Hello Eco citizens, today Im going to talk about the super-fun world of Demographics. I bet you didnt know that demographics are fun. It sounds like a really boring word, probably. One of my favorite things about Eco though is that it connects things you think are boring to a wider system youre engaged in, and suddenly they become fun. Taxes, for example, probably one of the least fun things there is, is one of our most interesting features. I once saw a server even implement parking tickets, which to me sounds incredibly fun. Here's an overview of the Eco 9.0 blogs so far:[olist]
Demographics and Wages
So what is a demographic anyway? Its a division of people. IE, People who have played more than 5 hours in the last week, or People who have more than 500 Eco Bucks currency or People who have butchery skill greater than 5. Turns out these ways of automatically dividing up a populace are really useful for organizing, and were expanding a lot on this feature for the 9.0 update. You can setup demographics at the new Census Bureau object:
Each Census Bureau lets you create up to three demographics:
Like all new civics objects, your civic duties and abilities when it comes to demographics are determined by the constitution (see our Constitution blog). In this case, all changes to demographics must be passed via election (see Election blog), so changes are something that citizens must agree on (unless they install a dictatorship of some kind, of course). Lets take a look at some things you can do with demographics. Say we want to have a new player bonus that goes to citizens just joining a world. First, we can define who is in that group with a demographic:
Here weve compared two values: the number of hours played (over the last 0 number of days, which means ALL days), and 10. If hours played is less than 10, theyre a newbie. From there we can define wages, which is a new addition with 9.0 This will pay them out every civics tick with the value specified. Well keep it simple and pay out 10 per hour, counting online hours only:
On a server that has been around for awhile and has a lot of rich players, this can be a good way to give new users a legup. You could do it in a more complex way, too; perhaps incentivizing certain skills that are needed on the world. Heres what the demographic looks like when you mouse over:
And you can see the list of active demographics in the government viewer under Population.
You can also use this demographic anywhere you specify a person, and it will take that group instead. You could set property rights on a truck to be shared among all newbies, for example, making a village vehicle that newbies can use for a period of time:
You can specify it in laws, perhaps designating a certain district to only allow newbies to claim land (see District blog).
You also may have noticed the auto-generated demographics that each world starts with, Active, Admins, and Abandoned. Active is defined by server properties, defaulting to players who have played more than .05 hours (3 minutes) in the last two days. Abandoned contains citizens who havent logged in for several days. These are great for dealing with the usual eb-and-flow of citizens coming in and out of your world, handling what happens to their property when they leave, and giving them special privileges when theyre active. In fact, you can detect via laws when a user enters or leaves a demographic. For example, we could make this law that reclaims all property when a user enters the Abandoned demographic:
Here the law detects the demographic change event, and reassigns all the property of the abandoned citizen to be owned by Newbies, the demographic we specified earlier! That means that newbies will be able to get a legup by choosing property from abandoned players, which will be given special permission only to them during their first 10 hours of play. Recycling for the win. This is of course just one example of how you can design your government in Eco 9, and since we have a dynamic programmable system with lots of connections to the game there are TONS of interesting things that can come out of this, plenty we have not anticipated Im sure, thats the fun of it. Will be really interesting to see the kinds of societies players create, and how well they allow them to organize labor and progress to stop the meteor without destroying the ecosystem. Thanks for following us as always, Ill do a live stream (John K) this weekend 11am Sunday PST where Ill demo this for folks that would like to check it out and ask any questions. And as always ping us on discord or me on twitter if you have feedback. Thanks to the awesome community supporting the game as we build out this huge update! - John K, Eco Designer, CEO Strange Loop Games
Eco
Strange Loop Games
Strange Loop Games
2018-02-06
Indie Simulation Multiplayer Coop
Game News Posts 189
🎹🖱️Keyboard + Mouse
Very Positive
(10235 reviews)
https://www.play.eco
https://store.steampowered.com/app/382310 
The Game includes VR Support
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.
- 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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