bauxite = {
	texture = "gfx/interface/icons/goods_icons/bauxite.dds"
	cost = 30
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 8 #240
}

alloys = {
	texture = "gfx/interface/icons/goods_icons/alloys.dds"
	cost = 50
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 5 #250
}

copper = {
	texture = "gfx/interface/icons/goods_icons/copper.dds"
	cost = 30
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 8 #240
}

commonores = {
	texture = "gfx/interface/icons/goods_icons/commonores.dds"
	cost = 40
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 8 #240
}

# What are common ores in the game

# Tin
# Lead
# Nickel
# Zinc
# Manganese
# Mercury
# Chromium
# Cobalt

advancedores = {
	texture = "gfx/interface/icons/goods_icons/advancedores.dds"
	cost = 80
	category = industrial
	
	prestige_factor = 10
	traded_quantity = 3 #240
}

# What are advanced ores in the game

# Silicon
# Lithium
# Cobalt
# Graphite
# Tungsten
# Molybdenum
# Titanium
# Antimony
# Vanadium
# Niobium
# Zirconium
# Beryllium
# Germanium

rare_earths = {
	texture = "gfx/interface/icons/goods_icons/rare_earths.dds"
	cost = 50
	category = industrial
	
	prestige_factor = 10
	traded_quantity = 5 #250
}

# What are rare earths in the game
# Neodymium
# Dysprosium
# Terbium
# Europium
# Gadolinium
# Samarium
# Lanthanum
# Cerium
# Praseodymium
# Scandium
# Lutetium
# Tantalum
# Yttrium

aluminium = {
	texture = "gfx/interface/icons/goods_icons/aluminium.dds"
	cost = 50
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 5 #250
}

plastics = {
	texture = "gfx/interface/icons/goods_icons/plastics.dds"
	cost = 45
	category = industrial
	
	obsession_chance = 0.5
	prestige_factor = 8
	traded_quantity = 6 #270
	convoy_cost_multiplier = 0.75

	consumption_tax_cost = 200
}

light_fuel = {
	texture = "gfx/interface/icons/goods_icons/light_fuel.dds"
	cost = 70
	category = industrial
	
	prestige_factor = 8
	traded_quantity = 3.5 #245

	consumption_tax_cost = 200
}

lubricant = {
	texture = "gfx/interface/icons/goods_icons/lubricant.dds"
	cost = 70
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 3.5 #245
}

heavy_fuel = {
	texture = "gfx/interface/icons/goods_icons/heavy_fuel.dds"
	cost = 70
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 3.5 #245
}

copperwires = {
	texture = "gfx/interface/icons/goods_icons/copperwires.dds"
	cost = 50
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 5 #250
}

batteries = {
	texture = "gfx/interface/icons/goods_icons/batteries.dds"
	cost = 60
	category = industrial
	
	prestige_factor = 5
	traded_quantity = 4 #240
}

electroniccomponents = {
	texture = "gfx/interface/icons/goods_icons/electroniccomponents.dds"
	cost = 80 
	category = industrial

	prestige_factor = 10
	traded_quantity = 3 #240
}

processors = {
	texture = "gfx/interface/icons/goods_icons/processors.dds"
	cost = 130 
	category = industrial

	prestige_factor = 15
	traded_quantity = 2 #260
}

homeappliances = {
	texture = "gfx/interface/icons/goods_icons/homeappliances.dds"
	cost = 140
	category = luxury

	prestige_factor = 15
	traded_quantity = 2 #280
}

televisions = {
	texture = "gfx/interface/icons/goods_icons/television.dds"
	cost = 140 
	category = luxury
	
	obsession_chance = 1.5
	prestige_factor = 15
	traded_quantity = 2 #280
}

computer = {
	texture = "gfx/interface/icons/goods_icons/computer.dds"
	cost = 140 
	category = industrial
	
	obsession_chance = 1.0
	prestige_factor = 20
	traded_quantity = 2 #280
}

robotics = {
	texture = "gfx/interface/icons/goods_icons/robotics.dds"
	cost = 100 
	category = industrial
	
	prestige_factor = 20
	traded_quantity = 2.5 #250
}

water = {
	texture = "gfx/interface/icons/goods_icons/water.dds"
	cost = 50
	category = staple

