Eco - SLG-Dennis
Greetings all Eco citizens! This week’s blog will be presented by Eco dev Todd Glenn who works on game balance and helps with some of the design aspects of Eco. We will be focusing on updates to the technology tree, which is the progression of items in the game that players get through research and technology. We’ve added a ton of content with 9.0 with a few goals in mind: encourage more interaction between the professions, make advances in technological advancement feel more impactful, and expand on our end game content.

Here's an overview of the Eco 9.0 blogs so far:
  1. New Government system: Constitution
  2. New Government system: Elections and Elected Titles
  3. New Government system: Demographics and Wages
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts
  8. New Crafting: Work Parties
  9. New Crafting: Labor System
  10. New Crafting: Modules and Efficiency Redesign
  11. New Crafting: New Tech Tree (This blog)
  12. New Building System: Hammer and new Building Styles
  13. New Mining System: Mineral Dispersion and Drill Usage
  14. New Mining System: New Processing Path and Pollution Info
  15. New Animal System: Attacking Animals
  16. New Ecopedia System
  17. New UI
  18. New Audio
  19. New Hosted Worlds System
New Craftable Items for Professions
We have a huge collection of new craftable items for each profession, fleshing out the many professions in the game and adding depth and interesting choices to be made for each.

These include:
  • New food recipes for expert chefs
  • Fancy high-end furniture for carpenters and masons
  • End game Tier 4 building materials
  • Advanced tools to aid in large scale resource gathering
  • New crafting ingredients to promote more trade between professions
We will go over all of the new building materials and styles in a dedicated blog, but here is a quick peek at the new content:



As technology progresses, we want players to continue to upgrade their homes with higher quality furniture to increase the experience bonus from having a high housing score. We will be adding new lighting objects, fireplaces, and a variety of household appliances. Part of this change will be lowering the experience bonus for more primitive housing objects. Instead there will be plenty of new ways to continue to improve homes at all stages of the game. We are also adding some outdoor features like fountains and statues, though these can be placed indoors as well.



In addition to the items listed above, we will be adding new crafting tables, animals, and utility objects like the transmission pole. There are too many items to go over each individually, but here is a look at some of the new icons so you can get an idea of some of the new content being added.



Tool Improvements
One of the focuses of Eco 9 is increasing your power-progression through the arc of the game. As your civilization gains in technology, your ability to amass large amounts of resources should increase in tandem, as will your environmental impact. To support that, we’ve added new area of effect tools, as well as some altogether new tools.

In our previous blog we showcased the prospecting drill, but another new tool is the machete.



The machete is used to quickly clear plants from an area, tearing a hole through the jungle that lets you move about much more easily, but at an environmental cost. Though wild plants provide numerous benefits to an ecosystem, their presence can sometimes be a burden when growing next to a developing town, either by hindering transportation or encroaching on agriculture. The machete allows players to quickly clear all plants with one tool, removing the need to switch between various tools or clearing plants by hand.



The modern hoe, pictured above, is one example of a tool with an area of effect. It tills large rows of fields at once with each swing. These crops can be quickly harvested using another area of effect tool, the modern scythe, which can harvest large sections of field at once. When combined, these tools enable farmers to more easily create the large scale farms needed to supply the extra food required for a well-established society to function.



Advanced bows will be added that are more accurate, fire faster, and do more damage than a traditional wooden bow. The recurve bow, pictured above, has significantly less firing arc. To help accommodate these upgraded bows and to make the hunting specialty more useful, we have increased hunting difficulty when using a wooden bow without specialization.

Crafting Updates
We have several quality of life improvements to our crafting system that allow for a smoother experience when dealing with similar groups of recipes. One of these changes is the option to have “tagged ingredients”:



In 8.3, recipes that needed stone required the different types of stone to be processed into a generic stone type before they could be used as ingredients. In 9.0, these recipes will simply have a tagged ingredient “Rock” that accepts any type of stone without a need to create a separate work order for each type. Tagged ingredients will appear in a variety of recipes, for example a fruit muffin recipe that can use any type of fruit.



In addition, some recipes with tagged ingredients have multiple variations that use a specific ingredient to create a similar but distinct product. For example, when crafting Mortared Stone a generic type can quickly be crafted using the Rock tag, or a variation can be selected that accepts a specific type of stone. Previously players had to scroll through a list of all recipes to find the variations, but now they are all contained under one parent recipe.

