The quality of your residence affects your XP gain.
There are 2 primary purposes for player homes in Eco:
Contents
1 Building Materials
2 Furniture and Skill Points
2.1 Diminishing Returns
2.1.1 Category Diminishing Returns
2.1.2 Material Diminishing Returns
2.1.3 Room Diminishing Returns
2.2 Improving your Housing Score
2.2.1 Hypothetical Maximums
2.3 Furniture Value
2.4 Ownership
2.5 Maximizing housing points
2.5.1 House size
2.5.2 Bedroom furniture
2.5.3 Living room furniture
2.5.4 Toilet furniture
2.5.5 Kitchen furniture
2.5.6 Common furniture
2.5.7 Summary
Buildings are made from different kind of building materials which is required to have workbenches and furniture / decorations to function.
Tier 1: Adobe
Tier 2: Hewn Log, Mortared stone
Tier 3: Lumber, Brick, Glass (Also Copper pipe, Iron pipe)
Tier 4: Reinforced Concrete, Corrugated Steel (also Steel pipe)
Tier 5: Ashlar stonework such as Ashlar Basalt, Composite lumber, Flat Steel, Framed Glass, and carpet blocks cotton carpet, nylon carpet and wool carpet
Housing is one of the 3 ways which players can gain passive Skill Points, the other two being food XP (by eating various foods) and idle XP (which is granted without needing to do anything). To start gaining housing XP, at least 1 room must be constructed within a single claimed land which is authorized under the player.
Only the interior need to be within claim, the walls can be outside of claim.
Then, housing furniture must be placed in the room, and there must be no industrial table in the same room. Some of the furniture, such as Wooden Straw Bed or Butchery Table, provides furnishing value, representing how much XP per day a player would receive, if first placed in a room under optimal condition. Also, check if a furniture has a valid status after placing it: interact (E) with it, and ensure the top left green indicator is lit. Most furniture must be placed on solid ground, most fuel consuming items must be fueled (at least with a wood pulp), items requiring electrical or mechanical power must be powered, volume of the room must be large enough, and kitchen equipment must be placed in a sufficient tiered room.
After getting the XP from very first furniture placed in very first room, below are what player can do to further increase the housing XP:
Construct a different room and placing down a different type of furniture. There are 4 types of rooms: Bedroom, Kitchen, Living Room and Bathroom.
Placing down different type of furniture within the same room. Eg, a bedroom can contain Bed, Nightstand, Dresser.
Placing down sub-furniture in the same room, which are Seating, Decoration and Lighting, capped to certain percentage of main furniture points. Bedroom can additionally take in a small amount of Living Room furniture.
Placing down multiple instances of same type of furniture. For example, placing down a Wooden Fabric Bed followed by a Wooden Straw Bed in a same room.
Construct a second room of a type, eg, a second bedroom, second living room, etc.
Using a higher tier of building blocks to construct rooms, with Tier 1, such as Hewn Log being lowest and Tier 4 such as Framed Glass being Highest.
Constructing bigger room such that more furniture can be squeezed into the same room.
Min-maxing by choosing a correct combination of certain type of furniture. For example, in a Living room, place 5 Upholstered Couch followed by a dozen of Padded Chair.
Below are why housing points are not granted in a room, or lowered from the optimal points:
When determining how many SP/day a given piece of furniture will give you, there are three different kinds of diminishing returns you must consider:
The first is category diminishing returns. Each piece of furniture belongs to a category, and each item past the first in a given category yields less value than the previous. For instance, both Stuffed Jaguars and Carved Pumpkins are in the decorative category, so putting both in a room will count for less.
You can calculate for yourself the diminishing returns as follows:
A room has two stuffed jaguars, a carved pumpkin, and a small rug in it. We create a list of all the Decoration* objects in the room, and order them by their value:
We put a third stuffed jaguar into the room.
The end result is that adding the third jaguar has lowered the room's value from 3.96 to 3.89, showing that more furniture is not always better if it "conflicts" with other furniture with low diminishing returns.
To avoid category diminishing returns, try to fill your home with a variety of different furniture categories that have a low % penalty on yields when repeated.
Note that there is a hard asymptotic cap on furniture yields. For instance, if you have spam a piece of furniture with a 50% reduction, then no matter how many repeats of that furniture you have, you will never achieve more than 2x that furniture's base value by spamming that piece of furniture.
The second type of diminishing returns is material diminishing returns. The room's value, as calculated above, may be reduced depending on the tier of the room. As mentioned above under building materials, each room has a tier based on what materials were used to construct it. Each room can only support 5 value worth of furniture per tier of the room. (For instance, a tier 3 room can support 15 value worth of furniture.) Rooms made of mixed materials can yield decimal tiers, such as a brick/mortared sandstone room being tier 1.39 and supporting 6.95 worth of furniture.
Any value past what the room can support is affected by diminishing returns, on top of the category diminishing returns listed above. This is a reduction on the value of the room. The first **100% **of the soft cap counts as 100%, the second 100% of the soft cap counts as 50%, the third 100% of the soft cap counts as 25%, etc. Thus, like the Category Diminishing Returns, there is an asymptotic hard cap to the value of any room. No matter how much furniture you have in a room, you cannot get more than twice the value of the room's soft cap.
Room diminishing returns works like category diminishing returns, except that it applies to rooms instead of pieces of furniture.
