About Eco City [V14]
From mod.ioEvaluate, rank and reward settlements.
Eco City is a mod designed to evaluate, rank and reward settlements based on several criteria: Ecology, Technology, Governance, Comfort, Trade and Culture.
As soon as a settlement is established, players can request information and an evaluation of their settlement.
As the game progresses, settlements will be awarded a rank based on their growth.
The mod runs on its own and is independent of the rest - you simply need to edit the configuration file (at least to specify the currency used).
The mod includes a competitive element: Settlements are ranked for each criterion, and will be rewarded according to their ranking and effort.
Criteria have been balanced to encourage renewal and competition, as well as cooperation and interaction between players from different settlements.
Reward amounts can be customised; I recommend that rewards increase gradually, to reward most competitive settlements throughout the game.
Calculations and rewards are also balanced according to number of players in the colony: the larger the colony, stricter the calculations are, but greater the rewards will be.
The mod has been translated into English and French.
Requirements for the mod to work properly:
- The server must be configured with a single currency: criteria and rewards are based on a single currency. A version that would allow bartering and all forms of currency is currently under development.
- The mod only works in multiplayer mode, as a lot of calculations depend on interactions between multiple settlements/players.
Installation:
- Unzip the archive into the server directory.
- Set up the mod and follow the installation guide included in the archive (InstallationGuide.txt).
Brief explanation of criteria:
Trading -- Settlements must trade with their neighbourhoods, not just with their own citizens.
- 1 point for each coin traded with another settlement. Exports are worth more than imports. Internal trades give nothing.
- Points fade over time, so keep trading.
- "Economic balance" bonus: for importing and exporting in equal measure.
- "Fair Trade" bonus: for trading with different settlements.
Culture -- A settlement with a rich cultural life is an attractive one.
- 1 point for each reputation exchanged with other settlements. Receiving is worth more than giving. Internal exchanges give nothing.
- Reputation for architecture or paintings is worth more than for players.
- Dinner parties give points based on food tier and guest satisfaction. They are strong but temporary.
- "Tourism" bonus for welcoming visitors, and "Exploration" bonus for visiting other settlements. Both decay over time (down to a floor of 50% of their peak).
- A player who gives away too much sees their reputation lose value.
- Reputation exchange between two settlements is capped, so spread it across several settlements.
Technology -- A settlement that is evolving its industries is a thriving one.
- Points awarded for each specialty in the settlement. Higher tier, rarer, and higher level mean more points.
- Mastery bonus: for being the first settlement to max out a specialty.
- Spread citizens across different specialties. A second citizen with the same speciality scores less, and from the third the score drops sharply.
Comfort -- A productive settlement is important, but the happiness of its citizens should not be neglected.
- Points are based on housing and nutrition scores (on 12-hour average). Nutrition is worth slightly more.
- Points are also based on citizens' best tool, vehicle, and clothing. Higher tier, more points.
- "Shared well-being" bonus: you earn a share of your neighboring settlements’ comfort. Export more to them, especially comfort goods, to earn more. It’s capped per neighbor and can’t exceed your own base points.
Ecology -- While a settlement must produce and grow, it must also pay attention to its ecological footprint.
- Start with points that grow daily until day 15. Then penalties apply based on settlement's environmental impact.
- Four ecological footprints, from least to most penalizing: Resource exploitation, overconsumption (waste), soil contamination, and air emissions. The penalty also varies depending on the environmental impact (pulling a weed impacts less than cutting a tree).
- The ecological footprint works like a debt: cut down a tree, own a tree. Replant to pay it off. Replanting more than you use earns no points.
- Some debts are gradually reduced as plants and animals regrow.
- Each settlement has some leeway before receiving penalty points.
Governance -- Despite competition among settlements, it is important to be able to collaborate.
- Points are based on citizen's count in your settlement, country, and federation, added together. The number of settlements doesn't matter.
- "Leader" bonus: applies if you lead a country or federation. It's worth more if your settlement is a minority there, and less if there are many leaders.
Icon designed by Magnific (www.magnific.com)
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 1d ago.
Eco City [V14] on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Eco — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 0.14.6, released 2026-10-14
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 0.14.6 | 2026-10-14 | n/a | n/a |
| 0.14.5 | 2026-10-09 | n/a | n/a |
| 0.14.4 | 2026-09-29 | n/a | n/a |
Run Eco City [V14] on a Eco server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogTechnology & automation
Machines, power, logistics and automation.
Compatibility
- Game
- Eco
Verified at the source
- ✓mod.ioOfficial listing, checked 2026-10-15Open ↗
- ✓AuthorLouck92, as published on mod.io
- ✓LicenseNot published by the sourceFree






