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Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Ymir

The State resources update

After the last update added “profitability” to buildings, adding depth to the economy and making it much less forgiving, this new update adds “State resources”, which will alleviate the issue of having to use heavy subventions on buildings producing resources mostly used by players such as tools and weapons.
Since profitability was added, these buildings became really difficult to maintain active and players had to use overkill subventions to make sure the workers would have enough income no matter what their production was. This method was really wasteful and impractical.

Now i’ve added proper State-owned resources : you (the state) can own directly a portion of the stocked resources of a territory.
This amount is now clearly shown in the resource menu.
You don’t pay for resources you already own when using them ( ex for building new stuff ).
You can also set it to auto-buy a specific amount of resources, or more interestingly to buy the whole production continuously, making it a “State resource”.
This option will be really interesting for strategic resources mentionned above, as you can now make it that the whole production of tools or weapons is automatically bought when produced, ensuring a regular profitable income for the producers without the need of subventions, while not having to pay for these resources later on when using them to build or recruit units as they’ll already be yours.


The new sub-UI to manage State ownership of a resource. It tells you how much resources are currently owned by the state and allows you to control it.

Loading resources into a formations now requires you to take ownership of these, which means paying for them if u don’t own them already.


Besides that, Trade routes now have dynamic prices. The price initially set serves as a minimum limit.
If the local price at the destination is high, the price of these goods will increase in the trade route itself as a consequence.
Because the price in these trade routes also influences the local price in the exporting territory, it means prices are now more likely to spread across regions and something worth 50 in a territory is less likely to be worth 1 in the other territory producing and exporting it.

Also, lots of other minor modifications and fixes, including some improvements in the battle code regarding range units and melee units in defensive zones.





The State resources update
v0.0.19.x
– added state-owned resources: a portion of the stocks that belong directly to you (the state) and do not require buying when using
– added state auto-purchasing of resources production, allowing you to autobuy strategic resources (like weapons and tools) thus facilitating the management of their industries profitabilities.
– trade routes now have dynamic prices. price can increase above its initial minimum if the goods are highly priced in their destination.
– fixed bug of corrupted invisible subvention policies
– fixed issue with Marshals not getting visibility from national armies
– increased scale armor upkeep from 0.2 to 0.3
– increased battleaxe damage from 3 to 4
– tavern service consumes less alcohol
– melee troops assigned to defensive zones may now exit their zone if enemies outside of it are in the same area and actively engaging allies (ex firing at other toops in the defensive zone)
– improved behavior of ranged units in battles: better range detection and they react to enemy charges by firing at least once before being engaged into melee
– fixed issues with raiding and pillaging buildings not working properly
– resistance when taking over a region is now limited by total number of actives in it so that an almost empty territory cannot generate full resistance levels anymore.
– fixed issue of resistance disapearing when transfering invaded regions to other players and allowing for an exploit.
– fixed mounted archers not requiring composite bows tech
– fixed difficulty not resetting when spawning as successor of an existing character
– plaster consummes less limestone
– plans consummes less paper
– reduced clay material cost of justice and school services.
– fixed issue causing clogging of the auto-placement of buildings on the servers.
– dismantling territories (of inactives in nations) now transfers ownership without any penalty: no resistence and auto converts culture.
– fixed servers being delisted from steam lobbies after a while (new attempt).
– lvl 2 hunter efficiency slightly reduced. lvl 3 increased.

The Prices update

The price algorithm has been rewritten from scratch to get more accurate dynamic prices, especially its market study component.
Luxury and rare resources should now be priced much higher as a result, as they should have been.
The price UI has been redone to facilitate understanding the different factors influencing pricing of resources. Each element now also provides tooltips with more details and explanation of what it represents.



The prices update
v0.0.18.x
– new market study algorithm that finds the right prices more accurately than before
– removed state consumption factor from prices, for now
– added ‘work price’ , increasing prices depending on the amount of workforce required to produce a unit of resource
– new price UI with more details and reorganized to offer better understanding of the different factors influencing a resource’s final price
– fixed various issues with “new leader” types of spawn
– added a new round of server optimizations to reduce issues on larger games
– armies whose home regions do not have enough population to maintain troops will now decay and gradually lose units.
– some advanced state power policies now require fair exchange.
– added a new “army marshal” status in Nations. Marshals can control all the National armies regardless of their position in the nation’s hierarchy.
– reduced efficiency of pastures

The unprofitable update

This update brings drastic changes to the economy, by adding the concept of 'unprofitable' buildings: if a building in functioning at a loss ( making no positive income for its workers ), it becomes flagged as unprofitable and its efficiency will gradually decrease while being avoided by new workers.

