The Industries system introduces a dynamic Supply and Demand economy.
You can buy goods at one location, transport them with your aircraft, and sell them at another airport or basecamp for a profit.
In many cases, you will simply trade existing goods.
In other cases, you will build factories to produce goods that the System does not generate at all (for example: raw meat, pelts, etc.).
Industries are accessed via:
Business → Industries
The Trading Hall lets you view Supply and Demand for each type of good across the world. (Business → Industries → Trading hall)
From the Supply tab, you can buy a specific quantity of goods available.

From the Demand tab, you can sign contracts to deliver a specific quantity of goods to a destination airport.

When you select a Supply source and a matching Demand contract, OnAir automatically displays a summary card showing:

This Profit per unit value helps you quickly identify the most profitable trade routes for a given good without having to do the math yourself.
Once purchased, all goods you own are displayed in the Goods Inventory.
Menu path: Business → Industries → Goods Inventory

All contracts you have signed appear under My Contracts.
Menu path: Business → Industries → My Contracts

Key rules:
Only the undelivered quantity at expiry is penalized.
When you build a factory in a specific region, you’re not just producing goods — you’re reshaping the local economy. In OnAir’s industry system, player-built factories have the power to suppress system-generated selling points within a 250 NM radius, starting the next day.
This mechanic ensures that if you sell goods in an area, the system will no longer offer the same goods there from the following day. It’s a powerful tool that rewards strategic placement and long-term planning by giving you control over local supply.
💡 Example
You build a Sawmill in a remote region and begin producing Lumber. As soon as you make your first sale, the system stops offering Lumber in a 250 NM radius around your factory, just one hour later.
From that point on, you are the sole provider of Lumber in that area, making your production crucial for other players who need it for building their factories.
System selling point suppression takes effect one hour after you start selling goods.
The suppression radius is 250 NM from the factory location.
If the factory is removed or deactivated, system supply will resume the following hour.
This system promotes player-driven economies and encourages competitive, yet strategic, industrial growth.
Build factories where system selling points currently exist to take control of active markets.
Prioritize high-demand goods for better returns and contract opportunities.
Use Basecamps to establish production in remote or uncontested areas and take advantage of the suppression radius effectively.