Rise of Industry is not a logistics sim with a factory bolted on. It is a demand game: the towns set a demand, the shops pay for what they consume and discount what you flood them with, and every building bills you upkeep for every day it is switched on whether or not it produced anything. This guide is the numbers side of that — what each chain consumes and yields, what each building and vehicle costs, the order things unlock, and the specific mistakes that end a run in the first ten hours.
What this guide was built from, and how far to trust it
The last content patch Rise of Industry ever received was Industrious 2.3, 7 January 2021 — it is the most recent update post on the game's news feed, and no further update for it has been announced since (the feed's later posts are sales, a thank-you and the Rise of Industry 2 sequel). The IP was sold in early 2022 and Dapper Penguin Studios closed in 2024, so 2.3 is the final state of the game. Written with that patch in mind.
Every number below comes from the game's community wiki (riseofindustry.fandom.com) read as raw wikitext, never from a video or a memory. The wiki's own pages are of very different ages, and that matters:
| Page group | Last edited | Verdict |
|---|---|---|
| Factory Recipes | 2022-03-06 | Use this. Matches the tier price tables where they overlap. |
| Farm Produce, Raw Resource | 2021/2023 | Use these for farm and gatherer figures and prices. |
| Tier 1/2/3, Component, Prototype Products | 2020-01 to 2018-11 | Output, cycle time and price columns agree with Factory Recipes. |
| Individual product pages (Wheat, Water, Paper, Cartons, Dye …) | mostly 2018 | Stale. They describe an older build: 10-day cycles, 1-unit outputs, and recipes such as Paper from Wood+Water and Cartons from Cardboard that no longer appear in the recipe table. Ignore them. |
| Farm Recipes | 2018-11-20 | Agrees with Farm Produce. |
| Gatherer Recipes | 2026-03-20 | Conflicts with Raw Resource on cycle times; both shown. |
Nothing here was verified inside a running copy of the game. Where two wiki pages disagree I show both figures and say so rather than picking one silently.
Five rules that decide whether you survive
- Upkeep is a fixed fraction of build cost. Daily upkeep = (build cost × 1/60) ÷ 30, so monthly
upkeep = build cost ÷ 60. A $400,000 Carpentry building costs $222.22/day, $6,666.67/month. This one formula lets you price any unlisted building's upkeep from its build cost.
- Upkeep is charged for days the building is active, not for what it makes. A factory starved of
inputs still bills you. Turning efficiency down turns the bill down with it.
- Shops pay when they consume, not when they receive. Over-supply goes into their storage and you
are paid later, if at all — while the price drifts down. Under-supply keeps prices high but earns less.
- Dispatch is charged per trip and per tile. A destination truck is $250 + $10 per tile for a single
unit of cargo. Distance is a running cost, not a one-off.
- Going negative mid-month is fine; ending the month negative is not. Upkeep and loan instalments
land on the 1st, and that is the only moment bankruptcy can hit.
Starting money, loans and the bankruptcy line
Starting budget varies with difficulty, and on two of the three settings it is a loan to be repaid at zero interest rather than free money.
| Difficulty | Starting loan | Interest | Term |
|---|---|---|---|
| Newcomer | $10,000,000 | n/a — it is a grant, no repayment | n/a |
| Normal | $10,000,000 | 0% | 10 years / 120 months |
| Veteran | $7,500,000 | 0% | 7.5 years / 90 months |
Two more loan types exist:
- Settlement loan — taken through the HQ. Amount is
ceil(population / 100,000) × $5,000,000, base
interest 25%. Influence with that settlement can cut the rate, change the amount and change the term.
- Bankruptcy loan — $5,000,000 over 60 months at 25%, no influence allowed. Offered only when you
finish a month unable to pay everything due on the 1st. If you already hold three loans you cannot take a fourth and the run is over. You can repay any loan early, without penalty, to stop the interest.
Because the interest is charged on the whole balance, the bankruptcy loan is the single most expensive thing in the game. A shortfall you fix in the same month can be repaid immediately at zero interest.
The map: regions, permits and where the HQ goes
- Buildings need a permit for the region they sit in, bought from the region's Town Centre or Regional
Office. Placing your HQ grants that region a full build permit for free — so put the HQ in the region with the most expensive permit.
- Every settlement has a No Build zone (shown as an orange disc). Anything other than roads and
logistics buildings inside it damages your relationship with that town, which limits your ability to sell to it.
- Settlements start with a Farmer's Market and a Hardware Store, and gain a third shop once
population passes 100,000 (the wiki's Shops page instead says a new random shop every 50k population — the two pages disagree). Sell high-tier goods in the bigger towns; those shops are the only buyers for them.
Gatherers: the raw layer, and what it costs
Every gatherer is a hub plus harvesters placed on or beside the node. Water and Sand are the only infinite nodes; Coal, Copper, Iron, Gas and Oil are finite pools that vanish when drained; Trees and Fish are renewable (trees can be replanted, fish respawn 5–15 tiles away after 3–6 months).
| Product | Building | Days per cycle | Output per harvester | Base price |
|---|---|---|---|---|
| Water | Water Siphon / Water Well | 10 / 15 | 1 | $3,046.88 |
| Sand | Sand Collector | 10 | 1 | $3,046.88 |
| Wood | Lumberyard | 15 | 1 | $3,046.88 |
| Fish | Fisherman's Pier | 15 | 1 | $3,656.25 |
| Iron Ore | Iron Mine | 15 | 1 | $3,656.25 |
| Coal | Coal Mine | 15 | 1 | $3,656.25 |
| Copper | Copper Mine | 15 | 1 | $4,265.63 |
| Gas | Gas Pump | 15 | 1 | $4,265.63 |
| Oil | Oil Drill / Offshore Oil Drill | 15 | 1 | $4,265.63 |
The cycle-time column is from the Raw Resource page. The separate Gatherer Recipes page lists 10 days for every one of these, so the two disagree; treat 10–15 days as the range and expect a harvester to deliver roughly 1 unit per 10–15 days.
