What changed with Eco 9.0 : basic upgrade cooperation

 I have been waiting so long for the 9.0 version of Eco by Strange Loop Games and it's a real pleasure to see it happen. Wait, why does hewn cost so much after two days ?

I began to write this post about 24 hours after the release of 9.0. Obviously, the new world has not reached industrialisation yet and there will be more to discover. However, I can already see some important changes to the game dynamics that need to be adressed by older players in order to have a smooth start. So if you plan to get back to this game, here is one observation you need to consider.

Cooperation right from the start

It is now imperative to meet and work with other players right from the start to cut down on resources. This is mainly because in order to save resources and time, you need modules that require different skills to make. Remember when we used to take hewing and make hundreds of hewn blocks barely an hour after joining ? Well...no more...

The new basic upgrade

With 9.0, skills no longer apply reduction bonus on resource usage. Instead, you must add modules to your workstations. The first module "basic upgrade 1" cut down resource usage by 10% and requires a a logging expert and a carpentry table. The second module "basic upgrade 2" cut down resource usage by 25%. However, it requires a basic module 1 as an ingredient and is made by a masonry expert with a masonry table. The third, fourth and fifth modules (skill-related) work the same way as they require a module from previous level as ingredient and input from a different specialist. 

Impact of basic upgrades in Eco 9.0

The direct consequence of this new game mechanics is that players have an extra incentive to work together from the start, which, I hope, will lead to more collaborative communities. Thanks to Eco developers!

Another impact is that modules play an important role in creating economic inequality. On individualistic "trade-focused" servers, it is no surprise to see the logging experts sell basic upgrade 1 with a blunt profit. The next player adds another profit margin on top of it when making the basic upgrade 2 and so on. This quickly leads to economic distance between players who managed to get their hand on modules (especially number 3) and the others who still work without bonus and have yet to transfer extra resources to the rich players. Unless enough players sell basic upgrades and make it available for a better price, the profit margin accumulated in the module 3 and 4 will continue to fuel the gap. This especially true for the carpenter who usually makes both upgrade 1 and 3.

For example, I see here a carpenter selling hewn just below the market price, while getting a fat 33% profit margin on each sell. This is quite significant for hewn. Still, this is less worse than what many lvl 7 hewing experts used to do before Eco 9.0. Yay ?

How you can adapt to Eco 9.0

Most players (especially carpenters, masons and engineers) should prioritize basic module acquisition as soon as possible. I am not sure yet, but this might be more important than XP bonus, which was paramount previous to Eco 9.0 (edited : oh yes it is).

On the competitive side, picking carpentry first when there are few logging experts can push you forward as masons will do the job of getting the basic upgrade 1 from them. After that, you are the one able to make basic upgrade 3 early. Exchange an upgrade 2 with a mason and exchange your furniture with a chef. Combined with your (smaller) bonus on housing, you will get to logging faster and take the high ground on wood-related products.

For those who are closer to the collaborative gamestyle (the best one), I invite you to consider FabLab or joint buidings. Making a FabLab (which is similar to the real world concept) is simple and only requires a small investment if 2 or 3 players pool their resources. It can also be a good bonding experience that will reap large benefits throughout the game. I was really hoping to see modules bring more collaboration in that sense. Sadly, I can't see much public workstations on most servers. In fact, the most active servers at day 3 right now (GreenLeaf, Eco-Topia ) and even the public White Tiger or the french Ecofrance do not have public masonry tables or carpentry tables (well there is one, but it's unowned because the player left).

If you try to make a FabLab, please invite me to see the results and discuss how you made it.

Thank you Strange Loop Games

This is my first post about Eco 9.0 and I can't finish it without giving a warm thank you to the team for this great game. Given the competitive and individualistic nature of the society I live in, it is a blessing to play this unique simulation where we can learn to collaborate.

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