Skill System Revamp


With our new work party and labor features, players are encouraged to hire skilled laborers to help with large scale crafting projects (see our previous blog on Work Parties). We have updated our skill system with two goals in mind: allow players with the same specialty to collaborate on the same project and encourage more frequent interactions between different specialties.

One of the most significant changes is the introduction of the upgrade module system. Reductions to the amount of ingredients needed for recipes are now caused by having an upgraded crafting table. All work orders performed at an upgraded table will have the same cost reduction, regardless of skill. We will explain upgrades in more detail in the upcoming efficiency redesign blog.

The new bonus for leveling up is that progressively less calories are required when contributing skilled labor. Players of various skill levels will be able to contribute to the same project without changing the amount of resources needed for the project. Almost all recipes will require skilled labor to be performed before they can be crafted, so it will no longer be as easy to be a jack-of-all trades.

Specialty Additions & Changes


We will be adding two new endgame specialties capable of using wood or stone to produce the highest quality building material. These specialties, Advanced Masonry and Composites, will help carpenters and masons serve an essential role as society advances to the modern age.

A main function of the Basic Engineer in Eco has always been to help contribute to the transport infrastructure. We are expanding on this role by having them responsible for producing all the different types of roads. In addition, Basic Engineers will receive a calorie reduction when using road tools to allow them to fill the role as the early road builders.

In 8.3, the specialties Logging & Mining had nice benefits for gathering resources, but some players reported the specialties felt lackluster compared to other specialties with unique crafting recipes. Logging will now be responsible for producing hewn logs, which are an essential building material throughout the carpentry profession. Players with Mining will now need to crush and process ore before it can be smelted into metal bars by a smith.

Summary
We hope you enjoyed this look at some of the upcoming updates to the tech tree. We have more updates than could be covered in this blog, but we are very excited for everyone to see and experience the upcoming changes for themselves.

Our next livestream will take place on Friday, noon (12:00) PST / 9pm CEST (21:00). Todd will be showing off all the content of this blog live on our Twitch and Youtube channels as well as on Facebook.
Eco - SLG-Dennis
Hi folks, this week's Eco update will be presented by Eco artist and dev Keegan O'Rourke. We're going to get a close look at all the changes to mining and drilling, which is a way to let you prospect and find new places to mine.



Here's the Eco 9.0 hype-train of blogs so far:
  1. New Government system: Constitution
  2. New Government system: Elections and Elected Titles
  3. New Government system: Demographics and Wages
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts
  8. New Crafting: Work Parties
  9. New Crafting: Labor System
  10. New Crafting: Modules and Efficiency Redesign
  11. New Crafting: New Tech Tree
  12. New Building System: Hammer and new Building Styles
  13. New Mining System: Mineral Dispersion and Drill Usage (This blog)
  14. New Mining System: New Processing Path and Pollution Info
  15. New Animal System: Attacking Animals
  16. New Ecopedia System
  17. New UI
  18. New Audio
  19. New Hosted Worlds System
Geology Generation
In Eco as in real life, many of the most important resources for a civilization come from the ground. The largest efforts to extract resources from our planet center around what we can use that is locked underground in rock.

In our 9.0 update, we are improving and expanding our representation of these resources and their use in industry. We have also improved the procedural generation of the world in Eco to better control how and where these resources are located. We are laying the groundwork with 9.0 to keep evolving what mining is in Eco and how it impacts both players and the environment. I think our players will be excited by some of the changes, let's take a look:



Prior to 9.0, we had in place a layer system that allowed us to generate different layers of rock in the environment, and assign these layers to different biomes. With this we could begin thematically creating a diverse world of different types of rock and ore located in different places. But biomes can be large, and ore deposits are not all shaped like layers. To combat that, we've created a new ore deposit module in our generation:



One of the biggest improvements to this is that in 9.0 we have an ‘ore deposit module’ in our world generation system that allows us to insert ore bodies into the layers which have their own definable shape and likelihood of appearing. We can also locate these at any level we want in the layers, and define size ranges for them. With this, we finally are generating a set of earth resources that works much more like the real world. These improvements will have a good impact on how mining feels. Players will likely get a bigger sense of reward for finding a deposit, and have much more to think about when it comes to efficient extraction and the shape of their mines.

Here's a series of cutaways using a new admin command we added to debug ore generation. In the first shot, all the soil has been removed. In the second, the bedrock granite has been removed to reveal bedrock basalt and gold ore. In the third all rock and ore has been removed except copper ore





And here is a view from the bottom up, where you can see some of the copper ore deposits that have formed deep below the surface.



