recursal/Fanatic-Fandom huggingface dataset:
Forestry

Produces wood, firewood, and Bark from nearby trees.

## Production

Produces logs if at least two workers are present. One log is converted into either 1500 wood or 1500 firewood.

## Sidebar

Using the sidebar once clicking on a forestry, you can **set production limits** by clicking on one of the three orange bars. Goods will only be produced up to this point.

### Storage

Underneath information about stored, reserved and awaited goods are displayed. **Reserved goods** are requested by other building (e.g. construction sites or Carpentry) and will be picked up by a workers/laborers of those later on, **awaited goods** are about to go into this buildings storage.

Even though storage limits may be set, it may so happen that the boundaries are violated. Especially because one log is converted into multiple pieces of wood or firewood, the set limits are, however, usually exceeded even further.

Log storage can get much higher than the maximal set value of 12 logs if trees need to be removed because of construction sites or if trees are marked to be removed.

### Worker

Lastly, you can see this buildings **workers**. Hovering over those you get information about their name and current status. **Left clicking** selects, **right clicking** on a worker fires the citizen.

You can hire up to 5 male workers to chop and process trees.

### Plant Trees

You can set an area to grow new trees for future wood production by clicking "Plant trees" and creating a field. Forestry workers will plant the whole area with young trees and once they are finished you can demolish the field or use it later to plant trees again.

## Visual

The appearance changes depending on the forestry's storage.

If logs are present up to 12 are rendered, if wood is present some of it is rendered on the side next to the entrance.

## Ingame Help Description

Foresters chop down trees for wood and firewood production.

You can mark specific trees to be cut by pressing "Mark trees for removal". Each forestry will refer to their own list for removal. If there's no marks, the closest tree will be chosen. Same way you can mark trees to be protected. Protected trees won't be chopped automatically, which is useful for decorative trees.

At least 2 workers required for chopping down trees.

Foresters will also clear the land for construction if necessary. In the case there's a much closer forestry, this task will be delegated to the closer one.

You can also remove a specific tree by clicking on it and choosing 'Remove'. A forestry also serves as a firewood shop, but only when there are workers assigned.

To grow new trees for future wood production click "Plant trees" button in forestry panel and then assign a field for reforestation. Forestry workers will plant the whole area with young trees. Once they are finished you can demolish the field or use it later to plant trees again.

If there are several forestries in the town, the trees will be planted by the closest one.
Greenlight rush and progress report

Development Blog - Yevheniy

##### February 21, 2017

Lately I’ve been really busy and had not much time to write detailed reports, so this time I’ll talk less and show more.

**Valve**‘s announcements about **Greenlight**is about to close are forcing me to push the development even faster. No one knows how this story will end up, but I think it’s much better to make it through before the $100 doors will close:)

First of all I’ve prepared all the tools I’ll need to create long-awaited animations. Also a lot of changes have been made to character rendering code about animation and about their look in general. I’ve made a system, which generates all the citizens variety: clothes, faces, hats etc. There’s also different clothes for different seasons.

Here’s how my animation tool looks:

It may seem too simple, but with it’s help I’ve made the first animation, that I’m satisfied with in my entire life:

Now in short about my advances since the last report:

1. A basic city control panel where you can set product prices, view city inventory, details about population, it’s employment and age stats.

2. A concept of persistent and temporary workers (laborers). Laborers are only getting payed when doing their jobs. It is handy for seasonal work on farms or resource transportation.

3. Added resources models to be shown while storing or transporting:

4. Added a WIP model of tavern as well as basic AI for citizens to visit it:5. Added a tree, which is an essential part of Ukrainian landscape, along with all required season-change data:

6. A lot of important but invisible work on save-load code.

7. A more convenient coastline snapping:

8. Some more invisible additions to construction process. Now there’s a resource graph in construction properties, that shows which resources are required at a given time. I’ve also made some additions to navigation, so construction workers not walking through already-built parts of the building.

9. Watermill WIP model:

10. Last couple of days I’ve been working on new landscape modification technology. It seems to be simple enough and have decent performance. Currently this system is applied on the clay pit simulation, so it becomes deeper as workers dig more clay from it. Maybe if I’ll have time I’ll describe it in more detail. But now I’m just showing how it looks:

That’s all for this time. I hope next time I’ll be announcing my **Steam Greenlight** campaign. If not, we gonna still have a nice trailer:)

Follow the news on Facebook and Twitter. Share your thoughts in comments below or in official subreddit: /r/OstrivGame/
Crops

Crops can be grown in a field and managed by a Farm.

## The Basics

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

All assigned fields will be shown in farm's properties panel. You can drag and drop them to change priority.

Choose a crop by clicking on the 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 reduces nutrient consumption by 20%, and restores 15 nutrients of each kind to each ploughed field (at the end of ploughing).

The soil contains 3 types of nutrients indicated by colors. You can hover your mouse cursor over them to see the exact values.

