Part of my thinking with it was to not follow Balfour's... cute... wit but to instead stick with more realistic options. All of those items basically just translate to a luxury item which is consumed by the Commercial Structure at a rate of 1 per turn to produce +1 Morale or the Red Light District at 2 per turn for the same morale effect. So simply 'Luxury Goods' would suffice for that.
It's just that with only "Luxury Goods" and "Medicine" to produce, the light industry structure kind of goes to waste.
We talk about it a bit in this thread (http://forum.outpost2.net/index.php/topic,5828.0.html
) about building maintenance and a structure specialized in producing materials to repair buildings but I'm still wondering if we should go with my thinking of "Building Maintenance Supplies" and have the light factory produce that. The supplies would represent things such as electronic components, light bulbs, wiring, floor/ceiling/wall panels, door actuators, etc... those sorts of things (only instead of individually these would simply be represented as the aforementioned 'maintenance supplies').
Perhaps the light factory can produce other supplies... something like "Consumable Supplies", things like paper towels, all purpose cleaners, plastic bottles for various liquids, toiletries like soap and shampoo, A4 printer paper, pens and pencils, etc. These would be consumed by structures like Residences, Medical Centers, Recreation Facility, Laboratories and Universities at different rates depending on current structure capacity. Not having these supplies on hand could put a structure at say half capacity and even cause a negative morale effect (e.g., telling someone no more toilet paper is available and they're on their own is sure to irritate the hell out of colonists).
Anyway, all just thoughts, nothing fleshed out.
Damn these things sneak up real fast don't they?