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I just finished adding the new metals into my spreadsheet, and it's up to 18,000+ rows. I have 10 more commodities to add, at 337 prices each. So it looks like the next mod version will have 22,000+ manual prices. That's nearly three times the current amount.
Setting up new commodities from scratch for Gallia will mean that commodities produced in Gallia will have the most thorough trade routes in the game, since I can simply copy/paste a list of bases that I've configured according to their regional location, role, and profit tier. However, I've also added anywhere from 1 to 2 hundred additional prices to most of the previously existing commodities. Commodities will be trade-able to nearly every lawful base in the Houses, although only a few locations in each House will be in the highest profit tier, which varies by commodity. Metals, for instance, have privileged profit margins to shipyards, metal processing stations that produce alloys, and capital planets. The other bases are sorted into descending tiers, with unlawful loot locations at the bottom. Unlawful shipyards will still be in a fairly high profit tier, however, as will Malta and Crete.
Gallic products will fetch the highest profit margins when exported to Sirius, but will still have decent profits within Gallia too.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.