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Go-Go Town! — Town Layout Guide: Zones, Roads, Storage and Bins

Go-Go Town!Build guidesupdated 2026-10-0420 min read

A layout guide to Go-Go Town!: how the map is divided, what has to be next to what, what storage to use where, how goods actually move, and the zone rules that quietly break a town plan.

Written for Go-Go Town! 1.0 — current PC hotfix at time of writing is 1.0.26502 (14 September 2026). Every number below comes from the official wiki's Cargo data, which is imported from the game's own data files, or from the wiki's own page text. Where the wiki does not publish a number, this guide says so instead of guessing.

How to read the numbers

  • Footprint is the wiki's buildSize field, given as tiles wide × tiles deep. Where a prop

can be rotated, the footprint swaps.

  • Cost is the wiki's buildCost, in Coin.
  • Materials are the wiki's Requires table for that prop, type Build.
  • Zone lock is the wiki's buildAllowedIndustries field. Town means the prop can only go on

the main map outside any industry zone. A blank means it can go in either.

One caution up front: the wiki's prop pages were written across both Early Access and 1.0 and some numbers on them are stale. The Cargo tables below are the current import. Where the two disagree, the tables here follow the import.

The map: one town zone and four industry zones

The main map is the Town Centre. When the game refers to the Town Centre as a zone, it means "any land on the main map not covered by an industry zone." There are four industrial zone types:

  • Farming (farm-zone)
  • Fishing (fish-zone)
  • Forestry (forest-zone)
  • Mining (mine-zone)

Industrial zones are the only tiles where the industry-locked kit can be placed — plots, generators, processors, time clocks. Everything with a Town zone lock (Medium and Large Shops, the Tourism Hub, Market Stalls, Trader Areas, the Maintenance Office, subway stations, parking garages, the Advanced Materials Factory) has to sit outside them.

Zone rules that decide your layout

Placing and editing a zone

  • Zone slots are bought in the EGO Tech app, not from the build menu.
  • To add one: open the Build Menu → Zones submenu → pick the industry option carrying a **plus

(+). A zone sign is placed first; every tile you add must be connected to the zone sign** or it will not count as part of the zone.

  • Added tiles show a striped appearance. Tiles can be removed individually with the Delete option.
  • To remove a zone entirely you must strip every tile except the one holding the zone sign, then

remove the sign itself.

  • Each industry can have up to four individual zones once fully upgraded.
  • The zone sign carries a selectable icon. Set a different icon per zone — with four farm zones on one

map, it is the only reliable way to tell which one you are editing.

The zone limits the wiki does not publish

There is a width limit, a height limit, and an area limit per zone, and the build menu shows your current usage in the zone description. The wiki does not publish the actual numbers for any of the three, so treat the build menu readout as the source of truth and leave yourself headroom. A zone that hits the area cap cannot be extended, only reshaped.

The four cross-zone rules

This is the section that matters most. Straight from the wiki's Design Considerations page:

  1. The courier service does not deliver ingredients between zones for further processing. The

wiki's own example: the courier will not take raw Cow Milk from one farming zone and deliver it to a Dairymaker in a different farming zone.

  1. Zone workers may not be able to obtain resources between zones. Sugarcane farmed in one zone

cannot be processed in another.

  1. Zones can be connected via storage skips with a specified unprocessed resource. This is the

documented workaround for rules 1 and 2 — a Storage Skip set to hold the specific raw item bridges the two zones.

  1. Two industries have a hard physical connection requirement:
  • A Forestry zone must be connected to one of the forest entrances before its workers will

collect the additional wood, fluff, field mushrooms and gonuts found beyond the base area.

  • A Mining zone must be connected to the mine or a mine shaft before its workers will collect

metal nuggets, gems and raw mana.

The practical consequence: plan a full production chain inside one zone, not across two. A zone that farms sugarcane and a zone that runs the Food Processor for sugar cannot be separate zones unless a Storage Skip bridges them. If you start by drawing four tidy little farm zones, you will spend the mid-game redrawing them.

Which industry supplies which shop

Shops do not take "generic" goods — each fitout draws on specific industries. Match zone to shopfront when you plan a district:

IndustrySupplies these fitouts
FarmingBakery, Candy Shop, Coffee Shop, Crafter, Diner, Eat N' Go, Fast Food, Fish N' Chip Shop, Health Food Shop, Juice Bar, Movie Theatre, Noodle Bar, Pizzeria, Restaurant, Sweets N' Treats, Sushi Bar, Tavern
FishingBakery, Book Nook, Eat N' Go, Fast Food, Fish N' Chip Shop, Noodle Bar, Sushi Bar, Restaurant
ForestryBakery, Book Nook, Clothing Shop, Craft Corner, Fish N' Chips, Fast Food, Hat Shop
MiningCraft Corner, Crafter, Fortune Teller, Hairdresser, Health Food Shop, Restaurant, Sweets N' Treats

If you want a dense shop street, Forestry is the cheapest industry to site next to it — one Loom turns Fluff into Bolt of Cloth, and a single Bolt of Cloth is enough for a Clothing Shop to produce two garments or a Hat Shop two to three hats.

