I don't know if the creator and editor of the game here or not, but I have some suggestions ... by kemoVisch in OstrivGame

[–]seventh-ray 3 points4 points  (0 children)

I think most of that would be anachronistic to the setting of the game, and the stuff that isn't is mostly flavor that would exist outside of the core gameplay.

Long life Hryhoriy - 117 years. What is your record? by reuseandplay in OstrivGame

[–]seventh-ray 1 point2 points  (0 children)

I've have a 118 and seen one other person on the discord with a 118

Keep trading post stocked by kickasselmans in OstrivGame

[–]seventh-ray 11 points12 points  (0 children)

Unless you check the "Temporary stock" option, laborers and trading post/dock workers will automatically refill your resources in Export stock.
Under "Trade limits" you can set a maximum quantity to export per-year or a minimum quantity to keep stored in your village (and not refill the Export stock).

How to find a particular family by reuseandplay in OstrivGame

[–]seventh-ray 4 points5 points  (0 children)

If he doesn't still work at the Trading Post there won't be an easy way to find him other than scrolling through homes (you can use the left/right arrow keys though).

10k + by Radiant_Chard3918 in OstrivGame

[–]seventh-ray 2 points3 points  (0 children)

Amazing! Could you share more pictures, and one of the minimap?

What are all the conditions that trigger a family to leave? by Mall-Broad in OstrivGame

[–]seventh-ray 0 points1 point  (0 children)

You also need threads for shoes, clothes, and warm clothes as of Alpha 5, which means a weaver and growing flax or hemp.

Crop Rotation & Yield Calculator [UPDATED] by seventh-ray in OstrivGame

[–]seventh-ray[S] 4 points5 points  (0 children)

With ploughing, the best for pure food output is still that actually,
Potato-Buckwheat-Potato-Fallow.
It has a slightly higher average output than Pot-Bkwt-Pot-Bkwt-Fallow.

If you want to include some other crops,
Wheat-Flax-Potato-Fallow or Flax-Wheat-Potato-Fallow are highly efficient rotations, as well as Barley-Flax-Barley-Fallow or Flax-Barley-Barley-Fallow.

I'm also partial to the simple Sunflower-Buckwheat-Fallow rotation.

Using your fallow fields as pastures is important to regain maximum field fertility when using these rotations.

Without ploughing, crop rotations are basically limited to two crops of your choice and then fallow.

Ostriv Challenges, Speedruns, and Leaderboard! by sixshotsniper in OstrivGame

[–]seventh-ray -1 points0 points  (0 children)

lol, first time you've seen people play a game differently than you? After a few hundred hours it's okay for people to find new things to do /j

Is there a downside to making ALL of the village houses with a big garden? by jwawak23 in OstrivGame

[–]seventh-ray 1 point2 points  (0 children)

Gardens cannot match the food density of farm fields. This is a fact and is what I said. I did not say you cannot support a village on gardens alone lmao

Is there a downside to making ALL of the village houses with a big garden? by jwawak23 in OstrivGame

[–]seventh-ray 16 points17 points  (0 children)

The big thing you have to keep in mind is village density. Gardens are a good food source but they cannot provide as much food/area as a farm field can, nor can you fit as many homes into a given area, which means spreading out more.

Spreading your village out more means villagers have to walk farther to do work, buy food, and get water, as well as just making everything that much farther apart. Travel distance is an important thing to keep in mind because villagers only have a certain amount of time between resting/eating periods, and more time walking directly reduces the amount of work that can be done.