Advantages of town centers in Eco Strange Loop Games
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Eco by Strange Loop Games is sometimes pictured with a nice city town hall, white bridge and other community features. I did my fare share of random servers and let's just say player-made town centers rarely look like this, if there are any. In fact, the absence of town centers is odd considering their advantages for a community: I blame minecraft :)
First, I will describe town centers as a cluster of lands belonging to different active players who are not engaged in a closed team. Generally, a town center features a town hall, a common research center, a contract board, a distribution station and similar landmarks. For practical reasons, the average lot size is about 3x3 or 4x4, except for community buildings.
On servers where the number of active players is over 8 and on large maps, you should expect more than one town center. In this case, they won't all have administrative landmarks.
The cooperative nature of Eco and the numerous advantages of proximity for players should make towns abundant on most worlds. If you read this, you probably discovered there are few challenges to such a project. An Eco world is an ecosystem and players are the most important part of it. So if we want players to work toward the idea of a town center, we need to understand what dynamics drives them toward that goal. I say this as if I knew for sure...
Reasons to build a town center
1) Save time
2) Opportunities for trade
3) Save on roads
4) Landmarks
5) Esteem value
6) Climbing the cooperative tech tree
Reasons for not building a town center
1) Resources location
2) Aggressive/beginner expansion
3) Stranger things
4) Early abandon
5) Availability of building material
5) Independence
Solutions to build a town center
The previous ideas show that players have many reasons (or not) to focus on their individual goals at the beginning and postpone community projects. While each player add value to his little isolated patch of heaven, they miss several opportunities to develop trust and cooperation habits. Eventually, it becomes more difficult to join a town.
So logically, one way to promote town centers is to work against the cons and make sure everyone sees the pros. Easier said than done...
1) Ze map
The admin chooses the map, hence he/she is the first player with the power to make towns. Such project will be easier if the map has one or two central places near the following biomes :
- big forest
- desert close to water (for blast furnace)
- mountains (cold forest, tundra, ice)
- flat surface
Hint : Plan 2 town locations, mark them and look at the effect on the number of active people and general health of your server.
2) L'invitation
Experienced players of Eco know the benefits of a town center, but beginners may not. The servers's description is a good place to invite people.
Sample server description : Join up only if you want to be part of a cooperative community. Our first objective is to create a town center. You are invited to claim a small 3x3 patch of land along the central boulevard marked with construction posts. Please, keep at least 2 spaces between neighbors at this location.
Note how the above description also contains general guidelines for settling and in-game references.
3) Prepare the infrastructure
Have you ever noticed that many villages and towns in the real world have a Main Street? A main street is useful in Eco too and can be easily done by leaving marks on the map or beginning a crude road infrastructure. I personally leave a dozen construction posts placed along a line. The main road should be at least two plots wide. When I feel motivated, I make a 3 land plot wide boulevard with decorations in the center.
Some administrators will make the town center layout by claiming several land plots. They might even spawn stone roads. If you do this, just remember that every community project is an opportunity for interactions and relationship building. Therefore, why not wait until 3 players log in and discuss the location together? If they agree, you will get a sufficient town center layout with their contribution, they will help you inform new players and you won't need to cheat by creating additional land papers.
As early as possible, create a common research center (so every player downtown save room volume and reduce parallel research) and a contract board. This basic infrastructure will further indicate where downtown is located.
This being said, big servers with experience, a supporting community and a trading-oriented goal will find advantages in pre-claiming downtown and selling plots.
4) Set an example
5) Build smart
6) Salads and hewn lead the way
Chefs, more than any other players, can settle anywhere on the map and only need a small space. When I pick this profession, I make a single 10 minutes gathering mission early in the game. This gives me enough ingredients to make 200 salads (with extra crops), which adds about 50% more food XP bonus compared to the best unskilled recipes. Therefore, chefs are in a unique position to start a town center and use food as a magnet.
Logging experts are also in a good position since they need about 400 logs to make a DIY hewn machine with a basic module. The store buys wood at 1 credit and sells hewn at 1.85 if a good chef is near (to be lowered with better upgrade modules and skill). This allows everyone to quickly get their first room and leapfrog new players later. Since logging players have a clear advantage over all the others players, there is some kind of social expectation for them to make the townhall and research center as well.
7) Law incentive
If you quickly work on the government building or you have a government from the start, it is possible to create a downtown district and create law incentives. For instance, money can be given to players who settle in or you can have reduced tax for stores located in the downtown district for a short while. A special demographic tag given to city dwellers can give them access to buildings, government position or any other advantage as well.
The key word here is incentive or something to motivate people to create a downtown area. Powerful and permanent incentives might disrupt the community: being in a town is already a bonus.
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