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Balance your individual needs with the needs of community, all while maintaining the state of the ecosystem. The future of your world is in your hands. Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. A Rich Simulation & Play Run GovernmentĮvery organism in Eco exists as part of a detailed simulation a disruption in one species can have cascading effects across the planet. Chop down all the trees, and habitats for creatures will be destroyed. Pollute the rivers with mining waste, and your farms will become poisoned and die. The ecosystem supplies the resources you and your community will need to stop the meteor. Manage your pollution, mining waste, hunting, and resource collection to balance your effect on this system. Eco is built on a rich ecological simulation. All the data generated from the interaction of plants, animals, climate, and players can be searched and analyzed using in-game graphs and heat-maps. Use the collected information as scientific evidence support to proposed laws. The ability to successfully debate using scientific evidence is your greatest weapon against the destruction of your world.
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PatronĮstablish and maintain your own set of laws and government, which are enforced automatically by the game. Draft a proposal to limit clear-cutting in a protected forest, incentivize green energy solutions over fossil fuels by providing tax subsidies and penalties. Participate in elections for world leadership, allowing you to set tax rates and allocate community money. Use a programmable law system to make dynamic and flexible rules for the community, passing them by vote. A Community-Driven Economy & Learn And Specialize Construct a wide variety of governments from tightly-regulated dictator-states, to tax-and-spend subsidy programs, or even lawless communities relying on trust. In the player-run economy, you achieve the most when you specialize and trade both goods and services. Create stores to buy and sell goods you need asynchronously with other players. Setup contracts within the game’s quest-like labor market, soliciting other players to perform specialized work for you in exchange for payment. Build complex crafting machines and charge a fee for players to use them. ECO: Global Survival ECO: Global Survival: Create a civilization capable of stopping a meteor without destroying the ecosystem in the process. A thriving economy in Eco can be both a powerful tool for progress, or a dangerous threat to the environment. To grease the wheels of commerce, you can create your own currencies, backed by fiat or by resources. Manage the value of your currency relative to others by setting exchange rates at asynchronous currency exchanges.
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I've see two premature deaths of two servers because of how tedious and unfun the mining, ore extraction and tilling storing currently is. The only thing matter is whether or not it serves its purpose in a fun and interesting way. So please, don't use "realism" argument to defend a game mechanic. Yes, some of them are bugs, but most of them are game simplifications purposefully made against realism.
HOW IS ECO GLOBAL SURVIVAL GAME FULL
Oh, don't please use the "realism" argument in the game full of cubes, when the ecosistem we should learn not to destroy happily destroys itself, the game where you have to build robots in order to make a light bulb, where the mass magically appears or disappears based on the skills of whoever turn the ON button on a workbench, where the law of energy coservation doesn't work, where some animals population reproduces in the seconds after raid hunting, where the more people observe the rocks the more they forget about gravity and solid surfaces, where human footprints traverse through layers of rock and soil from the deep underground to appear on the surface, where the world depth depends on the ocean depth, where the planet's curvature doesn't depend on its size, where water can be basically dug out, where wild plants can grow in hostile environment but the same cultivated plants can't, where all gases and liquids can travel any large distance trough pipes, but only if the pipe is made out of the same metal the whole its length.