Since ore deposits have massively concentrated where resources like metal ore and coal are located, players will have more incentive to create efficient infrastructure to link a successful mine to other parts of their civilization. Mining towns will grow around these deposits, supplying miners with the tools and resources they need to extract the resources.  It also means that players will have to explore for earth resources much more, since where deposits are located in particular biomes will be different for every different world.

Introducing the Drill
To aid in this process and to lay the groundwork for a powerful future mining tool in Eco, we have added a new Rock Drill tool to the game. This tool will let players find out what blocks are beneath them much more quickly than shoveling up all the earth in the way. As players get a feel for where deposits show up in the biomes, they will be able to learn to search intelligently for them using the drill.



To use the drill, you can aim it in any direction at a landmass and activate it. Based on the tier of the tool, it will inform you what is buried beneath the surface to a given depth. You'll be able to easily mark these positions in space with world markers.



With this addition, exploration and prospecting will become an important first step to every mining operation. 

Adding Crushed Ore and Rock
One cool new addition is that because all rock and ore have crushed varieties that fit into other improvements to mineral processing in Eco 9.0, we are also able to use crushed rock and ore to begin to simulate natural erosion of rock and ore in the world.



As part of this update, all of the layers which contain ore and other resources like clay and sand have been revamped and improved with an eye both towards balance and future improvements coming to mining and industry in Eco. Mineral processing has been deeply expanded in 9.0 to more realistically break down rock and ore and create the correct byproducts from the right processes, which will be detailed in another update!

We are in the process of big updates to the balance of different ores with regards to their byproducts, so with all these factors changing we are being generous with ore quantity to start. We are excited that as far as what’s waiting under their feet, players will have a brand new world to explore in 9.0.



Our next livestream will take place on Thursday, noon (12:00) PST / 9pm CEST (21:00). I will be showing off all the content of this blog live on our Twitch and Youtube channels as well as on Facebook.

- Keegan O'Rourke, Eco Lead Artist, Strange Loop Games
Eco - SLG-Dennis
Hello all, hope youre enjoying your quarantining around the world and getting lots of gaming time in, stay safe and get your socializing in virtually. Our update today is on the new Districts system we’ve added for Eco 9. Here’s the current lineup:
  1. New Government system: Constitution
  2. New Government system: Elections and Elected Titles
  3. New Government system: Demographics and Wages
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts (This blog)
  8. New Crafting: Work Parties
  9. New Crafting: Labor System
  10. New Crafting: Modules and Efficiency Redesign
  11. New Crafting: New Tech Tree
  12. New Building System: Hammer and new Building Styles
  13. New Mining System: Mineral Dispersion and Drill Usage
  14. New Mining System: New Processing Path and Pollution Info
  15. New Animal System: Attacking Animals
  16. New Ecopedia System
  17. New UI
  18. New Audio
  19. New Hosted Worlds System
Districts
The purpose of districts in Eco is to define specific rules for various areas of the map. We’ve had this for awhile, but with Eco 9 it’s getting a big upgrade. To start, districts are now set in-game and are contained in the new Zoning Office object.



You can now have multiple District Maps, each containing a set of districts defining an area. Each map is totally independent, meaning maps can overlap other maps. In the Zoning Office is this UI:



Each Zoning Office lets you define three maps, and as normal civic objects the Constitution defines who can modify them, what kind of election is required, etc. You can see on this map, the Constitution defines that districts can be changed only by election:


(Check out the Constitution blog for more info on how that works).

In this Zoning Office, there are two district maps active, Protected Areas and Claimable Property, and one under election, Logging Regions. Let’s revise the protected areas.



In the editor that appears, you can paint on the different areas of the map, revising any previous map that was already there. You can add and remove districts and make any changes you want. When you submit, it will go to election (if that’s what the constitution requires):



This election then occurs like any other election, defined by the election process (check out the Elections blog for details on how that works). Once the election passes, it will apply the changes.



Any law that referenced a previous district will be updated to the new district, automatically propagating the change to anything referencing these districts. You can start to see how all these systems work together; since district maps are a regular civics object (like laws, elected titles, demographics, etc), they automatically get all the features like revisions, error testing, reference updating (when they get modified), tracking of state (draft, proposed, active, removed).

So now lets make use of one of these districts, in a law.



We’ll go over in detail how laws work in a later blog, but for now you can get an idea how it works. The trigger (hunting a specific species) with restriction (inside a given protection region) will be prevented.