Node sizes (Resources page, "subject to change"): Coal/Iron/Copper nodes hold 1,000–6,000 units depending on the map's resource setting, Oil/Gas 1,000–5,000, Fish 750–2,500, a Tree 6–18 units. Every mineral node spawns with exactly 5 tiles and they all drain the same pool, so harvester placement on a node does not matter. When a finite node runs dry, its harvester keeps working at 25% rate off whatever remains.
Costs and upkeep:
| Item | Build cost | Monthly upkeep | Source |
|---|---|---|---|
| Water Siphon (hub) | $125,000 | $2,083.33 | Upkeep page example |
| Harvester | $50,000 | $833.33 | Upkeep page example — but the Resources page states harvesters are now free and the page's older gatherer costs are out of date. Unresolved; check in game. |
| Roads: dirt / urban / one-way / track | $50 / $100 / $100 / $200 per tile | — | Roads page |
| Terraforming | $1,000 per tile | — | Terraforming page |
Terraforming is often the cheapest way to make a bad site good, but it is charged per tile: the wiki's own beginner walkthrough spent $650,000 flattening a hill and filling a pond, and $225,000 digging a 10-tile water trench.
Farms: what one field actually yields
A farm is a hub plus fields placed inside its radius. Recipe figures are per field-cycle, which is how the wiki's header ("Output per field") reads.
| Product | Building | Inputs per field-cycle | Output per field-cycle | Days per cycle |
|---|---|---|---|---|
| Oranges | Orchard | Water x1 | 2 | 35 |
| Apples | Orchard | Water x1 | 2 | 35 |
| Grapes | Orchard | Water x1 | 2 | 35 |
| Raw Rubber | Orchard | Water x1 | 2 | 35 |
| Olives | Orchard | Water x1 | 2 | 35 |
| Wheat | Crop Farm | Water x1 | 2 | 45 |
| Hops | Crop Farm | Water x1 | 2 | 45 |
| Potato | Crop Farm | Water x1 | 2 | 45 |
| Vegetables | Crop Farm | Water x1 | 2 | 45 |
| Berries | Plantation | Water x1 | 2 | 30 |
| Cotton | Plantation | Water x1 | 2 | 30 |
| Sugar | Plantation | Water x1 | 2 | 30 |
| Cocoa | Plantation | Water x1 | 2 | 30 |
| Chicken Meat | Livestock Farm | Wheat x1, Water x1 | 1 | 30 |
| Eggs | Livestock Farm | Wheat x1, Water x1 | 2 | 30 |
| Beef | Livestock Farm | Wheat x2, Water x1 | 1 | 45 |
| Leather | Livestock Farm | Wheat x2, Water x1 | 1 | 45 |
| Milk | Livestock Farm | Wheat x2, Water x1 | 1 | 45 |
| Mutton | Livestock Farm | Wheat x1, Water x1 | 1 | 30 |
| Wool | Livestock Farm | Wheat x1, Water x1 | 2 | 30 |
Two things the table hides:
- Cows and sheep produce three goods at once. The Milk and Leather pages describe the cow cycle as
producing milk, leather and beef together; the Farm table splits them into three rows that each consume 2 wheat + 1 water per 45 days. Read them as one cycle with three simultaneous outputs — which is also why cattle are the classic first trap, below.
- Livestock need wheat, so they are a second-order chain. Wheat is 2 units per field-cycle of 45 days
from 1 water, and cows eat 2 of it per cycle. A cow field is really a wheat field plus a cow field.
Farm build costs and upkeep (Crop Farm, Orchard, Plantation are all the same):
| Farm | Build cost | Monthly upkeep | Per field |
|---|---|---|---|
| Crop Farm / Orchard / Plantation | $125,000 | $2,083.33 | +$75,000 build, +$1,250/month |
| Livestock Farm | $150,000 | $2,083.33 (listed) | +$100,000 build, +$1,250/month (listed) |
The Livestock row is worth a sceptical eye: its listed upkeep is identical to the cheaper farms, which does not match the ÷60 rule (a $150,000 hub should be $2,500/month, a $100,000 field $1,667/month). It looks like a copy-paste on the wiki; budget the ÷60 numbers.
Farm produce base prices are flat across all the farm crops on the Farm Produce page: $8,988.28 per unit for oranges, apples, grapes, raw rubber, olives, wheat, hops, potatoes, vegetables, berries, cotton, sugar and cocoa.
Does a building pay? The two-minute calculation
Revenue per day = (output per cycle ÷ days per cycle) × price. Cost per day = (build cost ÷ 60) ÷ 30. Run both before you place anything.
Worked example — one Orchard with one field, growing apples, sold at the wiki's base price:
- Revenue: 2 apples ÷ 35 days = 0.0571 apples/day × $8,988.28 = $513.60/day
- Upkeep: ($125,000 ÷ 60) ÷ 30 = $69.44/day for the hub, ($75,000 ÷ 60) ÷ 30 = $41.67/day for the field —
$111.11/day
- Gap before trucking and any price discount: about $400/day per field
Then subtract dispatch: a destination truck costs $250 + $10/tile per unit carried, so a 30-tile run is $550 for one apple. Selling apples 30 tiles away eats most of a day's margin; selling water 30 tiles away at $3,046.88 a unit is worse. This is why the wiki's own guidance is to build tight.
Factories: every documented recipe
Recipe rows read as: the building consumes the listed inputs and produces the listed output once every Days column value. One building works one selected product at a time.
