Rise of Industry

Rise of Industry

100 ratings
Basic Tips, Tricks, and Gameplay Information
By RNGZero
Ever wonder how to flip the camera to top-down view, rebind keys, and/or display the production bubbles?
If you have, this guide is here to help you out!

The basic information within will get you on your feet and developing your production powerhouses in Rise of Industry.
Version A6.3: 0708a
   
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Controls & Settings
Basic RoI Controls

Key(s)
Description
-W,A,S,D:
These will move the camera Up, Left, Right, and Down.
-Space,1,2,3:
Controls the pace of the game.
-E & Q:
Rotates the Camera 90 degrees
-R:
Rotates buildings
-G:
Displays grid lines
-X:
Exactly copys a selected building
-Tab:
Displays the building names, resources, and building names. (Tap multiple times)
-Alt:
Displays Production bubbles above farms and factories
-Shift+Left Click:
Allows you to build multiple buildings at once
-Ctrl+Z:
Undo recently placed buildings (only while paused)
-F8:
Top Down Camera Mode
-F9:
Turns off/on permit boarders
-F10:
Helicopter camera mode
-F11:
Removes the User Interface (UI) for screenshots
Hold Shift while starting RoI:
Displays area to rebind keys and select window mode.

Aside from the basic movement, camera angle, and game speed, the most useful controls include displaying the resources, production bubbles, and the top-down camera mode.

Displaying the resources and production bubbles makes managing your production chains much easier as you now have (1.) visible cues on the map telling you where everything is and (2.) an easy way to see if the buildings are working as intended.

If you've ever had trouble placing buildings, farms, or fields accurately switching to the top-down camera view can help immensely with placements.

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Basic RoI Settings

Settings
Description
-Income Popups
Briefly displays profit gains on the map
-Expense Popups
Briefly displays expenses on the map
-Confirm Demolish
When destroying buildings this prompt will ensure the correct building is selected
-Full Storage Alerts
Alerts the player when a building can't hold any more of a particular good
-Automated Warehouses
When placing Warehouses, this will automatically switch building within its radius to automatic
-Enable Analytics
Feedback data to the development team
-Skip Intro.
Enables or disables Rise of Industry's Introduction
-Minimal Money
Minimal value indicators for profits and expenses

When Automated Warehouses are enabled, warehouses will automatically override manual dispatches within their area of effect (AoE) once placed. This can be annoying as you'll sometimes want to dispatch raw products and farm goods yourself to save on costs.

I'll play without auto warehouses enabled. If/when I do want to automate the upper levels of a production chain, I'll switch the dispatches to auto myself at the desired factories as well as change the auto input/outputs in the warehouse.



Basic Starting Strategy by Leeroy Jenkins
-Credit to Leeroy Jenkins (#6542) from the RoI Discord Community

One of the most effective beginners strategies is that in the art of the farm spam.

Don’t worry about industry, t2, or t3 products and check the Farmer’s Market are buying in each towns. Pick a town that would buy the farm produce your planning to pursue at the highest prices.

Place your headquarters within that city’s permit area and simply use 1 or 2 of your first unlocks on the easiest to produce yet highest priced farm produce.

Get urban roads quickly as they are cheap to research and provide a large speed boost for your trucks.

Find a nice piece of water close to town and setup your water siphons and fields. Using a warehouse is optional at this point it's really up to you.

Based upon the requested amounts of farm produce, expand your fields to meet the towns’ request ed amount of food every 15 days.

The maximum in the early game is 12 of each product every 15 days. Slowly research and expand production to additional kinds of requested farm produce bit by bit.

Taking out a loan maybe needed to keep enough working capital on-hand for the beginning of the next month. Try to get a 10m loan with the longest possible duration (lower monthly payments) as 5m is just too small of a loan to consider.

After you've fully supplied the town’s produce requests, there should be roughly 250-450k population within the town. This amount of growth depends on the town’s starting situation and a few other factors.

This is when you should start having more than enough money for R&D to go after higher tiers of product, transportation vehicles, and increased distribution technologies.

Start producing t2 products, or easy t3 like brandy to sell to more advanced stores than Farmer’s Markets or Hardware stores.

