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Developer Blog: Ecopedia

This week were going to take a break from Civics to talk about another feature coming up in Eco 9, the Ecopedia.
Jumping around in our schedule a bit, heres the series so far: [olist]

  • New Government system: Constitution
  • New Government system: Elections and Elected Titles
  • New Government system: Demographics and Wages
  • New Government system: Laws Part 1: Using the system
  • New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  • New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  • New Government system: Districts
  • New Crafting: Work Parties
  • New Crafting: Labor System
  • New Crafting: Modules and Efficiency Redesign
  • New Crafting: New Tech Tree
  • New Building System: Hammer and new Building Styles
  • New Mining System: Mineral Dispersion and Drill Usage
  • New Mining System: New Processing Path and Pollution Info
  • New Animal System: Attacking Animals
  • New Ecopedia System (This blog)
  • New UI
  • New Audio
  • New Hosted Worlds System[/olist]

    Ecopedia


    The game has grown in complexity over the years, and its with Eco 9.0 we're putting in a lot of love to assist that learning curve with the Ecopedia. Eco is a game about ideas, and we wanted to make something special that explains those ideas, so weve created a comprehensive guide that explains everything in the game, from Getting Started to the major concepts of the game, to getting help on specific objects, to a reference of all the items (both natural and player created) in the game. This is especially useful for civics, as weve added a lot of new parts that can get complex, so having the Ecopedia as support is critical to allowing users to get the most out of it.

    In the components section, we describe each component in the game and how to operate it, giving examples of the interface:
    The Reference section shows all the items and objects in the game.
    I especially like the selection animation our developer Sergey added when you change pages:
    In the World Index, you can see all the citizen-created items, a list of each entity in the game, where you can get tooltips to get more details.
    And on top of that, its really easy to add mods to this. A custom server can simply drop in an XML page and all citizens will get that in their Ecopedia when they connect to the server. Weve made getting to these help pages easy, each tooltip that has an associated Ecopedia page will have a button in the tooltip, like in the top right here:
    And on each component here:
    With these changes weve made it significantly easier to understand the features of Eco, especially the new forthcoming features in the 9.0 update. One thing weve heard a lot of feedback on during Early Access is the learning curve of the game, and this should give a big boost towards understanding how all the systems of Eco work together and how citizens can use them to achieve success. It also sets us up for the future as we add more and varied systems, and lets server owners have complex modding cases that can be properly explained to players. As always catch me and the team in our Discord or email me, always great to hear feedback from players, the community is really the heart of what makes this game awesome and were grateful to have such an amazing and supportive one. - John K, Eco Designer, CEO Strange Loop Games


  • [ 2020-03-07 14:37:58 CET ] [ Original post ]



    Eco
    Strange Loop Games
  • Developer

  • Strange Loop Games
  • Publisher

  • 2018-02-06
  • Release

  • Indie Simulation Multiplayer Coop
  • Tags

  • Game News Posts 189  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (10235 reviews)


  • Review Score

  • https://www.play.eco
  • Website

  • https://store.steampowered.com/app/382310 
  • Steam Store

  • 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.

    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
    RECOMMENDED SETUP
    • 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
    GAMEBILLET

    [ 5951 ]

    18.39$ (8%)
    13.27$ (17%)
    3.15$ (68%)
    2.45$ (18%)
    4.72$ (69%)
    10.00$ (50%)
    10.31$ (31%)
    4.72$ (69%)
    0.40$ (90%)
    4.95$ (67%)
    7.11$ (64%)
    8.59$ (14%)
    10.91$ (16%)
    12.44$ (17%)
    8.79$ (20%)
    40.95$ (18%)
    1.93$ (81%)
    14.23$ (64%)
    8.25$ (17%)
    6.75$ (55%)
    4.95$ (67%)
    16.57$ (17%)
    4.25$ (83%)
    12.44$ (79%)
    8.27$ (17%)
    1.50$ (90%)
    11.04$ (15%)
    3.00$ (85%)
    16.59$ (17%)
    8.49$ (15%)
    GAMERSGATE

    [ 3198 ]

    6.25$ (75%)
    0.38$ (92%)
    8.02$ (53%)
    2.25$ (92%)
    3.75$ (85%)
    1.5$ (81%)
    9.89$ (51%)
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    0.53$ (92%)
    2.44$ (81%)
    0.89$ (87%)
    8.0$ (50%)
    3.25$ (75%)
    0.9$ (77%)
    6.25$ (75%)
    0.56$ (81%)
    1.05$ (85%)
    11.69$ (35%)
    0.85$ (83%)
    1.64$ (59%)
    0.56$ (81%)
    0.45$ (85%)
    1.31$ (81%)
    3.67$ (47%)
    0.9$ (77%)
    1.35$ (92%)
    1.84$ (74%)
    1.8$ (88%)

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