Tons of flexibility is allowed here, say we want to make a special area where only certain citizens can claim land:



Only citizens possessing ‘Title 1’ can claim land in this district now. Title 1 could be defined in many ways: it could be an elected position, it could be a title assigned by players, it could be a title gained by completing a work party (see Work Party blog).

Summary
With this new districts feature, the ability for citizens to define the use of land becomes greatly expanded, connected to all the other parts of the civics system. In a game about ecosystems and the resources from land and the pollution put upon them, this can be extremely important for the success of your world. Defining how resources are used, and how citizens may use them, is a key element in finding a harmony with your environment and solving the tragedy of the commons.

Lots more to come, stay tuned for more Eco 9 updates and the release (on a date to be announced).

- John K, Eco Designer, CEO Strange Loop Games
Eco - SLG-Dennis
Hey Citizens, hope everyone is staying safe with the global pandemic going around, here at Strange Loop we’re a remote team already so there’s no interruption in our development (if anything an acceleration as we all become shut-ins).  Stay safe and take care of yourselves and those you care for. Our small contribution is providing a game world where you can socialize remotely and slow down the spread.

Today I want to debut our latest update on what’s coming for 9.0, with one of the new features I’m most excited about: Work Parties.



  1. New Government system: Constitution
  2. New Government system: Elections and Elected Titles
  3. New Government system: Demographics and Wages
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts
  8. New Crafting: Work Parties (This blog)
  9. New Crafting: Labor System
  10. New Crafting: Modules and Efficiency Redesign
  11. New Crafting: New Tech Tree
  12. New Building System: Hammer and new Building Styles
  13. New Mining System: Mineral Dispersion and Drill Usage
  14. New Mining System: New Processing Path and Pollution Info
  15. New Animal System: Attacking Animals
  16. New Ecopedia System
  17. New UI
  18. New Audio
  19. New Hosted Worlds System
One of the biggest factors behind designing the economy of Eco is that I wanted there to be a very rich market for both goods and services. That means a labor market that easy to use, super-helpful for the success in the game, and fun to boot. They should be the game’s quests, but unlike typical quests in game, they are not artificial (added by designers for NPCs to give endlessly), but actually arise from other citizens with real needs in the game.

Let’s take a look at how they work.

Work Parties
Work Parties are similar to contracts (which already exist in Eco) but are expanded in a lot of ways to make them fit the game better (eventually, contracts and work parties will likely be merged together, but for 9.0 they’ll both exist).
  • A work party can accept any number of workers, paying based on how much they contribute.
  • Payment can take many forms.
  • ‘Research’ (crafting skill books) has special support to share the gained knowledge.
To use them, first start some work orders you want help with, and then post a Work Party. The work needed will automatically be populated:



Here on the Work Party you can see clearly everything in three sections: the laborers attached to the party (currently just me), the work to be done, and the payment that will be given.

Before posting you can customize this if you want.  Because I checked the setting ‘expand slots when full’, extra open slots will become available as people join.  We can also make slots for a limited group if that’s preferred. Let’s make a special slot for workers who have the mining skill, since that’s needed to perform the labor:




This restriction could be anything: members of a demographic, holders of a title, non-admins, people who have chopped 5 trees in the last week, whatever. It uses the same logic system we created for laws, so there’s tons of flexibility there to design who can join your team.

Down in the payment section, it defaults to 100 of my currency, and 10 reputation from me. We can have other types of payment too:



Payment can grant a title to a user upon performing some percentage of work, or grant knowledge as well.

Granting knowledge is especially useful, as a citizen can setup a project to create a skillbook and then get contributions from the whole village, and when the skillbook is complete they will automatically receive the knowledge.



Note that you can grant knowledge of either a skillbook in your possession, or a skillbook that is being crafted.  This can become a really powerful work-for-knowledge tradeoff that will let newer players work for older players in a meaningful exchange.

Once set, you can post the work order, locking its settings into place.  Any work party you’ve joined will show on the right side of the screen in a pull out menu:



This gives a quick reference as to the work left to be done and who the other laborers are. A world marker is also created in game showing what you need to do:



If another player comes along they can see this work party in the economy viewer, and if they travel to the contract board join the team, even if I’m not online.




Being part of the work party, they’ll get special access to contribute to the project even if they don’t have permissions on the object:



Then as they contribute to the work party, it will increase their percentage worked:



Notice the weights along the right, this lets you designate some jobs as more important than others and give them higher rate of pay.

Once all the work items are satisfied, payment is disbursed based on how much work each person did:



Here Dennis did 100% of the work so he gets 100% of the rewards. Nice job Dennis. You can also configure it to pay as-you-work, instead of a lump sum at the end.

