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Rise of Industry — Build Guide: Chains, Costs and the Traps

Rise of IndustryBuild guidesupdated 2026-10-0416 min read

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 groupLast editedVerdict
Factory Recipes2022-03-06Use this. Matches the tier price tables where they overlap.
Farm Produce, Raw Resource2021/2023Use these for farm and gatherer figures and prices.
Tier 1/2/3, Component, Prototype Products2020-01 to 2018-11Output, cycle time and price columns agree with Factory Recipes.
Individual product pages (Wheat, Water, Paper, Cartons, Dye …)mostly 2018Stale. 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 Recipes2018-11-20Agrees with Farm Produce.
Gatherer Recipes2026-03-20Conflicts 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

  1. 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.

  1. 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.

  1. 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.

  1. 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.

  1. 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.

DifficultyStarting loanInterestTerm
Newcomer$10,000,000n/a — it is a grant, no repaymentn/a
Normal$10,000,0000%10 years / 120 months
Veteran$7,500,0000%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).

ProductBuildingDays per cycleOutput per harvesterBase price
WaterWater Siphon / Water Well10 / 151$3,046.88
SandSand Collector101$3,046.88
WoodLumberyard151$3,046.88
FishFisherman's Pier151$3,656.25
Iron OreIron Mine151$3,656.25
CoalCoal Mine151$3,656.25
CopperCopper Mine151$4,265.63
GasGas Pump151$4,265.63
OilOil Drill / Offshore Oil Drill151$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:

ItemBuild costMonthly upkeepSource
Water Siphon (hub)$125,000$2,083.33Upkeep page example
Harvester$50,000$833.33Upkeep 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.

ProductBuildingInputs per field-cycleOutput per field-cycleDays per cycle
OrangesOrchardWater x1235
ApplesOrchardWater x1235
GrapesOrchardWater x1235
Raw RubberOrchardWater x1235
OlivesOrchardWater x1235
WheatCrop FarmWater x1245
HopsCrop FarmWater x1245
PotatoCrop FarmWater x1245
VegetablesCrop FarmWater x1245
BerriesPlantationWater x1230
CottonPlantationWater x1230
SugarPlantationWater x1230
CocoaPlantationWater x1230
Chicken MeatLivestock FarmWheat x1, Water x1130
EggsLivestock FarmWheat x1, Water x1230
BeefLivestock FarmWheat x2, Water x1145
LeatherLivestock FarmWheat x2, Water x1145
MilkLivestock FarmWheat x2, Water x1145
MuttonLivestock FarmWheat x1, Water x1130
WoolLivestock FarmWheat x1, Water x1230

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):

FarmBuild costMonthly upkeepPer 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

ProductTierInputsOutputDays per cycle
Exterior BodyComponentsSteel Frame x1, Headlights x2160
Interior BodyComponentsInterior Lining x1, Car Seat x2160
Body ChassisComponentsInterior Body x1, Exterior Body x11120
AxlesComponentsSteel x6, Tire x4160
Combustion EngineComponentsBiofuel x8, Engine Block x1160
Rolling ChassisComponentsAxles x1, Combustion Engine x11120

Carpentry

ProductTierInputsOutputDays per cycle
Wooden PlanksTier 1Wood x3230
Large Furniture BaseTier 2Wooden Planks x3245
Small Furniture BaseTier 2Wooden Planks x2230
Wooden BarrelsTier 2Wooden Planks x2230
Car SeatTier 3Small Furniture Base x5, Cotton x4130
Leather FurnitureTier 3Small Furniture Base x3, Leather x5130
Office FurnitureTier 3Large Furniture Base x3, Steel x3130
Plastic FurnitureTier 3Small Furniture Base x3, Plastics x4130

Distillery and Brewery

ProductTierInputsOutputDays per cycle
Hard CiderTier 1Apples x3, Sugar x1350
WineTier 1Grapes x3340
YeastTier 1Berries x2, Sugar x1220
BeerTier 2Hops x3, Yeast x1, Wooden Barrels x1240
BiofuelTier 2Potato x3, Refined Oil x1220
VodkaTier 2Potato x3, Yeast x1, Wooden Barrels x1240
BrandyTier 3Wine x5, Bottles x2130
Barley WhiskeyTier 3Wheat x6, Wooden Barrels x4, Yeast x4130

Drink Factory

ProductTierInputsOutputDays per cycle
Apple SmoothieTier 1Apples x2, Water x2235
Berry SmoothieTier 1Berries x2, Water x2235
Grape JuiceTier 1Grapes x2, Water x1225
Orange JuiceTier 1Oranges x2, Water x1225
Soda WaterTier 1Sugar x1, Water x1335
Orange SodaTier 3Soda Water x4, Orange Juice x3, Bottles x1130