Automotive Factory
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Exterior Body | Components | Steel Frame x1, Headlights x2 | 1 | 60 |
| Interior Body | Components | Interior Lining x1, Car Seat x2 | 1 | 60 |
| Body Chassis | Components | Interior Body x1, Exterior Body x1 | 1 | 120 |
| Axles | Components | Steel x6, Tire x4 | 1 | 60 |
| Combustion Engine | Components | Biofuel x8, Engine Block x1 | 1 | 60 |
| Rolling Chassis | Components | Axles x1, Combustion Engine x1 | 1 | 120 |
Carpentry
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Wooden Planks | Tier 1 | Wood x3 | 2 | 30 |
| Large Furniture Base | Tier 2 | Wooden Planks x3 | 2 | 45 |
| Small Furniture Base | Tier 2 | Wooden Planks x2 | 2 | 30 |
| Wooden Barrels | Tier 2 | Wooden Planks x2 | 2 | 30 |
| Car Seat | Tier 3 | Small Furniture Base x5, Cotton x4 | 1 | 30 |
| Leather Furniture | Tier 3 | Small Furniture Base x3, Leather x5 | 1 | 30 |
| Office Furniture | Tier 3 | Large Furniture Base x3, Steel x3 | 1 | 30 |
| Plastic Furniture | Tier 3 | Small Furniture Base x3, Plastics x4 | 1 | 30 |
Distillery and Brewery
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Hard Cider | Tier 1 | Apples x3, Sugar x1 | 3 | 50 |
| Wine | Tier 1 | Grapes x3 | 3 | 40 |
| Yeast | Tier 1 | Berries x2, Sugar x1 | 2 | 20 |
| Beer | Tier 2 | Hops x3, Yeast x1, Wooden Barrels x1 | 2 | 40 |
| Biofuel | Tier 2 | Potato x3, Refined Oil x1 | 2 | 20 |
| Vodka | Tier 2 | Potato x3, Yeast x1, Wooden Barrels x1 | 2 | 40 |
| Brandy | Tier 3 | Wine x5, Bottles x2 | 1 | 30 |
| Barley Whiskey | Tier 3 | Wheat x6, Wooden Barrels x4, Yeast x4 | 1 | 30 |
Drink Factory
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Apple Smoothie | Tier 1 | Apples x2, Water x2 | 2 | 35 |
| Berry Smoothie | Tier 1 | Berries x2, Water x2 | 2 | 35 |
| Grape Juice | Tier 1 | Grapes x2, Water x1 | 2 | 25 |
| Orange Juice | Tier 1 | Oranges x2, Water x1 | 2 | 25 |
| Soda Water | Tier 1 | Sugar x1, Water x1 | 3 | 35 |
| Orange Soda | Tier 3 | Soda Water x4, Orange Juice x3, Bottles x1 | 1 | 30 |
Food Factory
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Chocolate Bar | Tier 1 | Cocoa x1, Milk x1 | 2 | 30 |
| Flour | Tier 1 | Wheat x2 | 2 | 15 |
| Olive Oil | Tier 1 | Olives x4 | 2 | 30 |
| Beef Stew | Tier 2 | Beef x2, Vegetables x1, Water x1 | 2 | 30 |
| Cheese | Tier 2 | Milk x1, Water x3 | 2 | 20 |
| Chocolate Cake | Tier 2 | Flour x2, Eggs x1, Cocoa x2 | 2 | 30 |
| Dough | Tier 2 | Flour x3, Water x1 | 2 | 25 |
| Waffles | Tier 3 | Dough x4, Sugar x3 | 1 | 30 |
| Berry Pie | Tier 3 | Berries x6, Dough x4, Sugar x4 | 1 | 30 |
| Burgers | Tier 3 | Dough x4, Vegetables x2, Beef x2 | 1 | 30 |
| Pizza | Tier 3 | Cheese x4, Dough x2, Vegetables x2 | 1 | 30 |
| Fried Chicken | Components | Chicken Meat x3, Olive Oil x3, Flour x3 | 1 | 90 |
| Cooked Vegetables | Components | Vegetables x3, Olive Oil x3, Potato x3 | 1 | 90 |
| Chicken Diner | Components | Fried Chicken x1, Cooked Vegetables x1, Orange Soda x1 | 1 | 180 |
Glass & Metallurgy Factory
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Copper Tubing | Tier 1 | Copper x3 | 2 | 25 |
| Copper Wire | Tier 1 | Copper x2 | 3 | 30 |
| Glass | Tier 1 | Sand x2, Coal x1 | 3 | 35 |
| Steel | Tier 1 | Iron ore x2, Coal x1 | 3 | 40 |
| Bottles | Tier 2 | Glass x3 | 2 | 25 |
| Cans | Tier 2 | Steel x3 | 2 | 30 |
| Ceramic | Tier 2 | Glass x4, Sand x3 | 2 | 45 |
| Steel Frame | Tier 2 | Steel x5 | 2 | 50 |
| Glass Tubes | Tier 2 | Glass x5 | 2 | 45 |
| Steel Barrels | Tier 2 | Steel x2 | 2 | 20 |
| Computer Memory | Components | Glass Tubes x2, Rubber Tubes x2, Capacitors x2 | 1 | 180 |
Home Goods Factory
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Diodes | Tier 2 | Copper Wire x2, Glass x2 | 2 | 40 |
| Light Bulb | Tier 2 | Copper Wire x3, Glass x1 | 2 | 40 |
| Radiator | Tier 2 | Copper Tubing x2, Steel x2 | 2 | 50 |
| Refrigerator | Tier 2 | Copper Tubing x3, Steel x1, Gas x1 | 2 | 55 |
