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Industries and Cargo

Beside the passengers, cargo transportation is the second mainstay for the companies. There are 36 cargo items in Transport Fever 3:

  • 12 raw materials
  • 11 intermediate products
  • 3 booster products
  • 10 end products

The raw materials come from industries that do not depend on incoming cargo. Intermediate products are produced by industries which use incoming cargo to produce material for other industries. Booster products are used by the industries of raw materials to increase production. End products are delivered from industries to industrial and commercial districts in towns depending on their requirements. Some cargo types are used in multiple contexts, e.g. they are demanded by towns as well as they are used for the production of more complex products.

Not all cargo types are available in every climate zone. E.g. the paper mill and printing press exclusively appear in the subarctic climate. At the beginning of a map, not all industries and cargo types are present. Once towns grow, they have additional and more complex demands.

Industries

There are 32 different industries in Transport Fever 3. Some of them require the delivery of cargo from other industries to start production, others produce without external needs.

By clicking on a industry in any camera view or any other place where the industry is mentioned,By selecting an industry in the world with the inspector or by selecting an industry’s name in any list and pressing , the industry window pops up. This window provides all the important info about the industry, including the production, input and output stocks, supplier and consumer lists as well as some charts. The later three are explained in the statistics section.

Production

The top section Production of the industry window shows the production rule of the industry. See the list below to find out which industry has which production rule. Raw industries like farms, mines and the logging camps always produce some cargo without requiring input cargo. Other industries like the saw mill, steel mill and brewery need to have some cargo in the input stock to start production. At the top, the basic rule is shown with small ratio numbers. The amount of consumed and produced cargo within the last 365 days and the theoretical maximum per year are shown below.

For raw industries, the amount of plots (fields, plantages, mine shafts etc) has an impact on the production. When such an industry is served well, it will start to expand by adding more plots in the surrounding area. If this area is blocked or existing plots are bulldozed to construct something else, this limits or reduces the production.

Booster

Each industry can be boosted by providing a passenger connection to reach the industry. If a sufficient amount of workers show up frequently, the overall throughput of the production increases. When too few workers have recently been at the industry, the worker booster stops again. The Booster section can be expanded to see a list of the workers.

Raw industries have a second way of boosting. By providing enough cargo of a specific booster cargo type (Fertilizer, Machines or Tools), the booster can be started. The booster will consume cargo items from the input stock. The boosting effect will stop once there are not enough items for the booster to run.

Input Stocks & Output Stocks

The Input Stocks and Output Stocks sections list the current number of items stored in the industry as well as the upper limit. When expanded, they also show a list of potential sources or destinations for the cargo. This is also visualized in the game world by symbolic links. The relations actively used are animated, the others are static.

All produced cargo items stay at the industry where they are produced until they are picked up by a suitable vehicle on a line that is configured to pick up that cargo type at or near the industry. It is up to the player to decide where the cargo is transported to. If cargo is not picked up and the output stock reaches is limit, the production continues anyway, but the excessive cargo items are destroyed. That is also shown in the chart in the bottom section Cargo Flow. Waiting items in the output stock are also shown as a number in the HUD above the industry.

The cargo layer can be used to plan the connections between industry and get a quick overview over the yearly demand and supply across the map.

Dynamic industry spawning and closure

Over time, additional industries will spawn and unused industries may be abandoned, given that the relevant conditions are met. New industries will spawn when the demand raises high enough or when new cargo types are demanded for the first time.

Unused industries can be abandoned under the following conditions:

  • The Industry closure frequency is not set to Never.
  • No goods have been consumed/produced in the last 10 years.
  • No goods have been shipped from this industry in the last 10 years.
  • The industry is not owned by the player.

You will receive a notification if a new industry is spawned or an unused industry is marked for closing respectively. For abandoned industries there is a countdown of 730 days before the industry is effectively closed. This countdown is shown in the notification and additionally above the industry. If the calendar speed is set to paused, real time is shown instead of the number of days. As soon as the countdown is over, the industry will be permanently removed. If the industry starts to consume/produce or ship goods within the countdown, the industry will not be removed and the countdown is stopped.

Cargo Types List

The table below shows all cargo types that are available in free game mode. Some campaign missions use special cargo types not listed here.

