#1.06:
#Added Historic Irish Routes
#Removed English Route
#Added Historic English Routes
#Changed some GFX

#1.05A:
#Added German localization courtesy of snake33 (Thanks!)
#Fixed a few loose issues.
#Added Silk Manufacturing to Constantinople
#Added a new icon for Pilgrimage Routes

#1.05:
##FIXES:
#Fixed a problem with wool market potential
#Added Localisation for Tin Market Triggers
##TRADE ROUTES:
#Reworked German Route near Genoa
#Removed French Route
#Added Via Francigena
#Added Via Lemovicensis
#Added Via Podiensis
#Added Via Tolosana
#Added Via Touronensis
##GFX:
#Added Trade Goods Icons
#Added Trade Route Icons

#Version 1.04
##BUILDINGS:
#Exports now require at least 2 Trade Posts (Prevents AI from building Exports with only 1 Trade Post)
##TRADE ROUTES:
#Added Hrvejen
#Added Iberian Route
#Added French Route
#Added German Route
#Added English Route
#Modified Trans-Saharran Route to reflect a more detailed historical map
##TRADE GOODS:
#Gold Removed from West African Duchy titles
#Gold Added to Bambuk, Mali, & Gurma
#Herring now limited to Coastal Provinces
#Added Wool to English Route
#Added Wine to French Route
#Added Tin to Iberian Route
##LOCALISATION:
#Renamed "Exchange" to "Supplier"

#Version 1.03
#BUILDINGS:
#Fixed a rare case where an AI patrician could(and would) build a customs house in an owned trade post. (Occured in vassal republics if patrician was jailed and title revoked).
#Added Silk Market, Exports, Imports, event variables, and localisations
#Added Simple Trade Route Buildings for game rule "Simple"
#REGIONS:
#Added Salt to Taghaza (Taghaza Salt Mine)
#Balance:
#Rebalanced most buildings to reflect relative value between trade goods.

#7.19.2017 (1.02)
#REGIONS:
#Added d_galicia to Tin_region
#Added Andalusian Duchies to Lead_region
#TRADE ROUTES:
#Removed Tin from Silk Road (No producing province connected to it)
#LOCALISATION:
#Added missing localisations
#EVENTS:
#A province modifier now displays province goods through an event on startup
#The "Tariff Income" Modifier now properly gives 1.0 monthly wealth, not 0.5

#7.15.2017(1.01):
#DECISIONS:
#Fixed Potential for Customs Decision. No longer allows any ruler to use it
#GAME RULE:
#Added Game Rule "Trade Mechanics" with "Simple" & "Advanced" Options
#Rule "Advanced": Default Rule. Enables all mechanics offered by mod.
#Rule "Simple": Disables Exchanges & Markets. Intended if game seems cluttered & confusing to players.
#BUILDINGS:
#Costs & Bonuses for several buildings have been rescaled according to gold exchange rate
#Potentials for export buildings have been modified to always show where it is available
#Conditions that caused it to be hidden (ie- trade_post_has_building = tr_exchange_Iron_1) have been moved to "trigger" block
#Localised Tooltips have been able for some complicated Triggers & Conditions

#7.14.2017(1.0):
#LOCALISATION:
#Added English Localisation to Export Descriptions
#BUILDINGS:
#Fixed an incorrect trigger in Slave Market potentials (trade_post_has_building was in FROM scope)
#DECISIONS:
#Fixed a bug that allowed "customs house" decision to be taken repeatedly.