Setup trade routes to sell your higher tier products to farther away towns (less than 250 tiles) in increase your profits. A liquor store that is close by (less than 250 tiles) will be an extremely easy source of revenue as producing high tier liquors requires just a few basic lumber related production lines. Pursuing this will allow you to sell great liquors as well as early grades of lumber products for a very nice profit.

If advanced stores are farther than 250 tiles, I would recommend producing other products that are closer by.

At this point it's really up to you where to go from. By going through the game in a similar way as I described you will always have a profit with only 3 fields and 3 water harvesters per water siphon.

It's a great way to start developing your strategies and skills for Rise of Industry, and will ensure you hold a steady early game profit that will provide a backbone for your later game success.

Keep in mind this a basic strategy designed to help with understanding how production lines work, how to turn a profit, and how cities may or may not grow based off of your influence via product sales.

-Credit to Leeroy Jenkins (#6542) from the RoI Discord Community for the wonderful advice

Dispatch Trucks
Whenever Warehouses or players transport products to a destination they are using dispatch trucks. This type of truck is very costly to use as they can only transport one product at a time and vastly increase road traffic.

Every building has a fleet of 25 dispatch trucks to transport goods with. Once these trucks are on the road, the building needs to wait until trucks return before dispatch more goods. This situation can often occur when shipping goods to sell in distant cities and can cripple production chains.

Dispatch trucks are best used locally within a 60 radius in order to avoid dispatch and cost issues. When looking to ship to distant cities or factories, I would highly suggest looking into depot transport methods.

Vehicle
Base Cost
Capacity
Movement per Day
Cost per Tile
Dispatch Trucks
$100
1
6 Tiles per day on urban roads
$5 per Tile

Dispatch trucks are extremely costly because they can only transpot one good a trip.
Every time a dispatch occurs players pays (($100+ ($5 * route distance)* slot(s)) * difficulty modifier) which quickly adds up.

It is not uncommon for players to pay 20-30% of their upkeep costs in dispatch fees per month in order to keep their production lines supplied and goods transported to market.



Setting Up a Basic Trade Route
Warning: Transports will not depart until they are completely full.

If your transporting too many items at once you risk oversupplying demands once the trade route ships the goods to market. This can also delay production chains your transporting goods into for further processing.

How to setup a basic trade route to decrease transportation costs.

In order to use Depot Trucks, players must have 2 truck depots on the map.
  1. Place the first Truck Depot where your producing the goods you wish to transport to market.

  2. Place the other Truck Depot close to where the goods will be sold.

  3. Dispatch trucks with goods for sale from your farms or factories to the nearby Truck Depot.

  4. In the Truck Depot, set up a trade route. This will pull up the trade overview.

  5. Click "Add Route" at the top left and select Trucks.

  6. Select the Truck Depot the goods from your farms and factories are going to.

  7. Click "Add Stop" at the top right and select the Truck Depot close where you wish to sell your goods at.

  8. Click on the orange box (Slot Box) and select the product you wish to transport. A red product icon will then appear under the second stop. The goods in red will be dropped off at that stop.

  9. In the left column under Truck Routes, press the play icon to start up the route.

  10. Now at the second truck depot, select the product being transported on the trade route and dispatch it to the local shop as per normal.

These instructions can be used to generate trade routes with every type of depot vehicle. Just substitute in the desired depot and progress as usual.

There are options to increase the amount of products moved per trip as well as how often trucks depart on that trade route.
  • If you wish to increase the amount of goods each truck will moves, add more goods with the Slot box.

  • If you wish more depot trucks would be deployed, select the route and click the "+" to increase the fleet servicing that route.

  • Depot Trucks can carry different types of good in the same trip, just add the differing goods you wish to transport with the slot box.

  • Players can customized their trade routes by placing extra stops. Products that are red will be dropped off at the indicated stop while Products in black will be kept until later stops.



Depot Trucks
Depot Trucks are the cheapest and fastest solution to research for transporting goods long distances.
Although their base cost is higher than dispatch trucks, the ability to transport multiple goods per trip drastically reduces transportation costs.

