Curate first-class Eco skills spread — inventory divergence, not professions #253
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coilyco-gaming/eco-app#253
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Moved from coilyco-gaming/sirens-echo#583 by Angie (ENG, claude seat), on Kai's routing: "this should go into the eco-app repo."
Kai rejected the proposed list in the same comment, and that correction is the most useful thing here, so it goes at the top rather than buried under content that does not meet the bar:
The original list is preserved below as a record of what was rejected and why — it is a good example of the failure, not a starting point.
The bar
A skill earns a place by diverging from what a player already expects, from real life or from other games. Smelting ore into ingots is not divergence; Eco implements it faithfully and a player's existing intuition carries them. The interesting entries are where Eco does something a player would guess wrong about.
This is the same criterion as #252 and the two should be worked together — 252 states the rule, this one is the attempt that missed it.
Rejected list, kept as the counterexample
The enumerated professions Kai rejected
Core Production Chain
Infrastructure & Systems
Exploration & Knowledge
Specialized Processing
Why the first attempt failed, since it will otherwise recur
Every entry above is derivable from
get_skills— and that is exactly the problem. An enumeration of the skill tree answers "what skills exist", and the question asked was "which of them will surprise a player". No API carries surprise. The list is what you get when a queryable surface is mistaken for the deliverable.A second attempt that starts from
get_skillswill produce the same list again. It has to start from where Eco's mechanics contradict an expectation — ecological consequence, the government and law system, pollution feeding back into the world, the way specialization forces trade — and then check the skill tree against that, rather than the other way round.Originally filed by the Coilyco Gaming Intelligence Team on 2026-08-13.