There are four "categories" of rooms: Kitchens, Bathrooms, Bedrooms, and General Rooms. To determine what kind of room a given room is, the game looks for any furniture that is in a given category. For instance, a Latrine has a "Room Category" of "Bathroom," so including it in a room will turn that room into a bathroom. The exception is furniture in the "General" category; this can be added to any room without changing the room type, and a room is considered a "general" room if it entirely lacks bedroom, bathroom, or kitchen specific furniture. If furniture conflicts (such as a Latrine and a Wooden Straw Bed in the same room) then the room's type will be determined by which category has the highest total base value. All furniture from the other room category (such as bathroom furniture in a bedroom) will be disabled and their yields will be 0.
There is one special room category for furniture: "Industrial" Any industrial furniture in a room will automatically make that room industrial, regardless of what other furniture is in the room. All industrial rooms contribute 0 room score, regardless of their contents. Thus, putting a bloomery in your bedroom will nullify its SP yields entirely.
The first room in each of the four useful categories provides its full value to a player's housing SP bonus. Each room past the first in any given category is subject to a 50% penalized value. Thus, if you have two bathrooms, one at value 8 and one at value 6, your total score for bathrooms will be 11. (8 + 50% of 6).
A players total SP due to housing is equal to the sum of the four categories of rooms.
To summarize the above: to gain a higher room value, you must increase the quality of your rooms. You can do this by:
In theory, a tier 4 room can support 20 value of furniture, and asymptotically approaches an adjusted value of 40. A player can have four such rooms, for a total value of 160, and as a player build duplicates of these rooms, they will asymptotically approach a total of 320 SP/day.
In practice, however, the nature of the asymptotic hard cap makes 320 unachievable. Players can never actually get there; they can only get arbitrarily close. Players must choose at what point the diminishing returns are strong enough that it is no longer worth improving their housing. For instance, two copies of a four room complex that has an adjusted value of 30/room can give a player 180 SP/day, which is a highly respectable amount and should be sufficient even for late game.
Information coming soon...
Deeds can support multiple residents and allows duplication of each room without incurring duplicate room penalty. IE: A deed with 2 residents can have 8 rooms (2x kitchen, 2x living room, 2x bedroom, 2x bathroom) without incurring a room penalty.
Adding residents incurs a new penalty that reduces total housing bonus (table coming soon). Though the penalty is far less than the additional rooms and rewards more residents, i.e.: 3 residents incurs a 50% reduction of housing bonus but allows 3x the rooms without penalty. Theoretically a tier 1 soft-capped house with 12 rooms would provide a bonus of 30 while a tier 1 soft-capped house of 4 rooms would provide a bonus of 20 as a sole resident.
As of current version, Update 9.7.6, it is possible to reach 30 points (which is diminished from 40 points actually) for each type of 4 rooms (Bedroom, Living room, Toilet and Kitchen) by combining different furniture of each sub-class to minimize diminishing and maximize points.
Example of minimum house size to reach 30 points of each rooms:
All values are internal size.
| Room | L | W | H |
|---|---|---|---|
| Bedroom | 12 | 8 | 4 |
| Living | 11 | 8 | 4 |
| Bathroom | 15 | 8 | 4 |
| Kitchen | 11 | 8 | 4 |
By tiling these 4 rooms in a square, the minimum overall size is:
House foundation: 29 x 19 = 551 tiles
Additional tiles per floor: 551 (roof) + 540 (wall) = 1091 tiles per floor.
Level 1: 1642,
Level 2: 2733
Level 3: 3824 tiles
Level 4: 3824 tiles (lbff: I'm guessing)
Futon bed: 1
Fabric bed: 3
Nightstand: 7
Lumber dresser: 6
Couch: 1
Animal mount: 1 (interchangeable with shelf or fireplace as long as the 'Living' component is maximized)
Shelf: 5
Adorned fireplace (fueled): 2
Upholstered couch: 3
Padded chair: 4
Animal mount: 3 (avoid wolf mount)
Toilet is the easiest to score high point due to low diminishing.
Water closet: 2
Bathtub: 1
Large toilet mat: 5 (not to be confused with general rug)
Towel rack: 2
Industrial Sink: 1 (needs an inlet and an outlet pipe which need to be turned on)
Small sink: 8
Washing machine: 1
Washboard: 4
Metal stove: 1 (need exhaust pipe and fueled)
Modern Stove (fueled): 1
Kitchen Bakery Oven (fueled) 1
Mill: 1 (need nearby windmill)
Butchery: 4
Salt basket: 4
Fridge: 4 (fridge is 10% worse compared to industrial fridge so you don't need to keep foods in it)
Note: The Industrial fridge provides no housing points, but it is 10% better than a fridge. Put outside of rooms to save space.
Put the items below into EACH room.
Large rug: 2 (Toilet need 3 more large rugs, Living room only need 1 more.)
Steel ceiling lamp: 3 Toilet needs 1 more.
Seating: 2 adorned table + 2 bench. Toilet needs 6 more adorned chairs
Toilet need 1 more.
lbff: The information for the seating seems like there is an error, duplicate Toilet
TO-DO
With the above setup you can get 120 points per 'floor', or up to 225 points if you build 4 floors. It is no longer possible to reach over 264 points (no matter how many copies of rooms or furniture) as of current update.