Vehicle
Base Cost
Capacity
Movement per Day
Cost per Tile
Depot Truck
$250
2 (3 w/ upgrade)
6 Tiles per day on urban roads
$6 per Tile

Transportation Costs

Depot trucks are cost effective because they can transport 2-3 goods per trip.
Every time a Truck Trade route occurs players pays (($250 + ($6 * route distance) * Slot #) * difficulty modifier). This may appear to be a large amount at first but this truck is carrying at lead 2-3 times as much as a single dispatch truck.

Example
If a depot truck was transporting 2 eggs to a city 100 tiles away, It would cost $1,298 or $649 each capacity.
Dispatch Truck -> Truck Depot #1: (($100+ ($5 * 6 Tiles) * 100% difficulty)* 2 trips) = $260
Truck Depot #1 -> Truck Depot #2: Trade route: (($250+ ($6 * 88 Tiles) *Slot #)* 100% difficulty) = $778
Truck Depot #2 -> Farmer's Market: (($100+ ($5 * 6 Tiles) * 100% difficulty)* 2 trips) = $260


If dispatch trucks were to transport the same 2 eggs over the same distance, it would cost $1,200 or $600 each capacity.
Dispatch Truck -> Farmer's Market: (($100+ ($5 * 100 Tiles) * 100% difficulty)* 2 trips) = $1,200



Trains
Trains are the fastest transport option when transporting goods long distances.
These speedy transports have triple the capacity Depot trucks and go three times as fast, but they are not as inexpensive as Depot trucks because train tracks need to be laid.

Vehicle
Base Cost
Capacity
Movement per Day
Cost per Tile
Trains
$500
6 (9 w/ upgrade)
15 Tiles per day
$18 per Tile

Transportation Costs

Example
If a Train was transporting 6 eggs to a city 100 tiles away, It would cost $3,644 or $607.3 each capacity.
Dispatch Truck -> Train Depot #1: (($100+ ($5 * 6 Tiles) * 100% difficulty)* 6 trips) = $780
Train Depot #1 -> Train Depot #2: Trade route: (($500+ ($18 * 88 Tiles)*Slot #) * 100% difficulty) = $2,084
Train Depot #2 -> Farmer's Market: (($100+ ($5 * 6 Tiles) * 100% difficulty)* 6 trips) = $780


If dispatch trucks were to transport the same 6 eggs over the same distance, it would cost $3,600 or $600 each capacity.
Dispatch Truck -> Farmer's Market: (($100+ ($5 * 100 Tiles) * 100% difficulty)* 6 trips) = $3,600



Ships
Ships carry the greatest amount of goods of all the transports, but are restricted to water.
They are cheap and very effective under map conditions which contain vast quantities of water (Oceans/Islands/etc.) or easily accessible rivers.

Vehicle
Base Cost
Capacity
Movement per Day
Cost per Tile
Ships
$750
8 (14 w/upgrade)
6 Tiles per day
$21 per Tile

Transportation Costs

Example
If a Ship was transporting 8 eggs to a city 100 tiles away, It would cost $4,678 or $584.8 each capacity.
Dispatch Truck -> Ship Depot #1: (($100+ ($5 * 6 Tiles) * 100% difficulty)* 8 trips) = $1,040
Ship Depot #1 -> Ship Depot #2: Trade route: (($750+ ($21 * 88 Tiles)*Slot #) * 100% difficulty) = $4,678
Ship Depot #2 -> Farmer's Market: (($100+ ($5 * 6 Tiles) * 100% difficulty)* 8 trips) = $1,040


If dispatch trucks were to transport the same 8 eggs over the same distance, it would cost $4,800 or $600 each capacity.
Dispatch Truck -> Farmer's Market: (($100+ ($5 * 100 Tiles) * 100% difficulty)* 8 trips) = $4,800



Zeppelins
Zeppelins are the most versatile transport with an average capacity and speed, but with the distinct advantage of flight.

These consistent and very pricey transports move products at the same rate no matter the terrain or traffic conditions which make them ideal late-game options.

