⚠️ 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.

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Building

Building

Using a hammer or a crane, citizens can create buildings for homes and industry.

After collecting some basic raw materials, building is one of the first things a citizen will do to establish themselves in the world.

Buildings in Eco

Buildings are divided up into Rooms and serve a variety of purposes.

Some of these uses include:

Creating Buildings

When carrying a building material, the hammer is able to switch between different block shapes and building patterns.

Citizens build their first homes using a StoneHammerItem, but as technology progresses increasingly better building tools become available that consume less calories when used.

Large-scale construction projects can be quickly completed with the use of a CraneItem, but at the cost of creating Pollution.