Originally posted by JigglyFeather
"getting settlements into a state that actively rewards collaboration with other towns towards the greater goal" - I would add that you have to make people want to/incentivize work towards this greater goal. Nobody cares about the fake meteor or the eco-system if it doesn't affect them directly, just like in real life. So why make Eco like real life? People often play video games to escape reality and experience something new. How about a different goal?
I personally bought this game because I wanted to play as a bad actor and force the water levels to rise and cause mayhem. I may not be the typical player but from my experience many people thought the same. We can be the counterweight that adds to the difficulty of the game, perhaps extending the time required to finish a round. So give us the tools to do that, therefore towns and countries will be incentivized to do something about it.
The treatment I get every time I bring this up as a goal in a server is "You're...
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I'm not sure if you actually read my post, as what I have been saying is that there is already sufficient difficulty (as in too much) - there is no need for an increase in it in the social matters.
The other part of your post seems to be a very generalized premise I cannot agree with, neither does noone in real life care nor do people in Eco not care. In the opposite the successful shooting of the meteor is the main and unfortunately often only goal the majority of players pursues and failure in preserving the world regularly leads to mass exodus of people from a server that feel they have lost when sea level rises and poses inconvenience to them.
Eco is also intentionally a game abstracting from real life and supposed to allow reflection back on that. That will always be limited in effectiveness, as in opposite to a game you just cannot leave in the real world.
If players already have issues organizing despite that having major benefits in the important soc...
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