Hey all, for this week I want to go into some big ideas we have for Eco 9 with levels of government.
We’re exploring ideas about how to bring multiple levels of government to Eco, and how their growing and combining would work within the game. Along with that comes a new approach to property. Check it out and let us know your feedback, this is an initial concept so lots more to be designed still.
Eco will be changed to have the following new features:
  • Multiple governments will be allowed in tiers: individuals, towns, nations, global.
  • Governments start bottom-up, with growing towns merging into nations, and nations merging into a global government.
  • Property is controlled by the governments (no longer affected by reading skillscrolls).
  • Multiple governments will compete for citizens, offering incentives when new players spawn into their region, or when other players move to them.
The results on the player experience these changes are intended to bring are:
  • Players are ‘wanted’ in the world....
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Hey folks, this week I wanted to show you the fancy new mining system we’re creating in Eco:






There are now three steps in processing ore from mines. Each step produces different products and byproducts, requiring different skills and equipment, and each creates various levels of pollution that must be dealt with. The new steps are crushing, which generates crushed rock and crushed ore, and concentration. Concentration produces ore concentrate, and either wet or dry tailings depending on the machine and ore. The step we’ve always had, smelting, will now produce slag as a byproduct instead of tailings.
With the addition of wet tailings, we have one of the most dangerous pollutants yet, which will be especially catastrophic if it leaks into the water supply. Concentrating iron ore without water will be an option, but gold and copper concentration will always produce wet tailings. The amounts generated here will be enough that a waste management plan will be needed to keep the surrounding a... Read more
This week I’d like to dive into the core of Eco’s design a bit, and talk about the principles that guide the design and development of the game. These are things that go way back to the beginning ideas of what Eco would be, and are used to this day to determine what we choose to bring next in the game.
Game Mission
Eco’s design mission is to have players “Solve the Tragedy of the Commons,[en.wikipedia.org]” taking place among real people. That means creating conflicts among people with the same end goals, where a collection of self-interests is not enough to succeed, you need some representation of collective interest.
To implement that, the game exists within the intersection of the game's design pillars: Economy, Ecology and Government.
The role of these pillars in the game is as follows:
Economy Encompasses the efforts and progress of humans. Manufacturing, creating infrastructure, building, harvesting, performing research, specialization, trade. Collaboration and competition is a b... Read more
We have released patch 0.8.1.4 with the following fixes and improvements:
Fixes
  • Fixed issue with elevator UI can't be opened (holding hammer in hands and pressing 'E')
  • Fixed issue with non-working elevator buttons.
  • Fixed issue with staring big old worlds in-game
  • Fixed crash when fast moving items to storage from toolbar with no item selected (with mouse right button)
  • Fixed rare server crash during building SkillTree

