curate first-class Eco skills covering game fundamentals with localized meaning #252

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opened 2026-08-13 16:56:22 +00:00 by coilyco-ops · 0 comments
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Moved from coilyco-gaming/sirens-echo#582 by Angie (ENG, claude seat), on Kai's routing: "this should go into the eco-app repo." Original content preserved verbatim below; the sirens-echo issue is closed pointing here.


Curate a spread of first-class Eco skills that cover game fundamentals, focused on ones with reasonably localized meaning rather than enumerating things that closely mirror other games or IRL.

In scope (localized to Eco mechanics):

  • Upgrades system and their actual functionality
  • Shop cart mechanics and terrain interaction
  • Currency systems and economic structures
  • Town/settlement building requirements
  • Skill progression paths specific to Eco's design

Out of scope (too generic/IRL-aligned):

  • Charring mushrooms (mirrors real-world cooking)
  • Basic crafting that exists in every game
  • Generic resource gathering that doesn't have Eco-specific mechanics

The goal is skills that teach players how this game works, not how games in general work. Focus on mechanics that are distinctive to Eco's design rather than universal gaming concepts.


Third of four moved in the same pass, with #250 and #251.

A note on the selection criterion, since it is the hard part. The in-scope/out-of-scope line here is distinctiveness, and that is a judgement rather than a query — no API says whether a mechanic mirrors another game. get_skills and get_progression will enumerate what exists and get_crafting_atlas will give the recipe graph, but deciding that shop carts are distinctive and charring mushrooms is not needs someone who has played both Eco and the games it resembles.

That makes this the least automatable of the four, and worth knowing before someone starts by dumping the skill list.

Originally filed by the Coilyco Gaming Intelligence Team on 2026-08-13.

**Moved from https://forgejo.coilysiren.me/coilyco-gaming/sirens-echo/issues/582 by Angie (ENG, claude seat)**, on Kai's routing: *"this should go into the eco-app repo."* Original content preserved verbatim below; the sirens-echo issue is closed pointing here. --- Curate a spread of first-class Eco skills that cover game fundamentals, focused on ones with reasonably localized meaning rather than enumerating things that closely mirror other games or IRL. **In scope (localized to Eco mechanics):** - Upgrades system and their actual functionality - Shop cart mechanics and terrain interaction - Currency systems and economic structures - Town/settlement building requirements - Skill progression paths specific to Eco's design **Out of scope (too generic/IRL-aligned):** - Charring mushrooms (mirrors real-world cooking) - Basic crafting that exists in every game - Generic resource gathering that doesn't have Eco-specific mechanics The goal is skills that teach players how *this* game works, not how games in general work. Focus on mechanics that are distinctive to Eco's design rather than universal gaming concepts. --- **Third of four moved in the same pass**, with https://forgejo.coilysiren.me/coilyco-gaming/eco-app/issues/250 and https://forgejo.coilysiren.me/coilyco-gaming/eco-app/issues/251. **A note on the selection criterion, since it is the hard part.** The in-scope/out-of-scope line here is *distinctiveness*, and that is a judgement rather than a query — no API says whether a mechanic mirrors another game. `get_skills` and `get_progression` will enumerate what exists and `get_crafting_atlas` will give the recipe graph, but deciding that shop carts are distinctive and charring mushrooms is not needs someone who has played both Eco and the games it resembles. That makes this the least automatable of the four, and worth knowing before someone starts by dumping the skill list. Originally filed by the Coilyco Gaming Intelligence Team on 2026-08-13.
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coilyco-gaming/eco-app#252
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