zone_gamma_z106 — worked example
Where this zone's teleport columns stand (dots, labelled with the destination — dimmed where the column is currently switched off), the landing spots of teleports arriving from other zones (dashed circles), and the exit gates (diamonds) where one exists. Positions are the tile coordinates the server records.
A high-tier open PvP zone: terraformable, low fertility, tier-2 plant variants, and a tighter ore economy. This is the "endgame" shape of a zone — fewer, more contested resources.
| Fact | Value |
|---|---|
| Zone id | 106 |
| Type | PvP (open) |
| Protection | Gamma — open PvP, terraformable |
| Size | 2048 × 2048 tiles |
| Fertility | 15 |
| Terraformable | yes (PBS tech limit 2) |
| Plant rule set | 22 — 17 species ("Gamma Plant Rules", tier-2 mix) |
| Ore types | 7 (titan, crude, stermonit, imentium, liquizit, gammaterial, energy mineral) |
| Total ore nodes | 44 |
Ore configuration
| Material | Nodes | Max tiles/node | Total per node | Min threshold |
|---|---|---|---|---|
| titan | 7 | 600 | 125,000,000 | 0.5 |
| crude | 4 | 600 | 125,000,000 | 0.5 |
| stermonit | 7 | 600 | 125,000,000 | 0.5 |
| imentium | 7 | 600 | 125,000,000 | 0.5 |
| liquizit | 4 | 600 | 125,000,000 | 0.5 |
| gammaterial | 7 | 100 | 10,000,000 | 0.5 |
| energymineral | 8 | 300 | 24,000,000 | 0.5 |
pie showData
title Steady-state ore stock by type (million units)
"titan" : 875
"crude" : 500
"stermonit" : 875
"imentium" : 875
"liquizit" : 500
"gammaterial" : 70
"energy mineral" : 192
Notes that stand out:
- Fewer nodes than alpha zones (44 vs 64 in Daoden): crude and liquizit drop to just 4 nodes each. Same per-node totals as the alpha standard ores, so the steady state (~3.9 billion units total) is leaner and slower to recover.
- Two exotic types: gammaterial in tiny 100-tile nodes (walk radius 10 tiles — small, easy to spot, ~1.4 M per node) and energy mineral at 24 M per node.
- No epriton, no flux ore — the rare/economic ores stay in the alpha tier.
Plant mix
Rule set 22 allows 17 species: the basics, plus the tier-2 variants — high iron
tree t2 and high rustbush t2 as wild harvestables, and the tier-2 seeded plants
(high electroplant t2, high slimeroot t2). The seeded ones are playerSeeded — they
never spawn naturally; they only exist in player gardens (see
gathering → plants).
Fertility is 15, not 20: a 32×32 cube may hold at most ~15% blocking plants, so plant coverage is visibly sparser than in alpha zones, and the fertility draw has slightly less room to fill in before the cube "saturates".
Per-species rules (including the t2 fruit amounts) are in Plants; per-ore yields in Ores.
What this means for a player
- Leaner, slower economy: fewer nodes of the common ores means mining pressure shows up faster — a mined-out crude node takes longer for the zone to replace.
- Sparser vegetation: with 15% fertility, open ground is the norm and plant patches are the exception.
- High-value gathering here is the tier-2 iron tree / rustbush wild plants, plus running player gardens of the seeded t2 electroplant and slimeroot.
- Terraforming (PBS tech limit 2) means the ground itself can be reshaped by players (see Power base stations).