Transport Fever 3 Industry Spawning & Closure — 10 Years and 730 Days
Rising demand can spawn industries. Eligible inactive industries may close after documented 10-year checks and a 730-day countdown; player-owned industries are excluded.
Dynamic spawning
The manual identifies sufficiently increased demand and first-time demand for a cargo type as spawn triggers. New-industry notifications help identify a changed supply chain. The precise spawn rate, location probability and threshold formula remain Unknown.
Closure conditions
The documented conditions include a closure-frequency setting other than Never, no consumption/production in the preceding 10 years, no shipped goods in that period, and an industry that is not player-owned. These conditions are not a blanket claim that every idle industry immediately disappears.
The 730-day countdown
An eligible closing industry receives a 730-day countdown. Consuming, producing or shipping goods can stop it. At expiry the industry is permanently removed. When calendar time is paused, the notification shows real time instead; distinguish that display from simulation days.
Practical response
Open the notification and inspect the actual input, output and shipment statistics. Trace compatible cargo and destinations before building rescue capacity. Check player ownership and closure settings. Record the current build and countdown; no independently tested minimum delivery or spawn probability is supplied.
Connected operations
Parent: Transport Fever 3 Industry Database — Recipes, Climates & Boosters ↗
Next action: Transport Fever 3 Industry Database — Recipes, Climates & Boosters ↗
Planning tool: Cargo Chain Planner ↗
Version and changes: Update desk ↗
Sources and verification
Facts are attributed to official post-launch documentation. Procedures are editorial inspection advice; they do not claim a tested save or release-build benchmark.
Last checked: 2026-10-13 · Evidence before estimates · Corrections