⚠️ 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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Executive Actions

Executive Actions

An action performed by a government official having effects on taxes, property, etc.

Executive Actions are one-time actions that can affect a specific group of citizens or all citizens at once.
Executive Actions can be proposed at an ExecutiveOfficeItem using the Civic Action Component. These actions have three main effects:
- Issue a one-time Tax
- Provide a payment to citizens from the TreasuryItem
- Change the Property owner of an existing property

Depending on what Civic Articles are available, these actions may or may not require an election. Some civic articles state that only Elected Titles may perform Executive Actions.