Improvements
  • Added new admin command /teleporttodark - teleports you to the opposite side of the world
Read more
Eco is a game that has a huge scope, covering a massive section of human development and history, and through that time humanity’s powers have increased exponentially. That’s what we want the arc of Eco to be: the progression from powerless to massively powerful, and the increasing need for management of those powers to prevent them from becoming self-destructive.
The driver of this progression is technology, and as an Eco world advances in technology their ability to impact the world increases massively, for better or for worse. With each advance in technology, you gain the ability to do everything you already do in greater quantities. And with each step in technology, the challenges become greater, making those powers very necessary to continue advancing. This manifests in gameplay in the following ways.
  • Gathering resources becomes faster. Your tools get more powerful and you can gather more. New resource types are unlocked like oil. You move from handheld manual tools to powerful...
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Hey all, for this Friday’s Eco Peak I wanted to talk about the new government system I’m working on for Eco 9.0.
The high-level idea is that in the current version of Eco you run a government. In 9.0, you will build a government.
First thing you’ll need to do to create a government is form a constitution, which will be an object placed in the world. The value of the building it’s placed in will determine how much influence the government has, and whichever government has the most influence will dictate the rules for the world.
Overthrowing the Government This means that governments can be overthrown by making a more powerful one, represented by a more valuable building, and players will need to create fantastic palaces to ensure the legitimacy of their government and prevent being overtaken. (Later, we will allow multiple governments to co-exist and compete, but for now there can Be Only One).
I wanted to add the ability to overthrow a government because it fits thematically – if a g... Read more
It’s been over one year since we launched Eco on Steam Early-Access, celebration! But in the long-game, it’s just the beginning.
Eco: The First Three and a Half Years
Eco was born out of the core idea of ‘Tragedy of the Commons: The Game’ where all your resources come from the ecosystem, and all economic and governmental actions happen through real people. That’s a huge, seemingly impossibly scoped game, and I believe we’ve made incredible progress.
The above screenshot comparison (between our Kickstarter and today) is crazy to look at. We’ve been working on the game nonstop since 2015, and it’s improved continuously, incrementally, until it looks like a totally different game. Through that, the core idea has remained constant: a society simulator inside an ecosystem. With the strength of the team and the community that has supported us throughout we’ve been able to do some really fantastic things, and we have much more we want to do.
What to expect from Early Access We haven’t set... Read more
We have released patch 0.8.1.1 with the following fixes and improvements:
Fixes
  • Fixed elevators to be usable again.
  • Fixed allocate and tax in the treasury.
  • Mint now performs a single check and single action record per Mint operation (previously it was for every single item in request, for 1000 items - 1000 checks and inserts). It greatly improves Mint speed if Mint limiting law is active and also reduces DB size (in any case).
  • Changed logic of Mint operation. Now it completely aborts Mint operation if you don't pass a law instead of partially execute it (i.e. you have limit of 100 items per day, minted 50 items and try another 100. Old behavior: 50 will be minted + error message. New behavior: operation rejected + error message with corresponding law statement).
  • To prevent extra queries law statement logic changed. Now it counts Mint actions before user action, but also added Current Action Count numeric value. So you can rewrite law as current action count + mint actions count < 101 to...
Read more
We have released update 0.8.1.0 with the following fixes and improvements:
Additions:
  • Added the barrel cactus, white bursage and joshua tree to the desert biome.
  • Added exclusive fullscreen mode.
  • Added spruce trees to the taiga biome.
  • Added configuration menu for single player world to allow adjusting some settings easily.
  • Added /repairallrooms command to repair rooms that should contribute to the housing score, but don’t.
  • Added several admin commands to manage bank accounts:
    AddAccountManager (accountID, userID)
    RemoveAccountManager (accountID, userID)
    AddAccountUser (accountID, userID)
    RemoveAccountUser (accountID, userID)
    CreateAccount (name(optional))
    DeleteAccount (accountID)
    SetAccountOwner (accountID, userID)

Performance:
  • Fixed an issue that caused FPS drops when opening a store window.
  • Fixed an issue that caused ‘holes in water’ to cause FPS drops.
  • Fixed an issue with changes to cached storage UIs that cause framerate issues in busy areas.
  • Fixed an issue with long disconnect timeframes w...
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We have released patch 0.8.0.7 with the following fixes and improvements:
Fixes:
* Fixes memory leak that was crashing servers
* Fixes Sweeping hands talent
* Water pumps now migrate to mechanical pumps
* Fixed skill level update in skill level UI on level up
* Fix repair cost display for repair table
* Fix crash with transfers
We have released patch 0.8.0.6 with the following fixes and improvements:
Features
* Added new GI quality setting levels.
Localization
* Revised existing localized strings
* Added localization to species Yield and Capacity
* Fixed registrar localization category filter failure
Gameplay
* Compost now has a tooltip in the water filter UI.
* Trashed compostables will now turn into compost.
* Pickaxes now work on a damage system rather than a strict tier system. Repeatedly hitting harder rocks will eventually destroy them.
* The water pump was split into a mechanical and electrical version.
* Waste Filters that shut down due to full inventories will now restart themselves if there is more inventory space available.
* Added specialties display in foodstatus hud
* Made water filter accept 20x more throughput (from .1 sewage block per second to 20 sewage blocks per second)
* Made water filter output 10x less compost (from 1 compost per 10 sewage blocks processed to 1 compost per 100 sewage blocks processed)... Read more
We have released patch 0.8.0.4 with the following fixes and improvements:
Fixes:
  • Fixed zero tax display in transfer UI.
  • Fixed world leader removal from treasury bank account
  • "Your currency" law clause now counts all funds on all accounts!
  • Optimized rubble.
  • Fixed initial currency setup from server default currency
  • Fixed issue with non-withdrawing funds during trade when total tax (seller + buyer) is greater than buyer funds.
  • Fixed currency dropdown indexing (from master) => results in working /leader command and some minor stuff
  • Fixed black screen on first login
  • Fixed steam tractor exceptions when it moved with no driver

