Town Shops: the 7 commercial cargoes

Commercial districts appear blue in the land-use layer. Vegetables and Fish need no processing at all, which is why the manual suggests them as a first cargo chain.

CargoMade byIndustries upstreamWarehouseFull chain possible in
BeveragesBrewery: 8 Grain + 3 Glass → 8 BeveragesCrop Farm, Sand Dredger, Sand Pit, GlassworksGoodsTemperate, Dry, Subarctic
BooksPrinting Factory: 4 Paper + 2 Dyes → 4 BooksLogging Camp, Oil Platform, Oil Well, Oil Refinery, Saw Mill, Chemical Plant, Paper MillGoodsSubarctic
Canned FoodCanning Factory: 2 Fish or 2 Meat + 1 Sheet Metal → 2 Canned FoodCoal Mine, Crop Farm, Fishing Grounds, Iron Ore Mine, Livestock Farm, Steel MillGoodsAll 4 climates
ClothesTextile Factory: 4 Fabric + 2 Dyes → 3 ClothesCotton Farm, Crop Farm, Oil Platform, Oil Well, Livestock Farm, Oil Refinery, Chemical Plant, Weaving MillGoodsAll 4 climates
FishFishing Grounds: No input → up to 12 Fish per cycleNone: it ships straight from the producerGoodsTemperate, Subarctic, Tropic
MeatLivestock Farm: 7 Grain → 3 Meat + 4 WoolCrop FarmGoodsAll 4 climates
VegetablesCrop Farm: No input → up to 16 Vegetables + 24 Grain per cycleNone: it ships straight from the producerGoodsAll 4 climates

Sources: TF3 manual · Industries and Cargo · TF3 manual · Towns · TF3 manual · Tips and Tricks

Town Industry: the 8 industrial cargoes

Industrial districts appear yellow in the land-use layer. Planks and Fuel need one processing step everywhere; Bricks and Cement depend on the climate.

CargoMade byIndustries upstreamWarehouseFull chain possible in
BricksBrickworks: 4 Clay → 4 BricksClay PitGoodsTemperate, Dry
CementCement Plant: 4 Stone → 2 CementQuarryBulkSubarctic, Tropic
FuelOil Refinery: 4 Crude Oil → 2 Fuel + 1 Fertilizer + 4 ChemicalsOil Platform, Oil WellLiquidAll 4 climates
FurnitureFurniture Factory: 4 Planks + 1 Glass → 2 FurnitureLogging Camp, Sand Dredger, Sand Pit, Glassworks, Saw MillGoodsAll 4 climates
MachinesMachine Factory: 7 Steel + 4 Plastic → 7 MachinesCoal Mine, Iron Ore Mine, Oil Platform, Oil Well, Oil Refinery, Steel Mill, Chemical PlantFlatbedAll 4 climates
PlanksSaw Mill: 4 Logs → 8 Planks + 4 SawdustLogging CampFlatbedAll 4 climates
ToolsTools Factory: 4 Planks + 2 Plastic → 5 ToolsLogging Camp, Oil Platform, Oil Well, Oil Refinery, Saw Mill, Chemical PlantGoodsAll 4 climates
VehiclesVehicle Factory: 1 Tires + 4 Sheet Metal + 1 Machines → 1 VehiclesCoal Mine, Iron Ore Mine, Oil Platform, Oil Well, Rubber Farm, Oil Refinery, Steel Mill, Tire Factory, Chemical Plant, Machine FactoryFlatbedTropic

Sources: TF3 manual · Industries and Cargo · TF3 manual · Towns

When a town asks for more

All buildings in a district share its cargo demands. More complex cargo types are needed in smaller quantities per year. Watch the town window as the town levels up, because a new demand is easy to miss.

Town levelNew cargo demand
StartOne Town Shops demand and one Town Industry demand
Level 5Second Town Shops demand
Level 7Second Town Industry demand
Level 9Third Town Shops demand, possibly one of the most complex cargo types
Level 11Third Town Industry demand, possibly one of the most complex cargo types

Sources: TF3 manual · Towns

How deliveries turn into town growth

Each delivered cargo item awards raw experience: 10 XP for the least complex cargo types, 20 XP for the next level and 40 XP for the most complex. Final XP is raw XP multiplied by a factor from the town’s Authority and Supplies ratings; your headquarters adds a bonus that starts at 5%.

A town needs 1,000 XP to reach level 2, and each later level needs 1.5 times the previous step. The cargo part of the Supplies rating takes the better-supplied of the two districts, while Authority follows its weakest rating, including on-time Delivery.

Evidence note

The manual gives the three XP bands but does not map each cargo type to a band.

Sources: TF3 manual · Towns

Deliver to the right district

  1. Open the town window and read both district demands.
  2. Switch on the land-use layer: blue buildings are commercial, yellow are industrial.
  3. Place the cargo stop so its catchment covers buildings of the demanding district.
  4. Check the Supplies tab after a delivery cycle; actively used supply links are animated in the world.
  5. Revisit the line when the town reaches levels 5, 7, 9 and 11.

Sources: TF3 manual · Towns · TF3 manual · Tips and Tricks

Short chains by climate

ClimateRaw producer straight to townOne processing step
TemperateFish, VegetablesBricks, Meat, Planks
DryVegetablesBricks, Meat, Planks
SubarcticFish, VegetablesCement, Meat, Planks
TropicFish, VegetablesCement, Meat, Planks

Sources: TF3 manual · Industries and Cargo

SOURCE NOTEBOOK

Where this answer comes from

Checked 2026-10-14. Each claim links to the published material it comes from. Inspection sequences are Routebook’s editorial suggestions.

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