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The exchange of resources in ECO is based on an entirely player-created economy which players can use to sell goods and services. Unlike most games which only allow players to sell items, Eco allows players to sell contracts for labor, which the game will enforce.

Need someone to build you a house? Take out a contract and they will complete the job, with payment being held in escrow until completion.

This system of contracts forms Eco's "quest" system, where a quest is an actual job needed by another real human in the game, which your player has the specialized skills necessary to complete. Through specialization and game-enforced exchanges and contracts, a rich economy will develop in Eco that forms the basis of all resource allocation.

Stores[edit | edit source]

Stores are the backbone of the player economy system. They are furniture which must be placed inside a room for players to trade items. Stores can be set by the owner to buy and sell certain items.

This can be useful for all players. For example, a smelter may buy Iron Ore and sell Iron Ingots. They would make a profit because they have a higher smelting efficiency than the player selling them the Iron Ore.

Contracts[edit | edit source]

Main article: Contracts

Players may write their own contracts and post them on a Contract Board.

Currency[edit | edit source]

Currency is what players use to buy and sell items or services. There are two types of currency in ECO: player currency and minted currency.

Player credit[edit | edit source]

Player currency is created automatically when the player joins the world for the first time. Each player currency is unique to a specific player and can only be acquired by selling items to their Store(s). It may also be gifted with the /pay command

Minted currency[edit | edit source]

Since player currency is inconvenient, players may want to invest in creating a Mint, which uses Gold Ingots to craft currency that can be used globally. Minted currency's only downside is that it must be created with gold ingots, which means that towards the start of the currency's usage, the miners will have a lot more money than everyone else.

Inflation[edit | edit source]

Any number of Mints can be created, and more currency can be made with Gold Ingots. Since any player can mint any currency (except player credits) this behavior can cause rampant inflation. Eco players may use the law system to deal with this in various ways: By restricting the production of Mints or Gold Ingots, or by taxing the creation of new currency.

Treasury[edit | edit source]

Various transactions in the Eco economy can be taxed globally using a Treasury, which can only be controlled by the server leader. For more information about this process, see Government.

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