
Goods
Coal
Coal has a long history as a source of fuel, but it is not until the invention and dissemination of the practical steam engine that demand would take off. As the Industrial Revolution swept across Europe, the use and export or import of coal would become a major business and an integral part of a modern economy.
To make goods
- 2.963
Steel Mill
Steel Mills - 0.834
Glass Mill
Glassmills - 0.636
Iron Mill
Iron Mills - 0.615
Porcelain Manufactory
Porcelain Manufactory - 0.557
Weaponry Manufactory
Weaponry Manufactories - 0.521
Porcelain Kiln
Porcelain Makers - 0.441
Weapon Mill
Weapon Mills - 0.404
Glassworks
Glassworks - 0.342
Firearms Manufactory
Firearms Manufactories - 0.33
Weapon Workshop
Weapon Workshops - 0.33
Iron Foundry
Iron Foundries - 0.303
Weaponsmith
Bladesmiths
To keep buildings running
References 2
Prices
- Expand Minesby namePrice to expand production
Goods Demands
- Expanding Minesby nameGoods to expand production
Required by 15
Events
A New Bergordnung for CountryOption
Silver Rush in FreibergOption
The Atmospheric EngineAs soon as it happens, Trigger
Industrial UrbanizationAs soon as it happens, Trigger
The Metalworks of Iron ProvinceTrigger
Textile Mills of Textile ProvinceTrigger
Shipyards of Ship ProvinceTrigger
Steam Powered BlastAs soon as it happens, Trigger
Mining Accident in Mining ProvinceAs soon as it happens, Trigger
Improved Steam EngineAs soon as it happens, Trigger
Granted by 1
Prospect for CoalOption
Referenced by 19
Production Methods
Mentioned in 12
Events
Modifier Types
Ban Exports of CoalDesc
Ban Imports of CoalDesc
Can Mine CoalDesc
Coal Impacts InflationDesc
Coal Used for CoinsDesc
Coal Establishment SpeedDesc
Coal OutputDesc
National Coal DemandDesc, Name
Scripting 4
Required by 2
- dispatch_bad_mining_eventElse if 6
- dispatch_good_mining_eventElse if 6
Referenced by 2
Scripted Triggers
Trade Cargo
- goods_coalRequired tags
method = mining
category = raw_material
color = goods_coal
default_market_price = 2
transport_cost = 2
demand_add = {
all = 0.0001
}
demand_multiply = {
upper = 25
tribesmen = 0
}