	prestige_factor = 2
	traded_quantity = 5 #250
	convoy_cost_multiplier = 0.5

	consumption_tax_cost = 300
}

# fuel_cells = {
# 	texture = "gfx/interface/icons/goods_icons/fuel_cell.dds"
# 	cost = 100
# 	category = industrial

# 	prestige_factor = 10
# 	traded_quantity = 2.5 #250
# }

pharmaceuticals = {
	texture = "gfx/interface/icons/goods_icons/pharmaceuticals.dds"
	cost = 50
	category = staple

	prestige_factor = 10
	traded_quantity = 5 #250
	convoy_cost_multiplier = 0.5

	consumption_tax_cost = 200
}

gas = {
	texture = "gfx/interface/icons/goods_icons/gas.dds"
	cost = 30
	category = industrial
	
	prestige_factor = 6
	traded_quantity = 8 #240

	consumption_tax_cost = 200
}

civil_planes = {
	texture = "gfx/interface/icons/goods_icons/civil_planes.dds"
	cost = 90
	category = industrial
	
	prestige_factor = 12
	obsession_chance = 0.5
	traded_quantity = 3 #270
	convoy_cost_multiplier = 2.0
}

# helicopters = {
# 	texture = "gfx/interface/icons/goods_icons/helicopters.dds"
# 	cost = 90
# 	category = military
	
# 	prestige_factor = 10
# 	traded_quantity = 3 #270
# 	convoy_cost_multiplier = 1.5
# }

# missiles = {
# 	texture = "gfx/interface/icons/goods_icons/missiles.dds"
# 	cost = 80
# 	category = military
	
# 	prestige_factor = 8
# 	traded_quantity = 3 #240
# }

space_assets = {
	texture = "gfx/interface/icons/goods_icons/space_assets.dds"
	cost = 200
	category = military
	
	prestige_factor = 25
	traded_quantity = 1.5 #300
	convoy_cost_multiplier = 2 # Very expensive to trade
}

raw_data = {
	texture = "gfx/interface/icons/goods_icons/raw_data.dds"
	cost = 5
	category = luxury
	
	prestige_factor = 5
	traded_quantity = 0 #300

	consumption_tax_cost = 200
}

organized_data = {
	texture = "gfx/interface/icons/goods_icons/organized_data.dds"
	cost = 10
	category = luxury
	
	prestige_factor = 10
	traded_quantity = 0 #300
	
	consumption_tax_cost = 200
}

business_data = {
	texture = "gfx/interface/icons/goods_icons/business_data.dds"
	cost = 30
	category = luxury
	
	prestige_factor = 20
	traded_quantity = 10 #300
	convoy_cost_multiplier = 0.05
}

telecommunications = {
	texture = "gfx/interface/icons/goods_icons/telecommunications.dds"
	cost = 30
	category = staple

	prestige_factor = 10
	traded_quantity = 10 #300
	convoy_cost_multiplier = 0.05

	consumption_tax_cost = 200
}

softwares = {
	texture = "gfx/interface/icons/goods_icons/softwares.dds"
	cost = 60
	category = luxury
	
	prestige_factor = 10
	traded_quantity = 4.5 #270
	convoy_cost_multiplier = 0.05
}

interactive_entertainment = {
	texture = "gfx/interface/icons/goods_icons/interactive_entertainment.dds"
	cost = 80
	category = luxury
	
	prestige_factor = 10
	traded_quantity = 3.5 #280
	obsession_chance = 2.0
	convoy_cost_multiplier = 0.05
}

cosmetics = {
	texture = "gfx/interface/icons/goods_icons/cosmetics.dds"
	cost = 70
	category = luxury
	
	prestige_factor = 10
	traded_quantity = 4 #280
	obsession_chance = 1.0
	convoy_cost_multiplier = 0.5

	consumption_tax_cost = 200
}

on_demand_goods = {
	texture = "gfx/interface/icons/goods_icons/on_demand_goods.dds"
	cost = 70
	category = staple

	prestige_factor = 5
	traded_quantity = 0
}

# Beyond Tech & Res

ai_systems = {
	texture = "gfx/interface/icons/goods_icons/ai_systems.dds"
	cost = 30
	category = industrial
	
	prestige_factor = 25
	traded_quantity = 3
	convoy_cost_multiplier = 0.05

}

androids = {
	texture = "gfx/interface/icons/goods_icons/robots.dds"
	cost = 100
	category = industrial

	prestige_factor = 30
	traded_quantity = 4
}

# National Electricity Grid

global_electricity = {
	texture = "gfx/interface/icons/goods_icons/electrical_generation.dds"
	cost = 30
	category = staple

	prestige_factor = 50
	traded_quantity = 0
	consumption_tax_cost = 200
}