Eco: city objectives, rewards and hourly income


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Eco: city objectives, rewards and hourly income
Published on Oct. 14, 2026

Give your cities a goal. A new exclusive Drooft mod for Eco Global Survival: city objectives. Every city on the server can complete major projects (town hall, port, sewer network, power plant…) to receive a reward in its treasury, then an income every hour as long as the project stays in working order.


16 ready-made objectives across three tiers.

  • Tier 1: town hall, port, landfill, energy park, public garden, library/museum, road to a neighbouring city
  • Tier 2: sewer network, city laboratory, trade port, power plant, central square
  • Tier 3: asphalt road to a neighbouring city, green energy park, street lighting, industrial power plant
By default, rewards are 1,000, 2,500 and 5,000, and income is 5, 10 and 15 per hour depending on the tier. Everything can be adjusted from the website: criteria, rewards and income. Add your own objectives (up to 20) or turn off the ones that don't suit your server.


How it works.

  • Every 10 minutes, the mod counts what has been built on each city's land: properties of the city and of its citizens
  • Some projects must fit on a single property, and unique buildings (town hall, library, central square, laboratory) cannot share theirs
  • A completed objective becomes "to validate": check the project in game, then validate it from the website or with the /objectifs valider command
  • The reward is paid into the city's treasury, once per city and per objective
  • Every hour, each validated project that is still complete pays its income. A dismantled or incomplete project stops paying, and resumes as soon as it is repaired, with no new validation


A public page for your players. Share its link: without an account, anyone can follow their city's progress criterion by criterion, see what is missing and which property is furthest along, with two countdowns: the next count and the next hourly income payment. You can also appoint trusted players, with their Drooft account, to validate objectives on your behalf.


Also new for Eco.

  • Specialty lock (Drooft mod): Mechanics and Industry can only be learned from a given day of the game (days 8 and 15 by default), so technology doesn't run away
  • Drooft admin commands: /recuperer brings a player's vehicles (wheelbarrows, carts, trucks…) back in front of you, for example when they are stuck or abandoned. The command can also be opened to players for their own vehicles, once every 10 minutes
  • Admin commands cheat sheet: all the useful commands of Eco and of the Drooft mods, with examples, on a dedicated page
  • Computer lab reserved for admins (Drooft mod): only admins can place it
  • No adobe touching water (Drooft mod): placing it above or against water is refused, and adobe already placed that way is removed at startup
  • Wealth tax: thresholds relative to the average wealth of active players, which follow the economy as the number of players changes, and a rule for players who have been away too long, taxed in full and left out of the redistribution
  • Single currency: a starting amount paid into the treasury of every new city


As with every Drooft mod, just tick the box on your server page: the mod is set up at the next start. To discover the game, visit the Eco page.