Although not necessary, I'd rather keep the list alphabetical so perhaps "cloth" rather than textiles for renaming "clothing"? As I said earlier in this ever growing thread, being alphabetical is a preference I would prefer to keep. I'd rather know where to look instead of searching all over a list of 50ish cargoes trying to find something. I suppose if multiple cargoes get renamed though then it won't be of a big concern and will be dealt with accordingly.
I'll start this off by saying the .bca files for the dairy and cattle farms are the same in both 1.05 and 1.06. Anyway, I'm not sure I see a 1:1 ratio with the farms (it would make sense if that was the case though). I did see the ~1:1 with the dairy, but not with the cattle. In one year I had 1.4 corn used, and only a .8 increase in output. I suppose it's possible the farm put out less of it's normal output that year. And the 20% fertilizer seemed rather questionable as to whether it was really only 20% boost. It could have been I created too much demand for the cargoes so the farm increased its output, but a cotton farm was putting out in the low 4 range when a 20% boost should only be putting it around 2.4 loads a year. In the test I did it looked like there was a 1:5 ratio. Coffee farm would take in .2 fertilizer and put out about .8-1 load more of coffee. The cotton farm would take in .4 loads of fertilizer and it was putting out 4.3 cotton loads. With an output like that it seems like fertilizer could well be worth it. Very little gets used, and production is bumped well above the 20% claimed. I wonder if Poptop messed this one up and got their numbers mixed up and meant to have a 5:1 ratio instead of the 1:5. Then more fertilizer would be used, and the production bump wouldn't be as high. Of course I base this all on some quick tests and never really paid much attention to it in scenarios.
I like the idea of boosting factory outputs when supplied with machinery and the idea of farm output boosts with autos and medicine
I'm not sure it's possible to boost factory outputs. It could be tried but looking at the files for the farms, they boost the good that is being supplied, where as factories would have a production recipe. Only one way to see I suppose. Try it and see what happens. I'd have thought the 1.06 guys would have tried that rather than just adding a demand to everything for machinery.
Considering fertilizer made my cotton farm output double its production, I'd be hesitant to adding multiple boosts to farms.
Medicine is also a cargo which I question if it's really the best use of a cargo slot. Chemicals = Medicine, demanded by hospitals and that's the end of the cargo chain. As it is now it's a relatively limited cargo. Perhaps giving in a new name like merchandise/wares/retailgoods and creating another industry that produces it may give it some additional use? There is also the possibility of scrapping medicine as a cargo all together and using a different cargo instead, although that's more work and a substitute cargo would need to be decided.