Food Factory

ProductTierInputsOutputDays per cycle
Chocolate BarTier 1Cocoa x1, Milk x1230
FlourTier 1Wheat x2215
Olive OilTier 1Olives x4230
Beef StewTier 2Beef x2, Vegetables x1, Water x1230
CheeseTier 2Milk x1, Water x3220
Chocolate CakeTier 2Flour x2, Eggs x1, Cocoa x2230
DoughTier 2Flour x3, Water x1225
WafflesTier 3Dough x4, Sugar x3130
Berry PieTier 3Berries x6, Dough x4, Sugar x4130
BurgersTier 3Dough x4, Vegetables x2, Beef x2130
PizzaTier 3Cheese x4, Dough x2, Vegetables x2130
Fried ChickenComponentsChicken Meat x3, Olive Oil x3, Flour x3190
Cooked VegetablesComponentsVegetables x3, Olive Oil x3, Potato x3190
Chicken DinerComponentsFried Chicken x1, Cooked Vegetables x1, Orange Soda x11180

Glass & Metallurgy Factory

ProductTierInputsOutputDays per cycle
Copper TubingTier 1Copper x3225
Copper WireTier 1Copper x2330
GlassTier 1Sand x2, Coal x1335
SteelTier 1Iron ore x2, Coal x1340
BottlesTier 2Glass x3225
CansTier 2Steel x3230
CeramicTier 2Glass x4, Sand x3245
Steel FrameTier 2Steel x5250
Glass TubesTier 2Glass x5245
Steel BarrelsTier 2Steel x2220
Computer MemoryComponentsGlass Tubes x2, Rubber Tubes x2, Capacitors x21180

Home Goods Factory

ProductTierInputsOutputDays per cycle
DiodesTier 2Copper Wire x2, Glass x2240
Light BulbTier 2Copper Wire x3, Glass x1240
RadiatorTier 2Copper Tubing x2, Steel x2250
RefrigeratorTier 2Copper Tubing x3, Steel x1, Gas x1255
StovetopTier 2Copper Tubing x3, Steel x1250
CapacitorsTier 3Copper Wire x1, Cans x1, Ceramic x1250
Engine BlockTier 3Radiator x2, Steel x2130
HeadlightsTier 3Light Bulb x2, Glass x2130
OvenTier 3Stovetop x1, Ceramic x1130
Radio ReceiverTier 3Diodes x3, Small Furniture Base x1130
TelephonesTier 3Diodes x2, Plastics x3130
Binary SwitcherComponentsSteel x1, Diodes x1, Small Furniture Base x11120
ProcessorComponentsBinary Switcher x2, Steel Frame x11180

Papermill

ProductTierInputsOutputDays per cycle
Heavy PulpTier 1Wood x3, Water x1230
InkTier 1Water x2, Coal x2235
ParchmentTier 1Wood x2, Water x1225
CardboardTier 2Heavy Pulp x3250
Printed PaperTier 2Parchment x3, Ink x1250
BooksTier 3Printed Paper x3130
Deluxe BooksTier 3Printed Paper x3, Leather x1130
NewspapersTier 3Printed Paper x3, Ink x1130
Punch CardsTier 3Cardboard x3130
Thin CardboardTier 3Cardboard x3130

Petrochemical Factory

ProductTierInputsOutputDays per cycle
ChemicalsTier 1Gas x2225
PlasticsTier 1Oil x2, Gas x1235
Refined OilTier 1Oil x2225
RubberTier 1Raw Rubber x2335
AdhesiveTier 2Chemicals x1, Plastics x2250
PaintsTier 2Chemicals x1, Dye x2240
Rubber TubesTier 2Rubber x3225
TireTier 2Rubber x4235
ButtonsTier 2Plastics x1, Copper Wire x1230
Plastic CutleryTier 2Plastics x2235
InterfaceComponentsButtons x1, Punch Cards x1, Office Furniture x11180

Preservation Factory

ProductTierInputsOutputDays per cycle
SoupTier 1Vegetables x3, Water x1235
Bag of ChipsTier 2Potato x3, Parchment x1225
Canned FishTier 2Fish x1, Cans x1250
Canned MuttonTier 2Mutton x1, Cans x1250
Chicken SoupTier 2Chicken Meat x3, Water x2, Vegetables x2245
Dinner ContainerComponentsThin Cardboard x2, Napkins x2, Plastic Cutlery x21180

Prototype Facility

ProductTierInputsOutputDays per cycle
CarPrototypeBody Chassis x1, Rolling Chassis x11360
First ComputerPrototypePunch Card Reader x6, Processor x6, Computer Memory x61360
Premade DinnersPrototypeChicken Diner x2, Dinner Container x2, Berry Pie x21360

