![]() ![]() ![]() Really looking forward to seeing how this all plays out.Īnd connecting them all are a progressive series of boats, here’s the line up of what you’ll be able to sail the seven seas of Eco with: You see this in real life in places like oil-rich countries, the scarcity of a resource can greatly impact the cultural fabric of the societies built atop them. That resource is then beholden to the laws of the town, and the town can wield a lot of trading power in the wider world. A town might gain exclusive access to a resource, like oil or gold, or a rare plant that’s needed for research. And these islands will certainly lack resources from the mainland, so you’ll have much to offer in trade.Ĭombined with the new Towns and Countries system, very interesting things can happen. This means that there may be resources that are native to a specific island or on the other side of the world, and to get access you’ll need to build trade ships and sail to distant locales. We now have the ability (as do you players since these are all set inside the individual plant) to add more dynamic restrictions and scarcity of each plant species on a whole new level then what was technically possible in previous iterations. ![]() No longer, now things will spawn in clusters around the map, which may be just a few spaces, or even one.Īs visualized on the screenshot above, clusters are representative of an area where plants are allowed to populate on the initial world generation, these contain the individual groups of plants and as the red indicates, this is the distance limitations between each group inside the cluster. Previously, they were pretty spread out all over the map: if a plant could grow somewhere, it would. Isolated ResourcesWith Eco 10 we’ve totally changed how plants and resources spawn. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |