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Boats and Trade in Eco 10

Hello Eco Citizens, big news: the long-awaited Eco 10 update is finally in playtests! We've added a ton of features (over a full year's worth of work), and we're introducing a lot of brand new systems as well as lots of polish. Release date is currently 'when it's ready', but goal is well-before the end of the year. With all the new additions, we want to adequately test it with large groups to make sure they're balanced. So over the coming weeks we're going to be doing blog posts on all the new things to expect. Here's the agenda: - Boats and Trade (This blog) - Coastal construction - New avatars - Face tracking avatars - Photography/painting - New graphical improvements - Expanded tech tree - Twitch plugin - Towns, Countries, and Federations - Culture Well kick it off with the first blog on Boats!

Boats and Trade in Eco 10



One of our most anticipated additions, and for good reason! Boats will not only introduce a whole new way of getting around the world, but will introduce the need for new trade gameplay, as its combined with our resource-spawning upgrades also shipping in 10.

Isolated Resources


With Eco 10 weve totally changed how plants and resources spawn. Previously, they were pretty spread out all over the map: if a plant could grow somewhere, it would. No longer, now things will spawn in clusters around the map, which may be just a few spaces, or even one.
As visualized on the screenshot above, clusters are representative of an area where plants are allowed to populate on the initial world generation, these contain the individual groups of plants and as the red indicates, this is the distance limitations between each group inside the cluster. We now have the ability (as do you players since these are all set inside the individual plant) to add more dynamic restrictions and scarcity of each plant species on a whole new level then what was technically possible in previous iterations. This means that there may be resources that are native to a specific island or on the other side of the world, and to get access youll need to build trade ships and sail to distant locales. And these islands will certainly lack resources from the mainland, so youll have much to offer in trade. Combined with the new Towns and Countries system, very interesting things can happen. A town might gain exclusive access to a resource, like oil or gold, or a rare plant thats needed for research. That resource is then beholden to the laws of the town, and the town can wield a lot of trading power in the wider world. You see this in real life in places like oil-rich countries, the scarcity of a resource can greatly impact the cultural fabric of the societies built atop them. Really looking forward to seeing how this all plays out. And connecting them all are a progressive series of boats, heres the line up of what youll be able to sail the seven seas of Eco with:
Small canoes are the carts of the oceans, allowing you to transport a medium amount of goods while you discover the oceans of Eco. They are the first type of boats available to you.
The large canoe is an upgrade to the small canoe, holding more storage and allowing two players to go on a journey together.
Wooden transport ships have the storage capacity of a truck with decent speed and are very suitable for transportation purposes.
The Wooden Barge can hold up to two trucks and is very useful to transport your goods from one island to the other.
With the introduction of the Medium Fishing Trawler you will be able to fish comfortably and directly on the oceans.
The Industrial Barge is an upgrade to the Wooden Barge and our currently biggest ship, it can carry up to four trucks at once. To make boats more useful, weve introduced limits to swimming as well. You can now drown and wake up exhausted on the shore if you run out of calories while swimming, and swimming itself will expend calories.
This means no more swimming across continents (and you cant eat while swimming, you would get a stomach ache as everyone knows). This will make boats and coastal port towns very important to global advancement, as they may be the only route to circulate an important resource to the rest of the world. Note that this can be disabled, like all new systems we will add, so players can configure the world their community wants to play in. Stay tuned for more updates as we build up towards launch, and feel free to drop us a line in the discord! - John K, CEO Strange Loop


[ 2023-08-01 17:14:15 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
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