Terrain: roads, footpaths and the tiles that cost nothing

Terraforming lives in its own build menu section, split into Common, Exotic, Footpaths, Interior Floors and Roads. Tiles are restricted to Outside or Inside environments.

TileMenu groupCostEnvironment
Paved RoadRoads0Outside
Dirt RoadRoads0Outside
Road CrossingRoads0Outside
PavementFootpaths0Outside
Cobble PathFootpaths5Outside
Slate PathFootpaths5Outside
Stone PathFootpaths5Outside
Wood DeckFootpaths10Outside
Olde Towne PaversFootpaths10Outside
Peach PiazzaFootpaths10Outside, Inside
Scalloped FlagstoneFootpaths10Outside
Arcade BlocksFootpaths10Outside
Grass, Dirt, SandCommon0Outside, Inside

Two things worth knowing: the two functional tiles — Paved Road and Pavement — are recorded at cost 0, so a road grid is effectively free and there is no reason to skimp on it. And the tier-locked footpaths (Cobble Path, Wood Deck, Stone Path, Slate Path) are unlocked individually by EGO Tech packs at Tiers 1, 3, 4 and 6, so those paths arrive only as you spend EGO. The four 10-Coin decorative paths — Olde Towne Pavers, Peach Piazza, Scalloped Flagstone and Arcade Blocks — are not EGO Tech unlocks at all: the wiki's sources list all four as purchases from the trader Tina Timba.

Roads and footpaths are separate tile types. A road tile is not a footpath tile, and the game checks for them separately — see the connection requirements below.

Adjacency and placement requirements

Most props are happy on bare ground, but three requirements are hard-coded and will block a placement outright:

PropFootprintCostRequirement
Courier Building3×3150Road = 1 and FootPath = 3
Boom Gate1×255Footpath + Ground adjacency (=1)
Freeway Road Sign1×345Footpath + Ground adjacency (=1)

The Courier Building is the one that reshapes a town: it needs a road and three footpath tiles touching it. Plan its plot with access on at least two sides before you commit.

Placement is terrain-locked for a handful of other props:

PropTerrain requiredFootprintCost
Speed BoosterRoad1×140
Wooden / Stone / Froggy BridgeWater1×2120 each
Truss Road BridgeWater2×2240
Water JetWater1×180
Lotus FlowerWater1×125
Mining LightWall1×120
Industrial Smoke StackCommon + Footpath1×140
Tire BarrierCommon + Footpath1×130

Everything else in the build menu — barriers, benches, lamps, statues — sits on Ground.

Storage: four sizes, three rules

PropFootprintCostStorageLock slotsColour
Small Storage1×1204×2×42adopts industry colour
Large Storage1×1456×2×64adopts industry colour
Storage Skip1×2854×10×44fixed colour
Storage Area3×2150three 6×2×6 slots12fixed colour

The rules that decide which one to place:

  • Locking is what turns a plain box into a filter. Workers put the chosen item in and nothing else,

which is exactly how a Storage Skip bridges two zones. The wiki's Storage page states that up to four items can be locked to each storage box; the prop data separately records a lock-slot count per box (Small 2, Large 4, Skip 4, Area 12). The two figures do not agree and the wiki does not reconcile them, so treat "up to four" as the documented rule and verify the per-box count in game.

  • The Storage Area cannot be locked. Its slots exist but the lock function is not implemented for

it. Use it as bulk storage, or for a single mixed buffer — never as a filter.

  • Small and Large Storage adopt the industry colour of the zone they sit in, and the Storage Skip

and Storage Area do not. Since the Storage Skip is the documented cross-zone bridge, plan skips at zone boundaries where the neutral colour is actually a benefit.

Per 1×1 of ground, Large Storage (6×2×6) is more than twice the capacity of Small Storage (4×2×4) for 45 Coin instead of 20. The Storage Skip is the odd one out: it is 1×2 on the ground but 4×10×4 inside, which makes it the best throughput-per-tile of the four, at the cost of not taking the zone colour.

Handy controls: press I to open a container's inventory, R to sort, L on a hovered item to lock it, and Z/X to flick between nearby containers without walking.

Two buildings have their own built-in storage: a Market Stall (2×2, 50 Coin) holds 10×2×4, and a Vending Machine (1×1, 20 Coin) holds two 2×2×2 slots. A Garbage Recycler carries a 6×2×6 output buffer.

