
In the world of Eco, players must work together to build a civilization that is advanced enough to stop a meteor while also maintaining the existing ecosystem. To achieve this, players can propose, discuss, and vote on laws that will affect everyone in the game. While the game currently lacks a criminal justice system, one is planned for future implementation, which will include punishments such as fines or jail time for those who break the law.
Each law can be divided into sections containing triggers, conditions, and actions. For example, a law may be triggered by hunting an animal, with the action being to prevent anyone from hunting. Conditions can make the law more dynamic, such as allowing only specialized hunters to hunt on any property. Players can also define districts and demographics to create location-specific laws or simplify lawmaking.
While the law system in Eco provides a framework for creating rules, server administrators ultimately have a high level of control and can impose their own rules, which may be arbitrary or overly restrictive. This can be a point of contention for players who feel that these rules limit their ability to play the game as they wish.
| Characteristics | Values |
|---|---|
| Server Configuration | Can be done through the server GUI or by directly editing configuration files |
| ServerCategory | Choose from 4 categories that will show up when players first click on "New Game" |
| Allow Fast Forward | Enable or disable sleep |
| Sleep Time Pass Multiplier | Maximum multiplier applied to time while sleeping |
| Time to Reach Maximum Time Rate | Time it takes to reach Sleep Time Pass Multiplier |
| Collaboration Preset | Change collaboration settings to adjust how quickly players gain skill points |
| Public Server | Set to True to have the server listed in the Eco client Server Browser |
| Playtime | Automatically filled in if a timetable is set |
| Server Size | Default size is 0.52 km2, recommended for single-player and coop games |
| Law Creation | Can be confusing |
| Law Implementation | Can be difficult with a small number of players |
| Law Purpose | To prevent issues such as pollution and over-harvesting |
| Admin Laws | Can be set up through configuration files or admin commands |
| Global Federation | Required for admin laws, can be set up by adjusting settings in Civics.eco and Settlements.eco |
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What You'll Learn

Define server type and rules
When creating laws for your Eco server, it's important to first define the type of server you want to run and establish a clear set of rules that align with that type.
Eco servers can vary in terms of player count, world size, and economic and government systems. For example, a small server with only four players might adopt a more casual, "communist utopia" style where resources are shared and laws are not taken too seriously. On the other hand, a larger server with a high player count might require a more complex set of laws and a dedicated leader or government system to manage the community.
To define your server type, consider the following:
- Player Count: Determine how many players you want on your server. This will impact the complexity of your laws and the need for a leadership structure.
- World Size: Choose an appropriate world size for your player count. Eco recommends different world sizes for single-player, small public servers, and medium to large public servers.
- Economic System: Decide if you want a free market, centralized, or mixed economic system. Consider the potential issues with market fluidity and ensure players understand basic economic principles.
- Government System: Determine the level of player governance you want. This could range from a simple set of rules to a more complex system with elections, judges, and a constitution.
Once you have defined your server type, you can establish a clear set of rules that align with your chosen category. These rules should cover areas such as resource management, pollution, taxation, and player conduct. For example, you might want to prevent harvesting on non-owned land, limit the number of resources players can gather, or implement rules around tailings disposal to minimize environmental damage.
Remember, the laws and rules you create should enhance the player experience and encourage engagement with your server's unique concept and community.
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Understand the law system
Understanding the law system in Eco is crucial for creating effective laws on your server. Here are some key points to help you grasp the law system in Eco:
Firstly, the law system in Eco is designed to provide structure and governance to the game world. It allows players to create and enforce rules that shape the gameplay experience and community dynamics. These laws can cover various aspects of the game, including economic, social, and environmental interactions.
Secondly, the implementation of laws in Eco can vary depending on the server and its community. Some servers may have a more extensive law system with a specific government type, such as a civil code and penal code enforced by player judges, as mentioned in the example of the White-Tiger server. Other servers may take a more relaxed approach, focusing on fun and community-building rather than strict rule enforcement.
Thirdly, the creation of laws in Eco involves a proposal and voting process. Players can propose new laws, which are then put to a vote by the community. This process can be accelerated by enabling sleep mode on the server, although it may not be recommended for larger or public servers due to potential simulation issues.
Additionally, the effectiveness of laws in Eco depends on the understanding and engagement of the players. As one player pointed out, implementing economics-related laws requires a good understanding of economics, which most players may lack. It's important to consider the potential impact of laws on gameplay and community interactions to ensure they are fair and beneficial to the overall experience.
Lastly, the law system in Eco is flexible and customizable. Server administrators have the ability to create and enforce server-specific laws that override or complement the in-game laws. This allows for unique gameplay experiences and community building. However, it's important for administrators to strike a balance and avoid imposing overly restrictive or arbitrary rules that may detract from the enjoyment of the game.
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Implement a leader system
Implementing a leader system on your Eco server can be a challenging task, but it can also be a rewarding experience that adds depth to your gameplay. Here are some steps and considerations to help you get started:
Firstly, it's important to understand the unique dynamics of your server community. A leader system should reflect the values and goals of the community it serves. Consider what type of leadership style would best suit your server's culture and objectives. For example, some communities might prefer a democratic approach with regular votes and elections, while others might prefer a more authoritarian style with a single leader making decisions.
Next, establish the criteria for leadership. What qualities, skills, or achievements should potential leaders possess? For instance, you might require leaders to have a certain level of playtime, demonstrate a strong understanding of economics, or showcase their ability to communicate and collaborate effectively. Consider hosting leadership activities or challenges to identify potential leaders and help them develop their skills. These activities can also foster teamwork and community engagement.
