Ostriv
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Starting out in A5
由 Jaymz 制作
A beginners guide to the first couple years.
Ostriv is fun, but can be a bit of a pain for casuals and newcomers. Lets dive in and work some of that out to get into this interesting and pretty deep city settlement builder.
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Getting started
I just started playing again during A5 after not playing since A1, and a lot has changed. After checking guides the only one I saw was for A3, and didn't really work so well anymore, so figured I would write this and update it as i go.

A lot of this is still WiP, and not fully commented or formatted yet, please keep that in mind. If you see some mistake I made, or know a better way, let me know.

When you first start a new game the game speed will be playing at low, if you start a new game during a game, the game speed will carry over. Make sure to pause the game before you reseat a new game or you may lose a week while positioning your settlement and getting forestery set up.
Housing
House with farm
These take a lot of room due to the fence, which builders cannot cross making them walk further to get to work. They have more work points, 13 v 11. The fence requires a bit more wood to build, generally 50-100. They will give a lot of spare food before you get farms up. The time to build is generally 2 weeks if very close to resources, and 4 weeks when only 3 house lengths away from resources. Because of the way the build priority of the house with farm is I've never seen more than 1-3 builders building at once due to resource delivery routes.

House
Houses use a lot less room, and wood, as they don't have a fence. Builders can walk across them until they are built. They have fewer work points to build, 11 v 13. The time to build is generally 1.5 to 2 weeks, so you can easily build 12+ a year. It's common to see 5+ builders working a house at the same time as resource delivery routes are almost always shorter.


House or House with farm year 1
The time to get 9 houses with farms built is very tight, they can be done in the time limit, but it will be very close with the 8th house finishing mid Sept, and the 9th house the 1st or 2nd week of Oct. This leaves only 2-3 weeks to build anything else. Most likely you will only get 7-8 built before November and lose 1 or 2 family. If you don't have the 5th house finished by July, you will not have the 9th before November. A mix of both house types is best, 4-5 with farms and 4-5 without is easy to do.

Layout
This is the basic layout I've come to use. A squared circle with 4 entrances, marked by small arches. It has 4 houses with farms and 6 houses. There is plenty room in the center for 1-2 wells, 2-4 market stalls, and several benches for social resting.
Year 1
Home sweet tent
The forester must be built first, followed by the clay pit and thatcher, this is because houses need wood, clay and thatch to be built. You start with enough wood to build the forester and thatchery and nails to build the forester, thatchery, 9 houses, a smithy, and carpenter, and still have some left over, but try to build the smithy around the same time you build the 5 houses without farms, so you can start to stockpile more nails and metal parts sooner.

1 - Forester (Hire 2 workers)
1 - Thatchery (Hire 1 female worker)
1 - Clay pit
4 - Houses with farm
5 - Houses
1 - Smithy (Hire 1 worker)
2 - Charcoal piles
1 - Carpenter (Hire 1 worker after the 9th house is built.)
2 - Market stalls (Hire 1 female worker each.)
1 - House (start growing now)

If you want to build only Houses with farms, then build all 9 as soon as the Thatchery and clay pit are done, and save every thing else for later, there will not be enough time to build anything else.
You should be just starting November when the last house builds. You should end year 1 with 7 male workers, and 2 laborers and 3 female workers and 7 laborers.

*With that done, you can do pretty much anything you want now, the rest is how I play, not necessarily the "best" way.
Year 2
Feed me Seymour
Now's a good time to start to prep your main food sources for the next few years, fish, potatoes, and buckwheat. Also get some cash crop and clothing production started.