And now I’ve got some nice Geology Research Papers to enjoy, waiting for me when I come back:



Using Work Parties
One of the cool things about this system is how it interacts with our new labor system which I’ll be talking about in a future blog.  Basically, many craft recipes will now require specialized labor, and the citizen performing them will have to possess the specialty to do it.  This means that having the ingredients isn’t enough, you’ll also need someone skilled to do to the work, and this will create a great need for other people’s help. One can imagine a top level laborer coming online and traveling around the world taking jobs for labor they can perform, collecting payment, and then using that payment to setup work parties of their own for ingredients and specialized labor they don’t have.  The citizens and economy both grow richer, and an interesting game dynamic is added.

Work Parties can also work quite well with the government system, allowing for government contractors. Say a village has collected a lot of money in taxes, and wants to put it to good use. They can create work parties that pay out of the town coffers to fund research that will benefit all citizens, and citizens from around the globe (inside the town and out) will be drawn to help contribute by the prize.  



This is the first iteration of Work Parties, and we’re planning to expand it to many other types of work: building roads, farming, constructing houses, mining, and basically everything else you could want to hire people for in your world.

Thanks to our community playtesters who have been putting this through the ringer and looking forward to seeing what kinds of cool projects your citizens and governments will fund. I’ll give a live stream demo of this on Tuesday, drop by our Discord to get details if you’d like to watch. 

Cheers and as always thanks for the support from our awesome community, one of the most positive and helpful communities I’ve seen in an online game! Keep the feedback coming and thanks for your support. 

- John K, Eco Designer, CEO Strange Loop Games
Eco - SLG-Dennis
This week we’re 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, here’s the series so far:
  1. New Government system: Constitution
  2. New Government system: Elections and Elected Titles
  3. New Government system: Demographics and Wages
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts
  8. New Crafting: Work Parties
  9. New Crafting: Labor System
  10. New Crafting: Modules and Efficiency Redesign
  11. New Crafting: New Tech Tree
  12. New Building System: Hammer and new Building Styles
  13. New Mining System: Mineral Dispersion and Drill Usage
  14. New Mining System: New Processing Path and Pollution Info
  15. New Animal System: Attacking Animals
  16. New Ecopedia System (This blog)
  17. New UI
  18. New Audio
  19. New Hosted Worlds System
Ecopedia
The game has grown in complexity over the years, and it’s 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 we’ve 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 we’ve 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.

We’ve 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 we’ve made it significantly easier to understand the features of Eco, especially the new forthcoming features in the 9.0 update. One thing we’ve 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 we’re grateful to have such an amazing and supportive one.

- John K, Eco Designer, CEO Strange Loop Games
Eco - SLG-Dennis


Hi citizens, our Eco 9 series continues with a look at Elections and Elected Titles:
  1. New Government system: Constitution
  2. New Government system: Elections and Elected Titles (This blog)
  3. New Government system: Demographics and Wages
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts
  8. New Crafting: Work Parties
  9. New Crafting: Labor System
  10. New Crafting: Modules and Efficiency Redesign
  11. New Crafting: New Tech Tree
  12. New Building System: Hammer and new Building Styles
  13. New Mining System: Mineral Dispersion and Drill Usage
  14. New Mining System: New Processing Path and Pollution Info
  15. New Animal System: Attacking Animals
  16. New Ecopedia System
  17. New UI
  18. New Audio
  19. New Hosted Worlds System
Elections


Elections are one of the most fundamental parts of a democracy, and with 9.0 we're adding a lot of flexibility for how they can be used (or not used at all, if you’re more into the dictatorship thing). Prior to Eco 9, elections in Eco were only used to elect the World Leader – with 9.0, they can be used to make virtually any civic decision as well as elect player-defined Elected Titles. This means no more single world leader, but potentially a whole slew of different elected leaders, each with different responsibilities. Polling the populace can now be a core way that a world makes decisions.

Elections are tied to Civic Actions, which are things Citizens can do that affect the government, in a way defined by the Constitution (see last week’s blog). An example of some of the civic actions you can perform in the game:
  • Add, change, or remove a civic object (law, civic article, demographic, elected title, election process, etc).
  • Perform an Executive Action (ie, tax all players with time in world > 5 days).
  • Remove a leader from office
Elections are started automatically based on the rules of the Constitution. The constitution sets which actions need an election to pass, and who can propose it. Every civic object contains a handy list of what privileges you get from the constitution at the top, so you can always tell what you’re able to do, in the form of your civic duties:

Here's what your civic duties might look like on a court, for example:



You can see it outlines all the things you can do there, as well as the articles of the constitution that give you that right.