Couriers: the only way goods move between buildings

Porters do not exist. If an ingredient has to leave a zone tank and arrive at a shop, a Courier moves it, and the Courier Building (3×3, 150 Coin, built from Fiber Boards ×3 and Metal Beams ×2) is where couriers are hired. It is also a hard requirement of the town chain: Build 1 Courier Building appears in Top Town Tournament Challenge 04.

Facts that matter for a layout:

  • Worker job slots upgrade twice — to 5 then 9 jobs. One well-sited Courier Building beats three

badly-sited ones.

  • Courier delivery priority can be set per destination to High, Standard, Low or None, and the

setting exists on fitouts, food carts, market stalls and the factories. Set the shops you actually want stocked to High and let the rest idle.

  • Market Stalls and Vending Machines can be "managed": up to five items can be specified, and

couriers will auto-deliver them. Stocked stalls are how Challenge 03's "Earn 80 Coin from Market Stalls" is meant to be cleared.

  • The tournament awards a Courier Building three times (Challenge 03, 07 and 10). It is not in the

EGO Tech Rebuy table, and neither are the Maintenance Office or the Tourism Hub — the three service buildings you will most want duplicates of are the three you cannot re-buy. Its road-plus-three- footpath requirement is worth getting right the first time.

Because couriers will not cross zones with ingredients for processing, put the Courier Building where the finished goods are, not where the raw ones are.

Shops: shells, sizes and fitouts

A shop is two pieces: a Building Shell you place, and a Fitout you install inside it. The shell size caps which fitouts you can use.

ShellFootprintCostMaterialsZone lockSupports
Small Shop2×345Planks ×2, Bricks ×2any zoneSmall fitouts
Medium Shop3×3100Fiber Boards ×2, Concrete ×2Town Centre onlyMedium fitouts
Large Shop4×3250Wood Frame ×2, Metal Beams ×2Town Centre onlyLarge fitouts

Small fitouts (9): Eat N' Go, Craft Corner, Book Nook, Fish N' Chip Shop, Fortune Teller, Pizzeria, Hat Shop, Bakery, Trinket Shop.

Medium fitouts (9): Noodle Bar, Juice Bar, Fast Food, Coffee Shop, Crafter, Health Food Shop, Sweets N' Treats, Bleep Bloop Arcade, Day Spa.

Large fitouts (10): Hairdresser, Clothing Shop, Diner, Movie Theatre, Candy Shop, Sushi Bar, Fitness Gym, Tavern, Art Gallery, Restaurant.

Only Small Shop can be placed inside an industry zone; Medium and Large carry a Town lock. That decides the shape of a town: the small tier is what you scatter through the zones, and the medium and large tiers want the main map, where the tourists and the footpaths are.

Retail fitouts need ingredients to craft products and sell them. Service fitouts — Art Gallery, Bleep Bloop Arcade, Day Spa, Fitness Gym — sell no physical product and need no ingredients, which makes them the low-maintenance way to satisfy a desire requirement.

Fitouts can be renamed in 1.0, which is worth doing: "Bakery" and "Bakery (east)" read very differently on a supply screen.

Housing: footprints and how many you will be asked for

Housing sits in Town Centre → Housing and is a tournament currency of its own — Challenge 01 asks for 4 townies housed, Challenge 05 for 18, and Challenge 10 for 50.

HousingFootprintCostMaterials
Camping Tent1×230Fluff ×4, Wood ×2
Small House2×350Bricks ×2, Planks ×2
Apartments2×385Metal Ingots ×3, Planks ×4
Trailer Home2×365Bolt of Cloth ×2, Metal Ingots ×2
Your House4×3120Bricks ×3, Planks ×3

Per tile of ground, Small House and Apartments share the same 2×3 plot and Apartment costs 35 more. Budget the block at 2×3 and plan a row: at 50 townies, that is a neighbourhood, not a corner.

Big set pieces: check the footprint before you promise the plot

These are the props that need real land. All four of the 1,000-Coin desire buildings are EGO Tech Tier 8 unlocks:

PropCategoryFootprintCostMaterials
StadiumEntertainment8×51,000Encabulator Cube ×10, Expandable Rod ×10
Hot SpringsHealth5×51,000Expandable Rod ×10, Structural Plating ×10
ConservatoryRelaxation5×51,000Encabulator Cube ×10, Structural Plating ×10
LighthouseExploration4×51,000Expandable Rod ×10, Reinforced Brackets ×10
Advanced Materials FactoryServices5×4500Metal Beams ×6, Wood Frame ×6, Yum Grease ×6
Town HallService——Room expansions: 8 × 700 Coin each

The Transit Terminals are the other cluster of large plots, all Town-locked:

TerminalFootprintCost
Spooky Tree4×5500
Spaceport3×4500
Ancient Pyramid3×4750
Magic Kennel4×4750
Volcano3×4950
Circus Tent3×41,200
Tube Transport3×41,500

Four subway lines exist — Blue, Yellow, Green and Purple — each as a 2×3 station at 165 Coin, unlocked in bulk by EGO Tech Subway A/B/C/D at Tiers 3, 5, 7 and 9. The Green Line Subway Station is filed under a wiki category misspelled "Transporation" while the other three sit under "Transportation" — that is a wiki typo, not two different tile types. All four carry the same stat line: "Long distance travel for everyone in town", 2×3, 165 Coin, Town-locked.