1 - Farm with 4 50x50 fields (1 for each of fallow, potato, buckwheat, and flax. Hire 1 female worker and 1 female manager near the end of February, they need to be working before March.)
1 - Boatyard (Hire 1 male worker)
1 - Fishing dock and order 3 boats (Hire 1 male worker as each boat is almost ready. Should be able to get the 1st boat in the water in early March.)
1 - Granary (Hire 1 female worker and manually select potatoes and buckwheat, set a high limit or about 10k. Click the 'Buy from locals' button to fill it and instantly get a bunch of food from the 4 farm houses. Make sure to click the grey coin button so it turn gold to enable buying them.)
1 - Town Hall (Hire a female Counselor and turn on seasonal hiring.)
0 - At the end of February, fire all of your workers except builders to finish off the Fishing dock and the Boatyard+Fishing dock workers. All (~20) worker should become laborers for the Farm and start sowing the fields. If you already built the town hall, just pause and set up seasonal hiring.
0 - As soon as the fields are almost done start requesting workers back where you fired them.
1 - Warehouse (Hire 1 female worker and store some of that lumber, thatch, and nails in 1 spot. Makes builders travel less if you position it right, more if you position it wrong. Can also put off till next year if the Supply tent is still working for you and building it won't reduce travel time for builders.)
2 - Houses with farms

At the end of year 2 you should have, 11 houses with everyone working except 4 female laborers, if you have 12 houses then you'll have 1 male and 5 female laborers.

Seasonal Hiring - When enabled in the town hall all building will be 'in season' all year, most can be shut down at different times.
Winter - Farms and anything on the water don't work. Lasts from November till March.
Harvest - During harvest everyone should be helping unless they are in another critical/food role.
-Sowing starts in March and can take till mid April.
-Harvest begins in August and ends in November.
During these times everyone but the fishermen should be set to 'off season' so they go help as labor on the farms. Remember, dead plants in December make dead colonists in April. You can leave 1 builder, Smith and Fisherman going, but only if you can fully sow/harvest without them. Faster sowing = more growing = more harvest. Anything not harvested and gathered by Dec 1st will freeze and die. In March and August you will likely have a lot of labor jobs backed up they will pull several of the new laborers, delaying sawing and harvesting, try to always keep at least a couple laborers if you can.

Farms - Set up each field so that they all produce a different crop, if you hire a manager you can set a rotation, just make it so each year each field produces a different crop and only 1 fallows.
Ex.
1 - Fallow, Potato, Buckwheat, Flax
2 - Flax, Fallow, Potato, Buckwheat
3 - Buckwheat, Flax, Fallow, Potato
4 - Potato, Buckwheat, Flax, Fallow
This is by no means perfect, it's just to get crops in the ground and you use to doing a rotation. You can reorder your fields in the farm menu, they are sown and harvested in order shown at the farm. Hemp is a pure cash crop so should be considered the least important for now. For now micro your farm so that you sow food then production then cash crops so Potato & buckwheat > Flax > Hemp. Later this will not be so important.

Flax and Hemp:
Both are used to make textile for clothing, but flax also has a byproduct, Linseed, which can be used as animal feed, a cash crop, or to make linseed oil, making it far superior to hemp.
Farming
I am still looking for some info on food nutritional value and the amount of nutrition a settler needs to survive each month/year so i can work out better food crop field sizes.

Crops [$$]
Food crops:
Potato [.08] (feed for pigs)
Buckwheat [.10] (feed for chicken, pigs)

Cash crops:
Hemp [.08] (turn into textile for clothes at a weaver)

Production crop:
Wheat [.10] (turn into flower at a windmill) (feed for chicken, pig, horse)
Sunflower [.10] (turn into oil at a oil workshop) (feed for chicken, pigs)
Flax [.1] (turn into textile for clothes at a weaver) (turn into oil at a oil workshop)
Barley [.08] (turn into beer at a brewery)

We want to plant at least Potato and Buckwheat for food and Flax to make cloths and oil with.

As far as cash croping goes it looks like Hemp at .08 is really strong and easy for early on, but having flax going and being able to sell clothes, at .25, is the best value:work crop as you gain.
Later we can drop Hemp and add Wheat and Sunflower for more food, oil and feed options.