Icon Cargo Manufacturer Consumer Type Specialization
Beverages Brewery Commercial District End Product Goods
Books Printing Press Commercial District End Product Goods
Bricks Bricks Works Industrial District End Product Goods
Canned Food Food Factory Commercial District End Product Goods
Cement Cement Plant Industrial District End Product Bulk
Chemicals Oil Refinery Chemical Plant Intermediate Product Liquid
Clay Clay Pit Bricks Works Raw Material Bulk
Clothes Textile Factory Commercial District End Product Goods
Coal Coal Mine Steel Mill Raw Material Bulk
Crude Oil Oil Platform
Oil Well
Oil Refinery Raw Material Liquid
Dyes Chemical Plant Textile Factory
Printing Press
Intermediate Product Liquid
Fabric Weaving Mill Textile Factory Intermediate Product Goods
Fertilizer Chemical Plant Cotton Farm
Farm
Rubber Farm
Booster Product Bulk
Fish Fishing Grounds Commercial District
Food Factory
Raw Material Goods
Fuel Oil Refinery Industrial District End Product Liquid
Furniture Furniture Factory Industrial District End Product Goods
Glass Glass Works Furniture Factory
Brewery
Intermediate Product Goods
Grain Farm Livestock Farm Raw Material Bulk
Iron Ore Iron Ore Mine Steel Mill Raw Material Bulk
Logs Logging Camp Saw Mill Raw Material Flatbed
Machines Machine Factory Industrial District
Vehicle Factory
Logging Camp
Iron Ore Mine
Oil Well
Sand Excavator
Booster Product Flatbed
Meat Livestock Farm Commercial District
Food Factory
Raw Material Goods
Paper Paper Mill Printing Press Intermediate Product Goods
Planks Saw Mill Industrial District
Furniture Factory
Tool Factory
Intermediate Product Flatbed
Plastic Chemical Plant Tool Factory
Machine Factory
Intermediate Product Goods
Rubber Rubber Farm Tire Factory Raw Material Liquid
Sand Sand Excavator
Sand Pit
Glass Works Raw Material Bulk
Sawdust Saw Mill Paper Mill Intermediate Product Bulk
Sheet Metal Steel Mill Food Factory
Vehicle Factory
Intermediate Product Flatbed
Steel Steel Mill Machine Factory Intermediate Product Flatbed
Stone Quarry Cement Plant Raw Material Bulk
Tires Tire Factory Vehicle Factory Intermediate Product Goods
Tools Tool Factory Industrial District
Clay Pit
Coal Mine
Fishing Grounds
Oil Platform
Quarry
Sand Pit
Booster Product Goods
Vegetables Farm Commercial District End Product Goods
Vehicles Vehicle Factory Industrial District End Product Flatbed
Wool Cotton Farm
Livestock Farm
Weaving Mill Raw Material Goods

Industries List

The table below shows all industries that are available in free game mode. Some campaign missions use individual industries not listed here.

Icon Name Production Booster Temperate Dry Tropical Subarctic
Brewery 8 Grain 3 Glass ➔ 8 Beverages - ✔ ✔ ✔
Brick Works 4 Clay ➔ 4 Bricks - ✔ ✔
Cement Plant 4 Stone ➔ 2 Cement - ✔ ✔
Chemical Plant 6 Chemicals ➔ 2 Dyes 5 Plastic - ✔ ✔ ✔ ✔
Clay Pit 1-16 Clay Tools ✔ ✔
Coal Mine 1-16 Coal Tools ✔ ✔ ✔ ✔
Cotton Farm 1-12 Wool Fertilizer ✔ ✔
Crop Farm 1-24 Grain 1-16 Vegetables Fertilizer ✔ ✔ ✔ ✔
Fishing Grounds 1-12 Fish Tools ✔ ✔ ✔
Canning Factory 2 Fish or 2 Meat and 1 Sheet Metal ➔ 2 Canned Food - ✔ ✔ ✔ ✔
Furniture Factory 4 Planks 1 Glass ➔ 2 Furniture Machines ✔ ✔ ✔ ✔
Glass Works 4 Sand ➔ 2 Glass - ✔ ✔ ✔ ✔
Iron Ore Mine 1-16 Iron Ore - ✔ ✔ ✔ ✔
Livestock Farm 7 Grain ➔ 3 Meat 4 Wool Machines ✔ ✔ ✔ ✔
Logging Camp 1-8 Logs - ✔ ✔ ✔ ✔
Machine Factory 7 Steel 4 Plastic ➔ 7 Machines - ✔ ✔ ✔ ✔
Oil Platform 1-4 Crude Oil Tools ✔ ✔ ✔ ✔
Oil Refinery 4 Crude Oil ➔ 2 Fuel 1 Fertilizer 4 Chemicals - ✔ ✔ ✔ ✔
Oil Well 1-6 Crude Oil Machines ✔ ✔ ✔ ✔
Paper Mill 4 Sawdust ➔ 2 Paper - ✔
Printing Press 4 Paper 2 Dyes ➔ 4 Books - ✔
Quarry 1-16 Stone Tools ✔ (✔) ✔ ✔
Rubber Farm 1-32 Rubber Fertilizer ✔
Sand Excavator 1-8 Sand Machines ✔ ✔ ✔
Sand Pit 1-8 Sand Tools ✔ ✔ ✔ ✔
Saw Mill 4 Logs ➔ 4 Sawdust 8 Planks - ✔ ✔ ✔ ✔
Steel Mill 6 Iron Ore 6 Coal ➔ 4 Sheet Metal 3 Steel - ✔ ✔ ✔ ✔
Textile Factory 4 Fabric 2 Dyes ➔ 3 Clothes - ✔ ✔ ✔ ✔
Tire Factory 4 Rubber ➔ 2 Tires - ✔
Tool Factory 4 Planks 2 Plastic ➔ 5 Tools - ✔ ✔ ✔ ✔
Vehicle Factory 1 Tires 4 Sheet Metal 1 Machines ➔ 1 Vehicles - ✔ ✔ ✔ ✔
Weaving Mill 4 Wool ➔ 4 Fabric - ✔ ✔ ✔ ✔

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Table of Contents

Table of Contents

  • Industries
    • Production
    • Booster
    • Input Stocks & Output Stocks
    • Dynamic industry spawning and closure
  • Cargo Types List
  • Industries List

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