EcoE
Eco
Jan 10

Medicine specialty branch

Adding a whole new branch of specialty that focuses on medicine. Starting with herbal remedies foraged in the different biomes (flowers, fungi, even bark of trees). Moving on to slightly more complex medicine, maybe some chemistry necessary in the laboratory. And finally reaching inoculation, nutrient supplementation, and antibiotics. Adding a branch of technology like this also open the door to adding different mechanics, although I had understood that damage per se is not something that devs want to add to the game, but maybe falling from height has a chance of breaking a bone, and now walking consumes more calories or makes you unable to add labor. You would need to go to one of this new specialist for a cast (a consumable), or a animal can bite you and you need a bandage, or you cut yourself while chopping down trees, or while cooking. You could even add that eating raw foods/lower tier food has a chance of causing a digestive infection, or you are randomly assigned to be allergic to certain food. Or regarding global event like natural catastrophes, a pandemic that requires certain resources to research, similar to how annexation works, for someone to find a cure/vaccine. Idk, something I’ve thought during my 1.7k hours in the game. I think it would make the gameplay more interesting while also increasing realism
PendingPending

Aug 26, 2026

lets make it arrea of effect from the hospital with XY medicine in it gets a bonus to hausing (so doctor would be public utility payed probably by goverment (or doctors create the medicine and goverment add ti to the hospital to provide the effect)) And from the player perspective they will have and first aid box in there house eating a medicine similart to the fireplace/torches. with this we can have the professions without any negative inpact for players) Ilnesses like work injury would be nice, increasing calory consumtion by 50% for 5h unless medicine is eaten. and bonus can be that tailor profession special clothes (which should decay over time) can provide big benefit reducing this probabbility. Something like that

Aug 1, 2026

Was just watching the new Little House on the Prairie and was struck by how important a doctor was to new settlements. I have always thought this game needed some sort of consequence for falling great heights or eating nearly spoiled food. Adding some medical mishaps, even if the effects were minor would open up a niche for a medical profession. Although I agree it would be better to have a doctor primarily provide bonuses instead of only treating maladies. A medical profession would also fit well to ameliorate some of the new pollution negatives. I hope Eco can find a way to implement one of the most important professions in human history!

Jan 11, 2024

Although I can vividly picture a hospital existing in Eco, I don't think having player injuries would be fun, I imagine it'd just feel like a chore that interrupts you from being a helpful member of society at random and inopportune times. Food allergies, crop blights, and (animal-only) diseases all sound like they could fit that niche pretty well though. Pandemics between players I'm iffy about. It'd be cool to have a 3rd way for the world to end between the meteor and pollution. But it'd feel weird to be punished for coming close to other people. Eco is really good at propelling social interaction, which would be lost if you were incentivized to social distance from other players.

Jan 11, 2024

Michael R Hanson: Yeah, I think from a player fun perspective it's important to avoid illnesses being "random", especially in a way that feels punitive. I would avoid things like fall damage or animal bites because it makes players feel wary (it's already annoying enough when your cart falls into the river). Negative effects should be mild not than debilitating. I do like Ryan's suggestion of smog-related health issues. I think maybe one way to implement "health" would be, not exactly a health bar, but maybe something tied into the existing XP system with positive and negative points similar to the food system. For example: -3: smog -3: occupational stress (20% mining, 30% chopping) +1: age (score becomes negative over time; endgame population eventually needs advanced medical care) +1: balanced diet +2: doctor's visit +1: massage chair The pluses/minuses would roll off over time on their own, but medicine could help negate some of the negatives. Also, XP (in general, including for food/housing) should probably impact other aspects of the game besides leveling, but that's a different discussion.

Jan 11, 2024

A medical profession could open up a lot of content for the game. Aside from treating people, plants and animals also suffer from illness too. Add blights that wipe out trees and crops. Diseases for animals. Both would add a way for life to go extinct without player intervention and also help curb out-of-control plant growth. Antibiotics are great! Until everything becomes resistant to it, better make a stronger one... Vaccines are expensive to develop, but if the government doesn't want a pandemic on its hands, they better fund its development and distribute it. Breathing in that sweet sweet industrial smog every morning? Yeah that's probably not good for you, better get that cough checked out. To keep the doctor relevant when nothing medically crazy is going on, they also need something they can produce that is economically useful. For example late-game they can upgrade regular seeds to GMO seeds.