Now, it's time to select your leaders. You can do this through various methods, including elections, appointments, or a combination of both. Elections can be held through in-game voting, with candidates presenting their platforms and ideas for the server's future. Consider allowing players to campaign and share their vision for leadership, similar to real-world political campaigns.
Once leaders are selected, it's crucial to establish clear guidelines and expectations. Define the roles and responsibilities of leadership positions, including any powers or privileges they may have. Encourage leaders to engage with the community, listen to feedback, and make decisions that benefit the server as a whole. Regular town hall meetings or forums can be a great way to facilitate this engagement.
Lastly, consider implementing a system for leader removal or impeachment. This could be through a vote of no confidence, regular re-elections, or other mechanisms that hold leaders accountable. This step is important to prevent abuse of power and ensure that the leader system remains dynamic and responsive to the community's needs.
Remember, a well-implemented leader system can enhance your server's gameplay and create a more immersive experience for all players. It encourages collaboration, community-building, and strategic thinking, adding a unique layer of complexity to your Eco server.
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Define districts and demographics
When defining districts and demographics, it is essential to consider the unique characteristics and needs of your Eco server community. Districts are geographical boundaries within a larger administrative division, such as a state or province, and they play a crucial role in law-making by determining the representation and interests of different communities.
To define districts effectively, you can consider the following factors:
- Compactness: Ensure that districts are reasonably compact, as required by the constitution or statutes in many states. This means that people within a district generally live near each other, fostering a sense of cultural cohesion. However, the specific definition of "compactness" may vary, and scholars have proposed numerous measures to evaluate it.
- Communities of Interest: Aim to keep "communities of interest" together within districts. These are groups of people with shared social, cultural, racial, ethnic, and economic interests that are likely to be the subjects of legislation. By preserving these communities, you can ensure that their interests are effectively represented and considered in law-making.
- Population Equality: Strive for equal population distribution across districts, especially when establishing congressional districts for electing representatives to the U.S. House of Representatives. This ensures that each district has equitable representation and that the votes of citizens within them carry similar weight.
- Race and Ethnicity: Be mindful of racial and ethnic considerations when drawing district boundaries. Avoid drawing lines that intentionally harm voters based on their race or ethnicity. Instead, examine electoral patterns to assess whether minorities have proportionate electoral power. If not, adjustments might be necessary to provide a compact minority community with equitable electoral opportunities.
Demographics play a crucial role in understanding the characteristics of your server's population. They encompass various factors, including age, gender, race, ethnicity, income, occupation, and educational attainment. By analyzing these demographics, you can gain insights into the needs and preferences of different groups within your community, which can inform the creation of laws that are inclusive and responsive to the diverse interests of your server's population.
Additionally, when defining districts and demographics, it is essential to involve the community in the decision-making process. Encourage open discussions, gather feedback, and consider the perspectives of your server's players to ensure that the defined districts and demographics accurately reflect the interests and needs of those affected by the laws that will be created.
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Understand economics
Understanding the basics of economics is essential when creating laws for your Eco server. While the game offers freedom to shape your society as you see fit, a basic understanding of economic principles can help you avoid common pitfalls and create a thriving economy.
One of the key economic concepts to grasp is the law of supply and demand. In simple terms, this law states that as the price of a good decreases, demand for it tends to increase, and vice versa. For example, if tomatoes are in high demand, players may be incentivized to produce more, potentially leading to an oversupply and affecting prices. As a lawmaker, you could introduce measures to stabilize prices, such as imposing limits on production or implementing tariffs to protect local producers from cheaper foreign goods, as governments do in the real world.
Another important aspect is understanding the role of incentives. People tend to allocate their resources, including their time and labor, to activities that provide the best rewards. In your Eco server, this could translate to players focusing on activities that offer the most significant benefits, such as certain professions or resource-gathering spots. If left unchecked, this could lead to imbalances in the economy, with some areas suffering from neglect. To counter this, you could introduce laws or incentives to encourage players to diversify their activities and ensure a more balanced development of the in-game world.
Taxation is another critical lever at your disposal. Taxes can be used to discourage certain behaviors, such as hoarding currency, and to promote economic activity. For instance, a wealth tax could prevent players from accumulating excessive wealth, which could choke the economy and hinder others from expanding. However, as some players have noted, taxes can also have unintended consequences, such as reducing spending and centralizing wealth in a few key individuals. Thus, it's crucial to carefully consider tax rates and their potential impact on the overall economy and player behavior.
Lastly, it's worth noting that the dynamics of a small server with only a handful of players will differ significantly from a larger one. In a small group, you may find that formal laws and economic systems are unnecessary, as players can simply collaborate and share resources in a communal manner. However, as the server population grows, the need for more structured laws and economic mechanisms increases, and a deeper understanding of economics becomes crucial for effective governance.
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Frequently asked questions
To create laws on your Eco server, you must first propose, discuss, and vote on them. Passed laws will affect everyone. Each court can have up to three separate laws, but each law can have as many sections as desired. Each section of the law contains triggers, conditions, and actions. For example, a trigger could be hunting an animal, and the action could be to prevent it.
You can create laws to protect the planet, economy, trees, roads, and resources. For example, you can ban the chopping of trees within a specific district or prevent players from building inside a district. You can also make laws about harvesting, such as limiting the number of tomatoes players can harvest per day.
While it is currently impossible to break a law in the game, Strange Loop Games plans to implement a criminal justice system. This system would include fines, jail time, or even execution (perma-ban) for breaking the law. Additionally, you can use the Redefine District function to define districts that transcend claimed properties and allow for location-specific laws.



























