Industries
35+ industries across four climate zones.
Industries are the backbone of every cargo chain. Each climate zone features industries that take advantage of local resources — farms in temperate regions, oil rigs offshore, mines in mountain biomes.
A building produces at full rate only when it has both an input and somewhere for its output to go. An industry that is one building short of a consumer can look busy on the map while losing money, and that gap is the usual reason a network that seemed fine stops paying. Checking a chain against the list below, rather than against the in-game tooltip, makes the missing link obvious.
Names follow the game's own English labels, so an entry here matches the sign on the building. Where a chain accepts an alternative input or can send its output somewhere other than the obvious place, that is noted rather than reduced to one number, because the alternatives are often what makes a route cheaper.
Vehicles decide whether these goods can physically move. For what a vehicle can carry, see Vehicles. For how goods pricing and supply thresholds are calculated, see Mechanics.
Industry Roster
Primary (Raw Materials)
| Industry | Produces | Notes |
|---|---|---|
| Farm | Grain, Livestock | — |
| Forest | Logs | — |
| Iron Ore Mine | Iron Ore | — |
| Coal Mine | Coal | — |
| Quarry | Stone | — |
| Oil Well | Crude Oil | — |
| Offshore Oil Rig | Crude Oil | Part of TF3's expanded maritime scope |
| Fishing Grounds | Fish | Off-shore |
Secondary (Intermediate Products)
| Industry | Produces | Notes |
|---|---|---|
| Saw Mill | Planks | — |
| Oil Refinery | Oil, Fuel | — |
| Steel Mill | Steel, Slag | — |
| Food Processing Plant | Food | — |
| Chemical Plant | Plastic | — |
| Construction Materials Plant | Construction Materials | — |
Tertiary (End Products)
| Industry | Produces | Notes |
|---|---|---|
| Goods Factory | Goods | — |
| Machine Factory | Tools, Machines | — |
| Vehicle Factory | Vehicles | New for TF3 |