Okay in an effort to clarify what changes are possible at this point:
1. A printing press gets added with a dye + paper recipe = goods
2. A cannery is added with likely a corn + aluminum and coffee + aluminum recipe
-If the cannery is desired earlier, steel could be used
-Produce + plastic or coffee + plastic could be later recipes.
-Output could either be a renamed cargo for cheese or a renamed medicine or potentially "goods" but I'd rather not create lots of new industries that just create "goods" as it can skew the demand for goods then.
3. Either a Bank/mint is added or a demand of ingots is given to the church
4. Crystals are renamed sand and are still produced from the quarry, production may be increased to 2 loads.
5. A jeweler is added: Ingots = Renamed Toys or Goods
6. A glass factory is added: Sand + coal = ceramics (glass) or goods
7. A smelter is added and the ore = ingot chain is removed from the furnace
Questions now:
8 - Furnace? Is it kept?
-The Cement chain. Is it kept rock > ceramics > cement?
-Or is it now rock > cement which seems to make a little more sense than ceramics > cement.
-Alternative cement now requires rock + a fuel = cement
-The downside of removing the ceramics part of the chain would be that this cargo chain is now 1 less step.
9. Optional - Brick Kiln:
-Something like rock + sand = masonry or rock + sand + fuel = masonry
-Alternatively, it is kept as rock > ceramics > cement
-Then with the glass factory and sand there would now be 2 possible ways to create ceramics, which would be a waste of a cargo spot as both rock and sand would essentially end up doing the same thing in producing ceramics/glass. This would allow sand/crystals to be eliminated and some other cargo can be made in its place. (assuming a different cargo chain is used in the electronics plant)
10. If needed - Additional production of dye:
Option A - Chemical plant produced dye as well as chemicals after a certain date.
Option B - Chemical plant exchanges 1 coal = 2 dye, as many dyes can made from coal tar derivatives.
Option C - Chemical plant exchanges coal/oil = chemicals, another industry would then convert chemicals into dye. Some variation of these is possible.
11. Possible ethanol use:
Option A - add a separate ethanol plant
Option B - add sugar/corn = diesel to refineries
12. Machine shop:
Option A - 1860 start date
Option B - Use the proposed changes for a production recipe from
this thread
1800 - 1876 1 Coal + 1 Iron + 1 Ingot = 3 Machinery
1856 - 1880 1 Coal + 1 Steel + 1 Ingot = 3 Machinery
13. Possible Landfill so the waste cargo can be available earlier. -- I'm not likely to add this industry right now.
14. Synthetic rubber - At this point no one has mentioned what additional uses there would be of rubber. I think 1 person mentioned they had ideas for it, but never elaborated. If synthetic rubber is demanded either 1. A new industry that changes chemicals and/or oil into rubber could be created, or 2. If the game has no additional uses of rubber other than tires, a chemicals and/or oil = tires cargo chain could be added at the tire factory.
I think the main thing at this point is deciding on the rock > ceramics > cement/masonry cargo chain and the use of sand. I don't want to have to rebuild the wheel in a 1.07, but if we have better industry ideas in mind and can use sand or medicine in more useful way and tie things into the existing industries I'm willing to listen to that as well. After all a 1.07 should have some meaningful changes to it or else it's not worth the effort.