Consumables
Consumables come in 3 varieties. Resources are gathered which can then be made into products. Plants produce utilities which many other structures require to run.
All consumables are broken into two tiers. Tier I is the bare minimum that should make it into the game. However, since much of this game's fun will be rooted in creating a complex, diverse economy it may be beneficial to include more consumables. These are listed in the Tier II category and may be added to the game later.
Resources
Harvester units can gather resources by traveling from their home structure to a resource tile in the city, harvesting it, and then returning to its home.
Tier I
Oxygen
Vegetables (this could be considered a product if it requires nitrates)
Iron
Gold
Carbon
Silicon
FutureMetal1
Titanium
Tier II
Nitrogen
FutureMetal2
FutureMetal3
Products
Factories and refineries take in resources or other products to make new products. These products are shipped out to other structures through a delivery or transport unit.
Tier I
Cast/Machined Metal
Rolled Metal
Circuitboards (Gold+Silicon)
Ceramics (Carbon+Silicon)
Superconductors (from FutureMetal1 and/or Ceramics)
Diamond (from Carbon)
Steel (iron+carbon)
Atomic Clay
Plastics
Tier II
Meat (requires vegetables)
Nitrates (from Nitrogen)
Atomic Clay (broken down molecules that can be reassembled into almost anything)
Nanotube
Pharmaceuticals
Gold+FutureMetalX Alloy
Utilities
Each utility is made by a specific plant. For that list, go to the Structures page. Utilities are transported through lines.
Water
Electricity
FutureGas1 (possibly called Hydrocarbonic Gas)