What iPriceChangeThreshold and iPriceCorrectionPercent do?
I thought of adjusting my XML, so that raw materials market should be quite viotile... or more sustainable
(I don't know yet

but having bigger understanding would help me see what can/can't be done).
Also what iEuropeVolumeAttrition means?
related :
https://forums.civfanatics.com/threads/wtp-quick-questions.654780/page-3#post-15699381
There's no mention of iPriceChangeThreshold, but I think it's base value for how much goods must be sold before price changes, and it is based on price*volume not on volume alone, right? It cares how much gold was spent, not how much resources came?
Then, VolumeAttrition changes how well good can be exported/imported... But in what way? Is it that europe has 0 goods at start, and then if it has -goods, it "gains" 0(+/- VolumeAttrition)% of that negative amount? That would cause if I buy item that is meant to be sold, it's price will rise and rise, so it must not be like that. Maybe there's some base Attrition - pointed towards 0. Is it 10? 1? 100?
For example I BOUGHT 200 tabaco, europe has -200 tabaco, due to attrition (and due to it encouraging selling tabaco), europe after 1 turn has -200+(+10BASE%-7BUY%=+3%)=-194 tabaco?
On other example I SELL 200 tabaco, europe has 200 tabaco, due to attrition (and due to it encouraging selling tabaco), europe after 1 turn has 200+(-10BASE%-7SEL%=-17%)=166 tabaco?
Whale oil has -15, but in my assumption on how it works - it would just mean - it will never fall in price, if you buy it in europe..
I would "guess" this is how ~ it works, but I don't know.
Or maybe I guess improperly how attrition works? Maybe it just adds flat value of resources to trade balance, but then... It wouldn't really be scallable.. Once I exceed that flat value on regular basis, price will drop/rise indefinitely, meanwhile IRL that rise in price should increase need for good. I mean - if cotton suddenly costed 20, Europeans would start to plant it! No matter if their yields would be 70% worse than in new world.
For example I sold 200 tabaco, europe has 200 tabaco, due to attrition, it has 200+((-10-7)*someValue) tabaco next turn? For someValue = 20, it has 0 goods next turn.
For other example I boutght 200 tabaco, europe has -200 tabaco, due to attrition, it has -200+((10-7)*someValue) tabaco next turn? For someValue = 20, it has -140 goods next turn.