Developer Blog: Upgrade Modules
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 (This blog)
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
New UI
New Audio
New Hosted Worlds System[/olist]
When designing upgrades we had two main goals in mind: create demand for a skilled labor market and increase the significance of technological advancements.
In short, upgrade modules are our new system for improving crafting efficiency. Crafting tables will have modules in which upgrades can be plugged-in to reduce the resource cost and crafting time for projects on that table. All work orders started on an upgraded crafting table will have the same cost reductions, regardless of the skill of the citizen who starts the order. This last point is especially important because it moves the bonus you get off of your skill and onto this module, which means that new players can have much more of an impact if they make use of an upgraded table.
An upgrade module for the tailoring table.
When designing the benefits for upgrades, we used the concept of mature technology. As new technologies are invented and introduced to the market, there is a period of rapid advancement. As most of the initial flaws in the technology are worked out, improvement is still possible but the marginal benefits of each advancement in technology decreases. Eventually a new technology will be invented, making the old technology obsolete.
In Eco, this will be seen in the increased benefits provided by progressively higher levels of upgrades. Upgrades come in five different quality levels, each providing an additional cost reduction. Initially the benefits of upgrades increase rapidly, while higher level upgrades start to have diminishing returns.
Mining upgrades of different quality for each era of technology. Crafting tables accept different tiers of upgrades, each corresponding to a different era of technology. For example, early stone age crafting tables can accept a Basic Upgrade while advanced crafting tables, like the Electronics Assembly, require a Modern Upgrade.
With our new skill system, our goal is that players will have an alternative route to establish themselves in an existing economy. Previously all experience for crafting went to the citizen who started the project, regardless of who contributed the resources. Now, experience is gained when players add skilled labor, while adding ingredients provides no experience. Experience for the project will be split amongst all citizens who contribute skilled labor, relative to the amount of labor each contributed. Upgrade modules, along with work parties (see blog), encourage this exchange of labor on a large scale. Citizens who own upgraded crafting tables will have incentive to hire laborers to work on their projects to maximize production. Specialists of all skill levels will be able to contribute to the same project without affecting the crafting time or the amount of resources needed. This will help create a healthy labor market.
The economy viewer showing work parties available in the world.
Now that we have the core system of upgrades implemented, we have a variety of plans to expand them in the future. A few of these ideas include:
We hope you have enjoyed this look at the new upgrade modules. From our initial playtesting, upgrades appear to add a lot to the game. Thanks for reading and we look forward to everyone getting a chance to try them out for themselves. Our next livestream will take place this Thursday, 11am PST / 20:00 CEST on our Twitch and YouTube channels, on Facebook and on Steam. Save the date!
[ 2020-04-28 07:40:30 CET ] [ Original post ]
Greetings Eco citizens! Todd here to present this week's development blog on Eco 9, focusing on the new upgrade module system which will significantly boost your production.
Here's an overview of the Eco 9.0 blogs so far:[olist]
What are Upgrade Modules?
In short, upgrade modules are our new system for improving crafting efficiency. Crafting tables will have modules in which upgrades can be plugged-in to reduce the resource cost and crafting time for projects on that table. All work orders started on an upgraded crafting table will have the same cost reductions, regardless of the skill of the citizen who starts the order. This last point is especially important because it moves the bonus you get off of your skill and onto this module, which means that new players can have much more of an impact if they make use of an upgraded table.
An upgrade module for the tailoring table.
Upgrades and Technological Progression
When designing the benefits for upgrades, we used the concept of mature technology. As new technologies are invented and introduced to the market, there is a period of rapid advancement. As most of the initial flaws in the technology are worked out, improvement is still possible but the marginal benefits of each advancement in technology decreases. Eventually a new technology will be invented, making the old technology obsolete.
In Eco, this will be seen in the increased benefits provided by progressively higher levels of upgrades. Upgrades come in five different quality levels, each providing an additional cost reduction. Initially the benefits of upgrades increase rapidly, while higher level upgrades start to have diminishing returns.
Mining upgrades of different quality for each era of technology. Crafting tables accept different tiers of upgrades, each corresponding to a different era of technology. For example, early stone age crafting tables can accept a Basic Upgrade while advanced crafting tables, like the Electronics Assembly, require a Modern Upgrade.
New Possibilitites for New Players
With our new skill system, our goal is that players will have an alternative route to establish themselves in an existing economy. Previously all experience for crafting went to the citizen who started the project, regardless of who contributed the resources. Now, experience is gained when players add skilled labor, while adding ingredients provides no experience. Experience for the project will be split amongst all citizens who contribute skilled labor, relative to the amount of labor each contributed. Upgrade modules, along with work parties (see blog), encourage this exchange of labor on a large scale. Citizens who own upgraded crafting tables will have incentive to hire laborers to work on their projects to maximize production. Specialists of all skill levels will be able to contribute to the same project without affecting the crafting time or the amount of resources needed. This will help create a healthy labor market.
The economy viewer showing work parties available in the world.
Future Plans for Upgrades
Now that we have the core system of upgrades implemented, we have a variety of plans to expand them in the future. A few of these ideas include:
- Specific upgrades for different crafting tables (For example, different quality saw blades for a sawmill)
- Upgrades that can store labor to help automation
- Upgrades that unlock unique crafting recipes
Summary
We hope you have enjoyed this look at the new upgrade modules. From our initial playtesting, upgrades appear to add a lot to the game. Thanks for reading and we look forward to everyone getting a chance to try them out for themselves. Our next livestream will take place this Thursday, 11am PST / 20:00 CEST on our Twitch and YouTube channels, on Facebook and on Steam. Save the date!
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
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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