recursal/Fanatic-Fandom huggingface dataset:
The final stretch before testing

Development Blog - Yevheniy

##### July 1, 2017

Last month is probably a new productivity record: 87 of scheduled tasks completed with a delay of only a couple of hours.

Most of the work was aimed at preparing for closed testing, in particular, creating an interface and adding all the low tier buildings. So now there are facilities associated with the production of clothing and footwear: tannery, slaughterhouse, weaver’s, tailor’s and shoemaker’s workshops. Raw materials for them are cow hides, hemp and lime (later this list will be broadened). The models for them so far look too simple, but the main focus now is core gameplay, so that’s ok.

Another big shift has taken pace in trading. Now in order to make a trade agreement with other town you’ll need to send there a messenger. You can watch how he moves on the map

When arrived, he can make deals for 30 days:

I decided to complicate everything again and separated cows, bulls and oxen, all of which can be bought from outside. So there’s no more same-sex breeding, sorry.

For local trade we have now separate market stands that have 4 slots. You can set them to sell whatever you want (providing you have it in your warehouse or granary):

Citizens will buy here whatever they need.

Agriculture became even more complex. Now each piece of land has three indicators of nutrients, that absorbed by different plants in different proportions:

Only thoughtful crop interchanging will prevent land from exhaustion. If there’s a manager on the farm, you can set up an automatic crop rotation. Leaving field fallow or, even better, using as a pasture helps restoring land fertility.

This is by far not all that was added in the last month. Substantial changes and optimizations were made on construction, transportation of resources, personnel management. The game now is much more complicated than what I imagined it will be three years earlier. But I believe this will make it stand out among other city-building games.

Further plan is to prepare the game for testing. I need to finish the saving/loading system, add some hints and fix some most irritating problems. Hope this won’t take more than a week. I want to remind you that this build will have only placeholder models of buildings, some missing animations, and many more symptoms of an unfinished game. The main goal is to test core mechanics and get relevant feedback.

Recently, when I read the fellow city-building developers blog, I came across information that their project earns the minimum wage by selling alpha on their own site. And I suddenly thought that the minimal wage in UK is not so bad for Ukraine:) I mean monthly minimal in UK is what I pay for house rent for like 13 months. Of course the game is not yet ready for Steam Early Access, but this kind of soft start among a limited circle of fans, I think it’s worth a try. If lucky, I could quit my job and even have a couple of weekends in a month 🙂 And in the meantime, continue to add features.

Anyway, first of all – closed testing. This way I should see the weakest spots in my game without an unnecessary risk.
Smithy

Produces nails, metal parts, and horseshoes from Iron and Charcoal.

## Production

Produces nails for use in construction and metal parts for use in construction and maintenance or carts, wagons, and plows at the Carpentry.

Production of either requires both iron and charcoal.

It requires:

- 2 iron (cost = 0,24) and 200 charcoal (cost = 16) for producing 10 nails (cost = 0,5);

- 2 iron (cost = 0,24) and 200 charcoal (cost = 16) for producing 1 metal part (cost = 0,5);

- 2 iron (cost = 0,24) and 200 charcoal (cost = 16) for producing 1 hosrseshoe (cost = 0,5).

Only horseshoe can't be bought on market.

## Workers

You can assign up to three male workers to a Smithy. Workers are responsible for collecting charcoal and iron, as well as producing selected goods.
Glassworks

Glass products are made by melting a mix of sand with potash in a kiln. For a batch of 50 units you'll need 50 sand and 25 potash.

You can use either firewood or charcoal as a fuel. Products are produced in batches of 50 units which take 30 units of charcoal or 100 units of firewood. You can choose which fuel to use in supply options.
Alpha 1 patch 3

Development Blog - Yevheniy

##### October 27, 2017

So here comes the next batch of fixes. Still far from all (as I write this, there’s 67 more unread emails, most of which are bug reports). Hope I’ll get this all sorted out in next week to finally get back to adding new features.

**Added/changed**:

* can now store wheat and sunflower in a granary
* can now prioritize gathering over reaping on a farm
* added a progress bar in each field row in farm interface
* slightly increased cows birth rate
* added model of potato baskets on a cart
* added an option to simplify shadows (for better performance)
* more reeds on the first map
* added an offline tool to change graphical settings without running game (**ostriv\_settings.exe**)

**Fixed**:

* goods stopped being delivered to the trading post in some cases
* month number was incorrect in save names
* various things weren’t cleared between game sessions (money, wages etc.)
* random crash after town hall construction finished
* number of people looking for job was always 0 on pause
* imported goods were always delivered in amount of 1.0, no matter how much actually ordered
* citizens, who moved out weren’t properly fired from laborer positions, leading to unexpected results, including broken saves
* numbers rounding in a trade deal dialog was a bit wrong
* occupied space indication didn’t show on some buildings in bigger towns (150+ population)
* crash when trying to get cows on pasture that is not yet ready (still removing trees)
* random crash when trying to create a new field/pasture
* firewood price wasn’t affected by town hall price settings
* no one works for free now
* crash when changing construction priority
* when new local families formed in later game, it led to various unexpected results, including carts stuck to citizens

some problems may still persist in old saves, but won’t appear again.

**To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves will stay.**
Iron ore mine

You can place an iron ore mine only on locations with available ore deposits.