Check out Trims farming guid for more detailed info.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2046707200
Year 3
Get dressed

1 - Stone camp (If your map has stone, if not you need to trade for it. Hire 1 male worker.)
1 - Iron mine (If your map has Iron ore, if not you need to trade for it. Hire 1 male worker.)
1 - Smeltery (Hire 2 male workers)
1 - Warehouse (Near weaver to store all the flax and hemp)
1 - Weaver (Hire 1 female worker)
1 - Tailor (Hire 1 female worker)
9 - Hay dryer (In the area you plan to do livestock so they have food when you get them.)
1 - Trade post &/or Trade dock (Start looking for Cow and Sheep. If you get them start building a cowshed/Sheepfarm.
2 - Houses with farms
6 - Houses

Don't need to build all the houses right now, they will be mostly built over the next year or 2 to start growing the colony.
Time for some new clothes, the weaver will turn all the flax you have been growing into textile and the weaver will turn that into clothes, your warm cloths should last a bit longer as there are fewer cold months. 50 flax is 10 textile, 10 textile is 10 clothes, so the ratio of flax to clothes is 50:10:10.
Year 4
Kick your shoes up
Time to setup for Leather to make warm clothes and shoes. If you get cows first skip the sheep for a bit and get leather set up, your shoes will start to run out next year and your settlers will start to leave. If you got sheep first start build them a farm first then ignore them for a while and set up cows.

1 - Sheep farm (Trade for sheep.)
1 - Cowshead (Milks and breeds cows, bull and ox. Needs a grazing pasture or fallow field.)
1 - Dairy (Make butter, cheese, and smetana foodstuffs to sell in market stalls.)
1 - Slaughterhouse (turns sheep into hide)
1 - Fulling mill (turn sheep wool into boardcloth for the weaver.)
1 - Stone camp (Near Limestone if your map has it, if not you'll need to trade for it.)
1 - Limekiln (near the limestone camp. Make quicklime out of limestone)
1 - Lime works (Near water and Limekiln, makes Lime out of quicklime)
1 - Saltworks (Positional, like Clay/Sand pit) Need 2 ox or 2 horse, trade for them.
1 - Tannery (Salt turns hide into Leather)
1 - Shoemaker's workshop (All that was to make shoes!)

Each cow needs 25 feed and water, each pig and sheep needs 15, per month not in a fallow field. A hay dryer produces 400 hay a year.Livestock is put in a fallow field for 6 months, from March to August.
If you have 10 cows that's 250/mo for 8 months, which is 2000 Hay, or 5 full hay dryers. 20 cows would be 4000 hay or 10 dryers. and 30 sheep would be 3600 feed, or 9 dryers.
A hay barrack holds 1000 hay (2.5 dryers), and a big hay barrack holds 7000 (17.5 dryers). 1 big barrack costs less to build than 5 small barracks (4.7 times the mats of a small) so you should only build bigs.
Cows live for 19 years, sheep for 17.
Year 5
Now we're cooking

Around this year some people will start to run out of shoe's and clothes, and will leave if there are none in local market. Use this year to stabilize your productions by building several houses to make sure you have a worker in each building and a couple full time laborers. Failing to have enough population is a quick way to death spiral your village. Start trading more, if you have been doing large scale farming you should have a large surplus of hemp and/or clothes to sell/trade for anything currently lacking in your production lines.

4 - Houses with farm
6 - House
4 - Houses with farm
6 - House
Year 6 and on
It's the Dwarves that go swimming, with little hairy women

Give adventurers a place to gather for session 0!
1 - Hops field
1 - Brewery
1 - Tavern
Production Interaction
A simple list of items and buildings needed to make them.
Shoes (Leather) - Tannery (Hide)
Leather/Sheepskin (Hide/Sheepshide, Salt, Lime, Bark) - Saltworks (salt), Limeworks (Lime), Limekiln (quicklime), Stone camp (Limestone) - Forestey(Bark), Slaughterhouse (Hide/Sheephide)
Clothes (Textile) - Weaver, Farm (Flax, Hemp)
Warm Clothes (Broadcloth, Sheepskin) - Fulling mill (Broadcloth), Sheep farm (wool), Slaughterhouse (Sheephide)