Each crop has specific demand for nutrients, so thoughtful crop rotation is crucial for productive farming. You can change crop types each winter manually or hire a manager to allow for automatic rotation with up to 6 slots.

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

You can hire up to 5 workers for crop processing, ploughing, and taking care of draft animals. Also laborers will be automatically hired on sowing and harvesting if it's enabled in hire options.

Here is a (somewhat outdated) Crop Rotation Guide showing how to get optimal crop returns:

Click here to get a copy of a Ostriv calculator to help with crops, economy, and resources.

A breakdown of how crops affect the field nutrients.

## Crops

### Wheat

Wheat can be used by the Windmill to make Flour and feed the village (through a Market stall), or it can be used in the Chicken coop or Pigsty as animal feed.

### Buckwheat

Buckwheat can be sent directly to a Market stall to be bought and eaten by villagers, or it can be used in the Chicken coop or Pigsty as animal feed

### Sunflower

Sunflower can be sent to the Oil workshop to make Sunflower oil, which can be sold at a Market stall, or exported through the Trading post, or it can be used in the Chicken coop or Pigsty as animal feed.

### Potato

Potato can be sent directly to a Market stall to be bought and eaten by villagers, or it can be used in the Pigsty to feed pigs.

### Hemp

Hemp can be sent to the Weaver's workshop to be made into Textile, which can then be sent to the Tailor's workshop to be made into Clothes, which can be sold at a Market stall, or exported through the Trading post.

### Flax

Flax can be sent to the Weaver's workshop to be made into Textile, which can then be sent to the Tailor's workshop to be made into Clothes, which can be sold at a Market stall, or exported through the Trading post. Different than Hemp, Flax can be also sold itself (to Merefa). Linseed is thrashed from Flax at every harvest, giving roughly 1/10 of total yield (e.g. if crop yields 1200 Flax about 120 Linseed appear as a by-product).

## Visual comparison

Below all crops but Hemp are shown in the same growth stage (in August). Texture quality is set to Normal.

BuckwheatFlaxPotatoSunflowerWheat
Медальйон

**Медальйон** — високотехнологічний пристрій, що має подобу медальйона і належить святим тернам.

Цей медальйон здатний переміщувати живу істоту, а точніше створювати двійника істоти на іншій планеті до котрого переміщується свідомість, в той час як "оригінальне тіло" перебуває в стані, на кшталт, летаргічного сну.

Як мінімум, ця технологія працює між Землею та Марсом, а також в зворотньому напрямку. Треба враховувати, що, якщо у світі відправлення вбити, так би мовити, "оригінал" то "двійник" також помре.

У фільмі Джон Картер: між двох світів всі терни, й голова тернів Геккадор мають такі амулети, щоб переміщуватись між Землею та Марсом, для чого ще необхідно промовити слова: «Ок охей октем віз Барзум», якщо треба переміститись з Землі на Марс, або «Ок охей октем віз Язум», якщо з Марсу на Землю.

## У фільмі Джон Картер: між двох світів

Неактивний медальйонАктивований медальйон
Decoration

* Fence 1
* Fence 2
* Fence 3
* Fence 4
* Bench
* Small arch
* Big arch
* Pine trees
* Birch tree
* Dog-rose bush
* Log benches and campfire
1/11
Decoration items are used to beautify your village. Some Decoration items, like benches, serve a practical purpose and can be used to increase the efficiency of your village.

Benches allow your villagers to rest at more locations without always having to return to their (sometimes far away) home.
Oil workshop

Produces oil from Sunflower seeds.

## Production

The Oil workshop makes Sunflower oil out of Sunflowers. 50 sunflowers (cost = 5) are turned into 100 sunflower oil (cost = 18). This is the most profitable production (added value is 260%).

## Workers

You can assign two workers to a oil workshop. Workers are responsible for collecting sunflowers from storage and for converting them into sunflower oil.
Thatchery

Produces reed and converts it into thatch.

## Production

Thatcheries produce reed and thatch, which is used for village houses as well as several farm buildings. Up to 2000 thatch and 2000 reed will be stored in the building at any one time.

## Workers

You can assign four male or female workers to a Thatchery. Workers are responsible for collecting reeds from the riverbank, and for converting them into thatch.
Balakliya

### Demands

Clothes, Dried fish, Flour, Honey, Horse tack, Leather, Metal parts, Potato, Salo, Sunflower oil and Textile

### Livestock

Cow, Horse, Pig and Sheep

Balakliya is the neighboring villages to your west in Ostriv that can be traded with, along with Derkachi and Merefa.

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

## Trade

To initiate trade with Balakliya, you will need to build a Trading Post. It takes a messenger eight days to reach Balakliya. Goods you buy from Balakliya need eight days to reach your village.

Balakliya will also send messengers to your village. If you are patient, you can save some gold by waiting for their messenger to visit you and initiate trade.

