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One idea I had was to add cloves to the region around the ingame location. Maybe to have another event that lowers their value if they spread too much.
Send me anything that's broken but I don't think there will be anything broken but the new update
I started playing this with Development Expanded in my last playthrough and the development inflation over time flips allot of provinces. The AI takes full advantage of it and makes for harder games tbh which is fun, but giving players the option to set the levels of flips might be a nice way to cover people's mod combinations.
I have weighted it so the AI will be much more likely to pick a better trade good but it is still a bit of randomness I might need to weight it a bit more if people are noticing dumb decisions with the AI.
To be fair salt is one of the better options because it gives Rome the +15% defensiveness, which I personally try to do in my capital province.
I've had a few games where the AI seems to still swap trade goods that are quite lucrative e.g. paper for salt or incense unnecessary. Sad to see the Pope become a salt trader in Rome more often than not.
Would a few more rules for AI around these goods be helpful? E.g. not swapping a high return good for a lower one?
Love the work overall though :)