⚠️ 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.

HomeTopicsHousing Overview

Housing Overview

Housing Overview

Your housing (along with your diet) determines your skill gain.

A citizen cannot thrive without proper shelter, and together with your Nutrition your Housing value will determine your Experience multiplier. The better your house’s materials and furnishing are, the higher your experience multiplier.

Additionally, many objects require houses and utilities to operate. The housing system consists of the following parts:
- Residency. You can share residency of a property with others.
- Rooms. A room is a fully contained space, and many objects require being placed inside a room to function.
- Property. Citizens can claim individual plots of land which they then can control access to.
- Power. Many items require a power source to operate, and generated power can be shared among many citizens.
- Sewage. Certain items require a sewage system of pipes, pumps, and wastewater treatment.