| Stovetop | Tier 2 | Copper Tubing x3, Steel x1 | 2 | 50 |
| Capacitors | Tier 3 | Copper Wire x1, Cans x1, Ceramic x1 | 2 | 50 |
| Engine Block | Tier 3 | Radiator x2, Steel x2 | 1 | 30 |
| Headlights | Tier 3 | Light Bulb x2, Glass x2 | 1 | 30 |
| Oven | Tier 3 | Stovetop x1, Ceramic x1 | 1 | 30 |
| Radio Receiver | Tier 3 | Diodes x3, Small Furniture Base x1 | 1 | 30 |
| Telephones | Tier 3 | Diodes x2, Plastics x3 | 1 | 30 |
| Binary Switcher | Components | Steel x1, Diodes x1, Small Furniture Base x1 | 1 | 120 |
| Processor | Components | Binary Switcher x2, Steel Frame x1 | 1 | 180 |
Papermill
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Heavy Pulp | Tier 1 | Wood x3, Water x1 | 2 | 30 |
| Ink | Tier 1 | Water x2, Coal x2 | 2 | 35 |
| Parchment | Tier 1 | Wood x2, Water x1 | 2 | 25 |
| Cardboard | Tier 2 | Heavy Pulp x3 | 2 | 50 |
| Printed Paper | Tier 2 | Parchment x3, Ink x1 | 2 | 50 |
| Books | Tier 3 | Printed Paper x3 | 1 | 30 |
| Deluxe Books | Tier 3 | Printed Paper x3, Leather x1 | 1 | 30 |
| Newspapers | Tier 3 | Printed Paper x3, Ink x1 | 1 | 30 |
| Punch Cards | Tier 3 | Cardboard x3 | 1 | 30 |
| Thin Cardboard | Tier 3 | Cardboard x3 | 1 | 30 |
Petrochemical Factory
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Chemicals | Tier 1 | Gas x2 | 2 | 25 |
| Plastics | Tier 1 | Oil x2, Gas x1 | 2 | 35 |
| Refined Oil | Tier 1 | Oil x2 | 2 | 25 |
| Rubber | Tier 1 | Raw Rubber x2 | 3 | 35 |
| Adhesive | Tier 2 | Chemicals x1, Plastics x2 | 2 | 50 |
| Paints | Tier 2 | Chemicals x1, Dye x2 | 2 | 40 |
| Rubber Tubes | Tier 2 | Rubber x3 | 2 | 25 |
| Tire | Tier 2 | Rubber x4 | 2 | 35 |
| Buttons | Tier 2 | Plastics x1, Copper Wire x1 | 2 | 30 |
| Plastic Cutlery | Tier 2 | Plastics x2 | 2 | 35 |
| Interface | Components | Buttons x1, Punch Cards x1, Office Furniture x1 | 1 | 180 |
Preservation Factory
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Soup | Tier 1 | Vegetables x3, Water x1 | 2 | 35 |
| Bag of Chips | Tier 2 | Potato x3, Parchment x1 | 2 | 25 |
| Canned Fish | Tier 2 | Fish x1, Cans x1 | 2 | 50 |
| Canned Mutton | Tier 2 | Mutton x1, Cans x1 | 2 | 50 |
| Chicken Soup | Tier 2 | Chicken Meat x3, Water x2, Vegetables x2 | 2 | 45 |
| Dinner Container | Components | Thin Cardboard x2, Napkins x2, Plastic Cutlery x2 | 1 | 180 |
Prototype Facility
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Car | Prototype | Body Chassis x1, Rolling Chassis x1 | 1 | 360 |
| First Computer | Prototype | Punch Card Reader x6, Processor x6, Computer Memory x6 | 1 | 360 |
| Premade Dinners | Prototype | Chicken Diner x2, Dinner Container x2, Berry Pie x2 | 1 | 360 |
Textile Factory
| Product | Tier | Inputs | Output | Days per cycle |
|---|---|---|---|---|
| Dye | Tier 1 | Berries x2, Water x1 | 2 | 30 |
| Fibers | Tier 1 | Cotton x2 | 2 | 20 |
| Heavy Fabric | Tier 2 | Fibers x1, Dye x1, Leather x1 | 2 | 40 |
| Light Fabric | Tier 2 | Fibers x2, Dye x1 | 2 | 35 |
| Interior Lining | Tier 3 | Heavy Fabric x2, Cardboard x1 | 1 | 30 |
| Summer Clothes | Tier 3 | Light Fabric x2, Dye x2 | 1 | 30 |
| Winter Clothes | Tier 3 | Heavy Fabric x2, Wool x2 | 1 | 30 |
| Work Clothes | Tier 3 | Heavy Fabric x2, Leather x2 | 1 | 30 |
| Napkins | Tier 3 | Light Fabric x3 | 1 | 30 |
The recipe table has two holes worth knowing about before you plan a late-game build: the First Computer needs Punch Card Reader ×6, and no Punch Card Reader recipe is documented anywhere on the wiki; and the older product pages' Paper and Cartons do not appear in the recipe table at all. Treat those as unknown rather than guessing.
What things sell for
Prices below are the wiki's base selling prices. What a shop actually pays depends on its demand state — each shop lists 8 products, with one at 125% of base, three at 100%, and the rest at 80%. The market-wide drift is base × (1 + √(global demand − (global stored + global sold)) ÷ 50), so a product you flood loses value across the whole map.