Once built, miners will extract the ore and collect it in storage outside the mine. As they dig deeper, additional wood will be needed to build mine reinforcements.

Iron ore can later be processed at a smeltery into iron or exported to other towns.
Trading post

Allows trading with other cities.

## The Basics

> "Build a trading post and hire a manager to be able to create new trade routes. Assign workers for loading and unloading trade wagons."
>
>

The Trading post allows you the important ability to buy and sell certain resources between cities. Resources such as iron can only be obtained through the Trading post, and since iron is necessary to produce nails and build, this makes the Trading post an essential feature of any village that hopes to grow beyond the limits of the starting resources. You can trade by either receiving messengers from other cities or by paying money to send messengers to other cities.

The Trading post needs a Manager and can have up to 4 workers. You cannot send or receive trade messengers without a manager. You may do this without any workers, however if a wagon arrives to load or unload goods and there are no workers assigned, it will eventually drive away and the trade deal will be cancelled. Active trade deals with a city may be seen on the Map page by clicking on the active city.

## Trading goods

Here is listed each city with which you may trade, and the possible resources they may offer or demand. Not all of the items shown will be offered or demanded each time you trade with each city. To send a messenger to a city costs 5 money for every day of travel it takes for him to reach the city.

```
For more information on each good, see the Resources page.

```

```
This list may not be complete. Some resources may appear only rarely.

```
Wheat

Wheat harvest

Wheat is a resource grown by Farms. It can be turned into Flour by a Windmill or used as feed for chickens, pigs, or horses.

Wheat harvest is an intermediate resource found only when workers or laborers are harvesting a wheat crop from a field and carrying them to a Farm. Once stored in a Farm, the Wheat harvest will be threshed by a worker and become Wheat. The wheat harvest icon is the same as the wheat icon, but with a sheaf in a circle overlaid to signify it is a new harvest.
Roadmap

+ improved trading: trade by sea and by river, negotiations, discounts, reputation
	+ more statistics(production, consumption, trade etc.)
	+ more production chains
	+ education, religion, entertainment
	+ ~~graveyards~~✓
	+ crime, justice and security
	+ more types of housing(row houses etc.)
	+ more types of bridges, paved roads
	+ ~~pigs~~✓, ~~sheep~~✓, ~~chicks~~✓, orchards, more crop types
	+ ~~more sound effects and music~~✓ even more
	+ improved graphics and optimized performance for bigger cities
	+ Linux (and maybe Mac) support
	+ weather effects
	+ improved navigation
	+ cats and dogs
	+ more believable behaviors, social activities, animations
	+ more realistic products consumption, ~~real demand for food variety~~✓
	+ products quality, spoilage
	+ worker experience, sharing experience, manager skills
	+ private businesses
	+ ~~vehicles wearing out~~✓
	+ more town hall functionality : advisors, policies, personnel management
	+ more maps with different landscape types
	+ ~~ability to select camp position~~✓
	+ better tree models
	+ ~~better UI~~✓
	+ more languages
	+ complete game manual and in-game tips
	+ more options, ~~customizable key bindings~~✓
	+ customizable building colors, ornamentation
	+ customizable building forms, ~~free form fields~~✓
	+ modding support (level editor, building editor)
Tavern

Serves drinks to tired citizens.

Serves drinks to tired citizens.

The tavern operates as a house, but requires alcohol such as Mead or Horilka to be available for purchase within your village (in Market stall, not only waiting in Trading dock). The tavern is required for immigration beyond a population of 400. It's mentioned under a category of 'Entertainment buildings'.

There's separate tax for taverns, which can be set in Economy panel. After alcohol is put for sale in Market stall, family moves into Tavern and starts business here. As of 4.5, player has no control over it, so Tavern functions like a private family business.
Blog

The development blog from Yevheniy.

https://ostrivgame.com/blog/

March 5, 2021 - Alpha 4 released!

January 25, 2021 - What is taking so long

July 28, 2020 - Alpha 3 patch 4 hotfix 2,3

July 19, 2020 - Alpha 3 patch 4 hotfix 1

July 7, 2020 - Alpha 3 patch 4

May 2, 2020 - Alpha 3 patch 3 hotfix 1

April 29, 2020 - Alpha 3 patch 3

April 16, 2020 - Alpha 3 patch 2

April 7, 2020 - Alpha 3 patch 1

March 29, 2020 - Alpha 3 hotfix 3

March 26, 2020 - Alpha 3 hotfix 2

March 21, 2020 - Alpha 3 hotfix 1

March 19, 2020 - Alpha 3 released!

September 25, 2019 - Alpha 2 patch 4 hotfix 1 and 2

September 24, 2019 - Alpha 2 patch 4

July 16, 2019 - Alpha 2 patch 3

July 9, 2019 - Alpha 2 patch 2

May 25, 2019 - Alpha 2 patch 1

May 3, 2019 - Alpha 2 released!

December 21, 2018 - Alpha 2 development update

May 24, 2018 - Alpha 1 patch 8

April 16, 2018 - Alpha 1 patch 7

February 23, 2018 - Alpha 1 patch 6

February 4, 2018 - Alpha 1 patch 5

November 11, 2017 - Alpha 1 patch 4

October 27, 2017 - Alpha 1 patch 3

October 22, 2017 - Alpha 1 patch 2

October 19, 2017 - Alpha 1 patch 1

October 18, 2017 - Alpha 1 release notes

August 26, 2017 - Patch 9 release notes

August 1, 2017 - Patch 8 release notes

July 9, 2017 - Testers wanted!