The industry kit, by footprint

Zone-locked equipment, so it only fits inside a zone of that industry:

PropIndustryFootprintCost
Fishing Zone Buildingfish-zone2×2100
Forestry Zone Buildingforest-zone2×2100
Mining Zone Buildingmine-zone2×2100
Small Plotfarm-zone1×115
Farm Zone Time Clockfarm-zone1×165
Fishing Zone Time Clockfish-zone1×165
Forestry Zone Time Clockforest-zone1×165
Mining Zone Time Clockmine-zone1×165
Cow Stall / Chicken Coopfarm-zone2×260 each
Bee Hive / Automated Feed Makerfarm-zone1×125 / 55
Rice Paddyfish-zone1×135
Crab Pot / Lobster Potfish-zone1×245 each
Scarecrowfarm-zone1×115
Mining Lightmine-zone1×120 (Wall terrain)

Time clocks are how you staff a zone. Each carries worker slots: the Farm Zone Time Clock holds 1–2, and the Fishing, Forestry and Mining clocks hold 1–4 each. Slots are extended by EGO Tech packs ("Farming Zone 2" adds two farm clock slots, "Worker Job Slots" at Tier 5 adds a slot to the Courier Building and the Maintenance Office). Sprinklers, the Hose Reel, the Trimmer, the Blower, the Chainsaw and the Drill are all 1×1 tools, but they must be inside the zone to work.

The industry processors and their footprints

ProcessorIndustryFootprintCostRecipe
Table Sawforest-zone2×140Wood ×2 → Planks ×1 or Paper Ream ×1
Loomforest-zone2×145Fluff ×2 → Bolt of Cloth ×1
Fabricatorforest-zone2×140Planks ×2 → Wood Frame ×1; Paper Ream ×2 → Fiber Boards ×1
Foundrymine-zone1×140Stone ×2 → Bricks ×1; Metal Nugget ×2 → Metal Ingots ×1
Assemblermine-zone2×150Bricks ×2 → Concrete ×1; Metal Ingots ×2 → Metal Beams ×1; Sparkly Gemdust ×2 → Glass Panes ×1
Distillermine-zone1×150Gem ×2 → Sparkly Gemdust ×1; Raw Mana ×1 → Refined Mana ×4
Food Processorfarm-zone1×140Wheat ×1 → Flour ×2 or Feed ×2
Roasterfarm-zone1×140Flour ×1 → Bread ×2; Coffee Beans ×2 → Roasted Coffee Beans ×1
Dairymakerfarm-zone1×140Cow Milk ×1 → Milk ×4 / Butter ×4 / Cheese ×2
Seafood Converterfish-zone1×140Octowurst ×2 → Octowurst Sausage ×1; Horned Ribeye ×1 → Protein ×2
Advanced Materials FactoryTown Centre5×4500see below

Only the Advanced Materials Factory (5×4, 500 Coin, Town-locked) breaks the "processors are tiny" rule. Its four recipes are Concrete ×2 + Bolt of Cloth ×2 → Structural Plating; Glass Panes ×2 + Wood Frame ×2 → Reinforced Brackets; Metal Beams ×2 + Yum Grease ×2 → Expandable Rod; Refined Mana ×2 + Fiber Boards ×2 → Encabulator Cube.

Those four outputs are what every 1,000-Coin set piece is built from, so the factory is the gate on the late-game build list, not an optional extra.

Garbage and town cleanliness

Garbage is an item in its own right: an Ingredient with a 1×1×1 storage size that turns up in Fish, Forest and Town zones. It arrives from fishing a Junk Fishing Spot with a Fishing Rod, from foraging a Pile of Junk, and from messy tourists, Trashnadoes and weather events.

PropFootprintCostFunction
Garbage Bin1×110"Can store a small amount of garbage"
Metro Garbage Bin1×110"Can store 16 pieces of Garbage"
Dumpster1×125"Can store a large amount of garbage"
Garbage Disposal3×260Permanent removal of garbage
Garbage Recycler2×260Garbage ×4 → Recycled Material ×1

The Metro Garbage Bin is the only one of the three bins with a published capacity, and it is 16 items — which makes it the reference point for judging the other two. Both plain bins and the metro variant occupy the same 1×1 tile and cost the same 10 Coin, so there is no reason to prefer the plain bin if the metro one is unlocked.

