⚠️ 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.

HomeTopicsExchange Component

Exchange Component

Exchange Component

Allows citizens to setup a currency exchange .

The Exchange Component allows citizens to trade one Currency for another.

Exchanging Currency

The owner of a CurrencyExchangeItem uses the Exchange Component to offer currency exchanges to other citizens. When setting up an exchange, the Owner Currency is the currency being offered for sale. For each unit of owner currency purchased, citizens will be charged the set amount of alternate currency.

When an Authorized Consumer visits the currency exchange, they will see a list of all offered exchanges. By default, all citizens are authorized consumers.

Exchange Restrictions

The owner of the Currency Exchange has the option to setup Balance Restrictions. These will prevent citizens from exchanging currency if the amount of currency in the chosen account does not meet the restriction.

The number on the left is the minimum currency holding and the number on the right is the maximum currency holding. If either value for the balance restriction is left at 0, there will be no limit for that part of the balance restriction.