July 1, 2017 - The final stretch before testing

May 21, 2017 - Status report and closed testing announcement

April 10, 2017 - City guard and town hall

February 21, 2017 - Greenlight rush and progress report

January 31, 2017 - Seasons change video demo

January 19, 2017 - Advanced farming and customizable buildings

December 28, 2016 - Three years summary

December 3, 2016 - New buildings and visual improvements

November 5, 2016 - First video

October 26, 2016 - Big gallery update and development progress

*October 11, 2016 -* First 10 days online

*October 1, 2016 -* The blog started
Pig

Pigs live in a Pigsty. While alive a pig consumes 15 units of Water and Wheat, Potato, Buckwheat, or Sunflower each month. When slaughtered with the Slaughterhouse it produces Pork and Salo. When a pig is butchered before it is mature, it will give an amount of Pork and Salo related to how old it was, up to 100 Pork and Salo each at 1 year and older.

Male pigs are boars and female pigs are Pigs. Both Boars and Pigs must be living in the Pigsty to reproduce.

(Note that there are not distinct models for Boars and Pigs.)
Cart parking

Provides storage for four carts.

## Carts

Carts are ordered from a carpentry via the sidebar of the cart storage. Carts cost 1500 wood to create and are also maintained by carpentry workers.

## Workers

The cart parking has no workers. Citizens hauling goods for other buildings will take carts from the cart storage in order to carry more goods. Carts are returned to their cart parking after use.
Cucumber

Cucumbers are a food resource grown by residents in their village house with a garden.

They can be bought from residents through the Granary, Trading post, and Trading dock.

Cucumbers can be sold in Market stall, Trading post and Trading dock. It was the only garden product that had no use in trading and couldn't be used in Pigsty, too, so to make income on cucumbers player had to put them on market stall. Since Alpha 4 Patch 4 cucumber can be sold to Barvinkove.
Tailor's workshop

Produces Clothes and Warm clothes.

## Production

The Tailor's workshop produces

* Clothes out of Textiles, at a rate of 10 Textiles (ppu 0.20) to make 10 Clothes (ppu 0.25)
* Warm clothes out of Broadcloth and Sheepskin, at a rate of 10 each (ppu 0.20 for Broadcloth and ppu 0.25 for Sheepskin) to make 10 Warm clothes (ppu 0.40)

Therefore it is profitable to buy Textiles, produce Clothes and sell it again (0.05 earnings each), but not with buying Broadcloth and Sheepskin to produce Warm clothes as there's a loss of 0.05 each.

## Workers

You can assign four workers to a tailor's workshop. Workers are responsible for collecting required materials and for producing the clothes.
Boatyard

Produces fishing boats and small trading boats.

## Production

Produces boats for Fishing docks on demand. Each boat costs 2000 wood. Boats are ordered from the sidebar of the fishing dock.

The Boatyard also maintains existing boats, repairing them when they become too damaged to be used.

## Workers

You can assign two workers to a Boatyard. Workers are responsible for collecting wood for new boats and repairing existing boats.
Bugs & Crashes

It is recommended to save often and make checkpoints. Ostriv is still an early access / alpha game, and crashes will occur.

All bugs and crashes may be reported by emailing yevheniy@ostrivgame.com **[Only relevant game reports will be reviewed].**

**Always attach the most recent log.txt file when reporting bugs or crashes.**

### Bugs

In-game bugs should be reported in as much detail as possible, with screenshots if possible (the Windows Snip & Sketch tool or other comparable tools are good for this).

log.txt and the .save file can be useful for reporting bugs.

### Crashes

As described in the "HOW TO REPORT BUGS.txt" file included in all Ostriv downloads:

1. Make sure you're using the latest version of the game. You can check at https://ostrivgame.com/blog/
2. If the game crashed on startup (before the game loads and you can save) or does not start:
	* Describe the situation,
	* Attach log.txt
	* Try to launch with different settings with ostriv\_settings.exe
3. If the game crashes while playing:
	* Load the most recent save and try to reproduce the crash.(If you can't reproduce it, it likely can't be fixed by Yevheniy).
	* If you can reproduce it, describe how and attach the .save file so Yevheniy can solve it on his end.
	* Attach log.txt.

### Testing

Villages with greater than 500 population may be sent to Yevheniy (as a .save file) for game testing and performance improvements in future updates.
Derkachi

### Offers

Dried fish, Flour, Iron, Iron ore, Leather, Lime, Metal parts, Potato, Salo and Salt

### Demands

Apples, Buckwheat, Charcoal, Chicken egg, Clothes, Honey, Horilka, Shoes, Sunflower oil and Wheat

### Livestock

Pig, Cow and Horse

Derkachi is one of the neighboring villages in Ostriv that can be traded with, along with Merefa and Balakliya.

Likely based on the town of Derhachi, Kharkiv district, Ukraine.

One of three cities selling Iron ore, added in Alpha 4 Patch 6. Before that version it was also selling Potatoes, currently removed from its offer list.
Chicken egg

Chicken egg is a food item collected from the Chicken coop.

It can be sold at Market stalls and bought and sold by the Trading post.