## Livestock

Balakliya is probably the first place where you get your first livestock such as a Cow from. Make sure you have a Cowshed ready, including a worker, water and hay. If you neglect this, you livestock will die shortly after you buy it.

Since Alpha 4 Patch 4, Balakliya is selling Sheep (35.00 per unit).
Fishing dock

A dock for three fishing boats. Produces fish and dried fish.

## Production

Once built, fishing boats must be ordered from a Boatyard, a worker will then take the boat out into the river and begin fishing. Up to 3 boats may be stationed at one fishing dock. Each fishing trip gets from 9 to 15 units of fish.

The dock can also produce Dried Fish. Providing the dock with salt and setting a production limit (maximum = 1000) for dried fish in docks' sidebar with allow production to commence.

The sidebar will list the current status of the fish drying 'batches' one batch requires 50 fish (cost=0) and 30 salt (cost=3), and takes approximately one month to complete. A completed batch yields 50 dried fish (cost=7,5).

## Workers

You can assign up to five male workers to a fishing dock. Workers are responsible for fishing, collecting salt to dry fish, and drying fish.

The river will freeze during the months of December, January, and February and the fishing boats cannot be used. However, any fish that are in storage can still be salted and produce Dried fish. Only one worker is needed to continue this process during the winter months.
Primary school

Educates children to level 1 education.

## Workers

You can assign a single villager with at least 1 Education. There is currently no option to set what type of worker can be hired for the teacher position.

## In Game Details

Children aged 10-15 can apply for primary school education. Children who attend can gain up to 1 in education making them eligible for manager and counselor jobs.

The school can fit a maximum of 10 students.
Brickworks

Bricks production consists of two steps. First the bricks are formed from clay mixed with sand and dried. Then the formed bricks are fired in the kiln to give them strength.

Choose the amount of bricks to be produced in one batch and number of batches. To start the batch, your workers will gather the required clay, sand and water in equal proportions. For burning stage they will gather charcoal.

It is recommended to build brickworks near water for easy access to unlimited water from the platform.
Cart shed

Holds up to 5 Carts.

## Information

Carts allow you to haul resources efficiently.

When a new cart is built, you can click on a "+" button in its properties to order a new cart. Your local carpentry building will construct it and deliver it to the cart shed

If you changed you mind, you can right click on a cart icon to cancel the order. Cancelling only works if a carpenter haven't yet started fulfilling an order.

You can relocate carts between cart sheds or Cart parking by dragging cart icon in building's properties to another building. When you start dragging, all possible destinations will be shown with black dots. Drop it when the dots become blue to start relocating.

Cart shed workers will perform deliveries of three types each of which you can enable or disable on the building's panel:

* Supply for construction
* Regular deliveries
* Special deliveries

## Worker

You can employ 5 males. Laborers can be used.
Market stall

All market stall variations.

Sells up to 4 goods to citizens.

## Goods

Each market stall has an internal storage. Market stall prices are affected by the setting called "Market products price" on the Town hall "Economy" page. The default setting is 100%, and this can be adjust to change the relative prices of goods in all village Market stalls by the corresponding percentage. The following goods can be sold:

## Goods purchased from citizens

Alpha 4 introduced gardens and new crop types, as well as beehives allowing Honey production. Some goods can be used for feeding Pigs (Beetroot, Cabbage, Carrot), some can be traded, but all can be set for sale. However, there must first be purchased by a Granary or Trading post/dock worker and then be moved from Granary to Market stall. There's no way for selling them directly.

## Sidebar

Using the sidebar once clicking on a market stall, you can **set sellable goods** by clicking on one of the four buttons saying "None". Those four buttons set the good for each compartment individually, which also displays in the visual render (top button corresponds to the left most, bottom button to the right most compartment).

The **"Resource supply"** button allows to set which citizens are allowed to haul items and by which means (hands, card or wagon).

The Sidebar does also display information about stored, reserved and awaited goods. **Reserved goods** are requested by citizens and will be picked up by one of those later on, **awaited goods** are requested by either workers or laborers and will be hauled from their location to the market stall.

Lastly, you can see **workers** and/or **laborers** (if laborers are set to be able to collect items for the market stall using the resource supply menu). Hovering over those you get information about their name and current status. **Left clicking** selects, **right clicking** on a worker fires the citizen.

## Visual

The visual render of the market stall changes depending on the selected goods. If no goods of a kind are stored, the display will show an empty compartment.

Setting multiple compartments to the same good, all compartments will display the same visual of the good. Removing one of those compartments does later on, once goods are stored, does not discard any stored goods.

By using the "Customize group 1" and "Customize group 2" buttons (F1 and F2 by default), you can choose up to six different market stall designs.
Striker Boy

***“**Young apprentice, learning the ropes of hammering. Does he look like someone we know?**”***
The Striker Boy is unlocked at the Jungle Dusk. It spawns one melee ranged Striker Boy with moderate hitpoints and minimal damage. The Striker Boy clone costs 3 mana to deploy.