You can also see all your civic duties for every type of civic object in the government menu:



Then when you edit a law, it will go to election:



From there, everyone gets notified in their new notification tab:



Then voting can happen by visiting any ballot box (or just going to the web ui of the server):





On the webpage, you can review the proposal, see the current votes and election details, and participate in discussions about the election.



Each election has a forum attached, where you can add graphs and maps arguing for your point of view. Arguments can easily be rooted in actual data from the world, encouraging citizens to formulate and debate using scientific reasoning.



Once the election is finished, the law will either pass or fail. If it fails, it can be edited and resubmitted.

Election Processes
So the way each election works is also something that can be determined by citizens. In fact, the election process is simply another civics object that can be changed, either by fiat or election, depending on what’s in the constitution. You can create these at a Board of Elections object:



Each Election Process defines a set of properties for how the election works, from basics like who can vote and veto, to advance rules like how often the election may occur.



As with every feature in Eco 9, we’ve added popup help text to everything, with the aim to create powerful features that allow for complex societies but are still easily accessed and understood by everyone.



Election Processes let you do cool things like design different tiers of government, creating representatives who are elected and then are permitted to vote on laws (you would create one type of election for choosing representatives, and another for letting them change laws). You can add protections in the form of vetoes that are limited to a subset of leaders, and determine how rapidly you want elections to happen and finish, balancing stability of government with adaptability to changing conditions.

Elected Titles
Before this update, there was only one elected title for everyone to fight over, that of the world leader, and they had tremendous power. This didn’t allow much flexibility in leadership, and would easily lead to a crisis if that leader ‘went rogue’ or left. Now you can create many titles, and divvy up powers for them in many different ways. To add a new Elected Title, you can set them at a Government Office:



Each position has a big set of properties that can be used to configure how the elected title works. You can pick the Election Process that elects the leader, decide who can run, requirements of candidates, etc. Positions can be held by multiple people, and a variety of privileges can be assigned to the office holders.

Here's a look at the properties that players get to configure:



You can see above that each position has special privileges to some government features, like adding global markers (markers in the world that everyone can see), setting tax rates in the treasury for things like sales, fees, and contracts, and creating and managing government bank accounts. Lots of power, which is wise to divy up accordingly.

Elected Titles can be specified anywhere you pick a citizen, and this is how you give special access to the leaders you choose. For example, we can go back to our election process described above and revise it to give this Minister of Finance special veto powers:



As you can see here, you can select options that are currently in a draft form, or under election, and if/when they become active they will automatically take effect in the new setting (but not before then). This allows you to compose a set of civic objects that reference each other and get them all passed simultaneously, instead of having to wait for them to each pass before you can set the next one.

Once the position is added, you can then start elections and enter them as a candidate from a ballot box:





Then let the campaign begin! Citizens can vote in the election at a ballot box in the same manner as described above:



The critical difference with elections for positions is that voting is performed using Ranked Choice Voting, which allows citizens to choose the order of preference of candidates, instead of selecting a single candidate. This has a number of positive effects on elections, especially when there are many candidates running: you don’t have to commit solely to the candidate you think will win but can choose your favorite preference and select a separate one as your second/third/fourth/etc choice. Then if your main choice doesn’t win, your vote goes to your next preference.

Connecting it All Together
These three parts of the system: elections, election processes, and elected titles really shine when connected all together and to the rest of the game. One of the most difficult problems of building a society is giving power and flexibility to act quickly in a way isn’t destabilizing. By carefully defining how decisions are made, who makes them, and giving lots of checks and balances that ensure those decisions stay positive for society, you can craft a government that can last the ages and successfully steward your society to success in the race against the meteor, while preserving the ecosystem upon which the populace depends.

There are lots more civic objects that get added to the mix and make this even more powerful including districts, demographics, executive actions, and especially laws.

Stay tuned for future blog posts on them. Public playtests of Eco 9 are starting! Chat to D3nnis3n, our community manager in our Discord server if you’re interested in helping out.

No stream this week, but expect a double feature next week. Chat soon and can’t wait to see what people build with our new systems, and always feel free to send me and the team feedback.



- John K, Eco Designer, CEO Strange Loop Games
Eco - SLG-Dennis
Hey Eco citizens, we’ve been heads-down working on getting Eco 9.0 ready and it’s getting close, REAL close, date to be announced soon! Don't miss todays stream at 2pm PST / 23:00 CEST (in about two hours from the time of publishing this blog). One of the main focuses of this update is the government system.



