⚠️ Eco v0.14 is coming — the next major update reworks upgrade modules, so some of these numbers will change. They reflect the current version. What’s changing →
  • Simpler tiers: the 1–4 tiered upgrades become a single Basic / Advanced / Modern upgrade each.
  • Permanent upgrades: a module placed in a workstation is permanent — no more swapping lower tiers out as you progress.
  • Power transitions: a module can change a station’s power type/draw (e.g. a Modern upgrade moves a sawmill from mechanical to electrical power).
  • Talent-integrated: modules now use the same bonus/talent system — any talent benefit (power, labor cost, recipe unlocks) can come from a module.
  • Cheaper to upgrade: with the multi-tier parts gone, fully upgrading a workstation costs significantly less.

We’ll update this calculator shortly after the update releases.

HomeSkillsScientist

Scientist

Scientist

Tier 1

Scientists can transforms the knowledge and understanding of the world into more practical uses.

Tier1Max level7Unlocks0 recipes

Specialties

Notes

Scientist is a Tier 1 specialty with a maximum level of 7 that allows players to transform their understanding of the world into practical applications. Investing skill points into this tree unlocks its specific recipes while reducing the labor and resource costs of related crafting. Because it is a lower-tier skill, it is relatively inexpensive to learn early on, making it an efficient foundational choice for players focusing on technological advancement before the escalating star costs of higher-tier specialties take effect.

Notes are AI-generated and may be imprecise.