Tier 1 products - raw resources turned into first-stage goods
| Product | Building | Days per cycle | Output | Base selling price |
|---|---|---|---|---|
| Wooden Planks | Carpentry | 20 | 2 | $24,222.66 |
| Hard Cider | Distillery and Brewery | 50 | 3 | $32,296.88 |
| Wine | Distillery and Brewery | 40 | 3 | $24,222.66 |
| Yeast | Distillery and Brewery | 20 | 2 | $24,222.66 |
| Apple Smoothie | Drink Factory | 35 | 2 | $32,296.88 |
| Berry Smoothie | Drink Factory | 35 | 2 | $32,296.88 |
| Grape Juice | Drink Factory | 25 | 2 | $24,222.66 |
| Orange Juice | Drink Factory | 25 | 2 | $24,222.66 |
| Soda Water | Drink Factory | 35 | 3 | $16,148.44 |
| Chocolate Bar | Food Factory | 30 | 2 | $32,296.88 |
| Flour | Food Factory | 15 | 2 | $16,148.44 |
| Olive Oil | Food Factory | 30 | 2 | $32,296.88 |
| Copper Tubing | Glass & Metallurgy Factory | 25 | 2 | $33,911.72 |
| Copper Wire | Glass & Metallurgy Factory | 30 | 3 | $22,607.81 |
| Glass | Glass & Metallurgy Factory | 35 | 3 | $25,837.50 |
| Steel | Glass & Metallurgy Factory | 40 | 3 | $29,067.19 |
| Heavy Pulp | Papermill | 30 | 2 | $32,296.88 |
| Ink | Papermill | 35 | 2 | $35,526.56 |
| Parchment | Papermill | 25 | 2 | $24,222.66 |
| Chemicals | Petrochemical Factory | 25 | 2 | $22,607.81 |
| Plastic | Petrochemical Factory | 35 | 2 | $33,911.72 |
| Refined Oil | Petrochemical Factory | 25 | 2 | $22,607.81 |
| Rubber | Petrochemical Factory | 35 | 3 | $16,148.44 |
| Soup | Preservation Factory | 35 | 2 | $32,296.88 |
| Dye | Textile Factory | 30 | 2 | $24,222.66 |
| Fibers | Textile Factory | 20 | 2 | $16,148.44 |
Tier 2 products
| Product | Building | Days per cycle | Output | Base selling price |
|---|---|---|---|---|
| Large Furniture Base | Carpentry | 45 | 2 | $58,957.03 |
| Small Furniture Base | Carpentry | 30 | 2 | $39,304.69 |
| Wooden Barrels | Carpentry | 30 | 2 | $39,304.69 |
| Beer | Distillery and Brewery | 40 | 2 | $78,609.38 |
| Biofuel | Distillery and Brewery | 20 | 2 | $37,994.53 |
| Vodka | Distillery and Brewery | 40 | 2 | $78,609.38 |
| Beef Stew | Food Factory | 30 | 2 | $52,406.25 |
| Cheese | Food Factory | 20 | 2 | $39,304.69 |
| Chocolate Cake | Food Factory | 30 | 2 | $52,406.25 |
| Dough | Food Factory | 25 | 2 | $45,855.47 |
| Bottles | Glass & Metallurgy Factory | 25 | 2 | $62,887.50 |
| Cans | Glass & Metallurgy Factory | 30 | 2 | $70,748.44 |
| Ceramic | Glass & Metallurgy Factory | 45 | 2 | $103,502.34 |
| Steel Frame | Glass & Metallurgy Factory | 50 | 2 | $117,914.06 |
| Glass Tubes | Glass & Metallurgy Factory | 45 | 2 | $104,812.50 |
| Steel Barrels | Glass & Metallurgy Factory | 20 | 2 | $47,165.63 |
| Diodes | Home Goods Factory | 40 | 2 | $78,609.38 |
| Light Bulb | Home Goods Factory | 40 | 2 | $75,989.06 |
| Radiator | Home Goods Factory | 50 | 2 | $102,192.19 |
| Refrigerator | Home Goods Factory | 55 | 2 | $115,293.75 |
| Stovetop | Home Goods Factory | 50 | 2 | $106,122.66 |
| Cardboard | Papermill | 50 | 2 | $78,609.38 |
| Printed Paper | Papermill | 50 | 2 | $87,780.47 |
| Adhesive | Petrochemical Factory | 50 | 2 | $73,368.75 |
| Paints | Petrochemical Factory | 40 | 2 | $57,646.88 |
| Rubber Tubes | Petrochemical Factory | 25 | 2 | $39,304.69 |
| Tire | Petrochemical Factory | 35 | 2 | $52,406.25 |
| Buttons | Petrochemical Factory | 30 | 2 | $45,855.47 |
| Plastic Cutlery | Petrochemical Factory | 35 | 2 | $55,026.56 |
| Bag of Chips | Preservation Factory | 25 | 2 | $39,304.69 |
| Canned Fish | Preservation Factory | 50 | 2 | $78,609.38 |
| Canned Mutton | Preservation Factory | 50 | 2 | $83,850.00 |
| Chicken Soup | Preservation Factory | 45 | 2 | $65,507.81 |
| Heavy Fabric | Textile Factory | 40 | 2 | $52,406.25 |
| Light Fabric | Textile Factory | 35 | 2 | $45,855.47 |
Tier 3 products
| Product | Building | Days per cycle | Output | Base selling price |
|---|---|---|---|---|
| Car Seat | Carpentry | 30 | 1 | $357,398.44 |
| Leather Furniture | Carpentry | 30 | 1 | $346,886.72 |
| Office Furniture | Carpentry | 30 | 1 | $397,342.97 |
| Plastic Furniture | Carpentry | 30 | 1 | $365,807.81 |
| Brandy | Distillery and Brewery | 30 | 1 | $359,500.78 |
| Barley Whiskey | Distillery and Brewery | 30 | 1 | $441,492.19 |
| Orange Soda | Drink Factory | 30 | 1 | $279,611.72 |
| Waffles | Food Factory | 30 | 1 | $325,863.28 |
| Berry Pie | Food Factory | 30 | 1 | $399,445.31 |
| Burgers | Food Factory | 30 | 1 | $378,421.88 |
| Pizza | Food Factory | 30 | 1 | $420,468.75 |
| Capacitors | Home Goods Factory | 50 | 2 | $192,592.97 |
| Engine Block | Home Goods Factory | 30 | 1 | $403,650.00 |
| Headlights | Home Goods Factory | 30 | 1 | $311,146.88 |
| Oven | Home Goods Factory | 30 | 1 | $336,375.00 |
| Radio Receiver | Home Goods Factory | 30 | 1 | $441,492.19 |
| Telephones | Home Goods Factory | 30 | 1 | $384,728.91 |
| Books | Papermill | 30 | 1 | $422,571.09 |
| Deluxe Books | Papermill | 30 | 1 | $454,106.25 |