## **Strategy**

* At lower levels, Striker Boy is better with an uncluttered field because he not yet mastered hammering upwards. But at higher levels, his performance is similar to a faster LumberJackie.
* Striker Boy is skilled at hitting bombs into opponent's tower, especially cleaning up bombs from Core Bomber or Golem.

## **History**

* Striker Boy was added with an update on June 15, 2018.
Ostriv Wiki

Welcome

Warning: this wiki contains unmarked spoilers.

This wiki currently has **237 articles** and **557 pictures**.

About
*Ostriv* Wiki is a comprehensive database focusing on *Ostriv*, a city-building game that puts you in a role of a governor of an 18th century town to challenge your creative skills and management abilities. Dive into the story mode and decide the fate of your country, or just build your cities for fun in sandbox mode.
Ostriv is available at OstrivGame.com through Humble Bundle (delivers an executable file of the game as well as Steam and GOG keys for the game), on Steam, and on GOG.com.

**See here for more details**

Contents
HousesWaterProductionTrade & TransportGovernmentDecorationEducationHealthReligion

How to help
**Not sure where to start?**
* If you are new to wikis, check out the **tutorial**.

**Helping out**

* If you want to help but you're not sure where to start, try improving the various **stub articles** by expanding them.
* Uploading game screenshots is another way to help out. Check for pages **in need of images**. Don't forget to add categories and a description!
* Check the list of **wanted pages** for frequently linked-to articles that don't exist yet.
* **Clean up** articles that are in need of attention.
* Fix **maintenance reports**.

Discussions

Discord

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

Twitter
Twitter
Camp cart parking

Camp cart parking is the first place you will find carts when your village is placed. It spawns with three cart spots, already full of carts.
Unlike the temporary camp storage and tents of the villagers, the Camp cart parking will stay where it is until you demolish it, even if you build other Cart parking .
Distillery

Horilka is produced by mashing wheat for 2 months and then distilling the resulting substance.

Horilka is produced in batches. Choose the amount to be produced in one batch and number of batches. To start the batch, your workers will gather the required wheat and water in equal proportions. For distilling stage they will gather the type of fuel you specify in supply options.

Since distillation purifies water, ths production can also use water from a platform.
Sheep

Sheep live in a Sheep farm. While alive a sheep consumes 15 Hay and Water per month when living in the Sheep farm, but consumes neither during the summer months when out in a fallow field.

When a sheep is slaughtered in the Slaughterhouse it produces Sheep hides and Mutton. When a sheep is butchered before it is mature, it will give an amount of Sheep hides and Mutton related to how old it was, up to 50 Meat and Hide each at 1 year and older. Sheep hides can be either sold or further used in Sheepskin production.

Apart from number of meat and hides obtained during slaughter (50 each *vs* 100 each), sheep also differ from Cows in pasture usage. Herds from two Sheep farms can be kept in single fallow field, whereas Cows from particular Cowsheds always need their own pastures/fallow fields. This has been noted as a bug and as of Alpha 4 patch 5 has been fixed. Each sheep farm will now require one pasture.

Male sheep are Rams, female sheep are Sheep. Meat production system used for Cows can be used for Sheep, too; keep single adult Ram with reasonable number of Sheep and slaughter Rams that have already reached 1 year.

Shearing is done every spring, giving Wool as a result. Sheep also produce Milk, although winter production is lower. Minimum breeding age is 6 months. Longevity is 16 to 17 years.

Sheep were not in Ostriv until Alpha 4 Patch 4, but they were listed on the game Roadmap.
Brewery

Beer production consists of several steps. First the hops are dried and the barley is germinated and dried (malted). The resulting hops and malt are boiled in water in a process called mashing. Then the resulting mass is fermented for one month.

Beer is produced in batches. Choose the amount of beer to be produced in one batch and number of batches. To start the batch, your workers will gather the required barley, hops and drinking water in equal proportions. For mashing stage they will gather the type of fuel you specify in supply options. Note that this production requires drinking water, so supply from a platform is not possible.
Alpha 1 patch 1

Development Blog - Yevheniy

##### October 19, 2017

First of all I want to thank all the awesome people around the world, who backlogged me with bug reports, who simply bought the game to support me and of course all the youtube and twitch content creators who made this all possible by providing some really great visibility!

