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.
I've played almost every city builder game known to man and after a slight learning curve I've always gotten the hang of it.Ostriv however. I've not a seen a guide but there probably is a rudimentary one on reddit or something. I would imagine that the game is still so early in development that spending a bunch of time to write a proper guide wouldn't be worth the effort.Anyway, these are my economy settings in a prosperous town in patch 1:That worked very well. Kept the town in the green all the time and supplemented with trading you can see the coffers are overflowing. Unfortunately, I have no idea if these settings will work in your particular situation or outside of patch 1. I'm having some pretty bad crashing issues with patch 3 so until that's resolved I don't even try to play it and I never did install patch 2 to try the settings there.Try them if you want to, though.
Maybe they'll work. Aside from that, trading is a good way to keep money in the treasury even in a failing economy and give you time to tinker with the settings and come up with something that works. Charcoal always seemed to work well for me. It's not worth a hell of a lot but it's easy to make and you can make a lot of it.But then, is it still feasible on patch 3? Dunno, cuz it won't stop crashing! I dont mind micro managing things.
Anno is one of my favourite games ever.I just think adding FINANCES into the game makes things too hard to balance correctly.Its always going to be too easy for some and too hard for others.Time spent trying to balance the whole things could be spent on content and other enhancements.That being said. I do believe town to town trade should require finance.You start the game with 500 or 1000 credits, even no credits could still be an option.In order to get cows, sheep, lime, salt etc, you first have to produce something worth selling.I know this takes away a rather large chunk of current functionality and accomplished work but honestly I think the whole FINANCE side of things will be the undoing of this game.I know there is a long way to go but as I see it now. I've got people that wont fill jobs. Wont do anything but be unemployed. Even though they are running out of money to pay for rent and food.Yet I have others who have in only the first few years, 100+ coins.My opinion.Scrap internal finances.Increase Market, warehouse etc to store much more goods for distribution.Potentially remove Market. Just have Stockpile and Granary for goods to be stored and picked up.Town to Town trading requires gold/coin.We would first have to produce resources/goods to sell to other towns in order to purchase items like livestock. Seeds, clothing, tools etc.
Originally posted by:I dont mind micro managing things. Anno is one of my favourite games ever.I just think adding FINANCES into the game makes things too hard to balance correctly.Its always going to be too easy for some and too hard for others.Time spent trying to balance the whole things could be spent on content and other enhancements.That being said. I do believe town to town trade should require finance.You start the game with 500 or 1000 credits, even no credits could still be an option.In order to get cows, sheep, lime, salt etc, you first have to produce something worth selling.I know this takes away a rather large chunk of current functionality and accomplished work but honestly I think the whole FINANCE side of things will be the undoing of this game.I know there is a long way to go but as I see it now. I've got people that wont fill jobs. Wont do anything but be unemployed.
Even though they are running out of money to pay for rent and food.Yet I have others who have in only the first few years, 100+ coins.My opinion.Scrap internal finances.Increase Market, warehouse etc to store much more goods for distribution.Potentially remove Market. Jill of the jungle video game music. Just have Stockpile and Granary for goods to be stored and picked up.Town to Town trading requires gold/coin.We would first have to produce resources/goods to sell to other towns in order to purchase items like livestock.
Seeds, clothing, tools etc. I remember reading somewhere in the past, might've even been in a Greenlight discussion, that you're going to have people who just can't make it and move away. The goal is to create a believable village that works like a real village would, at least as much as you can simulate one with a software program. Some families do very well and others stay poor, some people work hard and others are just flaky and useless.
Then there's villager's inherent preference for one type of job over another. They all need money to make it, though, else it's not the least bit real.I don't know how much or to what extent any of this is implemented but it's all been discussed in the past as being parts of the game.
There's still some balancing that needs to occur with jobs and the economy, that's for sure, but lets not throw the baby out with the bathwater and start scrapping whole features because they still need some work. Remember, the game is still in alpha. Things aren't going to work very well sometimes and we have to try to play around them until they do.I hate saying that, too, and I hate it when other people say it because 'But it's Early Access!' Is the fanboy's go-to excuse for every criticism but sometimes it's the reality and in this case I think it is. I could be wrong and the developer may never be able to get the local economy right and has to remove it entirely but there's still a long way to go before we'll know.
Only fanboys see hating when a person posts something that isn't blind praise. I question a few things in the game, too, like how trading posts work, but then these are just basic functional systems at the moment.I don't think the economy will be a big problem, myself. Unless something drastic has changed between patches 1 and 3 a successful local economy is definitely achievable already but, like I said, with the crashing issues I'm having I haven't even tried to play patch 3 yet to know what's going on in that version. But based on patch 1, the correct numbers to make it work are illusive but they're there. The hardest part about balancing it, at least for me, has been that it ticks so slowly it takes forever to see the effect of the changes you've made. On top of that, and I never did try to discover where it's coming from, you're treasury will slowly tick down for a long time and then these sudden large upticks will occur (rent payments all hitting at once?) and give you a lot of money before it starts going down again. It looks like you're treasury is depleting but it's actually not, it's filling, just in a weird way.It'd be nice if the game did some math for you and provided an up/down arrow next to your total income to give you some real time feedback on changes to wages, rent, market prices, etc.It occurs to me, though, that those numbers I gave you are probably useless even if there was no economy changes between patches because I've also adjusted wages at individual buildings to nudge people into places I want them working at more than others.

Originally posted by:I know I'm late to the party but.I wrote this.Hope it helps.That's a nice guide, well done!Although I disagree with you in some points, like waiting with farming but import some foodstuff instead.You can easily have a farm up and running in the first spring after your start. If you manage to get all 9 families into a house before winter, you have 9 females able to work on the farm (8, if you put one into a market stand). That well enough for the amount of people you have in the beginning, the more when you put three men into fishing and have the rest perform the other jobs like carpenter, smitty, forestry (1 each, except the forestry). You also don't need all the men all the time, so when you decide to build more houses, so that, as soon as you have enough food after the first harvest, new families can move in, just fire the carpenter and the smitty for a while, even the forestry worker can be fired, if there's enough wood for building.Some micromanagment in the beginning and you can easily grow up to 15 families at the end of the first year. I wouldn't go higher than 15, since you need to feed them all.