| Newspapers | Papermill | 30 | 1 | $468,822.66 |
| Punch Cards | Papermill | 30 | 1 | $378,421.88 |
| Thin Cardboard | Papermill | 30 | 1 | $378,421.88 |
| Interior Lining | Textile Factory | 30 | 1 | $294,328.13 |
| Summer Clothes | Textile Factory | 30 | 1 | $210,234.38 |
| Winter Clothes | Textile Factory | 30 | 1 | $210,234.38 |
| Work Clothes | Textile Factory | 30 | 1 | $231,257.81 |
| Napkins | Textile Factory | 30 | 1 | $220,746.09 |
Component products (intermediates for the prototypes)
| Product | Building | Days per cycle | Output | Base selling price |
|---|---|---|---|---|
| Exterior Body | Automotive Factory | 60 | 1 | $235,218.75 |
| Interior Body | Automotive Factory | 60 | 1 | $292,500.00 |
| Body Chassis | Automotive Factory | 120 | 1 | $527,718.75 |
| Axles | Automotive Factory | 60 | 1 | $163,312.50 |
| Combustion Engine | Automotive Factory | 60 | 1 | $258,375.00 |
| Rolling Chassis | Automotive Factory | 120 | 1 | $421,687.50 |
| Interface | Petrochemical Factory | 180 | 1 | $246,187.50 |
| Binary Switcher | Home Goods Factory | 120 | 1 | $65,812.50 |
| Processor | Home Goods Factory | 180 | 1 | $186,468.75 |
| Computer Memory | Glass & Metallurgy Factory | 180 | 1 | $313,218.75 |
| Fried Chicken | Food Factory | 90 | 1 | $73,125.00 |
| Cooked Vegetables | Food Factory | 90 | 1 | $54,843.75 |
| Chicken Diner | Food Factory | 180 | 1 | $209,015.63 |
| Dinner Container | Preservation Factory | 180 | 1 | $179,156.25 |
Prototype products (end of the game)
| Product | Building | Days per cycle | Output | Base selling price |
|---|---|---|---|---|
| Car | Prototype Facility | 360 | 1 | $949,406.25 |
| First Computer | Prototype Facility | 360 | 1 | $4,314,375.00 |
| Premade Dinners | Prototype Facility | 360 | 1 | $1,007,906.25 |
Worked build: one Pizza line and everything it eats
Pizza is the cleanest example of a chain that looks small and is not: four separate Food Factory recipes feed it, and each factory building works one selected product at a time.
Per 1 Pizza (one 30-day cycle), the recipe tree unwinds as:
| Item | Amount per pizza | Comes from |
|---|---|---|
| Cheese | 4 | 2 cheese cycles: 2 milk + 6 water |
| Dough | 2 | 3 flour + 1 water |
| Vegetables | 2 | one vegetable field-cycle |
| — wheat behind the flour | 3 | 1.5 wheat field-cycles |
| — milk | 2 | 2 cow cycles = 4 wheat + 2 water (+2 beef, +2 leather as by-products) |
| Total wheat | 7 | 3.5 wheat field-cycles |
| Total water | 13.5 | cheese 6, dough 1, cow cycles 2, wheat fields 3.5, vegetable field 1 |
Sizing one continuous Pizza line (one Food Factory set to Pizza, which yields 0.0333 pizza/day) by rate:
| Need | Demand per day | Supply rate | Buildings / fields / harvesters |
|---|---|---|---|
| Pizza | 0.0333 | 1 per 30 d = 0.0333 | 1 Food Factory |
| Cheese | 0.1333 | 2 per 20 d = 0.1000 | 1.33 → 2 Food Factories (one idles a third of the time) |
| Dough | 0.0667 | 2 per 25 d = 0.0800 | 0.83 → 1 Food Factory |
| Flour | 0.1000 | 2 per 15 d = 0.1333 | 0.75 → 1 Food Factory |
| Vegetables | 0.0667 | 2 per 45 d = 0.0444 | 1.5 → 2 fields |
| Wheat | 0.2333 | 2 per 45 d = 0.0444 | 5.25 → 6 fields |
| Milk | 0.0667 | 1 per 45 d = 0.0222 | 3 cow fields |
| Water | 0.4500 | 1 per 10 d = 0.1000 | 4.5 → 5 harvesters |
So the minimum viable pizza operation is 5 Food Factories — one each for Pizza, Dough and Flour, two for Cheese — at $800,000 build and $13,333/month upkeep each, one Crop Farm with 6 wheat fields, one Crop Farm with 2 vegetable fields, one Livestock Farm with 3 cow fields, and a Water Siphon hub with 5 harvesters — before you have sold a single pizza. Idling factories still pay upkeep, which is why the cheese building running at two-thirds duty is normal but not free.
The same arithmetic applies in reverse: if a feeder is short, the whole line below it runs starved, and starved buildings bill you the same as busy ones.
Logistics: what each vehicle really costs
Dispatch is charged per vehicle per trip, plus a per-tile distance charge. Capacity is per vehicle.
| Vehicle | Dispatch per vehicle | Cost per tile | Capacity |
|---|---|---|---|
| Destination truck | $250 | $10 | 1 |
| Trade (warehouse) truck | $350 | $15 | 1–3 |
| Train | $2,250 | $25 | 8 (12 upgraded) |
| Boat | $4,000 | $20 | 10 (15 upgraded) |
| Zeppelin | $7,500 | $40 | 5 (8 upgraded) |
Cost per tile per unit of cargo, which is the number that actually decides your mode:
| Vehicle | Cost per tile per cargo unit |
|---|---|
| Trade truck (3 units) | $5.00 |
| Zeppelin / upgraded Zeppelin | $8.00 / $5.00 |
| Train / upgraded Train | $3.13 / $2.08 |
| Boat / upgraded Boat | $2.00 / $1.33 |
Trains and boats are the cheap way to move bulk long distances, but only once the volume justifies laying track or water routes. Zeppelins need no infrastructure at all — no track, no road, no connection between the two fields — which is why they cost the most per unit moved.