Ok, here’s what’s fixed so far:

* fixed a famous bug that brought parts of terrain from parallel universes and created gravitational singularities aka sinkholes
* removed a debug feature which allowed to build all buildings immediately
* crash after farm slots removed during season and the last slot is current
* another crash related to terminated deals and trade wagons
* changed the way game clock works (had timing problems on some cutting-edge CPUs)
* distance to other towns and messenger cost relied on UI scale
* sometimes roads appeared from other dimension/time for no reason
* some of the UI elements didn’t scale properly on UI scaling
* added some of the missing strings (Plough, Fishing boat etc)

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

There’s two ways to update your game:
1. 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.
2. since only one file affected, you can just download it and unpack in your Ostriv directory, replacing ostriv.exe: https://ostrivgame.com/ostriv-exe-alpha-1-patch-1.zip
Warm clothes

Warm clothes is a resource produced by the Tailor's workshop from Broadcloth and tanned Sheepskin. It was added in Alpha 4 Patch 4.

Warm clothes can be sold in Market stalls and can be bought by the Trading post from Merefa. Price is 0.40, while price of materials used are 0.25 for Sheepskin (offered by Barvinkove) and 0.20 for Broadcloth (offered by Merefa).
Alpha 1 patch 5

Development Blog - Yevheniy

##### February 4, 2018

A long-awaited fifth patch is ready now. This time I spent a lot of time trying to optimize performance, visible only on certain systems though. I had in plans much more to add to this patch, but couldn’t make you wait any longer. I guess the next patch will come much sooner.

**Added/changed**:

* added a chicken coop building for breeding chicken for meat and eggs. The functionality is pretty basic now, which I’m gonna expand based on your feedback:

* can now set laborers limit in any building

* slightly reduced a fallow field benefit
* the soil has a memory for nutrients in any point, so rebuilding a field doesn’t restore nutrients now
* more graphical options: texture quality, shadow quality and more flexible FPS limit. Also updated ostriv\_settings.exe
* replaced all building icons with hi-res ones for 4K monitors
* optimized performance on some systems (more optimizations are coming)

**Fixed**:

* a UI bug allowed to add unlimited crop rotation slots
* random crash on picking up resources
* can’t store hay in a warehouse anymore
* new local families never had children
* some wells didn’t have a hole in them
* now showing required resources for a well in UI

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 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**
Alpha 2 development update

Development Blog - Yevheniy

##### December 21, 2018

It has been quite some time since I’ve posted anything in this blog, so I thought it would be nice to give an update to everyone who don’t follow my twitter. Also adding some news for those who do.

Here’s an ***incomplete***list of features, that you can definitely expect from Alpha 2:
• Improved UI
• More sounds and an original soundtrack
• Vehicles wearing out and repair
• Better models for trees and plants
• Optional key bindings. Also new hotkeys added
• More realistic food consumption, variety demand
• Graveyards (unfortunately your citizens will no longer be immortal)
• Pigsty
• Boats and ploughs relocation + 2 more ploughs per a farm
• More animations
• More realistic navigation
• Game performance optimization
• Construction workers will also deliver resources to construction site
• Free-form fields
• Icons over buildings showing problems

All that features are either ready or now in works. I’ll post a full list when an update comes out.

You might be curious what is taking so long? Don’t forget to keep in mind that the project you have supported is very ambitious and had been like this from the beginning. There’s no way one can design a game like this in theory and just implement it. Every new feature needs to be tested, changed, tested again and so on. Some features just don’t work out and should be replaced completely. Let’s see an example: I received a lot of positive feedback on the way I implemented paths in game. While not exactly a new invention, it’s still a unique feature because of the unprecedented level of detail. But was it a simple solution? Not really. I’ve been trying various techniques starting from February, 2016 and only came up with the current solution in September. And even now I can still see a room for improvement. So it takes a lot of time and energy to make something really stand out. That’s the main reason why we don’t have masterpiece games being released every day. Also that’s the reason why I can’t give you an ETA for this next update.

You might ask why not release what’s ready so far, and here’s why: all the additions that I do now tend to break old saves compatibility. And it’s much better to batch all these changes in one patch, so players shouldn’t meet the frustration of losing all their progress with each update. Also I still have a huge amount of tasks from the feedback on Alpha 1 and I’d better have all old problems solved by the time I’ll get a new wave of suggestions and bug reports when Alpha 2 comes out. I’m interested in releasing alpha 2 as soon as possible more than anyone. So.. just thanks in advance for your patience.

To keep in touch with my latest development news, follow my twitter page: https://twitter.com/OstrivGame

Just reminding that you can support the development by purchasing current latest public version 0.1.8 with this widget. Everyone who owns alpha 1 will get alpha 2 and all future updates with no extra charge.
Rowhouse with 2 floors

A housing for multiple families

### Cost

Stone: 1000; Wood: 7300; Nail: 146; Brick: 7900; Lime: 790; Sand: 790; Window glass: 140

### Consumes

Drinking water, Firewood, Food

Basic housing

A housing for multiple families. Has 4 Apartments that can hold 1 family each.

An apartment rent is paid to the city treasury. You can change this rent in the Economy panel.

Village house residents heat their houses with firewood which they buy at nearby market stalls or directly at forestries.