The recycler turns rubbish into a real input — Recycled Material goes into Book Nook (Trash Mag ×2), Crafter (Hypnotron ×2, and Scented Candle with Honeycomb), Candy Shop (Toffee) and Eat N' Go (Energy Bar). A recycler next to your shop street is worth more than the disposal.

The Garbird is the feedback loop: it takes garbage out of bins and dumpsters, and it spawns in the Town Centre when the town has been dirty for a while, and during Garbird Weather. Since hotfix 1.0.25886 the game only counts garbage inside the Town Centre when deciding whether to summon Garbirds, caps ambient Garbirds at two, and spaces ambient spawns twelve in-game hours apart. Garbage that piles up way out in an industry zone no longer drags birds into town.

Bins have no published coverage radius. There is no number anywhere on the wiki for how far a tourist will walk to a bin — so keep bins dense along the routes tourists actually walk rather than trusting a spacing rule. Three tourist traits shape the answer:

  • Ignore Bins — this tourist never uses a bin, so they will drop garbage on your pavement no matter

what you build.

  • Large Bin Search — this tourist walks further than average to find a bin, which is why a distant

bin sometimes catches litter you expected to be dropped.

  • Love Garbage / Stinky — this tourist is happy to see litter, so a messy corner is a feature

for them rather than a problem.

Bins also count as nearby containers for the Z/X quick-switch control, so a row of bins and storage along a work route is one inventory, not several.

Land expansions and town rank

Stanley S. Trollson sells five land expansions for the main map. Each has a minimum Top Town Tournament challenge completion attached:

ExpansionLocationCostMinimum challenge
1West of the original farming zone600 Coin2
2East of the original forestry and mining zones1,000 Coin3
3South of Expansion 22,000 Coin4
4West of Expansion 33,000 Coin6
5West of Expansion 44,000 Coin— (not listed)

The town rank ladder, in order, is: Settlement → Village → Hamlet → Burg → Township → Boomtown → City → Metropolis → Capital → Utopia. Rank is what gates the EGO Tech tiers, and the tiers are what gate zone slots and the big props.

The progression order: Top Town Tournament goals and rewards

Ten challenges. Each one unlocks the next EGO Tech tier. The goal list is the build order.

#Rank to reachGoalsUnlocks
01SettlementHouse 4 townies; 10 dressing objects; earn 200 Coin; craft 24 items at industry refinersTier 1, Your House, Interior Floors, Walls, Window 01 ×4
02VillageEarn 500 Coin from Small fitouts; catch 25 fish; grow 10 crops; 10 tourist-desire objectsTier 2, Maintenance Office ×1, Garbage Bin ×4, Dumpster ×2
03HamletEarn 800 Coin from 1-star items; earn 80 Coin from Market Stalls; 20 tourist desires; hire 4 industry workersTier 3, Speed Booster ×4, Storage Skip ×1, Large Storage ×2, Courier Building ×1
04BurgEarn 1,000 Coin from Small fitouts; 30 tourist desires; build 1 Courier Building; craft 80 itemsTier 4, Garbage Recycler ×1, Recycled Material / Trash Mag / Energy Bar recipes, Garbage Bin ×4, Dumpster ×2
05TownshipEarn 1,200 Coin from Medium fitouts; earn 400 Coin from 3-star items; house 18 townies; catch 40 fishTier 5, Tourism Hub ×1
06BoomtownEarn 1,800 Coin from 2-star items; 45 tourist desires; grow 25 crops; build 1 Tourism HubTier 6, Maintenance Office ×1, Garbage Disposal ×1, Garbage Recycler ×1, Bubble Gun ×1, Dumpster ×2, Parking Garage A ×1
07CityEarn 1,000 Coin from Small fitouts; 1,000 Coin from Large fitouts; 45 dressing objects; craft 120 itemsTier 7, Courier Building ×1, Storage Area ×1, Large Storage ×2, Storage Skip ×1, Parking Garage B ×1
08MetropolisEarn 2,500 Coin; catch 60 fish; grow 40 crops; hire 8 industry workersTier 8, Advanced Materials Factory ×2, Encabulator Cube / Expandable Rod / Reinforced Brackets / Structural Plating recipes
09CapitalEarn 2,300 Coin from Large fitouts; 1,000 Coin from 3-star items; 600 Coin from 1-star items; build 2 Advanced Materials FactoriesTier 9, six lantern/firework dressing props
10UtopiaEarn 4,000 Coin; house 50 townies; 100 dressing objects; 75 tourist desiresNumber 1 Town!, Cliff Wall, Forest Edge, Elevated Water, Courier Building ×1, Maintenance Office ×1

Note the shape of the curve: challenges 01–04 are about shops and small fitouts, 05–07 are about volume through medium and large shops, and 08–10 are about the factory chain. A layout that puts small fitouts in a tight ring around the first Courier Building will carry you to Challenge 04; after that you need medium and large plots on the main map.