Warehouses and trade depots
- A warehouse automatically links to buildings inside its radius: their output is pulled in, and inputs
are pushed back out (up to 2 cycles' worth by default). It can also deliver straight to shops, so one near a town is doing real work.
- Trade depots (truck depot, train terminal, boat depot, zeppelin field) must sit inside a warehouse's
radius. Networks of the same depot type connect to each other; different types never mix.
- Warehouse-to-warehouse transfers use the Request tab with a quantity, a continuous-or-once flag and a
priority. A higher-priority request pre-empts lower ones, and an infinite request starves every other request for that product. That is the mechanism behind most "why is nothing arriving" reports.
Efficiency, fields and research
- Every production building and the HQ has efficiency buttons: production rate on buildings, research
rate on the HQ. Default is 100%; after research you can step it in 25% increments. The text says the range is 0–150% while the same page's table also carries a 200% column — treat 150% as the documented ceiling. Upkeep scales with the setting, so a slow building costs proportionally less.
- The tech tree is split into Rural (drinks, food, livestock), Light Industry (carpentry, liquor,
papermill, textile), Heavy Industry (glass & metallurgy, home goods, petrochemicals), Auxiliary (efficiency, extra destination slots, more harvesters and fields, warehouses and roads) and Prototype trees. You start a career with a number of free unlocks that depends on difficulty — the wiki's own walkthrough had three on its setting and spent them on Wheat, Cows and Urban Roads.
- More fields and more harvesters are research, not build options. The wiki walkthrough starts capped
and researches up to 5 fields per crop farm and 5 harvesters per water siphon, then expands again. Plan the first year around the caps you have, not the ones you want.
- Monthly research investment is set from the HQ panel in fixed presets — the wiki lists $0, $100k, $250,
$1M, $2.5M and $5M ($250 looks like a typo for $250k, unverified). Early on the wiki walkthrough was sinking $100k/month into research and still profitable.
- HQ model upgrades are documented two different ways: the Headquarters page gives 8/18 unlocks (rural),
7/17 (light) and 4/14 (heavy); the HQ Building page says the model changes at 10 unlocks in a category. Cosmetic either way.
Pollution: the number that quietly halves a farm
Tiles accumulate a blight rating. A production building adds its pollution rating per day to its own tile: Low 0.1, Medium 0.25, High 0.5, Brutal 1.0 per day. At 100% blight a tile starts passing its rating to the neighbouring radius, and the wind doubles the rate in the downwind direction. Water pollutes four times faster than land and ignores wind.
What blight actually does, at 50% or more on the affected tile:
- A settlement building is demolished and its population killed.
- A field loses 16.67% of production per affected tile.
- A water well or water siphon loses 50% of harvester production per polluted tile — on the resource
that every chain in the game drinks.
Difficulty multiplies pollution generation: Easy 50%, Normal 100%, Hard 150%, Insane 200% (and folds into your score: −50, 0, +50, +100). In practice: put the smelters and petrochemical plants downwind of your farms, and never put them upstream of the water you siphon.
Contracts: the numbers
- A settlement offers a contract every 2 to 6 months; each stays available about six months and you
can hold three at a time.
- The objective is in units of a product you have researched, delivered to that settlement's wholesaler:
units = (recipe time in days ÷ 10) × output quantity, and the time limit is 6–12 months.
- The reward scales with how fast you can turn the cycle: ((time to complete ÷ recipe days) × output
quantity) × a random 3–5 multiplier, and it comes as money, extra demand for the product, or a temporary price boost up to three times base. Failure costs about 25% of the reward.
- Easy difficulty gives +25% time and reward and −25% penalty; Hard is the reverse (−25% time and reward,
+25% penalty).
Seasonal events
Events fire on a calendar, not at random, so the winter and summer ones can be planned for. On Normal difficulty:
| Event | When | Effect | Duration |
|---|---|---|---|
| Cold Snap | Winter | Farm production −50%, Radiator demand +25%, Winter Clothes demand +50% | 6 months |
| Blizzard | Winter | Road speed −50%, production −25%, building upkeep +25% | 6 months |
| Heat Wave | Summer | Water production −50%, general production −25%, Summer Clothes demand +50% | 6 months |
| Wildfire | Any month (Carpentry / Lumberyard) | Wood −50%, Carpentry −50%, air pollution +50% | 9 months |
| Union Strikes | Any month | Production of one factory type −50% | 6 months |
| Tax Break | Any month | Upkeep −25% in one region | 24 months |
Effect durations scale 3/6/9 months by Easy/Normal/Hard. Winter halves farm output for six months and summer halves water output for six months: if your plan has no slack, one bad season turns into a starved factory, and a starved factory still bills you.
The traps
- One full output stops the whole building. A cattle farm making beef, leather and milk stops dead
if the leather bin fills — not throttles, stops. Route or dump every output, even the ones you have no use for.
- Cattle are a second-order chain. They eat wheat, and they need 2 wheat + 1 water per cycle. Players
who unlock cows before wheat starve them.
- Destination slots auto-assign three trucks. Default 3 trucks per destination, each with upkeep and
a dispatch charge. On a short hop, cut it to one.
- Long hauls are billed per tile. $10/tile per unit by truck. Water at $3,046.88 base and wood at
$3,046.88 do not survive a long trip profitably.