## Sidebar

Clicking on a rowhouse, you can see the apartments with family names. Clicking an apartment will display all family members and their name, age and job, sorted by age.

Further, the families wealth is displayed, showing how much money is available to buy goods at the Market stall.

The Sidebar also displays information about stored and awaited goods. **Awaited goods** are requested by the family and will be hauled from their location to the house.
Lime kiln

Produces Quicklime from Limestone and Charcoal.

No workers are assigned to the Lime kiln, it automatically assigns laborers just like a Charcoal pile . Charcoal and Limestone are layered alternately in the kiln once built, in 3 alternate layers of 3000 units of charcoal and 5000 units of limestone, for a total of 9000 charcoal and 15000 limestone.

Once all the materials have been added, the kiln burns down and produces a large quantity (approx. 9000 units) of Quicklime. The quicklime can then be further refined into Lime at the Limeworks.
Alpha 1 release notes

Development Blog - Yevheniy

##### October 18, 2017

So, the first public Alpha 1 is now available to purchase on a main page and I finally managed to find some time to write a changelog. So, what’s new:

**Added/changed**:

* The biggest – completely new building models and construction animation, that took me almost the whole September, which I constantly posted on my twitter
* on this occasion, there are also icons now for all the buildings:

* improved selection of fishing spots
* main menu
* UI scaling feature (100 to 300%)
* other graphical options
* wooden bridges
* popup window showing total amount of resources
* added construction status in build queue tooltips
* export stock feature on trading post
* overall UI improvements
* new plowed field texture

* fields creation improvement – can now get back to previous step with a right click
* improved fog a bit
* somewhat reduced birth rate
* all trees can now be chopped or planted:

* some new sounds added
* cowshed workers can now also mow grass for hay
* autosave feature
* now scaling kids correctly depending on age
* improved visuals for wheat and potatoes; also reed and other plants in winter
* improved fence snapping
* women can now also be assigned workers on a farm
* a lot of other small stuff and balancing

**Fixed**:

* water reflection was glitchy at the top of the screen in fullscreen mode
* now removing doors after building demolished
* glitchy shadows on distant ice and plants
* oil workshop production limit didn’t work
* build priorities sometimes didn’t work when construction started on game paused
* now cow marked for slaughter can also starve to death
* two cowsheds used same fallow field
* families got stuck on “moving out” forever
* foresters refused to produce firewood in some cases
* foresters don’t try to chop trees out of map bounds anymore
* now rendering shadows on doors properly
* weird stuff when relocating carts back and forth
* thaw roads glitch
* wrong bulls number in population stats
* random crash with cattle trader
* job preferences were breaking build priorities
* a bug when workers were hired where they shouldn’t (like several people at the market stall)
* now correctly saving citizens clothes and portraits
* corrupted save related to hay dryers
* crash after trade deal terminated
Pigsty

A place for breeding pigs for meat and salo.

## The Basics

The Pigsty can hold up to 20 **pigs** (female) and boars (male) at a time. Pigs produce nothing while alive but can be slaughtered with a Slaughterhouse for Pork and Salo.

Pigs can eat Wheat, Potato, Buckwheat, Linseed, Beetroot, Carrot, Cabbage, and Sunflower, and need Water.

## Description

When you buy pigs from neighbor towns, they will be assigned to a pigsty with more space. Make sure it is staffed and has stock of wheat and water before the trader arrives. Each animal consumes 15 units of wheat (or other food) and water per month. You can choose which resources to feed pigs in supply options. Doing the math, a full pigsty requires 3600 units of food per year. As such, you will want to be sure you are farming that large of an excess of whatever you plan to feed them.

All the livestock is listed in pigsty's properties panel. You can relocate particular animals between pigsties by dragging them from the list and dropping on target pigsty.

You should build a slaughterhouse to produce pork and salo. Slaughterhouse workers will take animals starting from the oldest when the stock limit is reached or if you choose to slaughter a particular animal. The last boar will never be slaughtered automatically.
Maps

When starting a new game, player may choose from 7 available maps. They differ in the topography, outside connection points and available resources, each allowing for a different playstyle.

Player may also choose the type of trees that will populate original forested zones. Currently the choice is between pine and spruce.