Chicken eggs count as 1/100th of a unit of food, which means that 1 Egg = 0.01 of other food resources. An example would be that 100 Eggs is equivalent to 1 Chicken meat.
Orchard

A place to grow fruit trees.

## The Basics

To start growing trees in the orchard, you need to hire workers and choose the type of trees in the building's properties panel. The workers will plant trees until they fill the whole orchard area.

Trees must be at least 2 years old to bear fruit. Maximum yield reached on 5 years age. Amount of fruit harvested also varies from year to year.

If you want to change the type of trees after they are planted, you need to remove all existing trees by checking "Remove Trees". As a byproduct of clearing trees, some firewood will be produced and stored in the orchard building.

## Orchard Size

You can resize orchards, just like houses with garden. The size of an orchard has no effect on the cost to build. Default size contains plot 8 by 8 trees big, resulting in 60 trees available (building takes space of 4 trees).

## Planting and Work

You may hire up to 5 workers at an orchard at any time. Workers may plant trees during any month of the year, even in winter. You will know if a tree is going to bear fruit if it is flowering during the spring and summer (indicated by having white leaves).

By June, you will begin to see fruit in the trees of mature trees.

Fruit should be ready to harest starting in June. Because of this, you should be able to finish harvesting all fruit before your workers are needed at the farm fields.
Laborers cannot help with harvesting or planting trees, but they can help haul away the fruit.
If you wait too long to harvest, all the fruit will be lost for that year. (In my experience, October is the cutoff date for harvesting fruit.)
Chicken

Chickens live in the Chicken coop and can be bought through the Trading post. Chickens consumes Water and Wheat, Buckwheat, Sunflower or Linseed and lay Chicken eggs.

There is no distinction between a cockerel and a hen, just chickens and chicks. Hatchlings are born when Chickens are living in a Chicken coop, and will grow up to become Chickens. If the Chicken coop is already at the limit for Chickens when a Hatchling becomes a chicken, you will remain at the limit and gain Chicken meat.
Sunflower

Sunflower harvest

Sunflower is a resource grown by Farms. It can be used by the Oil workshop to produce Sunflower oil or used as feed for chickens or pigs.

Sunflower can be bought and sold by the Trading post.

Sunflower harvest is an intermediate resource found only when workers or laborers are harvesting a sunflower crop from a field and carrying them to a Farm. Once stored in a Farm, the Sunflower harvest will be threshed by a worker and become Sunflower. The sunflower harvest icon is the same as the sunflower icon, but with a sheaf in a circle overlaid to signify it is a new harvest.
Stable

Stables house and breed Horses.

## The Basics

Stables hold horses used for pulling wagons at the Wagon shed. Horses can be bred to produce more horses, or converted into draft horses.

Horses need water, wheat, linseed or hay, to thrive. To create draft horses also requires horse tack and horseshoes to be supplied. Draft horses can also be directly purchased from Merefa.

## Description

When you buy horses from neighboring towns, they will be assigned to a stable with more space. Make sure it is staffed and has stock of all required resources before the trader arrives. Assigned workers will gather the required resources and place them in storage.

Once housed in a stable, the details of each horse can be viewed in a list showing the sex and age of each animal. The list also includes a button to convert that animal into a draft horse. Conversion of a horse into a draft horse requires 4 horseshoes and 1 horse tack.

Draft horses continue to live at the stable until a wagon is built. The carpenter will take the horse, and a fully-built wagon with its horse will be moved to the appropriate Wagon shed.

Below the list of horses in the stable sidebar is an option to toggle allowing breeding of horses. Disabling this option was once the only way to control the number of horses you have, as they couldn't be slaughtered.

## Workers

The stable can employ up to 4 workers, of either gender.
Merefa

### Demands

Buckwheat, Chicken egg, Dried fish, Flax, Flour, Horseshoe, Iron, Lime, Metal parts, Salo, Salt, Sunflower and Sunflower oil

### Livestock

Live chicken

Merefa is one of the neighboring villages in Ostriv that can be traded with, along with Derkachi and Balakliya.

Likely based on the town of Merefa, Kharkiv district, Ukraine.
Alpha 3 hotfix 1

Development Blog - Yevheniy

There’s also a known issue of workers getting stuck on the field. If you have a save before this happens, please send me at yevheniy@ostrivgame.com

**Added/changed**

* Increased the font size in help windows

**Fixed**

* Crash when a wagon returns to the shed (in some cases)
* Key bindings didn’t work correctly
* Crash when clicking the town hall button before the camp started
* Crash when clicking “Save” the second time before there’s any autosaves.
* Crash when emptying some buildings
* Crash when using an eyedropper tool
* Crash after demolishing a bridge
* Stone stack on construction site didn’t show properly
* Crash after bridge (and possibly some other buildings) construction finished
* Lime kiln could stuck on gathering

More fixes coming soon. Thanks for backlogging me with feedback!
Horse

Horses can be purchased through the Trading post, and live in Stables. Once there, any horse can be converted into a Draft horse for pulling wagons with Horse shoes and Horse tack. Horses require water, and wheat or hay or linseed to live.

Horses can become draft horses when at least 2 years old, no matter if they're male or female. Only a trader from Merefa can sell already 'prepared' draft horses. Up to 3 horses can work in Wagon shed and a pair only can work in Saltworks (there's no possibility to use one ox and one horse),
Wooden bridge

The wooden bridge is used to cross rivers.

