Eco server hosting, what makes it different

Feb 27, 20254 min read

Eco server hosting, what makes it different

Eco is not like other survival games to host. The differences are not small, and they shape every decision: which tier to pick, how often to back up, when to reset, even how to handle the play schedule.

If you have run a Minecraft or Valheim server before, throw out your mental model. Eco runs on different principles.

Eco worlds are expected to last months

In Minecraft, "we wiped" is normal. In Eco, the entire game is built around a long-arc playthrough: tech progression, an in-game economy, an elected government, and an approaching meteor. A typical Eco world runs 60 to 120 real-world days. Cutting it short ruins the experience.

Eco is the only survival game where downtime is a governance crisis. Players literally cannot vote during outages. The clock is real even when no one is logged in.

Implications for hosting:

  • Uptime matters more than performance. If your server is offline for two days, you have meaningfully disrupted democracy. Players literally cannot vote.
  • Backups matter more than anywhere else. Losing 4 hours of Minecraft is annoying. Losing 4 hours of Eco can mean a contract was never signed, an election was missed, a building plan was lost.
  • Migration is risky. Moving a 90-day-old Eco world to a new host should be planned and announced, not improvised.

Mindset comparison with the games people usually come from:

Concern Minecraft / Valheim Eco
World lifespan Weeks to months 60 to 120 days, planned
Resetting Common, accepted Devastating, end-of-story
Downtime cost Annoying Breaks active mechanics
Backup priority Important Critical, hourly minimum
Player time investment Per session Per arc

CPU shape

Eco is built on Unity, and the server is fairly CPU-hungry compared to Valheim or vanilla Minecraft. It uses multiple cores reasonably, but a single slow core will still bottleneck simulation steps.

Working numbers for a 10-player Eco server:

  • 4 to 6 GB RAM working set.
  • 1 to 2 cores of sustained CPU.
  • Memory grows over the playthrough as more world is explored and built.

By month 3 of a heavy server, you can be at 8+ GB RAM. Size up rather than try to squeeze.

Backups: hourly minimum, religious retention

The Eco save model writes the whole world periodically. A hot-copy backup at 30-minute or 60-minute intervals is the minimum we recommend. Daily snapshots with at least 14 days retention. Weekly snapshots for the full duration of the world.

Why this matters specifically for Eco: the player community has weeks of work invested in laws, contracts, market prices, and infrastructure. A single corrupted save without backups will end the server's social trust, not just its progress.

The "month 3 slowdown" is real

Almost every Eco world we have hosted shows the same pattern: the world feels snappy for the first month, fine for the second, and starts to chug somewhere in the third.

Server resource use over an Eco playthrough (relative to week 1)Wk 2Wk 4Mo 2Mo 3Mo 4Mo 5End21.91.81.71.61.51.41.31.21.110.90.8Load (1.0x = week 1)

Causes:

  • Explored area growsCauses:

  • Explored area grows, so server-side calculations grow.

  • Built structures accumulate.

  • Economic activity creates more contracts, ledger entries, market data.

  • Player counts often peak in months 2 to 3, putting more concurrent load.

What helps:

  • Ensure you sized for "month 3 you", not "month 1 you". Plan to be at 1.5x the resource use of week 1.
  • Some configs let you tune simulation granularity. Read the Eco server config carefully and consider lowering tick rates of non-critical systems.

Mods and the server

Eco's mod scene is smaller than Minecraft's but real. Mods generally fall into:

  • Quality of life (UI, inspectors, admin tools). Safe.
  • Content (new tech tiers, new recipes). Players need the same mods. Pin versions.
  • Economy / mechanics changes. Test on a side server before applying to a live world. These can interact badly with the existing world's state.

Election cycles and downtime

This is unique to Eco. Government elections happen on in-game schedules. If your server is offline during an election window, votes may not be cast, terms may not begin, laws may not pass. This can cause real friction.

Practical advice:

  • Schedule any maintenance windows outside in-game peak hours.
  • Tell players in advance if downtime overlaps an election.
  • Configure email or Discord notifications for unplanned downtime so admins can communicate quickly.

Hosting a server for a classroom or club

A niche Eco use case worth mentioning: Eco was originally designed with classroom play in mind. If you are running a server for a course, a study group, or a youth program:

  • Run a short-cycle world (30 days) rather than the default longer cycle.
  • Lock the mod list. Update only between sessions.
  • Have a separate admin account no student uses for play.
  • Back up every day, archive every week.

Sizing recommendations

For a small group (4 to 6 players, single playthrough):

  • 6 GB RAM
  • Plan for at least one upgrade by month 2 or 3

For a community (10 to 25 players):

  • 12 GB RAM
  • Reserved CPU
  • Backups stored off-host

For a classroom / structured group:

  • 8 GB RAM as starting point
  • Strict modlist
  • Dedicated admin account

Bottom line

Eco rewards stability and punishes downtime more than other games. Spend on uptime and backups. Don't overspend on raw performance until you've watched a world reach month 3 and felt where the actual constraint is.


Hosting your game server with AndroHost means we handle most of what's in this post for you automatically: tier sizing, SRV records, off-site backups, DDoS protection.

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