So to start the hype train up for 9.0 (choo-choo) we’re starting a series of blogs and streams, launched each week on Friday. We have a LOT to share, here’s the tentative blog and demo schedule:
  1. New Government system: Constitution (This blog)
  2. New Government system: Elections and Elected Titles
  3. New Government system: Demographics and Wages
  4. New Government system: Laws Part 1: Using the system
  5. New Government system: Laws Part 2: Taxes, Ownership, Property, and Wealth
  6. New Government system: Laws Part 3: Tour of different actions, and Executive Actions
  7. New Government system: Districts
  8. New Crafting: Work Parties
  9. New Crafting: Labor System
  10. New Crafting: Modules and Efficiency Redesign
  11. New Crafting: New Tech Tree
  12. New Building System: Hammer and new Building Styles
  13. New Mining System: Mineral Dispersion and Drill Usage
  14. New Mining System: New Processing Path and Pollution Info
  15. New Animal System: Attacking Animals
  16. New Ecopedia System
  17. New UI
  18. New Audio
  19. New Hosted Worlds System
We’ll be releasing Eco 9 somewhere in this lineup, and then keep going. So start us off, here’s the details on one of the cornerstones of the new update, the Constitution.

Eco 9: Constitution
Prior to Eco 9, the government was a fill-in-the-blanks affair, you can create very custom laws of course, but the workings of the government – how elections are held, what powers leaders have, how decisions are made – was largely hard-coded. No longer with Eco 9. To start a new government, you’ll need to build a Capitol:



By opening up this object you’ll get access to a Constitution:



In Eco 9, there is no government until a constitution is ratified – this is the first piece that must be created for a government to exist, and it defines how the government will work. So players will not only run their own government, but design it as well.

How does that work? Through the addition of Civic Articles.



A Constitution in Eco is basically a list of Civic Articles, and each Article designates how something works in the government. In the example above, this Civic Article defines how laws are created. Row by row, you can see the settings that can be configured. First, what it applies to (laws), then what types of laws, which can be several options:



You can also set the specific actions which are regulated by this civic article, if you want to get really detailed:



The bottom three settings, Executors, Proposers, and Election Process, determine how the law is created or changed.
  • If you’re an Executor, you can add, remove, or change laws at any time. In the example I’ve set myself as this of course (promise I won’t let the power go to my head).
  • If you’re a Proposed, you can start an Election to add, remove, or change laws.
  • That election will be run using the specified Election Process.
Stay tuned for a future blog on how election processes work, but basically they allow you to define all the specifics about how an election works, and you can have many different types of elections in a single world.

So in this example above, laws are either created by me by fiat, or through a Basic Election which can be proposed by Everyone. That ‘Everyone’ tag is an expanded Demographic feature and can be defined by citizens as well. There’s a few that come with every world for convenience. This lets you divided up the populace in various useful ways and use it for anything government related, from Constitutions to laws to taxes and more. I’ll post more on that in a future update.



So that’s a single Civic Article, but a typical Constitution will have 8-10, designating powers for all the different government features. So as not to overwhelm, we create a default set of these that work pretty well, with everything requiring elections, and let the founding citizens customize it. Here’s a zoomed out look at a few more default articles:



I’ll go into how these other government features work in a future update, but I do want to explain how one special civic object works, Amendments. These are created on a separate Amendments object, and represent Civic Articles added after the Constitution is created, allowing citizens to make changes to the government as needed.

Once a Constitution is ratified, you can no longer edit it, thus to make changes you must create amendments. An amendment is just like a civic article, but it can specify existing articles to replace. Say, for example, I went mad with power to enact any law I wanted, and that power needed to be removed. Citizens could create an amendment like so (ignore the in-progress UI art, still finishing that):



This amendment removes the existing Law Changes By Election article I showed above, and replaces it with one that has no executors, meaning the only way to make a change at all is by a Basic Election, and changes proposers from Everyone to Active, which is a subset of players who play frequently. This amendment can then be put forth in an election, and if it passes, it will replace the old one, which will then look like so on the Constitution:



It's still in the Constitution, just crossed out and no longer has an effect! If something were to happen to the amendment, however, say it was repealed, then this civic article would come back into effect. Using these tools, citizens have the ability to change their government to better suit a changing society. Anticipating all the challenges a population will face in the future is a monumentally hard task, and citizens that allow for changes to their original decisions, and a defined-process for how to make them, will have a lot more flexibility in adapting and changing the government to suit the current needs.