The cost of a bridge depends on how many "sections" long the bridge is.
The cost to build a bridge is 1000 wood  and 20 nails  for the first section, and then 2000 wood and 40 nails for every additional section.

 Wood | 1000
 Nails | 20

Fishing boats can pass freely beneath the bridge. Most rivers in the game can be crossed by a bridge with six (6) to fourteen (14) sections.

### Trivia

The largest bridge across water possible to build in the game seems to be 215 sections long, costing 431000 wood and 8620 nails.
Testers wanted!

Development Blog - Yevheniy

##### July 9, 2017

While I’m making some final preparations, you can fill in this simple form to get involved in closed testing of city-building game Ostriv.

I should warn you beforehand, that this game build is far from final: it works only on Windows, contains only first 23 building types, UI is minimal, some animations are missing, loads of bugs etc. The main goal is to see the weakest spots in the main gameplay decisions and get reasonable feedback particularly on gameplay.

As long as it is a closed testing, you can not disclose screenshots and videos to the public.

As soon as I’ll get everything ready, I’ll start sending test builds. I think it will hapen in the course of next week.

If there’s too many volunteers, probably, not everyone will get involved. I’ll choose based on placement of stars and planets, so try to be more descriptive.

**UPD Jul 18 2017**: testing is now in progress, but you can still apply. I’m approving applications in batches to have always fresh minds when I release new patch.

**UPD**: closed testing is over now
Horilka

As of v0.4.4.4, Horilka was listed with its icon after unchecking 'Only available' checkbox in Warehouse. It was already 'hidden' in this list after Alpha 4 release, yet there was no icon.

It's one of the few items referring to alcohol production, along with Mead, Hops and, probably, Barley.

It was introduced in Alpha 4 Patch 5, but only as a trade item sold by Barvinkove. It's used by Tavern, just as Mead.
Charcoal pile

Two adjacent charcoal piles full of charcoal.

Produces charcoal from firewood.

   The charcoal pile is used by workers or laborers to produce charcoal.

A single charcoal pile requires 10,000 firewood (cost=0) before the workers will light it to produce 10,000 charcoal (cost=800). 1/2 of month is required for burning firewood to charcoal.

After some time, the wood is burned to charcoal and it will be collected as needed until the charcoal pile runs empty.

It is recommended to have either two charcoal piles running simultaneously, or have charcoal being stored in a warehouse when not being used. If you only have one charcoal pile and run out, it will take a long time to make more charcoal.
Barber Surgery

Housing and business that provides haircuts and health services

A barber surgery acts both as a housing and business for a family owning it.

## Health

Barber surgeon's family will settle in a town with over 200 population.

Citizens will visit a barber surgery for haircuts or medical treatment and spend their money there. Also a barber surgeon will visit patients at their home.

A barber surgery is a private business so it doesn't bring money directly to the city treasure, but you can set a monthly tax for it in the treasury panel. It is important to have enough wealthy citizens in your town for a barber surgery to be profitable.

Price for services depends on local market price.
Stone storage

Stone storage.

This building serves as an additional storage place for stone, limestone or iron ore which can't be stored in warehouses.

This building doesn't hire any workers so it relies on laborers, or dedicated delivery workers from cart shed or wagon shed. The latter two require "Regular deliveries" to be enabled for stone storage supply to work.

Only one type of resource can be stored at a time. To change the stored resource, you need to empty the previous one first.
Camp center

The Camp center is the acting Town hall that exists when you first place your village. The Camp center is where your Mayor and Builders are employed and where you can view your Population and Economy stats. However, you cannot control pay rates, rent, or market costs from the Camp center. It automatically disappears when you build a Town hall.
Hay dryer

Produces hay from nearby grass.

## Production

In one production cycle, up to 400 hay is produced and stored. Production, however, is only possible within mowing seasons, which are from May till end of September.

## Sidebar

On the very top, you can see the current production cycles progress.

If mowing season is over, it displays the message "Not a mowing season". Otherwise (if one is present) it will show you the current laborer/Cowshed worker (only one laborer/worker can work simultaneously). Hovering over them you get information about their name and current status. **Left clicking** selects the citizen.

Further, the currently stored goods are displayed. If grass is stored, it will be converted to hay once the production cycle is completed. All stored grass will be converted at once, a new production cycle can only be started once no more hay is stored.

## Visual

Depending on the stored amount, either no, some or a lot of hay is displayed on the rack.

## In-game Description

When you place hay dryers, laborers or cowshed workers will mow nearby grass and leave it for drying to produce hay. Hay is used as food for animals in winter.
Granary

Food storage

Granary workers collect chosen resources to have them sorted all in one place. It's useful to have a granary close to a Market stall.

A granary can hold up to 10 unique resources at once.

Its storage capacity is 20 000. As of Alpha 3, there was no limit to the quantity of resources that may be stored within a single granary. It was introduced in Alpha 4, along with capacities for every storage (and production) building. It was increased in Alpha 4 hotfix 2, previously being 15 000. As of Alpha 4 Patch 4, food doesn't spoil and it's not known if it'll be implemented and, if so,when.