Textile Factory

ProductTierInputsOutputDays per cycle
DyeTier 1Berries x2, Water x1230
FibersTier 1Cotton x2220
Heavy FabricTier 2Fibers x1, Dye x1, Leather x1240
Light FabricTier 2Fibers x2, Dye x1235
Interior LiningTier 3Heavy Fabric x2, Cardboard x1130
Summer ClothesTier 3Light Fabric x2, Dye x2130
Winter ClothesTier 3Heavy Fabric x2, Wool x2130
Work ClothesTier 3Heavy Fabric x2, Leather x2130
NapkinsTier 3Light Fabric x3130

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

ProductBuildingDays per cycleOutputBase selling price
Wooden PlanksCarpentry202$24,222.66
Hard CiderDistillery and Brewery503$32,296.88
WineDistillery and Brewery403$24,222.66
YeastDistillery and Brewery202$24,222.66
Apple SmoothieDrink Factory352$32,296.88
Berry SmoothieDrink Factory352$32,296.88
Grape JuiceDrink Factory252$24,222.66
Orange JuiceDrink Factory252$24,222.66
Soda WaterDrink Factory353$16,148.44
Chocolate BarFood Factory302$32,296.88
FlourFood Factory152$16,148.44
Olive OilFood Factory302$32,296.88
Copper TubingGlass & Metallurgy Factory252$33,911.72
Copper WireGlass & Metallurgy Factory303$22,607.81
GlassGlass & Metallurgy Factory353$25,837.50
SteelGlass & Metallurgy Factory403$29,067.19
Heavy PulpPapermill302$32,296.88
InkPapermill352$35,526.56
ParchmentPapermill252$24,222.66
ChemicalsPetrochemical Factory252$22,607.81
PlasticPetrochemical Factory352$33,911.72
Refined OilPetrochemical Factory252$22,607.81
RubberPetrochemical Factory353$16,148.44
SoupPreservation Factory352$32,296.88
DyeTextile Factory302$24,222.66
FibersTextile Factory202$16,148.44

Tier 2 products

ProductBuildingDays per cycleOutputBase selling price
Large Furniture BaseCarpentry452$58,957.03
Small Furniture BaseCarpentry302$39,304.69
Wooden BarrelsCarpentry302$39,304.69
BeerDistillery and Brewery402$78,609.38
BiofuelDistillery and Brewery202$37,994.53
VodkaDistillery and Brewery402$78,609.38
Beef StewFood Factory302$52,406.25
CheeseFood Factory202$39,304.69
Chocolate CakeFood Factory302$52,406.25
DoughFood Factory252$45,855.47
BottlesGlass & Metallurgy Factory252$62,887.50
CansGlass & Metallurgy Factory302$70,748.44
CeramicGlass & Metallurgy Factory452$103,502.34
Steel FrameGlass & Metallurgy Factory502$117,914.06
Glass TubesGlass & Metallurgy Factory452$104,812.50
Steel BarrelsGlass & Metallurgy Factory202$47,165.63
DiodesHome Goods Factory402$78,609.38
Light BulbHome Goods Factory402$75,989.06
RadiatorHome Goods Factory502$102,192.19
RefrigeratorHome Goods Factory552$115,293.75
StovetopHome Goods Factory502$106,122.66
CardboardPapermill502$78,609.38
Printed PaperPapermill502$87,780.47
AdhesivePetrochemical Factory502$73,368.75
PaintsPetrochemical Factory402$57,646.88
Rubber TubesPetrochemical Factory252$39,304.69
TirePetrochemical Factory352$52,406.25
ButtonsPetrochemical Factory302$45,855.47
Plastic CutleryPetrochemical Factory352$55,026.56
Bag of ChipsPreservation Factory252$39,304.69
Canned FishPreservation Factory502$78,609.38
Canned MuttonPreservation Factory502$83,850.00
Chicken SoupPreservation Factory452$65,507.81
Heavy FabricTextile Factory402$52,406.25
Light FabricTextile Factory352$45,855.47

