Heinali live for Patch Notes at Ostriv, Kyiv - Filmed by Nika Popova
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Heinali live for Patch Notes at Ostriv, Kyiv - Filmed by Nika Popova

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One of my favorite observations is how easy it is to spot who is American and who is not, in playthroughs of Ostriv (an 18th century city sim), by how they build residential houses:
You see, non Americans will build one or two related industrial or commercial buildings, near the resources or roads they need to function. Then, they usually build 2-3 residential houses around it, enough to provide workers for the buildings. Then a park, maybe. Then they build another functioning building or two, with their own little neighborhood to service them. And so on, and so forth.
The flow of people walking to and from work is short, and efficient, and so is the transfer of material. Town squares naturally emerge, serving as hubs.
The town expand as needed. But Americans are so poisoned by the curse of suburbia, that they will build 10 production/commercial buildings in a line/grid, mostly unrelated in function, and away from their chains of supply-
-and then they scroll aaaall the waaaay over theeeere-
and build as many houses as they need for the buildings, in a -
*checks notes*
-a suburb ??!
For people who walk (??!), and use carts (!!!?).
The people working at any building have to traverse a much larger distance, every day, making the buildings slower to fully occupy by workers. Some buildings have to waste time waiting for material to be delivered from waaay over theeere were the quarry is -every day.
Pathways shift dramatically when new stuff is added, as all villagers routes are affected.
And because almost all "American-ostriv" commercial buildings that are in active use are built in grids, on longer, straight streets, and veeery close to each other, you need more, long straight roads to streamline the... eh. traffic. that now exists! somehow! (as i realized in shock, when a tiny street kept getting blocked by carts trying to get to and from the trading post. did the american make a town square to provide space? move the wagon sheds and stalls closer and additionally connect them with a seperate, shorter road? no. they built an *extra, ehm, highway* a bit furter up). That density and rigidity doesn't just affect flow -it makes upgrade and renovation itself more difficult.
Even a simple upgrade to make a factory a bit larger, often demands dismanlting other crucial buildings for a bit, and sometimes elaborate re-designs. You can't just remove a house to make space and build that one house a tiny bit further, like you would in a non-American ostriv, for minimal disruption.
No, you can't even say fuck it, and build the new factory in the suburb: not due to a game mechanic, but because *the suburb needs to stay a suburb*
This is done, despite it obstructing gameplay, for no discernable reason, other than, well, that's what cities are supposed to be built like, aren't they?
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Ostriv, a Ukrainian city builder set in 1700
OSTRIV - Що можна продати в інші міста?
it's game design thoughts time again
so it's that time of the <unit_of_time> again, where i have opinions on city builder games this time, i think there should be a C:S like city builder but with a distinct time progression that unlocks certain abilities like, it'd start out with only building placement and such like Ostriv, with a key feature being dynamic NPC pathing, forming roads where the people go then as the game progresses and you unlock new features you can start formalising those paths into roads which are preferred by the NPCs, and sort of gradually adjust that towards C:S style road building with only slight dynamic paths around corners, like you'd see in real cities a similar progression could be applied to other things, like people slowly gaining vehicles first in the form of horses and then later cars, which require different infrastructure, and the demands for resources and services also changing the whole point behind all this is to make city growth more organic, since it's generally very *weird* how C:S just plops you at a highway intersection in like 2016, and you just build a city out of nothing the old medieval-y and such eras would help establish the origins of the city and create a kind of emergent story too the whole idea could kinda be called the Spore of city builders i guess also, Anno 1800 does sort of do this but in a very short timespan, i quite like how it works but it isn't perfect; the first era never really goes away and the new ones are just kinda stacked on top

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Українська гра Острів - це містобудівна стратегія, що перебуває на стадії Alpha вже тривалий час, але це не заважає їй здобувати позитивні відгуки тисяч українських гравців. Понад 2,5 тисячі позитивних відгуків у Steam цьому підтвердження. У цьому відео я поділюся з Вами враженнями від 30 годин проведених у грі Ostriv на пк та розповім про те, чому її варто придбати вже сьогодні. Це не гайд та не проходження, а щирий відгук на українську гру версії Alpha 4, яка точно варта вашої уваги.
I’ve never featured a lot of city builders here and that’s for a reason. I like them quite a lot, but usually the less stylish ones are better. Ostriv from an Ukrainian developer from Kharkov feels different. The UI is really nice and the building inspired by the traditional Eastern European architecture looks picturesque. I watched some of the footage at the start of the year and while sometimes rough around the edges, Ostriv seems to be a great successor to banished (and I know there are 2 or 3 other serious contenders). The war and the shelling slowed the development down, but luckily the team is alive and back on it now.
Let's build a little town in Ostriv
I've fallen in love with this weird little slow-paced town-building game called Ostriv. I'm going to try documenting the journey of one of my little towns as it grows from a circle of tents to a thriving metropolis with a flax-based economy and a robust milk-distribution system. I have no idea if this is what Tumblr is for. I only got here like 72 hours ago and most of those hours, I've been playing Ostriv.