## Storage

Resources that can be stored in the Granary are listed below. (G) means that given food type can be bought by local purchase as it's only grown in gardens (see Village house with a garden):

* Beef
* Beetroot (G)
* Buckwheat
* Cabbage (G)
* Carrot (G)
* Chicken egg
* Chicken meat
* Cucumber (G)
* Dried fish
* Fish
* Flour
* Honey (G)
* Horse meat
* Milk
* Mutton
* Onions (G)
* Pork
* Potato
* Raspberry (G)
* Salo
* Salt
* Sunflower
* Sunflower oil
* Wheat

## Workers

You can assign two workers to a Granary. Workers will be responsible for retrieving resources to be stored and also for delivering resources to be sold. Resources can be retrieved and delivered by laborers, carters or wagons if selected, but they are off by default.

When they are not busy, Granary workers will supply resources to nearby market stalls.

To buy local products from villagers, there must be at least one worker hired. Small checkbox next to these 'special' products must be checked (yellow instead of gray), otherwise only way to store them there is relocation from another granary (or trading post/dock).
Buildings

Redirect to:

* Category:Buildings
A complete list of all buildings, sorted by category as in the game. Click here for an alphabetical list.
Buildings and more can be built from the construction tab at the bottom of the page.

## Water

* Platform
* Well

## Production

* Forestry
* Farm
* Windmill
* Chicken coop
* Cowshed
* Pigsty
* Slaughterhouse
* Tannery
* Hay dryer
* Carpentry
* Charcoal pile
* Smithy
* Clay pit
* Tailor's workshop
* Weaver's workshop
* Shoemaker's workshop
* Thatchery
* Oil workshop
* Boatyard
* Fishing dock
* Lime kiln

## Trade & Transport

* Hay barrack
* Granary
* Warehouse
* Trading post
* Market stall
* Cart parking
* Wooden bridge
* Wagon shed

## Decoration

* Fence 1
* Fence 2
* Fence 3
* Fence 4
* Big arch
* Small arch
* Ash tree
* Dog-rose bush
* Birch tree
* Cottonwood tree
* Pine tree
* Bench

## Religion

* Burial plot
* Small chapel 1
Alpha 2 patch 1

Development Blog - Yevheniy

##### May 25, 2019

This update is mostly consists of fixes based on your awesome feedback after initial alpha 2 release.

**Added/changed:**

* Changed fonts for better readability on different systems
* New UI scale options: 80% and 90%
* Pigs can now die of old age just as cows
* Slightly optimized for big towns
* Doubled amount of carried resource when loading/unloading trade wagons
* Graves are now better placed on uneven ground
* Now farm oxen only consume hay in winter
* Can now specify limit for yearly wheat supply in windmill
* Cows left on a pasture for winter will die of hunger
* A message “died of old age” now links to the family of deceased
* Added status strings for charcoal pile
* Now sorting resource lists alphabetically
* Added more floating notifications on problems

**Fixed:**

* Some statuses in fishing dock were never shown
* Several small UI fixes
* Trade wasn’t ready for chicken eggs
* Beef and hides amount when slaughtering cows didn’t depend on age
* Another crash after demolishing some buildings
* False shadowing when shadows disabled
* Some resource stacks were invisible
* Severe lag during harvesting in big towns
* False “inaccessible” during coastal buildings construction
* Crash when starting new game after hovering a building
* It was possible to build partially on water, which led to navigational anomalies
* Plowed field was visible even under snow
* Edge scrolling didn’t always work
* Crash after setting up a place for reforestation
* Undefined behavior when chickens die during relocation
* White lines appeared when trees are close to water
* Crash in March when cows are being delivered to a pasture
* Crash when slaughtering cows (only happened on low FPS)
* Glitches when displaying too many connections
* Crash after someone died of old age
* Carpentery hoarded fake metal part reserves
* World map town demand/proposal could stuck in some cases
* Game files sometimes were saved without “.save” extension
* When demolishing unfinished reforestation area ghost trees were left
* A field being stuck in pasture mode forever, not letting reassign or demolish
* Undefined behavior when relocating pigs by several workers, led to several memory error later in game
* Slaughterhouse workers could slaughter more than required
* Couldn’t store salt in a warehouse
* Could create unlimited number of deals
* Couldn’t place bushes near trees
* Drinking water consumption was abnormally low

Some problems may still persist in old saves, but won’t appear again.

**To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves and options will stay.**

If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender

**If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link: https://aka.ms/vs/15/release/vc\_redist.x86.exe**
Farm

Manages field works, ploughing, crop rotation.

## The Basics

Build a farm to be able to grow crops. Use the 'Add field' button to specify an area for growth. The created field will be automatically assigned to the current farm, but you can later reassign it to other farms or a cowshed/sheep farm.

All assigned fields will be shown in the farm's properties panel. You can drag and drop them to change the priority.
Choose a crop by clicking on crop icon and switch the field to 'Active' to start sowing. If there's a plough on a farm, sowing will start after the field is ploughed. Ploughing helps restore soil fertility.

Leaving the field fallow or, even better, using it as a pasture restores fertility.

You can hire workers for ploughing and taking care of draft animals. Also, laborers will be automatically hired on sowing and harvesting.

## Nutrient Needs

Crops need different nutrients, which are currently coded as Red, Green, and Blue. The table below shows the exact percentages that each crop needs, at maximum. Typically crops will consume slightly less because of late sowing, resulting in less growth time and reduced yield. Yield is reduced by about 5% of 'default' value each week, e.g. after sowing a field in 3rd week of March its yield will be around 90% of 'default' (two weeks skipped).