Starting with this version, we ship a 32-bit version of the EcoServer.exe which is used by default for singleplayer worlds, greatly reducing memory consumption. Read more
After many long months of work, Eco 8.0 is released! We’ve got a ton of new stuff in this update, resulting in a very different feel to the game overall.
New World Generation
World generation has undergone a variety of changes and improvements.  Many new parameters have been added to world generation, such as land/water balance, number of continents and islands, sizes of biomes, and number of water features such as rivers and lakes.  All of these parameters may be tweaked within the world generator config file. As a result, worlds are much more varied with specific resources only being made available within specific biomes.
I addition, we have reworked the world geology, by adding an assortment of rock types like Sandstone, Granite, Shale, and Limestone. Certain rock types appear only in specific biomes and at specific depths. These rocks all h... Read more
We have released patch 0.8.0.3 with the following fixes and improvements:
Fixes:
  • Fixed contract payment issue (source user hadn't access to escrow account, to get back his payment/deposit)
  • Fixed confused "zero" tax string when transfering funds to special account
  • Fixed issue with vehicles and players sometimes become invisible.
  • Make Real Estate Desk working again!
  • Fix for the not working law taxes

MacOS & Linux clients included!
We have released patch 0.8.0.2 with the following fixes and improvements:
Fixes:
  • tweaking for view distance and chunk loading
  • fixed completed tutorials list layout
  • fixed "?" as balance string in treasury
  • fixed DefaultWorld to one with valid Citizenship law
  • fixed dead-lock with steel (when pump was needed for steel and steel needed for pump)

Improvements:
  • graceful shutdown for Windows servers. If you close it (Alt+F4 or with close button) then it will try to save state (Windows will only provide 5-10 seconds for that) or you can configure your software to send Ctrl+C to console app and configure own timeout for shutdown.
  • added ping retries if for some reason ping was last for first attempt

Performance:
  • minor performance improvements
Read more
We have released patch 0.8.0.1 with the following fixes and improvements:
Fixes:
  • vehicles crossing 0-coordinate should behave less obstinate
  • fixed some "Alice in Wonderland" effects (world titled issue)
  • fixed problem with unfair deals when you get full price for part of sold/bought items if destination inventory has not enough space
  • fixed links to previous elections in Web UI
  • fixed starting New Game from clean Steam installation
  • fixed incorrect ping calculation
  • fixed crash while connecting pipes through zero point
  • fixed redefine District action to take into account existing Districts
  • fixed issue with large world generation and ore amounts - low sample size sometimes created inadequate amounts of ore in worlds 200x200 or larger

Performance improvements:
  • memory optimization (fixed regression for chunks memory consumption)

Balance:
  • self-improvements experience slightly nerfed
  • minor changes in tech tree for pipes
  • the following objects now require flowing water supplied via plumbing: BlastFurn...
Read more
Fellow Eco-Players,
the Big Eco Game community event with Jeff Grubb and friends started this night.
They're playing through Eco 8.0 all month long with 70+ players and three major factions!
Multiple people are streaming this event, so here are some of them you can follow to get a look on Eco 8.0 in action on a highly populated server:
- GamesBeat on Twitch http://twitch.tv/gamesbeat/
- Jeff Grubb on Twitch http://twitch.tv/jeffgrubb
- DrJonez on Twitch https://www.twitch.tv/drjonez
- Rinderblock on Twitch https://www.twitch.tv/rinderblock
- Cristian_arg_ on Twitch (Spanish) https://www.twitch.tv/cristian_arg_
- Matt Chandronait on Twitch https://www.twitch.tv/mattchandronait
- Jesterpc on Twitch https://www.twitch.tv/jesterpc
- Skrattybones on Twitch http://www.twitch.tv/skrattybones
- GoodWorkVideoGames https://www.twitch.tv/goodworkvideogames Read more
We're blown away, it's so great to see people 'get' what we're going for with the game, and this is just the beginning, still in Early Access, so much more to come.
https://venturebeat.com/2018/12/27/jeff-grubb-game-of-the-year-2018/
"Eco made me realize that games are actually crucial for understanding our relationship to all kinds of natural and man-made systems. The thing that gives me chills is that I think it is only in games that we can play with economic systems. And I walked away from my experience in Eco feeling like I learned so much even though we had no instructor. No one was connecting the dots for us. We simply learned through play." Read more
We have released patch 7.8.9 with the following changelog:
Fixes
  • Fixed annoying issue with resetting Store public access permissions after server restart

Backups
Backups logic fixed and reworked to be more predictable. There are now following options (default value in brackets):
  • MaxBackupsInLastHour (2) - max number of backups for last hour (if backup frequency less than 1 hour)
  • MaxHourlyBackups (24) - hourly backup is a first backup in a hour, in average it is one backup in a hour
  • MaxDailyBackups (3) - daily backup is a first backup in a day, in average it is one backup in a day
  • MaxWeeklyBackups (10) - weekly backup is a first backup in a week, in average it is one backup in a week at Monday
    With default settings it will keep hourly backups for last 24 hours, daily backups for last 3 days, weekly backups for last 10 weeks.

Default backup frequency changed to 0.5.
Also now your backup settings will not be rewritten by Steam, instead you have `Backup.eco.template` with default settings. Read more