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** Pig Tail Seeds/Rope Reed Seeds (Farm plot) --> Pig Tail/Rope Reed (Farmer's Workshop) --> Thread (Loom) --> Cloth (Clothier's Workshop) --> Bag; Wood (Wood Furnace) --> Ash (Ashery) --> Potash (Kiln) --> Pearlash; Wood (Wood Furnace) --> Charcoal; Bag (Glass Furnace) --> Sand-filled Bag; Sand-filled Bag, Pearlash, Charcoal (Glass Furnace) --> Clear Glass.
** Tame animal/killed wild animal (Butcher's shop) --> animal hide <ref>also Fat, Meat, Bone, Prepared organs, Skull, Scale, Hooves, Ivory, Tooth, Hair, Wool - depending on the animal</ref>; Chalk <ref>or Calcite, Limestone, Marble</ref> (Kiln) --> quicklime (Ashery) -> milk of lime; hide + milk of lime (Tanner's Shop) --> parchment sheet; wood (Craftsdwarf's Workshop) --> book binding; sheets (Craftsdwarf's Workshop) --> quire (Library <ref>originals by scholars, copies by scribes</ref>) --> written quire; quire with writing + thread + book binding (Craftsdwarf's Workshop) --> Book.
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**** Often players gamble on anvils being available later via merchants and don't take one, and instead bring only ready tools to focus on building up all necessary non-metal industry and basic security first - which is likely to be longer than it takes the first caravan to arrive... or the second... Food and drink industry aren't as complicated as clear glass, but things add up. The upside is that by the time you are ready for smithing, you may be able to produce enough of trade goods to pay for your anvil and then some.
**** While you can keep most goods on the floor, proper use of containers saves a lot of space and time, and containers have to be made. Logs/stones can be cut to 4 much lighter blocks that are interchangeable with them as a building material; this uses a job, but you need to gather less of raw resources, it saves time later because blocks are easier to transport and allow 10x more dense storage (in bins), and it gives the carpenter/mason some practice.
*** One shortcut is to not use fuel, but only magma-heated furnaces. Naturally, you'd need to make sure that the creatures who can swim in magma won't have access to your workshops... which involves some extra items made of magma-proof materials. Luckily, most of these can be cut from stone in one job, and you most likely will have some heat-resistant stone long before you'll dig to magma. Also, magma is used to produce obsidian by mixing with water - the process you need to set up, rather than order as a job, and then dig the solid obsidian out - giving you unlimited stone of a fairly high value (thus natural choice for trade goods).
** Refinement also affects strategy of spending embark points. Low-grade resources are ''much'' cheaper. From humble willow logs, you can make light containers and training weapons soon after building a carpenter's shop, even if there are no fitting trees on the map, or they are guarded by giant badgers. If you have thread, you'll have your own cloth, rope, bags and more as needed, so it may be a good idea... unless you want to keep
** Every process is a job that keeps some dwarf occupied, which reflects in optimization. E.g. many jobs go faster if done by trained and/or talented workers, but you won't have 1 dwarf for 1 job for a long, long time - for one, because you'd need to provide materials fast enough - and then there's [[Wax On, Wax Off|"cross-training"]].
* In ''[[Minecraft]]'', the [[I Was Told There Would Be Cake|Cake]] has one of the most complicated crafting procedures in the game. The end result is a food item that can almost fully heal you. It requires 3 buckets of milk, 2 sugar, 1 egg and 3 wheat. While some ingredients are, although somewhat uncommon, relatively simple to obtain (i.e. eggs are laid by chickens, sugar is refined at the workbench from sugar cane, which grows near water), others are a bit more complex:
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* The ''[[Hearts of Iron]]'' games require refining of crude oil into refined fuel. Metal, rare materials, and energy are also "refined" by your industrial capacity into supplies, based on how much of the IC is allocated to producing that resource.
* ''[[Lego Rock Raiders]]'' features the Ore Refinery, which uses Ore to create Building Studs, a building material which substitutes for Ore in construction and is valued at five Ore per Stud. Upgrading the Ore Refinery allows Building Studs to be generated from fewer and fewer Ore pieces, significantly increasing their value in construction.
* ''Emperor of The Fading Suns'' -
** Chemicals plant: 10 Energy + 5 Trace -> 10 Chemicals (
** Electronics plant: 10 Energy + 5 Trace -> 10 Electronics (
** Ceramsteel plant: 10 Energy + 10 Chemicals + 7 Trace -> 10 Ceramsteel (
** Fusorium: 10 Energy + 7 Electronics -> 10 Monopols (
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* When ''[[City of Heroes]]'' introduced bases for super groups, the mechanism for creating improvements involved extracting or combining "ordinary" salvage to create any of about half a dozen special components, which were then combined using randomly-dropped recipes for the various items with which one could outfit a base. The process was complicated, tedious, and quickly abandoned by the developers for a somewhat simpler, more streamlined scheme that didn't involve any "refining".
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