Plowing a field reduces the nutrient consumption by 1/5th and adds +15% to a fields nutrients after plowing each spring.

## Crop Rotation

A crop rotation guide made by /u/KA9099 and posted to /r/OstrivGame. Thank you!

(A crop calculator has been made available, updated to Alpha 4. Click here!)

## Field Size and Labor

* The larger the fields, the more workers you need to sow and harvest the crops.
* You can tick 'Prioritize gathering' if you think winter is coming too fast, destroying what is already harvested but still lying on the ground. This way they will harvest and gather straight away.
* As of Alpha 3.4, you can now see the dimensions when creating a field.
* As of Alpha 3.4, field workers can now take more than one stook on the way back, greatly reducing crop gathering time.

Fields size is given in both dimensions and size in units. It's possible to put two or more fields with the same dimensions and different size, e.g. 30x30, 850 units and 30x30, 900 units. It's caused by terrain shape or fence structure. Every fence is divided into few sections and there's a point after which it divides further. It doesn't necessarily affect length shown when putting it around field – e.g. fence divided into 6 parts can be pulled little further, then divide into 7 parts and still have the same length shown to player.
Alpha 1 patch 8

Development Blog - Yevheniy

##### May 24, 2018

So here’s the bad news – this is the last update for Alpha 1. But there’s also a good one: from this moment I’m getting down to the next alpha, which will bring a lot more new features. Of course the development of this new version will take much more time but I’m sure it worth it.

During open testing of Alpha 1 I gathered a whole lot of useful feedback and it lets me see the future of Ostriv clear like never before. First of all it’s time to completely overhaul the UI, improve pathfinding and graphics. Sure there will also be a lot of new buildings. Some game systems require substantial changes, so this new version will not have backwards compatibility with alpha 1 saves.

Follow the news to learn more about alpha 2 later.

But here’s what we have now:

**Added/changed**:

* chickens are now born as hatchlings and can only produce eggs after 6 months old
* added walking animation for chickens

* smithy now emits black smoke when working
* can now relocate chickens between coops
* recompiled libraries to remove VS2013 dependency

**Fixed**:

* water reflection only looked as intended on 1920×1080 screen resolution
* water platforms on both sides of the river caused waterwalking
* some resource amounts flickered on pause
* when starting new game after another game loaded, some information on worldmap has no been properly cleared
* it was possible to create a field out of map borders, leading to random crashes

Some problems may still persist in old saves, but won’t appear again.

**To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves will stay.**

If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender

**If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link: https://aka.ms/vs/15/release/vc\_redist.x86.exe**
Paniutyne

### Demands

Apples, Beer, Broadcloth, Carrot, Clothes, Flour, Lime, Onions, Salo, Sunflower oil and Warm clothes

Paniutyne is one of the neighboring villages in Ostriv that can be traded with, along with Merefa and Balakliya, and Derkachi.

To trade with Paniutyne, the player must first build a Trading dock .

Likely based on the town of Paniutyne, Kharkiv district, Ukraine.
Sheep farm

A place for breeding sheep and production of wool and milk.

## Basics

Sheep farm was introduced in Alpha 4 Patch 4 with sheep themselves and new production chain. Sheep need a pasture, but similarly to Cows can also use fallow field. They will be held outside until winter.

Max number of sheep is 30, and storage capacity 7000, including max 500 for hay, so it's highly advised to build Hay barrack next to the farm.

## Workforce

Up to 4 workers can be employed on the farm, both man and woman.

## Food production

Workers will produce Wool every spring and Milk during whole year (less in winter). There's no different item for cow and sheep milk.

Sheep are made into Mutton (and Sheep hides) when slaughtered.

## Clothes production

Wool currently can't be sold in Trading post. In Fulling mill it is made into Broadcloth, which can be either sold to Paniutyne for 0.20 each or used in Tailor's workshop to produce Warm clothes (worth 0.40 each) from Broadcloth and Sheepskin (worth 0.25). It'd be easier to build both Sheep farm, Tannery and Fulling mill close to each other, but Fulling mill must be build by the river, on straight segment.

It is possible to make warm clothes without slaughtering sheep. When wool and Broadcloth comes from own production it can be combined with Sheepskin bought from Barvinkove (which also sells Wool, but no Sheep hides, which it demands). Broadcloth is sold by Merefa, but Warm clothes are cheaper than two resources combined (0.40 *vs* 0.20 and 0.25).
Alpha 3 hotfix 2

Development Blog - Yevheniy

##### March 26, 2020

A little more fixes. Thanks everyone for reports (still going through my backlog)

**Added:**

* Help text for water platform
* Now showing path to save folder in Save/Load screens

**Fixed:**

* Chicken relocation getting stuck when chickens died
* Tannery stopped working when gathered 4999 units of water
* Could build a farm filed partially on water
* Couldn’t demolish an empty lime kiln
* Chapel was a requirement even if there’s a church
* Crash when trying to put down a building
* Wagons could deliver more resources than available (also created a lot of mess with numbers)
* Limestone mining could stop if stone deposits are inaccessible
* Crash when gathering harvest from demolished fields
* Crash when a wagon returns to the shed (another one)
* Scrolling issue in saves list
* Could add duplicates in granary
* Panning didn’t work correctly if set to RMB or MMB
City guard and town hall

Development Blog - Yevheniy

##### April 10, 2017

After Ostriv has been greenlit, the workflow became much more balanced. Now I have time to pay more attention to the gameplay inner workings, not being distracted by making pretty pictures for a Greenlight campaign, which by the way performed pretty good.