Of course, it comes with dangers as well: a populace can make ill-advised changes that can create terrible circumstances as well. Designing the government to both stay powerful over the tests of time while also being flexible enough to changing needs will be a major challenge. Much debate should ensue as citizens design their initial governments.

Ratification
Lastly, a tour about Ratification. In order to take effect, a constitution must be ratified, that is, it will be put to vote in a Basic Election. It will not take effect until this election has successfully passed, meaning the constitution must reflect the will of a majority of the people to start. From then on, the Constitution will remain in effect, as long as the building that holds it stands and remains a valid room.

However, there is a safety mechanism to a rule of law that no longer serves the people: citizens can organize to overthrow the government. This is accomplished by building a second capitol which is grander than the first – meaning, it has a higher room value by 50%. The Constitution in this second capitol will then show if it can overthrow the existing one:



Here, 'Constitution the Sequel' has a higher value than the current government, and can thus overthrow the existing government if it passes the ratification election. This allows citizens a way to finally overcome a government that is too limiting, if none of the measures of change within the existing government (amendments, etc) are proving sufficient.

Government Beginnings
Building a constitution sets the rules for how your growing society will function, and designing the inner-workings can lead to incredibly different styles of government. Over the coming weeks, we’ll give examples of those different kinds of government, and all the parts that can go into creating a diverse set of rules to suit the people’s needs.

This has been something I’ve been excited to get into Eco from the beginnings, and forms a key part of the philosophy of the game, which is that the government is one with the people, they create it, they run it, they are it, and they have no one to blame but themselves if it becomes malignant. By allowing the government to be essentially programmed by its citizens, Eco provides a super valuable tool, and creates an event that, within the context of the game, is historic: the formation of the government. In a world that you invest in, care about, and hope to save, that can be an incredibly powerful moment, and the thoughtful discussions, plans, and forethought among players that goes into that is what Eco is all about.

Stay tuned for more, and follow us on Twitch, YouTube, or Facebook to see the streams I’ll do along with these blogs, where you can ask questions too. Can’t wait to see the governments people design and run with this system when we launch Eco 9.

- John K, Eco Designer, CEO Strange Loop Games

Eco - SLG-Dennis
As we are approaching release, the first of a series of livestreams about the upcoming Update 9.0 will start this Friday, 2pm Pacific Time (23:00 Central European Time). We'll be showing everything you need to know about the new Constitutions feature and answering all questions about this feature you may have.



The stream will be broadcasted mainly on Twitch, but will also be available on our YouTube channel and Facebook page. Additionally we try to stream it directly here on steam.

For those that are not able to watch the stream live, we'll be uploading an edited version to our YouTube channel on the weekend.
Eco - SLG-Dennis
We have released Patch 0.8.3.3 with the following small hotfixes:

Bugfixes
  • Fixed an issue with money transfers not working if some accounts in the list have special symbols in their names.
  • Temporarily removed "Exclusive Full Screen" mode from the game due to it crashing on some user configurations. (Will be reintroduced after Unity has released a fix)

Eco - SLG-Dennis
We have released patch 0.8.3.1 with the following fixes:

Fixes:

  • Using specific markup on signs and vehicle license plates can no longer crash clients around the object, not allowing them to reenter the game.
  • Giving reputation to a player with a unicode name (shown ingame as "?????") will no longer crash the client of the reputation giver.
  • We added a potential fix for leaves and vegetation on Mac and Linux not being displayed, please give us a heads up if it works.

State of Update 9.0:
As you know Update 9.0 has been in development for quite some time now and while we planned to have it released this year, we feel like the Update needs some more time to be what we want it to be. We already started weekend community tests for invited members of the community some weeks ago and want to take time to implement their feedback and fix as many reported bugs as possible before release.

Update 9.0 next to a lot of new features will now also include major balance changes and lots of background changes to improve performance both on client- as well as on server-side, given those two issues were on top of our priority list after all the feedback you - the community - gave us. All of this takes additional time, as we have to clean out some legacy issues in the game to get to a state from where development will be easier and faster with us being able to switch our main focus more onto new content.

In the process of developing this update we also decided to add additional measures to improve performance that weren't planned previously (for example migrating the server to .NET Core 3 in order to natively support linux servers which also leads to linux users being able to play singleplayer natively after one of the minor updates following 9.0) to have a good base for future updates that can then be released with less content per update, but a higher update frequency.


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