Resource Zones

Resource zones mark harvestable areas for automated workers. After unlocking zone types in the EGO tree, enter build mode, paint valid terrain covering node clusters, and assign workers from the zone panel. Workers loop harvest → deposit until nodes respawn or inventory fills. Zones are the input side of automation; couriers move output to processors and shops.

Creating zones

Select zone tool matching resource type (wood, ore, crop, fish). Paint only over valid nodes — invalid paint appears red or refuses placement.

Keep zones compact near depots to minimize worker walk time pre-courier.

Worker assignment

Assign Townies or hired workers with compatible skills. Unassigned zones idle forever — double-check after co-op building sessions.

One worker per small zone often enough early; duplicate workers on large dense forests.

Efficiency tips

Split separate zones for separate resources instead of one giant mixed zone if tools require type purity.

Renew depleted areas by waiting respawn timer or unlocking secondary parcels rather than stretching one zone across map.

  • Place depot at zone edge
  • Link processor adjacent when possible
  • Upgrade zone size at higher EGO tiers

Co-op zoning

One player paints zones while another assigns workers reduces idle time. Lock zone edit permission if guests overlap routes.

Frequently Asked Questions

Zone overlap buildings?
Buildings may block paint — demolish or path around.
Fish zone placement?
Paint water tiles with valid fish nodes per game rules.
Workers stuck?
Check pathing, road gaps, and blocked depot entrance.
Desert zones?
Unlock biome-specific zone packs in ego-tech mid tiers.

Related Pages