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I have a few minor bugs to report – and a suggestion (which I'll put in the other thread):
1) I think there’s some issues with cloves: In the base TO, the trade goods in the 'Spice Islands' and 'Moluccas' areas is fixed to be 100% chance of cloves and cloves are only found/only spawn in those areas. This is important for the 'monopolise the clove trade' decision in the blue path. I think you can fix this by editing the clove related bits of ‘00_tradegoods.txt’ to match base TO.
2) Also, in your mod cloves have a price of 3.50 but in base TO they are 8.00 (to match their rareness in their spawn location).
3) The gfx icons for each of the trade goods are a lower resolution than in the base TGE mod, I checked in the mod files and the original trade good icon file is 1.4mb but the one in your mod is only 194kb. It seems they may have got down-scaled at some point? I get you may be trying to reduce the file size but maybe you could use a lighter compression algorithm?
2) I've bumped cloves price up to 4.5.
3) The compression wasn't intentional I use paintnet to edit the files, turns out that paintnet was compressing the files whenever I saved the changes. I found the setting that was causing this, should be fixed now.
Odd, the logic of other latent buildings has the trade goods outside the NOT while others are in. Logically, it makes sense to put cigar manufacturing on a tobacco province instead of replacing other unrelated province like fur or grain.
But I guess it's not a bug here if the main mod is like this