*Notes*
Sheepshide can't be used to make leather for shoes.
Hide can't be used to make Sheepskin for warm clothes.
Food
A list of foods and where to get them.
Veg
Food
Source
Food
Source
Apple
Orchard
Apricots
Orchard
Beetroot
House
Buckwheat
Farm
Cabbage
House
Carrot
House
Cherries
Orchard
Cucumber
House
Dried fruit
Settlers tent
Garlic
House
Horseraddish
House
Marrow
House
Onion
House
Peas
House
Potato
Farm
Pumpkin
House
Raspberry
House
Water
Well

Meat
Food
Source
Food
Source
Beef
Slaughterhouse
Dried Fish
Fishing dock
Chicken egg
Chicken coop
Chicken meat
Chicken coop
Fish
Fishing dock
Horse meat
Slaughterhouse
Mutton
Slaughterhouse
Pork
Slaughterhouse
Salo
Slaughterhouse
Water
Well

Other
Food
Source
Food
Source
Butter
Dairy
Cheese
Dairy
Flour
Windmill
Honey
House
Milk
Cowshed
Smetana
Dairy
Sunflour oil
Oil workshop
Water
Well
Tips and Tricks
-If the area you want to place something is uneven and you can't find a good spot for it, make one! Place a house or other building that has an underground foundation and the game will level the area it's placed on including a small bit on the sides and behind the main building. Then remove/demolish and check if the building you want can fit, if not try again in a slightly different spot. Doing this to much can lead to some crazy cliffs that are still considered walk-able, and will really mess with the look of the game and have a pretty big impact on travel time of everyone that has to use that path.

-When placing a house with farm, press F1 to enter edit mode and adjust each fence post and the house's position to get the look you want.

-Builders will pre-deliver some resources to the next building in the queue. Enough to get to the 1st work stop point. You can adjust items in the queue to deliver to something you don't actually want built yet and then move it back down in the queue. You can use this to have some resources sent to several locations at once. This doesn't really save any time though, as the resources would have been delivered already anyway. You may be able to find some uses for it to min/max some build orders.
9 条留言
Lunar Eclipse 3 月 6 日 下午 9:36 
How do I place my farm in an exact square?
Vic_Ukraine 2 月 18 日 上午 7:48 
"Layout
This is the basic layout I've come to use. A squared circle with 4 entrances, marked by small arches. It has 4 houses with farms and 6 houses. There is plenty room in the center for 1-2 wells, 2-4 market stalls, and several benches for social resting."
If the 4 houses with courtyards are built with long courtyards (with larger gardens behind the houses), but of the same width and with houses located just as close to the exit from the courtyard, then the harvest will be greater in them, and the construction time will be almost the same. I recommend long courtyards
Androgynous Utopia 2024 年 12 月 28 日 下午 6:28 
nice!
C00lCucumber 2024 年 8 月 27 日 上午 11:13 
Thnx for this guide, it helped me well on the way
Bagpipe 2024 年 6 月 17 日 上午 11:54 
It's just a square not a squared circle lol thanks for the guide though very helpful! XD
labasrytaskurva 2024 年 3 月 6 日 上午 11:01 
Sorry to tell that, but this guide is a total mess. I won't tell you what is wrong exactly because that would be writing a guide from the very beginning.
Vic_Ukraine 2024 年 3 月 6 日 上午 6:17 
"-Sowing starts in March and can take till mid April."
the amount of harvest critically depends on the time of sowing. For a good harvest, it is better to finish before the end of March. For this, it is important to manage the seasons so that there are enough handymen for quick sowing
Vic_Ukraine 2024 年 3 月 6 日 上午 6:13 
"The forester must be built first, followed by the clay pit and thatcher, this is because houses need wood, clay and thatch to be built."
In Alpha 5, thatcher is not needed until the completion of 9 houses. There is enough thatch for 9 houses. Thatcher should be built after 9 houses.
Scritch 2024 年 1 月 9 日 上午 2:38 
what about taxes?