EGO Tech: tier by tier

EGO Tech packages are bought with EGO and gated by town rank. The tiers that change your map are the ones that add zone slots:

TierPackages that add a zone slotZone total after
Base—1 per industry
3Farming Zone 2, Forestry Zone 2, Mining Zone 2Farming 2, Forestry 2, Mining 2
4Fishing Zone 2Fishing 2
5Farming Zone 3Farming 3
6Mining Zone 3, Forestry Zone 3, Fishing Zone 3Mining 3, Forestry 3, Fishing 3
7Farming Zone 4Farming 4
8Fishing Zone 4Fishing 4
9Mining Zone 4, Forestry Zone 4Mining 4, Forestry 4

Farming reaches its full four zones at Tier 7, Fishing at Tier 8, and Mining and Forestry last, at Tier 9. If your plan assumes four mining zones, it assumes Tier 9.

Other tier unlocks worth budgeting around:

  • Tier 0 is nearly free in EGO terms: Starter Forestry and Starter Mining cost 0 EGO, the Eat N' Go

fitout costs 4, Camping Tent 8, Small House 10, and the Garbage Disposal, Rest, Health, Exploration and two Decorative packs cost 15 each.

  • Tier 1 (60–70 EGO) opens the first real industry footholds: Starter Farm, Starter Fishing,

Forestry Automation and Mining Automation, plus Market Stall and Small Trader Areas.

  • Tier 2 (70–100) adds Apartment housing, Tier 2 Forestry (Fabricator) and Tier 2 Mining

(Assembler), Farm Food Processing and Vehicle Parking.

  • Tier 3 opens the first extra zone slots, the Coin O' Matic Pod, Vending Machine, Wood Deck

footpath and Subway A.

  • Tier 5 adds the Worker Job Slots pack (one extra slot each for the Courier Building and the

Maintenance Office), the Large Trader Area and Poultry Farm.

  • Tier 6 adds the Slate Path and three zone slots at once.
  • Tier 8 unlocks Stadium, Hot Springs, Conservatory and Lighthouse together — four 1,000-Coin

buildings that all need the Advanced Materials Factory running first. Site that factory before you buy Tier 8, not after.

  • Tier 9 unlocks Mining and Forestry Zone 4, the Art Gallery and Restaurant fitouts, Subway D, and

a second Worker Job Slots pack.

Terraforming tiles are tier-locked individually: Cobble Path at Tier 1, Wood Deck at Tier 3, Stone Path at Tier 4, Slate Path at Tier 6, the six coloured Light tiles at Tier 8.

EGO Tech Rebuy: buying more than the pack gave you

Once a pack is unlocked, its props can be re-bought from the Rebuy tab of the EGO Tech app. Each prop has a quantity per purchase, an EGO start cost, an increment per further purchase, and a cap. This is the number that actually limits how many of something you can place, and it is worth planning around — EGO is not the same currency as Coin.

PropPer purchaseStart costIncrementCap
Small Plot225+10125
Small Storage115+10115
Large Storage125+15175
Storage Skip150+20250
Storage Area170+30370
Garbage Bin220+570
Metro Garbage Bin420+570
Dumpster140+15190
Garbage Disposal185+85935
Garbage Recycler185+85935
Small Shop120+20220
Medium Shop140+40440
Large Shop160+60660
Small House145+25295
Apartments160+35410
Camping Tent120+10120
Market Stall140+20240
Advanced Materials Factory1200+1001,200
Stadium / Hot Springs / Conservatory / Lighthouse1200+1501,700

Note the shape of it: utilities are cheap to repeat and get expensive slowly, buildings get expensive fast. A second Advanced Materials Factory starts at 200 EGO and climbs by 100 a time to 1,200; a four-pack of Metro Garbage Bins starts at 20 EGO and only ever reaches 70. If you are budgeting for a second factory, budget EGO, not Coin — and if you want bins on every corner, you can afford them.

The Courier Building, Maintenance Office, Tourism Hub, Town Hall and the Transit Terminals are not in the Rebuy table.

Traps that cost a new mayor the first ten hours

  1. Building a second zone of the same industry to "split the work". The courier will not move

ingredients between zones for processing, and workers cannot pull resources across a zone boundary. Either keep a full chain in one zone or bridge the two with a Storage Skip set to the specific unprocessed item.

  1. Siting Forestry or Mining away from the entrances. A Forestry zone that is not connected to a

forest entrance will not gather wood, fluff, field mushrooms or gonuts; a Mining zone not connected to the mine or a shaft will not gather metal nuggets, gems or raw mana. The zone will look fine and simply underperform.

