Configuring World Generation
World generation in Eco sets long-term server cost and gameplay pacing, so map size and biome layout should be chosen from performance targets, not only preference.
World Size (WorldGenerator.eco)
Warning: World sizes must be multiples of 4. Larger worlds (100x100+) require significantly more RAM (16GB+).
Seed
Change the Seed value to generate a different map layout. If you change dimensions or seed, you must delete the existing world save to regenerate it.
Worldgen Decision Matrix
Choose world dimensions based on your expected concurrent population and hardware class. Smaller worlds intensify political/resource conflict but keep simulation cost predictable, while oversized worlds reduce player interaction and increase backup time, save size, and migration complexity.
- For 10-20 players: Prefer compact worlds to keep trade routes and law enforcement meaningful.
- For 30+ players: Scale map size gradually and benchmark CPU usage after each major population increase.
- After generation: Lock seed/dimensions for the season and publish wipe criteria early.
Operational Checklist
Treat this topic as a repeatable server operation, not a one-time change. Schedule changes during lower traffic, announce maintenance windows, and keep a rollback snapshot before each update. If your server is modded, validate changes on a staging copy first so startup logs, world loading, and player joins are confirmed before production rollout.
Validation Steps
- Capture baseline metrics: Record CPU, RAM, and average player ping before changes.
- Apply one change at a time: Avoid batch edits that make root-cause analysis difficult.
- Review logs after restart: Check for version mismatch and dependency warnings immediately.
- Run a real join test: Confirm fresh clients can connect and complete core gameplay actions.
- Observe for at least 24 hours: Validate behavior under peak load, not only right after reboot.
Performance and Stability Notes
Most hosting incidents come from resource spikes combined with configuration drift. Keep restart cadence predictable, review world/save growth weekly, and cap optional systems that generate extreme entity counts. When performance drops, compare with your last known-good baseline and revert recent high-risk changes quickly to reduce downtime.
Backup and Rollback Policy
Use automated daily backups plus pre-change snapshots for risky operations. Keep at least one off-node copy and test restore procedures routinely. A practical retention strategy is 7 daily, 4 weekly, and 2 monthly restore points. If a change causes instability, roll back first, stabilize service, and then reattempt with a narrower test scope.
Game-Specific Hosting Notes
- Simulation tuning: Law, meteor, and economy settings should be tested together to avoid destabilizing progression.
- Admin policy transparency: Publish governance rules clearly so law changes do not feel arbitrary.
- World lifecycle: Plan season length and wipe criteria before launch to prevent mid-cycle conflict.