Vehicle
Base Cost
Capacity
Movement per Day
Cost per Tile
Zeppelins
$2,500
4 (6 w/upgrade)
7.5 Tiles per day
$50 per Tile


Transportation Costs

Example
If Zeppelin was transporting 4 eggs to a city 100 tiles away, It would cost $7,940 or $1,985 each capacity.
Dispatch Truck -> Zeppelin Depot #1: (($100+ ($5 * 6 Tiles) * 100% difficulty)* 4 trips) = $520
Zeppelin Depot #1 -> Zeppelin Depot #2: Trade route: (($2,500+ ($50 * 88 Tiles)*Slot #) * 100% difficulty) = $6,900
Zeppelin Depot #2 -> Farmer's Market: (($100+ ($5 * 6 Tiles) * 100% difficulty)* 4 trips) = $520


If dispatch trucks were to transport the same 4 eggs over the same distance, it would cost $2,400 or $600 each capacity.
Dispatch Truck -> Farmer's Market: (($100+ ($5 * 80 Tiles) * 100% difficulty)* 4 trips) = $2,400



Transportation Comparison Table
Icon
Vehicle
Base Cost
Capacity
Movement per Day
Cost per Tile
Dispatch Trucks
$100
1
6 Tiles per day on urban roads
$5 per Tile
Depot Truck
$250
2 (3 w/ upgrade)
6 Tiles per day on urban roads
$6 per Tile
Trains
$500
6 (9 w/ upgrade)
15 Tiles per day
$18 per Tile
Ships
$750
8 (14 w/upgrade)
6 Tiles per day
$21 per Tile
Zeppelins
$2,500
4 (6 w/upgrade)
7.5 Tiles per day
$50 per Tile




Cities and Towns
City and Town Types
Type
Possible Resources
Shops
Rural
Industrial
Heavy Industrial

Growth
Cities and Towns will grow in multiple ways as players expand and sell their products:
  • Selling a greater variety of goods increases the influence and population growth rate
  • Better loan terms to players with more influence.
  • Larger loans are offered by areas with more population.
  • Every 100k population, a new advanced tier store will be built by the city or town.
  • Every 50k population, requests for certain products get larger.




Farmer's Market
Farmer's
Market

The Farmer's Market is a starting shop that requests farm produce and livestock goods.

Cities always start with a Farmer's market which is a great source of capital early game due to the requested goods requiring little time to research.



Hardware Store
Hardware
Store


The Hardware Store is a starting shop that requests raw products and livestock goods.

Cities always start with a Hardware Store which is a great source of capital early game due to the requested goods requiring little to no time to research.



Wholeseller

The Wholeseller is a starting shop that sells locally produced goods and goods received from other cities. These goods are always sold for 200% of their market value.

The ability to buy goods from a city's Wholeseller enables players strapped for cash a way to fix production chains or skip building basic resource gathers. Sure the product is more expensive, but it is a much cheaper short-term solution to a water shortage then building an entirely new water siphon.



Bookstore
Bookstore

The Bookstore is an advanced tier shop that specializes in Tier 2-3 PaperMill goods that may be built when a city's population reaches 100k. Every 100k population the city will build another advanced tier shop, but the type will be random.



Car Parts Store
Car Parts Store

The Car Parts Store is an advanced tier shop that specializes in Tier 2-3 Car products which may be built when a city's population reaches 100k. Every 100k population the city will build another advanced tier shop, but the type will be random.

This is among the best stores for a city to build. All of the product requests are highly profitable and are required to construct the prototype car.



Clothing Store
Clothing Store

The Clothing Store is an advanced tier shop that specializes in Tier 1-3 Car products which may be built when a city's population reaches 100k. Every 100k population the city will build another advanced tier shop, but the type will be random.

This is a great store for a city to build as all of the product requests are built off each other. This lets players to focus their research in the early game to develop the highest tier goods faster in a singular area.



Construction Goods
Construction
Goods

The Construction Goods Store is an advanced tier shop that specializes in Tier 1-2 goods that may be built when a city's population reaches 100k. Every 100k population the city will build another advanced tier shop, but the type will be random.

This is among the best stores for a city to build as all of the store requests are mid-tier goods that lead into highly profitable T3 products. The ability to sell intermediate tier goods allows players greater flexibility their development path toward end game products.



Diner
Diner

The Diner is an advanced tier shop that specializes in Tier 1-3 food and beverage goods which may be built when a city's population reaches 100k. Every 100k population the city will build another advanced tier shop, but the type will be random.

This is among the best stores for a city to build as diners often request both intermediary and end game products. This allows players to sell products that are built off the early game's farm produce and livestock goods for greater profits.