  1. Placing a Medium or Large Shop inside an industry zone. Both carry a Town lock. Only Small Shop

crosses over.

  1. Placing the Courier Building on bare ground. It needs Road = 1 and FootPath = 3. Because roads

and footpaths are different tile types, a plot surrounded only by pavement will refuse the building.

  1. Treating the Storage Area as a filter. It cannot be locked, unlike every other storage box.

Filters belong on Small Storage, Large Storage or a Storage Skip.

  1. Leaving the Maintenance Office and the Garbage Disposal until they are given to you. They arrive

as Challenge 02 and Challenge 06 rewards respectively. Garbage Disposal and Dirty spots feed the Garbird, and the town's dirt level is measured inside the Town Centre.

  1. Buying Tier 8 before the Advanced Materials Factory exists. Stadium, Hot Springs, Conservatory

and Lighthouse each want ten units of a factory-only component. The factory is a 5×4, 500-Coin, Town-locked plot — find the land and the inputs first.

  1. Forgetting that land expansions are rank-gated, not just coin-gated. Expansion 3 costs 2,000

Coin and needs Challenge 04 finished; Expansion 4 costs 3,000 and needs Challenge 06. Planning a district on land you have not unlocked yet is the most common way a layout plan dies.

  1. Spending EGO on decoration packs in Tier 0 and running out for zone slots. The zone-slot packs

start at Tier 3 at 90–110 EGO each. Decorative packs are 15–370 EGO. The zone slots come first.

What this guide could not source

Listed honestly rather than guessed:

  • Zone width, height and area limits. The wiki confirms the limits exist and are shown in the

build menu, but publishes no numbers for any of them.

  • Bin coverage radius. No figure is published. No spacing rule for garbage bins is stated anywhere

in the wiki's data tables, and none is inferred here.

  • The minimum town rank at which ambient Garbirds appear. The wiki's Garbird page leaves the rank

as "???". Only the 1.0.25886 tuning (max two ambient birds, twelve in-game hours apart, Town Centre garbage only) is confirmed.

  • Build costs for retail fitouts. Fitouts are installed into a shell; the wiki records no separate

buildSize or buildCost for them, so the shell cost is the only placement cost in this guide.

  • Bin capacity for the plain Garbage Bin and the Dumpster. The wiki describes them only as "small"

and "large". Only the Metro Garbage Bin carries a figure (16 pieces of Garbage).

  • The storage lock-slot count. The Storage page says "up to four items" per box while the prop data

records Small 2, Large 4, Skip 4, Area 12. The guide states both and flags the conflict.

  • Town Hall's stat block. Both buildSize and buildCost are blank in the wiki data; only the

8 × 700 Coin room expansions are recorded.

  • Expansion 5's minimum challenge. The wiki table leaves that cell empty.
  • The wiki's own prop pages vs the Cargo import. Several 2018-era and Early Access-era prop pages

carry stale numbers. Every figure in this guide is taken from the Cargo tables or the current page text, and the guide follows the Cargo import where the two disagree.

Sources

Wiki (official, .wiki.gg) — Cargo data read via Special:CargoExport and page text via api.php?action=parse&prop=wikitext:

  • Zones — the four industry types and the four-zone cap
  • Zone Customization — placing, modifying and removing zones; the Design Considerations cross-zone rules
  • Farming Zone, Fishing Zone, Forestry Zone, Mining Zone — industry equipment and supplier-for lists
  • Build Menu, Build Menu/Town Centre, Build Menu/Storage, Build Menu/Terraforming — menu structure
  • Fitouts, Building Shells, Small Shop, Medium Shop, Large Shop — shell sizes and fitout lists
  • Storage, Small Storage, Large Storage, Storage Skip, Storage Area — storage sizes and lock rules
  • Courier Building, Maintenance Office, Tourism Hub, Market Stall, Town Hall, Trader Area,

Small Trader Area — service buildings and their connection requirements

  • Paved Road, Pavement, Dirt Road, Road Crossing — terrain costs
  • Garbage, Garbage Bin, Dumpster, Garbage Disposal, Garbage Recycler, Garbird, Weather/Garbird,

Tourists — garbage loop, Garbird tuning and tourist traits

  • Top Town Tournament and Top Town Tournament Challenge 01–10 — goals, ranks and rewards
  • EGO Tech, EGO Tech/Tier 0–Tier 9, EGO Tech/Rebuy — package contents, costs, tier unlocks and the

repeat-purchase costs and caps. Read as raw wikitext via gogotown.wiki.gg/api.php?action=parse&page=EGO%20Tech/Rebuy&prop=wikitext

