⚠️ 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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Districts

Districts

A defined section of land, which can be referenced by laws and other systems.

Districts are created by players at a ZoningOfficeItem and can be used as areas that are specified by laws.

A district is a selected area of land, non-contiguous, which players can adjust at will. Districts are contained in District Maps, and there can be multiple district maps in the world. However, within each district map, no districts may overlap.

Districts can be used to designate where actions are allowed with laws. A law can be created, for example, players can create a law that prevents chopping trees in a 'Protected Zone' district.