1. ↑ Exact capacity of resources in the deposit may vary, it is assumed that each one contains 10000 units
2. ↑ Exact capacity of resources in the deposit may vary, it is assumed that each one contains 1000 units
3. ↑ 3.0 3.1 It is assumed that the top of the minimap is North.
Alpha 3 patch 4 hotfix 2,3

Development Blog - Yevheniy

## Alpha 3 patch 4 hotfix 2,3

##### July 28, 2020

**Fixed:**

* Horse meat hasn’t been delivered from a slaughterhouse
* Couldn’t store horse tack in trading posts and warehouses
* Crash related to the trading post
* Some hire options didn’t work correctly on farms
* Lime kiln couldn’t get empty in some cases
* hotfix 3: Random crash on messenger arrival
Alpha 1 patch 4

Development Blog - Yevheniy

##### November 11, 2017

This time I tried to take a little rest from just fixing broken stuff and added some new content. The bug list is currently still crazy huge, as you were amazingly productive in finding them. So please keep in mind that there’s still a lot of known issues to be fixed in patch 5 and the current amount of feedback is quite a bit beyond my perception abilities:)

**Added/changed**:

* added a warehouse building to store up to 4 different non-food items
* holding Shift when clicking on +/- buttons multiplies value by 10
* construction queue now scales to fit the free space and to avoid occluding the state bar

* cowshed workers now also move hay from dryers to hay barracks
* can now set hire options and wage for each building

* added an option to allow moving food between granaries
* hay dryers are more tolerant to steep slopes now

**Fixed**:

* save file names used seconds instead of minutes (lol)
* incorrect rounding in production limits
* water was supplied in the cowshed by 0.1 instead of 1 + increased amount of stored hay & water
* couldn’t add 8th slot at trading post
* fishing docks sometimes created inaccessable areas around them
* glitches on build graph

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.**
Alpha 3 patch 3

Development Blog - Yevheniy

* Not showing “soil is exhausted” icon if nothing can be done about it at the moment
* New fullscreen mode – borderless window (can help with issues on some systems)
* Some products costed nothing to citizens but created treasury money from nowhere
* Changed the way demand and proposal work in outer trade
* Improved “Make deal” dialog to include more useful information
* Added “Apply to all” button for supply options
* Slightly decreased tree planting priority over wood/firewood production at forestry
* Edited some of the help entries
* Minor UI changes

**Fixed:**

* “Apply to all” now works for seasonal settings too
* Fields could still be built partially on water
* Lime kiln had confusing supply options
* Crash when firing a farm manager
* Some animated models had ghost-like appearance in some cases
* No one wanted to pick the remaining charcoal from the pile
* Crash when trying to relocate chickens to farm or cowshed
* Crash in huge towns with 70+ farm fields
* Wagons didn’t supply to trading posts
* Crash involving demolishing on pause and “Next building” button
* Potentially fixed a crash with boats on RX 5700 XT (need confirmation)
* Cows disappeared when returning from pasture in some cases
Ostriv

**Ostriv** is a city-building game that puts you in a role of a governor of an 18th century town to challenge your creative skills and management abilities. Dive into the story mode and decide the fate of your country, or just build your cities for fun in sandbox mode.

## Gameplay

Ostriv aims to raise the bar of city-building experience by adding a huge amount of possibilities and removing annoying limitations. It allows for truly organic town layouts without the grid and angle restrictions on a three-dimensional landscape. The goal is to make player’s creations to become alive and believable communities where real-life problems would arise, thus making the late game a new challenge rather than a repetitive chore.

You can watch the development of this masterpiece from afar on Facebook and Twitter or you can join by purchasing an alpha and help by providing your awesome (or, even better, awful) feedback!

The current alpha contains 60 basic buildings, 7 maps, advanced farming with crop rotation and ploughing, organic dirt roads modeling, dynamically changing seasons, basic trading by land and some other things you would expect from a city-building game.

A lot of things are yet to be done. Check out the current roadmap to see what’s planned to be added before Ostriv becomes a finished game.

## Developer

Ostriv started in 2014 by lone developer Yevheniy in his spare time. In 2018 he started gathering team members to raise the speed and quality of development.

Alpha 1 was released on October 18, 2017.

Alpha 2 was released on May 9, 2019.

Alpha 3 was released on March 19, 2020.

Alpha 4 was released on March 5, 2021.

Alpha 5 was released on March 25, 2023.
New buildings and visual improvements

Development Blog - Yevheniy

##### December 3, 2016

Okay, so yet another month of development has passed and a lot of new things added to the game. Not that lot to show though, because most of things were about secret inner workings of the simulation, game saving and path finding. But, anyway, my development approach implies never getting stuck on same task for too long to save productivity. So there’s a bunch of new buildings and visual improvements to show.

First of all, it’s now winter in Kharkiv, so I was able to take some photos for textures and improve a little the look of winter in game:

Still thinking about making the snow volumetric, not just plain texture. Not sure how it will turn out.

Also the fishing dock model had some visual improvements and I think it’s almost at its final stage:

Finally I started developing some crime and justice features in game. Currently there’s a local police-like force to patrol the streets of the city called “city guard”. Here is my current take on city guard building model:

As you may know, in older days hemp was just as usual as any other agricultural plant, so the guys from city guard won’t mind if you decide to plant it all over you town. The hemp is a valuable resource used to make ropes, textiles or fishing nets.

