⚠️ 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.

HomeTopicsLaws

Laws

Laws

Cause-and-Effect rules designed by citizens and enforced automatically in order to achieve societal goals.

Laws are the means by which the government makes changes in the world, to achieve the goals of the populace.

Laws are created by placing a SmallCourtItem or a LargeCourtItem, and depending on the available Civic Articles, may require an election to pass. Each law is created with a list of causes and effects, and when the cause happens, the effect will be activated. This allows a lot of flexibility in how the laws work, and they can cover many areas, from taxation to regulation to paid out funds incentivizing activities.

Many ‘Cause’ choices will provide context about the citizen who triggered it, where it was triggered, etc. These ‘context’ properties can be seen in the Cause tooltip, and are available for specifying data in the ‘Effects’. For example, an effect may tax the specific player who chopped down a tree.

Injunctions

Injunctions, which can be created on a LargeCourtItem, have the ability to block laws on a lesser court. Each injunction states a list of triggers and legal actions that will be blocked in a defined set of child settlements (or all, if left blank). This can be used by countries to block laws that a town have passed, for example.
The ability to create injunctions is a powerful feature that should be considered when forming a country or federation, as it can have a big influence on the government of children settlements. Powers can be defined in the constitution of the settlement to lay out who can make injunction additions and changes, if any. The role of injunctions should be carefully discussed among town leaders when joining together to form a country.