_id = 5021		# NZ Islands
				province_id = 5022		# NZ Islands
			}
		}
	}
}

bt_trade_good_gunpowder = {
	color = { 0.62 0.38 0.01 } 
	modifier = {
		fire_damage = 0.05
		monthly_logothete_special_affairs_power = 0.01 #BR Added
	}
	province = {
		local_defensiveness = 0.25
	}
	chance = {
		# Manual only, Not found in colonizable provinces
		factor = 0
	}
}

bt_trade_good_masonry = {
	color = { 0.25 0.25 0.27 } 
	modifier = {
		great_project_upgrade_cost = -0.10
		monthly_logothete_special_affairs_power = 0.01 #BR Added
	}
	province = {
		local_build_time = -0.25
	}
	chance = {
		factor = 1
		modifier = { # A few terrain modifiers
			factor = 2.0
			OR = {
				has_terrain = mountain
				has_terrain = hills
				has_terrain = highlands
			}
		}
		modifier = {
			factor = 0
			OR = {
				NOT = { has_terrain = mountain }
				NOT = { has_terrain = hills }
				NOT = { has_terrain = highlands }
			}
		}
	}
}

bt_trade_good_whaling = {
	color = { 0.45 0.92 0.97 } 
	modifier = {
		envoy_travel_time = -0.1
		monthly_logothete_special_affairs_power = 0.01 #BR Added
	}
	province = {
		local_dev_points_modifier = 0.1
	}
	chance = {
		factor = 8
		modifier = {
			factor = 0
			AND = {
				NOT = { has_port = yes }
				OR = {	
					NOT = { region = canada_region }
					NOT = { region = hudson_bay_region }
					NOT = { region = cascadia_region }
					NOT = { region = moluccas_region }
					NOT = { region = indonesia_region }
					NOT = { region = borneo_region }
					NOT = { region = philippines_region }
					NOT = { region = celebes_region }
					NOT = { region = carribeans_region }
					NOT = { region = northeast_america_region }
					NOT = { region = southeast_america_region }
					NOT = { region = east_siberia_region }
					NOT = { region = oceanea_region }
				}
			}
		}
		modifier = {
			factor = 0
			area = newfoundland_area
		}
		modifier = {
			factor = 2
			OR = {
				region = hudson_bay_region
				region = canada_region 
				region = cascadia_region
				region = east_siberia_region
			}
		}
		
		modifier = {
			factor = 1.5
			OR = {
				region = moluccas_region
				region = indonesia_region
				region = borneo_region
				region = philippines_region
				region = celebes_region
			}
		}
		
		modifier = {
			factor = 1.2
			OR = {
				region = oceanea_region
				region = carribeans_region
				region = northeast_america_region
				region = southeast_america_region
			}
		}
	}
}