# How To Set Max Players On Your Eco Server (/docs/eco/max-players)



import { Step, Steps } from 'fumadocs-ui/components/steps';

Eco's `MaxConnections` setting controls how many players can be connected at once. Eco simulates a full ecosystem, economy, and government — each player adds significant load — so the right value depends on your world size and server resources.

Change the Player Count [#change-the-player-count]

<Steps>
  <Step>
    Stop your server [#stop-your-server]

    In the [XGamingServer Panel](https://panel.xgamingserver.com), go to **Console** and stop your server.
  </Step>

  <Step>
    Open Network.eco [#open-networkeco]

    Click **Files** in the sidebar, navigate to the **Configs** folder, and open `Network.eco`.

    {/* Screenshot needed: File Manager showing Network.eco */}
  </Step>

  <Step>
    Edit MaxConnections [#edit-maxconnections]

    ```json
    "MaxConnections": 20
    ```

    The default is typically **100**, but the practical limit depends on your world size and server plan.
  </Step>

  <Step>
    Save and start [#save-and-start]

    Click **Save Content** and start from **Console**. The new limit takes effect immediately.
  </Step>
</Steps>

Recommended Player Counts by World Size [#recommended-player-counts-by-world-size]

| World Size                | Recommended Max | Notes                                                                     |
| ------------------------- | --------------- | ------------------------------------------------------------------------- |
| **Small** (72×72 or less) | 5–15            | Resources deplete quickly with too many players. Best for close groups    |
| **Medium** (100×100)      | 15–30           | Best balance of community interaction and resource availability           |
| **Large** (140×140+)      | 30–50           | Large worlds handle more players, but the economy needs critical mass     |
| **Very Large** (200×200+) | 50–100          | Only with strong server resources. Players may feel isolated on huge maps |

Why Eco Is Resource-Intensive [#why-eco-is-resource-intensive]

Eco simulates a full civilization, not just terrain. Every connected player adds load from:

* **Economy simulation** — property ownership, crafting, market activity
* **Skill progression** — full skill trees and specializations per player
* **World impact** — terrain modifications, structures, pollution effects
* **Government** — laws, elections, taxes
* **Network sync** — continuous data synchronization for all the above

If you notice lag or slow simulation:

* **Lower `MaxConnections`** to match your actual player base — there's no benefit to 100 if you typically have 10
* **Check resource usage** in the **Activity** tab in the panel
* **Consider world size** — a smaller world with more players runs better than a huge world with few

> **Tip:** Eco shines when player count matches world size. A small, active community of 10–20 players on a medium map creates a much better experience than 50 players spread across a massive world where nobody interacts.

> **Note:** `MaxConnections` only limits **simultaneous** connections. Eco tracks data for everyone who has ever joined, so disconnected players keep their property, skills, and economy data for when they return.

Related Guides [#related-guides]

* [Configure Your Server](/docs/eco/configure-your-server)
* [Connect to Your Server](/docs/eco/connect-to-your-server)
* [Reset Your Server](/docs/eco/reset-server)
