ECO: Global Survival is not like most survival games when it comes to server resources. The server runs a full ecological simulation around the clock - pollution levels, climate data, wildlife populations, soil quality - whether anyone is logged in or not. That changes the RAM calculus significantly.
Most hosting guides on this topic say something like “4-8GB, it depends” and leave you to figure out the rest. This guide breaks down the actual factors so you can pick a number with confidence instead of guessing.
World Size Is the Biggest Variable
This is the factor most people underestimate. ECO’s default world is 72x72 tiles, which covers 0.52 km². The simulation tracks ecological state across every tile in that world, so RAM usage scales with the size of the map itself - independent of how many players are on.
Here are the officially supported world sizes and their areas:
| World Size | Area | Notes |
|---|---|---|
| 72x72 | 0.52 km² | Default - recommended starting point |
| 100x100 | 1 km² | Good for 10-20 players |
| 140x140 | 1.96 km² | Comfortable for mid-size communities |
| 172x172 | 2.96 km² | Approaching the upper end of practical use |
| 200x200 | 4 km² | Maximum officially supported size |
Beyond 200x200
Strange Loop Games officially supports worlds up to 200x200 (4 km²). Larger dimensions may load, but the developers don’t take bug reports for them and instability is common even on high-end hardware.
World dimensions must be divisible by 4. A developer at Strange Loop Games has stated that 32GB of RAM is recommended for a full 4 km² world with 40 active players - which gives you a useful anchor point for understanding how aggressively RAM scales at the upper end.
For most community servers, the sweet spot is somewhere between 100x100 and 140x140. Larger worlds look appealing, but ECO’s pollution and ecological mechanics are designed around a specific player-to-world-size ratio. A 200x200 map with 10 players often means the ecology never responds meaningfully to what those players do - which defeats part of the point.
Player Count Matters, But Less Than You’d Think
Each additional player adds a relatively small amount of direct RAM overhead - estimates put it around 50MB per active player for their data, inventory, and session state. On a default world, jumping from 5 to 20 players isn’t going to double your RAM usage.
Where player count actually matters is in what players do. More players means more buildings constructed, more crafting chains running, more government laws enacted, and more economic contracts tracked. All of that accumulates in the simulation state over time, and that’s where RAM creep comes from on active servers.
A quiet 20-player server where half the group logs in once a week will be much lighter than an active 10-player server where everyone is online daily building infrastructure and passing legislation.
World Age and Simulation Complexity
This is the variable that catches most server operators off guard, and it doesn’t show up in any hosting FAQ.
ECO’s simulation doesn’t reset between sessions - it accumulates. Every structure built, every law passed, every crafting station placed persists in the world state. Strange Loop Games explicitly calls out “sophistication of play” as a RAM driver, specifically citing law complexity as an example. A server with an elaborate government system, active trade networks, and a heavily developed map will use noticeably more RAM than a fresh world with the same player count and world size.
In practice, this means you should size your RAM for where the server will be in a month or two, not where it is at launch. A world that runs comfortably on 4GB in week one may start showing strain by week six or sooner if the civilization is active and building.
Size for the future
When choosing a plan, think about where your server will be at the midpoint of your playthrough, not day one. RAM is easy to upgrade, but it’s easier to start with a reasonable buffer than to troubleshoot degraded performance mid-campaign.
Mods
ECO mods are generally lighter than what you’d see in something like a Minecraft modpack - there’s no JVM overhead, and the mod ecosystem is smaller. That said, mods that expand wildlife, add new biomes, or introduce complex economic systems do add to the simulation load.
A reasonable buffer for a moderate mod list is 1-2GB on top of your base estimate. If you’re running a heavily modded server with expanded ecology or large wildlife populations, treat it like bumping up a world size tier.
ECO mods are installed server-side and automatically downloaded by clients when they join, so there’s no manual distribution headache.
RAM by Scenario
Use this as a starting point. Your actual usage may vary based on how active your players are and how far into the playthrough you are.
| Setup | World Size | Players | Mods | Recommended RAM |
|---|---|---|---|---|
| Small group | 72x72 | 2-5 | None | 3GB |
| Friends server | 72x72 | 5-15 | None/light | 4GB |
| Small community | 100x100 | 10-20 | Light | 6GB |
| Active community | 140x140 | 20-30 | Moderate | 8GB |
| Large world | 200x200 | 30-40 | Any | 10-12GB |
Info
These figures assume a reasonably active playthrough at the midpoint of a campaign, not a fresh day-one world. If you’re launching a new server and want the minimum to get started, you can start one tier lower and upgrade if needed.
A Note on CPU and Storage
RAM gets most of the attention, but ECO is worth understanding on the CPU side too. The server runs its simulation on a single core, so clock speed matters far more than core count. A high-frequency CPU will handle ECO’s tick calculations better than a many-core server with lower per-core speed.
For storage, ECO worlds can grow to 10GB or more per save file once you factor in backups - especially on long-running servers. Make sure your host doesn’t charge for or strictly cap disk space. WinterNode doesn’t meter CPU usage or disk space, so neither will sneak up on you as your world develops.
If you’re looking for an ECO server, WinterNode charges $1.99/GB RAM with no separate fees for CPU, storage, or bandwidth. At that rate, the difference between a 4GB and 6GB plan is $3.98/month - usually an easy call if you’re planning a world larger than the default. Everything’s backed by a 48-hour refund policy if it’s not the right fit.
Got questions about your specific setup? Our support team responds to tickets with actual humans, and we’re on Discord if you’d rather chat in real time.
Frequently Asked Questions
A default 72x72 world with a small group (under 10 players) can run on 3GB. Larger worlds, more players, or heavy mods push that to 6-8GB. A max-supported 200x200 world with 30-40 active players needs 8-12GB or more.
Yes, and it's the biggest factor. ECO simulates ecology across every tile in the world, so RAM scales significantly with world dimensions. Going from a 72x72 to a 200x200 world roughly doubles your RAM needs even with the same player count.
Yes - 4GB works well for a default 72x72 world with up to 15 players and no heavy mods. It also gives headroom as the world ages and buildings accumulate.
Somewhat. ECO mods are lighter than something like a Minecraft modpack, but entity-heavy mods that add wildlife, biomes, or complex crafting chains do add overhead. Budget an extra 1-2GB if you're running a significant mod list.
ECO's simulation accumulates data as your civilization grows - buildings, laws, economic contracts, and government structures all persist in memory. A world that ran fine on 4GB at launch may need 6GB after a month of active play.






ECO: Global Survival