In the course of all the years of development I made up a huge list of youtubers who make letsplays of building/strategy games, so I could later send them a copy of my game for review. And it was pleasantly surprising to see some of them reaching out for me themselves after my Greenlight campaign started. Also overall positive reaction on my game, even in such a raw state, is very heartwarming. Thanks to everyone for all the kind words! This really inspires. And now I’ll tell you on what exactly.

In April I had a lot of work on a town hall building, which I decided to endow with kind of innovative features. The town hall will not be just a building that collects stats, but a full-scale city governing authority.

* There is a department for each branch that is headed by an advisor.
* Advisors are being hired from educated citizens or invited from other towns.
* Each employee has experience and personal abilities, which influence department’s productivity.
* Every department has certain amount of points, which you can distribute for various tasks.
* To increase number of points, advisors need assistants.
* Every new workplace requires furniture. Also paper is required for the facility to work.
* To expand staff, you may need to build a bigger town hall building.

This way I’m trying to solve the late-game problem from which suffer most of city-building games. As the city grows, it requires more staff in town hall, hence more expenses. Besides, player’s personnel management can strongly influence the development of the city, which, on my opinion, could add more strategic possibilities.

Another new concept is a mayor’s time as an additional resource. This resource is spent on construction, trade agreements, new policy issues. Time resource restores as the game time goes on. To speed up restoring you’ll need to hire more assistants.

Also there’s a functioning city guard building now. The guards are keeping order and prevent crime, which may become a problem in bigger towns. The player can assign guards to watch a specific point or patrol arbitrary path.

Of course all of this is a subject to change as I’ll test this all on practice, but the main direction is there. Later I’ll probably tell about new production chains and citizens personal traits. Follow the news on Facebook and Twitter. Share your thoughts in comments below or in official subreddit: /r/OstrivGame/
Cow

Cows live in a Cowshed. While alive a cow consumes 25 Hay and Water per month when living in the Cattle shed, but consumes neither during the summer months when out in a fallow field. When a cow is slaughtered with the Slaughterhouse it produces Hide, Beef and Tallow. When a cow is butchered before it is mature, it will give an amount of Beef and Hide related to how old it was, up to 100 Meat and Hide each at 1 year and older. Male cows are Bulls, female cows are Cows.

A Cow of 1 year if age or older will produce Milk on a regular basis.

A Bull 1 year of age or older can be made into an Ox, which can then be assigned to a plow by the Carpentry (requires 2 Oxen) and placed on a Farm where it will plow fields.

Cows die of old age when they turn 19 years old.

Note that there are not distinct models for Cows, Bulls, and Oxen.

Oxen on ploughCows come in a few colors
Alpha 2 patch 4

Development Blog - Yevheniy

##### September 24, 2019

This update has a great chance to become the last one for Alpha 2. In coming months I’ll be putting more effort to prepare for Steam and GOG early access release along with a big content update, namely Alpha 3.
For those who missed this I’m reminding that Ostriv now has a Steam store page where you can wishlist it and follow the updates. Also just to remind to current owners that if you have bought the game on this site, there’s no need to buy it again: Steam activation keys will be provided to you for free once the game released on Steam and GOG. If you prefer getting updates from HumbleBundle link, no need to worry – it will be still regularly updated along with other platforms.

Now to what’s new in patch 4.

**Added/changed:**

* Redesigned the numeric system to show integer numbers. No more decimal points

* The game will now notify on the main screen if an update is available
* Added text descriptions about raw materials shortage in several buildings
* Added an ability to customize the look of market stalls. This feature will later be also implemented for other buildings

* Citizens can now buy multiple food items from market stalls at a time if they are sold nearby

* Now showing which resources are missing for the tanning batch
* The hay dryer now shows wet grass in right color

* Increased an amount of nails recovered from demolishing (50% to 80%)
* Decreased pig food consumption by 25%
* Now showing how many families are still living in tents
* Slightly optimized rendering with shadows disabled
* Now showing for how long current food/water stock gonna last in cowsheds, pigsties and chicken coops
* Added another autosave level autosave\_previous\_previous to be able to go back further

**Fixed:**

* Chickens didn’t lay eggs if no wheat in storage
* Tailors didn’t start production if textile amount is <0.5 while batch only needs 0.1
* It was possible to create an oversized field causing glitches and/or crashes
* Could only trade 20 nails at a time
* Laborers could sometimes get stuck as if they are hired workers
* Sometimes adult males were accidentally married to underage girls
* Citizens had jerky movements in older towns
* Supply limits didn’t reset on year change

**To update your game you can just download it again from Humble with the same link they sent you when you purchased the game and then replace it completely with your current version. Your saves and options will stay.**

If you have lost your link, you can use this tool to regain access: http://humblebundle.com/resender

**If you have errors regarding “MSVCP140.dll” you need to install Microsoft Visual C++ Redistributable for Visual Studio 2017. Here’s the direct link for 32-bit version: https://aka.ms/vs/15/release/vc\_redist.x86.exe and here for 64-bit: https://aka.ms/vs/15/release/vc\_redist.x64.exe**