Tier 3 products

ProductBuildingDays per cycleOutputBase selling price
Car SeatCarpentry301$357,398.44
Leather FurnitureCarpentry301$346,886.72
Office FurnitureCarpentry301$397,342.97
Plastic FurnitureCarpentry301$365,807.81
BrandyDistillery and Brewery301$359,500.78
Barley WhiskeyDistillery and Brewery301$441,492.19
Orange SodaDrink Factory301$279,611.72
WafflesFood Factory301$325,863.28
Berry PieFood Factory301$399,445.31
BurgersFood Factory301$378,421.88
PizzaFood Factory301$420,468.75
CapacitorsHome Goods Factory502$192,592.97
Engine BlockHome Goods Factory301$403,650.00
HeadlightsHome Goods Factory301$311,146.88
OvenHome Goods Factory301$336,375.00
Radio ReceiverHome Goods Factory301$441,492.19
TelephonesHome Goods Factory301$384,728.91
BooksPapermill301$422,571.09
Deluxe BooksPapermill301$454,106.25
NewspapersPapermill301$468,822.66
Punch CardsPapermill301$378,421.88
Thin CardboardPapermill301$378,421.88
Interior LiningTextile Factory301$294,328.13
Summer ClothesTextile Factory301$210,234.38
Winter ClothesTextile Factory301$210,234.38
Work ClothesTextile Factory301$231,257.81
NapkinsTextile Factory301$220,746.09

Component products (intermediates for the prototypes)

ProductBuildingDays per cycleOutputBase selling price
Exterior BodyAutomotive Factory601$235,218.75
Interior BodyAutomotive Factory601$292,500.00
Body ChassisAutomotive Factory1201$527,718.75
AxlesAutomotive Factory601$163,312.50
Combustion EngineAutomotive Factory601$258,375.00
Rolling ChassisAutomotive Factory1201$421,687.50
InterfacePetrochemical Factory1801$246,187.50
Binary SwitcherHome Goods Factory1201$65,812.50
ProcessorHome Goods Factory1801$186,468.75
Computer MemoryGlass & Metallurgy Factory1801$313,218.75
Fried ChickenFood Factory901$73,125.00
Cooked VegetablesFood Factory901$54,843.75
Chicken DinerFood Factory1801$209,015.63
Dinner ContainerPreservation Factory1801$179,156.25

Prototype products (end of the game)

ProductBuildingDays per cycleOutputBase selling price
CarPrototype Facility3601$949,406.25
First ComputerPrototype Facility3601$4,314,375.00
Premade DinnersPrototype Facility3601$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:

ItemAmount per pizzaComes from
Cheese42 cheese cycles: 2 milk + 6 water
Dough23 flour + 1 water
Vegetables2one vegetable field-cycle
— wheat behind the flour31.5 wheat field-cycles
— milk22 cow cycles = 4 wheat + 2 water (+2 beef, +2 leather as by-products)
Total wheat73.5 wheat field-cycles
Total water13.5cheese 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:

NeedDemand per daySupply rateBuildings / fields / harvesters
Pizza0.03331 per 30 d = 0.03331 Food Factory
Cheese0.13332 per 20 d = 0.10001.33 → 2 Food Factories (one idles a third of the time)
Dough0.06672 per 25 d = 0.08000.83 → 1 Food Factory
Flour0.10002 per 15 d = 0.13330.75 → 1 Food Factory
Vegetables0.06672 per 45 d = 0.04441.5 → 2 fields
Wheat0.23332 per 45 d = 0.04445.25 → 6 fields
Milk0.06671 per 45 d = 0.02223 cow fields
Water0.45001 per 10 d = 0.10004.5 → 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.

VehicleDispatch per vehicleCost per tileCapacity
Destination truck$250$101
Trade (warehouse) truck$350$151–3
Train$2,250$258 (12 upgraded)
Boat$4,000$2010 (15 upgraded)
Zeppelin$7,500$405 (8 upgraded)

Cost per tile per unit of cargo, which is the number that actually decides your mode:

VehicleCost 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:

EventWhenEffectDuration
Cold SnapWinterFarm production −50%, Radiator demand +25%, Winter Clothes demand +50%6 months
BlizzardWinterRoad speed −50%, production −25%, building upkeep +25%6 months
Heat WaveSummerWater production −50%, general production −25%, Summer Clothes demand +50%6 months
WildfireAny month (Carpentry / Lumberyard)Wood −50%, Carpentry −50%, air pollution +50%9 months
Union StrikesAny monthProduction of one factory type −50%6 months
Tax BreakAny monthUpkeep −25% in one region24 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

  1. 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.

  1. 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.

  1. 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.

  1. 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.

  1. 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.

  1. Over-supply is not paid. Goods a shop doesn't consume sit in its storage, unpaid, until consumed.
  2. Building inside a town's No Build zone wrecks your standing with that town, and standing is what

lets you sell there.

  1. 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.

  1. 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.

  1. Effects that cut production do not cut upkeep. Cold Snap halves farm output; the farm's bill is

unchanged.

  1. 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.

  1. 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.

  1. Raising efficiency is not free. Upkeep moves in step with the setting, so 150% costs 150%.
  2. Every building works one recipe at a time, so a pizza chain is four Food Factories, not one with

four buttons.

  1. 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.