▶
From Running a Government to Building One
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 I wanted to add the ability to overthrow a government because it fits thematically if a government no longer represents the will of the people, there is a way to overthrow it and start a new one. This is costly, as it should be, as a second palace will need to be built that exceeds the first in strength, which is difficult to do without the support of a lot of players.
Once a constitution is built, you can start adding Civics Objects to add features to it. A Constitution does nothing by itself, but once you add a Court you can create laws, and once you add a Census Bureau you can create demographics, an Election Hall to allow elections, Parliament Office to add an elected position, a Bill of Rights to add constitutional amendments, and lots more. This way your government grows in pieces, and the selection of things you can do with it grows slowly, allowing players to dictate what kind of control they want in their world, and not overwhelming them with infinite options from the get-go. Furthermore, the different options within those categories can be extended as well. So if you add a Lumber Licensing Office, you augment a court with the ability to create laws about logging. Additional modules can be plugged into these government objects to expand their abilities.
Ive set a personal goal for myself this year to make creating tax code fun and interesting and straight-forward. Basically take something many people think of as one of the most boring things in the world and making it exciting and interesting. The key to doing this is to make it relevant to things that are interesting to you, IE how your Eco world functions. To allow creating both simple and powerful laws, were moving the law and government editor into the game. Heres a preview of it still in-progress:
You can see there are lots of options available everywhere, but the simple things are still easy to do. If you want a very basic cause-and-effect law (when people chop down a tree, tax them), you can easily slot that in to the cause and effect lists by just picking from dropdowns. If however you want something much more complex, you can do that too by displaying the Advanced Properties in these options and plugging in different values into the different fields. In the above case are three logging-related causes that lead to a conditional effect: if the user is high-skilled, they can perform the action without even needing authorization. If theyre not, then they pay a tax related to the population percent of the species in the world. Were still working on this, the icons arent in yet and we have some more things to do to simplify it, and it'll be something we continue to expand and grow for all kinds of possibilities (think mortgages, contracts, rental agreements, ad infinitum). It will be the foundation of all kinds of complex civics and economic experiences you can create in the game, with the goal of making them all both simple and powerful, with lots of help text guiding you along the way. Heres a look at the causes drop down that shows a lot of the different things you can use to trigger a law:
Once you pick one, you can mouse over it to see the properties that you can tie into the law:
These are all values that you can slot into other parts of the law, letting you make very generic laws that depends on what kind of trigger happened. Its like programming in a way, with to-the-moon intellisense turned on to prompt you at each step. Also since this is all generically created, its incredibly moddable. Every piece of it can be modded and extended easily, opening the door to lots of intricate government structures. Cant wait to see the brilliant and crazy stuff that players build with this. 9.0 is still a few months out, and were currently staying focused on polish and performance for 8.2, but following that we hope to roll out 9.0 not long after. Cheers and say hi in Discord. Discord.gg/eco @johnk
[ 2019-04-16 20:01:26 CET ] [ Original post ]
Hey all, for this Fridays Eco Peak I wanted to talk about the new government system Im 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 youll 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 its 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 government no longer represents the will of the people, there is a way to overthrow it and start a new one. This is costly, as it should be, as a second palace will need to be built that exceeds the first in strength, which is difficult to do without the support of a lot of players.
Government Features
Once a constitution is built, you can start adding Civics Objects to add features to it. A Constitution does nothing by itself, but once you add a Court you can create laws, and once you add a Census Bureau you can create demographics, an Election Hall to allow elections, Parliament Office to add an elected position, a Bill of Rights to add constitutional amendments, and lots more. This way your government grows in pieces, and the selection of things you can do with it grows slowly, allowing players to dictate what kind of control they want in their world, and not overwhelming them with infinite options from the get-go. Furthermore, the different options within those categories can be extended as well. So if you add a Lumber Licensing Office, you augment a court with the ability to create laws about logging. Additional modules can be plugged into these government objects to expand their abilities.
Editing Laws
Ive set a personal goal for myself this year to make creating tax code fun and interesting and straight-forward. Basically take something many people think of as one of the most boring things in the world and making it exciting and interesting. The key to doing this is to make it relevant to things that are interesting to you, IE how your Eco world functions. To allow creating both simple and powerful laws, were moving the law and government editor into the game. Heres a preview of it still in-progress:
You can see there are lots of options available everywhere, but the simple things are still easy to do. If you want a very basic cause-and-effect law (when people chop down a tree, tax them), you can easily slot that in to the cause and effect lists by just picking from dropdowns. If however you want something much more complex, you can do that too by displaying the Advanced Properties in these options and plugging in different values into the different fields. In the above case are three logging-related causes that lead to a conditional effect: if the user is high-skilled, they can perform the action without even needing authorization. If theyre not, then they pay a tax related to the population percent of the species in the world. Were still working on this, the icons arent in yet and we have some more things to do to simplify it, and it'll be something we continue to expand and grow for all kinds of possibilities (think mortgages, contracts, rental agreements, ad infinitum). It will be the foundation of all kinds of complex civics and economic experiences you can create in the game, with the goal of making them all both simple and powerful, with lots of help text guiding you along the way. Heres a look at the causes drop down that shows a lot of the different things you can use to trigger a law:
Once you pick one, you can mouse over it to see the properties that you can tie into the law:
These are all values that you can slot into other parts of the law, letting you make very generic laws that depends on what kind of trigger happened. Its like programming in a way, with to-the-moon intellisense turned on to prompt you at each step. Also since this is all generically created, its incredibly moddable. Every piece of it can be modded and extended easily, opening the door to lots of intricate government structures. Cant wait to see the brilliant and crazy stuff that players build with this. 9.0 is still a few months out, and were currently staying focused on polish and performance for 8.2, but following that we hope to roll out 9.0 not long after. Cheers and say hi in Discord. Discord.gg/eco @johnk
[ 2019-04-16 20:01:26 CET ] [ Original post ]
Eco
Strange Loop Games
Developer
Strange Loop Games
Publisher
2018-02-06
Release
Game News Posts:
193
🎹🖱️Keyboard + Mouse
Very Positive
(10380 reviews)
The Game includes VR Support
Enter the world of Eco, where you must team-up to build civilization and prevent a disaster, using resources from a fully simulated ecosystem, where your every action affects the lives of countless species.
Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.
Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.
In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.
Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.
A world-survival game
Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.
In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.
- Everything you do affects the ecosystem, and players can destroy their food supply and world (server-wide permadeath)
- Create a player-run government to make decisions as a group, proposing and voting on laws
- Use data gathered from the world to propose and vote on laws as a group. Debate with scientific argumentation.
- Create a player-run economy that allows you to sell not only good but services in the form of server-enforced contracts (simulating a player driven quest system).
- Your food level determines your skill-increase rate, making food very important and tying players directly to the ecosystem from which it comes.
- A game with goals higher than entertainment. We plan to build it for schools as an augmented classroom world students share.
MINIMAL SETUP
- Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MBNetwork: Broadband Internet connection
- Storage: 2 GB available space
- Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 2 GB available space
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