- Flooding a shop kills the price. Each shop buys 8 products: one at 125%, three at 100%, the rest at
80% of base — and the map-wide price falls by square root as stored + sold rises.
- Over-supply is not paid. Goods a shop doesn't consume sit in its storage, unpaid, until consumed.
- Building inside a town's No Build zone wrecks your standing with that town, and standing is what
lets you sell there.
- A trade route with one missing product stops entirely. Old community guidance for the trade-route
system: a convoy only departs when every item in the route is present in storage, so a route mixing fast and slow producers stalls itself. Keep routes short, or use several depots.
- The 1st of the month is the only day you can die. Upkeep for every active building lands then,
with the loan instalment. Negative mid-month is survivable.
- Effects that cut production do not cut upkeep. Cold Snap halves farm output; the farm's bill is
unchanged.
- Finite nodes run out. Coal, copper, iron, gas and oil nodes are pools of a few thousand units;
trees are 6–18 units each and need replanting plus three years to mature.
- Don't open a chain you cannot finish. The wiki's own advice: unlocking the Textile Factory first is
a trap because cotton comes from a Plantation you have not unlocked. Safe first unlocks are the water siphon plus orchard (fruit sells directly), or the lumberyard plus papermill.
- Raising efficiency is not free. Upkeep moves in step with the setting, so 150% costs 150%.
- Every building works one recipe at a time, so a pizza chain is four Food Factories, not one with
four buttons.
- A starved building pays full upkeep. Idle machines are not free; research the inputs or drop its
efficiency instead of letting it spin unfed.
End game
Three prototype products exist, all made in the Prototype Facility over 360 days and sold at a Showroom in a settlement pushed to its maximum size: the Car ($949,406.25), the Premade Dinners ($1,007,906.25) and the First Computer ($4,314,375.00). The computer is the most valuable single product in the game and needs Punch Card Reader ×6, Processor ×6 and Computer Memory ×6 per unit — the Processor alone is 180 days and two Binary Switchers, and Punch Card Reader has no documented recipe. Finishing a prototype ends the game and produces a final score built from the date of completion, your assets, your budget and your loans.
Sources
Wiki pages read as raw wikitext through riseofindustry.fandom.com/api.php?action=parse&prop=wikitext, with the page's own last-edit date in brackets:
- Factory Recipes (2022-03-06) — https://riseofindustry.fandom.com/wiki/Factory_Recipes
- Farm Recipes (2018-11-20) — https://riseofindustry.fandom.com/wiki/Farm_Recipes
- Gatherer Recipes (2026-03-20) — https://riseofindustry.fandom.com/wiki/Gatherer_Recipes
- Raw Resource (2023-03-05) — https://riseofindustry.fandom.com/wiki/Raw_Resource
- Resources (2018-11-21) — https://riseofindustry.fandom.com/wiki/Resources
- Farm Produce (2021-05-01) — https://riseofindustry.fandom.com/wiki/Farm_Produce
- Tier 1 / Tier 2 / Tier 3 Products (2020-01-03 / 2018-11-21 / 2018-11-21)
- Component Products and Prototype Products (2018-11-21)
- Upkeep and Efficiency (2023-03-09) — https://riseofindustry.fandom.com/wiki/Upkeep_and_Efficiency
- Loans (2025-03-22) — https://riseofindustry.fandom.com/wiki/Loans
- Shops (2020-01-26), Global Market (2018-11-21), Settlements (2020-05-01), Contracts (2018-11-21)
- Trucks (2023-03-04), Trains (2022-08-19), Logistic Buildings (2023-04-12), Roads (2019-10-18)
- Pollution (2024-05-07), Events (2018-11-21), Terraforming (2018-11-21), Headquarters (2019-02-05),
HQ Building, Tech Tree (2018-11-21), End Game (2019-05-05)
- Farms, Land-Based Gatherers, Coastal Gatherers, Offshore Gatherers, Light Industry, Heavy Industry
- Crop Farm, Livestock Farm, Orchard, Plantation, Food Factory, Distillery, Textile Factory,
Petrochemical Plant, Preservation Factory (2018-02-15, except Orchard 2023-03-10, Textile Factory 2023-09-17 and Petrochemical Plant 2023-06-26)
- Absolute Beginners Guide to Rise of Industry (2023-03-09) and How to play guide for Rise of Industry
(with its linked Steam guide from 2018)
- Game version: the last announced content update is "Industrious 2.3 Update Launched!", 7 January 2021 —
https://steamcommunity.com/games/671440/announcements/detail/3942305442245734021 ; the Steam news feed for app 671440 carries no patch post after it. The IP was sold in early 2022 and the studio closed in 2024 (Wikipedia, "Rise of Industry").
Figures that could not be sourced and are marked as unverified in the text: the current cost of a harvester (two wiki pages contradict each other), the build cost and upkeep of factories other than the Food Factory, Distillery, Textile Factory and Petrochemical Plant, the older product pages' "Paper" and "Cartons" recipes (they no longer appear in the current recipe table), the Punch Card Reader recipe, and any per-minute throughput figure — the wiki documents cycle times only.
Guide changelog
What has changed in this guide, newest first.
- 2026-10-04Published. Rise of Industry, final content patch Industrious 2.3 (7 January 2021). Built from the community wiki's raw wikitext: Factory Recipes, Farm Recipes, Farm Produce, Raw Resource, Tier 1/2/3 and Component/Prototype Products, Upkeep and Efficiency, Loans, Shops, Global Market, Settlements, Contracts, Trucks, Trains, Roads, Logistic Buildings, Pollution, Events, Terraforming, Headquarters, Tech Tree, End Game, plus the beginner and how-to-play guides; version from Steam's news feed for app 671440. Flagged as unverified in the text: the current harvester cost (Resources and Upkeep pages disagree), factory build costs beyond the four documented ones, the Punch Card Reader recipe, and the older product pages' Paper and Cartons recipes.