Home Goods Store
Home Goods Store

The Home Goods Store is an advanced tier shop that specializes in Tier 2-3 products which may be built when a city's population reaches 100k. Every 100k population the city will build another advanced tier shop, but the type will be random.

This is among the worst stores for a city to build as all of the product requests are highly dependent on specific resources that may be long distances from each other.

Unless the required resources have spawned close to one another, it is recommended to avoid researching and producing home goods early as the research and factories required are expensive themselves.



Ironmongery
Ironmongery

The Ironmongery is an advanced tier shop that specializes in Tier 1-3 smithing products which may be built when a city's population reaches 100k. Every 100k population the city will build another advanced tier shop, but the type will be random.

This is among the worst stores for a city to build as all of the product requests are highly dependent on specific resources. Unless the specified resources have spawned close to the city, it is recommended to start producing these goods after starting with farm produce and livestock goods.



Liquor Store
Liquor Store

The Liquor Store is an advanced tier shop that specializes in Tier 1-3 alcoholic products which may be built when a city's population reaches 100k. Every 100k population the city will build another advanced tier shop, but the type will be random.

This is a great store for a city to build as the basic liquor requests are built from farm produce. The higher tier products require investment into lower tiers of different categories (like carpentry and glass smelters) making this shop highly adaptable when pursuing other technology paths.



Summary
Thank you for using this guide!

I hope the information was helpful throughout your play-through of Rise of Industry!

If you find any missing information, mistakes, or lack of clarity in any section please let me know.

-NegativeZero


Notes
Change Log
7/27/2018: Release guide
8/3/2018: Added pictures & prep for patch 6.3
8/8/2018: Changed info to 6.3

Future Updates
Include more pictures
Useful links: Wiki, Discord, roadmap, calcs, etc.

Contributions to the guide:
Leeroy Jenkins (#6542) on discord for the wonderful basic guide.

Clarification Statement
I'm not a Dev at Dapper Penguin Studios nor have I taken any part in the development Rise of Industry.
I've purchased Rise of Industry in Early Access and have greatly enjoyed the title.
I've created this guide for the express purposes of providing quality information to the community.





26 Comments
Silent_Shadow 8 Feb, 2024 @ 5:22pm 
Seems like the costs have changed for the vehicles.
Here is a link to the updated figures as listed by the former developer:
https://prnt.sc/sekj5d
aspergarus 7 Feb, 2023 @ 12:01pm 
Very nice tutorial. I wish I have it before I started playing :)
@RNGZero, could you please clarify some moments for me? You mentioned that players pays money when dispatch occured. So that means when my train went some products for 100 tiles away I pay $3,644 or $607.3 per capacity. In the same time I pay $3,600 or $600 each capacity if I'm using dispatch trucks. So why should I consider using trains? Except I want more speed of course. Maybe I didn't understand well, and the game pays me for transporting goods?

And another question, maybe you know, where I may find stats of the economy? I see only like general info, how many I earned, and how many I spent. But I don't see for example how much I earn on some specific goods, or how much I spent on specific transport or route
Onevy 9 Mar, 2022 @ 7:32am 
Thank you, RNGZero! This guide is awesome. :RedStar:
RajaAgni 28 Sep, 2021 @ 9:32pm 
And a Grocery Store too.
RajaAgni 21 Sep, 2021 @ 11:34pm 
Nice guide. Just FYI, the Clothing Store also has Napkins, and there is a Toy Store too.
Mihir 10 Nov, 2020 @ 8:35am 
Also Diner is now Grocery
some moron 7 Nov, 2020 @ 1:13pm 
It was confusing to me so I will point out the truck depot has been merged into the warehouse.
Diruk 13 Dec, 2019 @ 9:44pm 
Hey NegativeZero,
I am sooo dependent on your guide.
Any thoughts on updating for 1.4?

Thanks again for this one! :highlvl:
InertFurry 13 Sep, 2018 @ 8:32pm 
Your explanation of trucks made my entire gameplay plan change. I'd not seen anyone describe what and how they worked.
RNGZero  [author] 12 Sep, 2018 @ 9:41am 
@Rhekis Thank you for checking my math and finding an error! I'm correcting it on my spreadsheet and will update the guide!