Improved oil workshop model. It produces oil from sunflower seeds:

One of the most important professions in any pre-industrial town was the blacksmith. You will need this building to produce metal tools, horseshoes, nails and other stuff:

Currently I’m mostly sure that the game is about to launch in early access in late spring of 2017. Speaking of spring, here is how it looks in game now:

The snow melts dynamically, making transition from winter much more realistic.

I thought by this time I’ll be able to post some gameplay footage or a teaser of some kind, but it appeared there’s still a lot of work with animation. So I decided to take some more time to make it look better in action. So keep in touch! Like me on Facebook, follow me on Twitter.. you know what to do!
Slaughterhouse

Slaughters cows, pigs, horses and sheep.

## Production

Used to slaughter cows, pigs, horses and sheep.

Workers will automatically take animals from Cowsheds, Stables, Sheep Farms, or Pigsties that are above their livestock limits for slaughter or when a specific animal is marked for slaughter.

Slaughtering different animals produces:

* Cow: 100 Beef, 100 Hides and 50 Tallow
* Pig: 100 Salo and 100 Pork
* Horse: 100 Horse meat and 100 Hides
* Sheep: 50 Mutton and 50 Sheep hides

At least for cows and pigs, amount of food and hides produced depends on animal's age, up to 100.

Salo and hides need to be salted for preservation. Salo requires 1 unit of salt per 10 units. Hides require 1 unit of salt per 20 units.

## Workers

You can assign two workers to a Slaughterhouse. Workers are responsible for collecting animals for Slaughter. Cows are walked to the slaughterhouse, but pigs must be collected with a wagon or cart.
Honey

Honey is a food item.

Honey can be sold in Market stalls and can be obtained by local purchase as it's produced by Village house with a garden with beehives. It can also be both bought and sold through the Trading post. Before Alpha 4 trading was only source of honey.

Different than other garden products, honey is collected more than one time during late summer/autumn, at least in August and September. It means families with large gardens can obtain significantly more food, around 1,2k to 1,7k honey every time in the case of biggest gardens possible (tested in Alpha 5 Patch 5).
Fulling mill

Produces broadcloth from wool.

## Basics

Fulling mill was introduces in Alpha 4 Patch 4. It produces Broadcloth from Wool. Max capacity storage is 5000. Fulling mill must be build by the river and requires longer straight bank segment.

As in-game description says, *[...] It is constructed in a form of the ship mill, which is a floating platform with a wheel driven by surface water current. A wheel drives fulling hammers which process wool into broadcloth. When not in use, a wheel is being stopped by a braking mechanism [...]*.

## Workforce

Up to 2 workers can be employed in Fulling mill. As it is operating only when river's flowing, they can be hired when winter comes.
Seasons

## Time

Time at Ostriv's base timescale passes at approximately 30 minutes/month, or a minute a day, or 1440x real time.

 Year

## Spring

Spring begins in March and lasts until the end of May.

All **active** fields will begin to be ploughed and sown immediately when Spring begins.

Mowing season for Hay dryers begins in May and lasts until the end of September.

## Summer

Summer begins with June and lasts until the end of August.

## Autumn

Autumn begins with September and lasts until the end of November. The ground around trees begins to brown from fallen leaves.

Cows will go into their Cowsheds in early November.

At the end of November, any crops remaining unharvested in the fields will disappear and be lost, and all workers actively fishing will return to the fishing dock and wait for Spring.

## Winter

Winter begins with December and lasts until the end of February.

During Winter fields are covered in snow; crops cannot be grown and cows will stay inside the Cowsheds, dependent upon Hay. Water freezes over completely, making Fishing docks and Platforms inactive, but frozen water *can* be walked on by villagers.

## Weather

Weather effects coming soon; listed on the the current Roadmap.
The blog started

Development Blog - Yevheniy

##### October 1, 2016

More than two years of development and finally the game has it’s own place in the web. There is the game information on the home page. And here I’m going to share the development details and other news about Ostriv.

Feel free to share your thoughts in comments below or at Facebook, Twitter, Steam concept and Google+.
Smaller granary

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

Add a resource to the list and use the text box to choose how much to store. When the specified amount supplied, the number will turn red.

If there's no other work, granary workers will supply nearby market stalls and stores.

You can click on "Buy from local producers" to buy from your citizens. When the button is colored (enabled), locals will bring their garden produce and get money from treasury in return. The relative price is specified in the treasury panel. Buying only possible if there's a
worker hired. Citizens will not sell if the granary is too far from their home or if they don't have at least a year's worth of food.

You can click on one of "Set resource slots automatically" buttons to fill the list with respectively: resources available in town or those which can be bought from locals. The resources which are already stored in nearby granaries will not be added to the list.
Iron ore

Iron ore is a resource added in Alpha 4 Patch 6, used for iron production in a Smeltery. Previously it was unobtainable, but listed as in demand by neighboring villages through the Trading post in early versions of the game.

It can be bought from Derkachi, which sells up to 2000, and Barvinkove and Paniutyne, both of which sell up to 8000 iron ore.