⚠️ 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.

HomeTopicsElection Processes

Election Processes

Election Processes

Defines how an election takes place.

Citizens can define new types of elections at a BoardOfElectionsItem, and each election process created there can be used for various changes to government and leadership.

Civic Articles can reference Election Processes in order to designate actions that require an election. Elected Titles created at a GovernmentOfficeItem must specify an Election Process by which new members get elected.

Each Election Process can define a different set of voters, vetoers, timings, percentage needed to win, etc. Using different types of elections, citizens can design their government to have different seats of power. For example, they can define a powerful Title that must be elected by the general population but can be impeached by them as well.