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.