Eco

Eco Dev Tracker




15 Sep

Comment

I have deleted near a dozen comments with blatant advertising of varying degree made by mainly two people, leaving exactly one of each.

Please use the megathread only for what is mainly a server ad. An occasional hint to the server name where actually being a minor part of the comment is fine, but 6 comments in a single post is not. Especially when posting discord invite codes, circumventing link blocks. (Rule 4)


14 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You're playing on a staging build, which is heavily in development, we don't accept any reports for that, only developer tier users should be able to play that anyway. The only publicly intended version is the playtest branch. That explains why it doesn't happen for me, though, so thanks for that info :)

13 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
No - I also cannot reproduce this in Update 10 playtest either, though, hence the question.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
MacOS is not supported by Eco, ARM CPUs specifically don't work with the development builds.

12 Sep

Comment

Originally posted by ACuteLittleCrab

How has the food situation been? When they implemented the calorie changes (I think the same update they rehauled a lot of the mechanics like upgrades) they greatly increased calorie usage, and to balance it they made wild food spawn like CRAZY at the start.

However, when I tested 10 when it first went public I noticed that their new food spawning system had way less food overall since it spawns in patches instead of everywhere. Is this still the same, and if so how well did people manage?

We never made food spawn crazy on purpose, that was always a bug.


09 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Can you show a screenshot / video of what you mean? While an interesting idea, there is actually no such intentional feature implemented.

08 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We don't provide changelogs during playtests, updates can happen at any time. We sometimes highlight some changes that players should test on the official test server directly.
Comment

Originally posted by working4016

Where can I find info on White Tigers UBI? I can't seem to find it.

You'd need to join it to check it, I don't think we have any publicly available info on that elsewhere.


05 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Ah, I see, you didn't mention you cannot claim in the road district - then no, you cannot merge them, they need to be connected. Could also ask government if claiming would be fine, typically the protections are done via district-applying laws as well, so claiming wouldn't be too much of a problem, though on WT we wouldn't do it for security reasons.

04 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
On 9.7.13 you can claim the spot in the middle, then in Real Estate Desk move the plots to either one to just have one. On 10 combining isn't possible iirc.
Comment

Originally posted by Motnaty

I've just checked and it's 9.7.7, does switching to 9.7.13 beta in the betas tab under game properties fix it, or is there something more difficult i have to do?

You will want to set it to "none".

Comment

Originally posted by Motnaty

I'll check in the morning, I thought it might be the game version but there were no updates when I checked so I didn't think it was that

You might have set a fixed beta version in Steam in the past, common error.


03 Sep

Comment

Probably on the wrong version, press ESC and see if it says 9.7.13, if not, your game is on a wrong version.


02 Sep

Comment

Originally posted by DonaIdTrurnp

The other thing that sales taxes prevent is using stores to create implicit transport requests: if I sell something at one location for 12.35 and buy it at another for 12.36, that’s offering 0.01 per unit to transport it (as well as putting market orders at those prices. But a 1% sales tax would mean that the smallest amount to offer to pay for shipping intrinsically would have to be .13, of which the shipper gets .01.

Shipping contracts exist but need to be interacted with each time they happen.

On White-Tiger we hence have a transporter profession (if you didn't take any skills) that is exempt from sales tax.

But noone there would transport anything for a single cent. Can also use a contract for that, given the government will in any case want to tax that service in some way.

On the other hand our sales tax is between 10 and 20 % mostly, depending on the goods, so we're far off 1%.


01 Sep

Comment

Originally posted by DonaIdTrurnp

It’s not a very big drawback, especially since a VAT would be prohibitively difficult to calculate.

Oh, a VAT is even more prohibitively difficult to actually create with the law system. It's a dream I have for a long time ...

Comment

Originally posted by DonaIdTrurnp

Yeah, it just adds a lot of math in figuring out pricing of complex items. A mechanic will need to sell some items at prices different from the cost basis they need to use to determine the costs of other items.

They've been doing fine with that, though, so I don't see a drawback in that.

Comment

Originally posted by MetallicDragon

but how could this stop the initial creation of immediate winners and losers from the first injection of new global currency by server admins?

It doesn't, but it does keep that from being a problem, since there will be more currency to go around, so those early winners will need to keep selling goods that people want to maintain their advantage.

With barter and minted currencies distributed through a player store perhaps at least those who pursued advanced tech could only get as many resources as people could collect themselves

The problem is not the free money. The problem is not enough money. You still end up with the tech players having all the money regardless of how the money is distributed.

Government stores buying goods to distribute money works OK, but has its own problems. Usually what happens is one or two goods are overpriced, someone notices this, and exploits it to make all...

Read more

And fitting taxation can still reduce the money that lands on the accounts of the early winners.

Comment

Originally posted by MetallicDragon

This is, essentially, deflation in action. I've seen it a bunch of times on servers that just don't hand out enough currency. A very easy and effective solution that tends to make everyone happy is to just implement a UBI (funded by just printing money), like /u/SLG-Dennis mentioned. It makes those less active or late-joining players some spending money, and the large producers get to sell more at higher prices. It's a win-win.

Some people may grumble about inflation, but I've never seen that be an issue under UBI in this game.

Exactly - ultimately it's a game and we know the game has flaws, especially when it comes down to playtime and competetiveness. UBI can ensure that everyone can participate in some way, play and have fun (and that is what it's about ultimately, right?), even if there is the typical pro-players around. You can still limit those by good taxation.

Comment

Originally posted by SkinHungryC-3PO

Would taxation so early in the game dissuade people from going for certain industries known to generate heaps of cash like smelting and such?

Not in my experience. Would be a bit counterintuitive to actually playing the game to not play it as well (and not going for professions is basically ending up just that).