  • Town Centre — Stanley S. Trollson's five land expansions
  • Patch Notes/PC 1.0.25831, 1.0.25886, 1.0.26109, 1.0.26261, 0.6.98.20437EA, 0.5.95.19165EA —

courier delivery priority, managed stalls, garbage bin offsets, Garbird and Storage Area changes. Read as raw wikitext via gogotown.wiki.gg/api.php?action=parse&page=Patch%20Notes/PC%201.0.25831&prop=wikitext

  • Cargo tables behind all of the above: Props (457 rows), Requires (623), Recipes (153), Items (362),

Tiles (54), BuildMenu (65), Doodads (131), Sources, History, GameUpdates — queried from https://gogotown.wiki.gg/index.php?title=Special:CargoExport&tables=<Table>&fields=<fields>&format=json

Steam news for app 2195120, fetched via ISteamNews/GetNewsForApp — used only to establish the current build:

  • Hotfix 1.0.26502, 14 September 2026 — the current PC build. Its notes fix an issue where the

individual Storage Area bins were not registered and deregistered from industries when moved, which is why this guide treats the Storage Area as bulk storage rather than a filter.

  • Version history for the 1.0 line was cross-checked against the same feed (1.0.26395 of 31 August 2026,

1.0.26420 of 1 September 2026) and against the wiki's own GameUpdates table, which runs to 1.0.26261.

Game version this guide was written for: Go-Go Town! 1.0, PC hotfix 1.0.26502 (14 September 2026). The wiki's imported data lags the game by a few hotfixes, so anything patched after 1.0.26261 is reflected here only where the Steam patch notes state it directly.

Guide changelog

What has changed in this guide, newest first.

  • 2026-10-04Verified against sources (2026-10-04). ~200 figures re-checked straight from the wiki's live Cargo tables (Props, Tiles, Recipes, Requires, BuildMenu, Sources, GameUpdates) plus the wikitext for Zones, Zone Customization, Storage, Garbird, Town Centre, Top Town Tournament Challenges 01-10 and EGO Tech Tiers 0-9 / Rebuy, and Steam news for app 2195120. Everything checked out except three claims, now corrected: (1) 'All five of the 1,000-Coin desire buildings' -> 'All four' (Cargo Props lists only Stadium, Hot Springs, Conservatory and Lighthouse at 1,000 Coin); (2) the decorative footpaths were credited to EGO Tech packs at Tiers 1/3/4/6 - the wiki's Sources table shows Olde Towne Pavers, Peach Piazza, Scalloped Flagstone and Arcade Blocks are bought from the trader Tina Timba, while the tiles actually tier-locked are Cobble Path (Tier 1), Wood Deck (Tier 3), Stone Path (Tier 4) and Slate Path (Tier 6); (3) the 'Farming Zone Building' row (2x2, 100 Coin) had no source at all - there is no such wiki page, no such prop in Cargo Props, and no building in the farm-zone Build Menu listing, unlike Fishing/Forestry/Mining - so the row was removed. All 22 recipe ratios, every prop footprint/cost/material/zone-lock/connection, the terrain costs, all ten tournament challenges, the Tier 0-9 zone-slot and pack costs, the whole Rebuy table, the four land expansions and the version claim (1.0.26502, 14 September 2026, whose notes do carry the Storage Area register/deregister fix) matched. Could not check: the bin coverage radius and the zone width/height/area numbers, which the wiki still does not publish.
  • 2026-10-04Published. Go-Go Town! 1.0, PC hotfix 1.0.26502 (14 September 2026; confirmed on Steam's news API for app 2195120). Built from the official wiki's own Cargo import, read via Special:CargoExport and api.php?action=parse&prop=wikitext: Props (457 rows), Requires (623), Recipes (153), Items (362), Tiles (54), BuildMenu (65), Doodads (131), Sources, History and GameUpdates. Plus the pages Zones, Zone Customization (source of the cross-zone rules - no courier delivery of ingredients between zones, no cross-zone resource pickup, Storage Skips bridging zones, forestry needing a forest entrance and mining needing the mine or a shaft), Fitouts, Building Shells, Small/Medium/Large Shop, Storage, Storage Skip, Storage Area, Courier Building, Garbage, Garbage Bin/Dumpster/Disposal/Recycler, Garbird, Weather/Garbird, Tourists, Town Centre, Top Town Tournament Challenges 01-10, and EGO Tech Tiers 0-9 including the Rebuy tab. Steam patch notes used for the courier delivery priority (0.6.98.20437EA), managed market stalls (0.5.95.19165EA) and the Garbird and Storage Area changes. Left out for lack of a source, and flagged in the guide: zone width/height/area limits, garbage-bin coverage radius, the rank at which ambient Garbirds appear, retail fitout costs, Town Hall's stat block, and expansion 5's minimum challenge. The wiki's storage lock-slot counts (Small 2, Large 4, Skip 4, Area 12) disagree with its own Storage page ('up to four items'); both are stated.