Expert tricks for Eco : FabLabs
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Do-It-Yourself buildings are the direct result of a core value shared by many players of Eco by Strange Loop Games and a great way to support the growth of a server. However, their use conflict with popular (mis-)conceptions about economy and profits. That is probably why you don't see them often.
DIY is a core value for players and Fab Labs
Easy question here: do you prefer to get basic resources for others or use these resources to build machines and design buildings yourself ? Since Eco is a sandbox game, I usually met people who seek to craft, design and build things.
In Eco, players bring basic resources to others, but it is mostly a mean to get crafted items, a bit of money or complete a common project. In other words, I believe the standard Eco player likes to craft things on its own most of the time...or at least sell wood for a carpenter as long as he doesn't sell overpriced latrines in exchange. So crafting things on your own should be seen as a motivating factor and denying other players to do so a harmful action.
Infrastructure is costly in Eco
I remember the days when we could take the hewing skill, dig a hole in the ground and quickly get a 82% reduction in material of future hewn. In my opinion, the new crafting system from 9.0 gave more value to early collaboration and is a great addition to the game. On the other hand, crafting infrastructures now cost more and we need to be smarter than before. An easy solution is to share workspace rather than struggle individually for days in our little scattered workshops. As an example, see how an early joint building allowed two players to save time, resources and gain more workspace from the start.
Crafting skills in Eco have no more value than the calories needed
Having a crafting skill has high value, but mostly because it gives personal control over it's use and prevent us from getting robbed by greedy players. It has little value when it comes to crafting items for other players who already have basic resources.
For example, if I want a wolf statue in real life, I will pay for the stone, but also for the considerable amount of time from the artist. I might even pay extra for his skills. So if I bring a stone to a sculptor, he will give me a rebate on the final price, but it will only be a fraction of it. In other word, the crafting part in real life has a lot of value and it should reflect in the price.
Things are different in Eco as making a statue only requires the click of a button and few calories. Furthermore, the calorie cost goes down as the skill of the mason increases. Also, the crafting equipment doesn't break and need replacement. Profit is not needed to pay for insurances, taxes, rent, holidays, etc. Lastly there is no big difference in infrastructure requirement between early specialists (carpenter, mason, farmer, butcher, tailor or engineer) so no reason for making others pay for your infrastructure. Moreover, infrastructure cost is even less of a concern if you share workspace with others. So basically, when people are bringing materials to your store, the crafting effort resides in the click of two buttons (alt+click) and some calories. Additionnal costs may be added such as fuel and tailing disposal.
The basic cost of calories is about 0.0015 credits (wood logs = 1 credit) whether you forage food alone or get the best price from a campfire chef at the beginning. In this context, the price of limestones could be 0.7. So a wolf statue made without upgrade modules by a novice mason is about 80 stones (56 credits for resources) plus 40 calories (0.06 credits for calories) for a total of 56.06 credit. You can see how little (less than 0.2%) can be the value of crafting.
Another thing worth mentioning about crafting is that it yields XP. So crafting something for others when they bring basic resources brings value for the specialist. You also get XP when you add your work to a work party, which is an interesting advantage in the case of Fab Labs.
What are Fab Labs ?
- Building containing different kind of worktables
- Every worktable is open to all players for free*
- Every worktable is named in a way that clearly shows it's public status (ex.: public_masonry_table)
- There is a secure and easy system to bring a lot of resources to the worktables (ex.: parking for carts outside)
- There is a contract board nearby
- There is a sign explaining how the Fab Lab works, including typical price for calories.
How does a Fab Lab works in Eco ?
Why would specialists accept a contract in a Fab Lab ?
Some expert benefits of Fab Labs
A work party allows reputation to be given as reward so we can easily track players' contribution to the community. For example, +1 waterwheel for research, +2 poor farmer's house hewn project or +1 crafting my plant pots.
Eco is a lot about balancing resources exchanges between many players and sometimes you just have nothing to offer to a specialist or their workshop is too far. It is also complicated to get upgrade modules in some worlds. Custom production at a Fab Lab helps to fill the gap in these type of contexts and keep players active (and motivated). Once few people understand the benefits of a Fab Lab, the next step is to upgrade it to tier 2. Your mechanics won't have the burden to make the factory alone and everyone can share the fun to craft machines. Every time I reached that goal with a community, new people understood the sheer amount if iron needed for industrial projects and joined the effort instead of complaining about the price of everything and leave the server.
One important aspect of this game is to work together. However, this is easier said than done and any advanced player of Eco will tell you that learning to work with strangers is the most challenging task. One way to unlock Eco's secret tech tree is to launch community projects that bring people together as early as possible. A Fab Lab is one of the best early project for this and helps to create a downtown area : everyone wants to live next to it.
I believe being an expert in Eco is not about how fast you work or how much you know about recipes but rather how well you can help a community grow and communicate. Fab Labs are easy to setup and call the bluff on the true worth of crafting skills. The contract board gives everyone a chance to contribute. Also, once it becomes clear the true value of things lies in resource gathering, there is little reason to feel competitive about players who picked the same crafting skills. New specialists can now feel welcomed and can quickly put their skills to use at the Fab Lab. In fact, they can now arrive days after start and still have a chance to contribute rather than work for established players. Lastly, it's too early to call it yet, but I begin to believe Fab Labs could be a tool to sort true collaborators from individualist and competitive players as soon as day 1.
In conclusion, Fab Labs are community buildings made to satisfy the common need to design and craft things ourselves. It is a great early project to bring people together, it creates a more fluid ressource flow and it challenges the idea that crafted items should be sold with a high profit margin. It is by far my best tool to contribute to a community and know a bit more about my neighbors. I strongly believe it helped some players stay longer on servers and reduced economic inequity.
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