Trade balance is now effective on your treasury balance, and trade incomes are subject to waste!

Also noteworthy: workers priority has finally been implemented, as requested for a while by testers.
And it can be set on a per building basis which allows you to make sure your critical buildings ( like wells and food production/distribution) remain functional even if your population decreases!


The unprofitable update
v0.0.17.x
- greatly increased storage capacity of hier tier warehouses and granaries
- trade incomes now subject to waste
- trade incomes now subject to treaty taxes and nation taxes
- added employment priority per building
- added 'unprofitable' state to buildings, if the building operates at a loss for its workers (prod cost > incomes )
- efficiency of unprofitable production buildings now decreases with time.
- unprofitable buildings are flagged with a special icon, similar to sleeping or abandonned buildings.
- fixed issues with multiple policies UIs
- fixed bug where subventions where not being taken from the state's finances balance
- fixed bug where non producing industries still consummed materials
- added vital needs bonus for providing higher quality food (overall increase in vitalneeds satisfaction)
- reduced sows fertility from 10 to 8
- fixed issues with needs satisfaction and life quality calculations
- added details to the UI of population needs satisfaction: you can now see the life quality awarded by each satisfied need
- fixed bug with formation's upkeep
- reduced cost of claims, but increases exponentially with distance
- reduced colony requirement to 65% vital needs
- rebalanced some techs and project costs
- Misc bugfixes
- In the deployment tool, its now possible to toggle deployment per formation.
- In the deployment tool, you can now see deployment of other troops controlled by other players of your same nation.
- You can now deploy troops in foreign regions.
- Trade balance from all territories now applied to the player's treasury balance.
- Import costs now taken into account by the rentability price factor (the price modificator ensuring minimum rentability for sellers of a resource). Before was only the local production costs.
- Fixed issues with battle objectives.
- Added new battle action to eliminate all enemy forces in city without invading it, pillaging it, or sacking it.
- Increased max number of defensive zones to 6.

The National armies update

This update adds a new type of formation : National Armies. They behave in the same way as regular armies except for the fact that they can be controlled not only by its owner but also by all the superiors of that player in the Nation. This will allow to organize national operations more easily without needing every member of it to be online at the same time.

Strategic tools have been improved: defensive zones stop at enclosed spaces like palissades, range units now display their range visually, and formations can now remember their deployment positions in each region they've been deployed to, meaning it will no longer be reset if your army leaves your city and comes back!

This update also brings a lot of re-balancing and new mechanisms to counter gameplay exploits.
Units now cost coins to recruit and their equipment has to be paid. It is no longer possible to recruit units if in debt.
Honor now affects Legitimacy instead of State Power. It decays with time. Lots of new actions can affect Honor, such as sacking cities, abandoning cities,  or losing a city to a rebellion...
Penalties for having a negative state power, being in debt , or distance from capital have been overall increased.
Also noteworthy: some policies such as "Fair Exchange" now cause an immediate conflict penalty if repelled.
Exploration 'exploits' via the extensive use of lonely civilians in the sea or via the polar regions is now prevented by new events.

This is a pretty large update, although with nothing much new visually. 
Please take the time to read the change log as it contains lots of modifications to gameplay and balance!

National Armies
v0.0.16.x
- WARNING: all prior deployment data is lost! you will have to recreate defensive zones and redeploy all your troops.
- added a new type for formation: "national armies". they can be controlled by all the nation superiors of the formation's owner, allowing to delegate military management for national operations.
- national armies provide authority to any city of the nation where they are stationned, even those of a different character.
- added the ability to change the type of existing formations: militias can now be converted to regular armies.
- defensive zones propagation redone: it will now stop at palissades if inside an enclosed space!
- troops now remember their respective deployment positions in every region they have been deployed to.
- range for missile units such as archrs is now displayed during deployment
- troops missing deployment data will now autodeploy with orders copied from similar units, or, if none available, get assigned to defend any created deployment zone.
- nation state power transfers and taxes for inactive characters is now capped at 10% regardless of their rank settings.
- increased state power maintenance of subordinates from distance + now non linear: expodential increase with distance
- added state power cost from total number of subordinates (not just direct subordinates)
- coin transfers in treaties are now limited by your current treasury and income.
- trading rights and coin transfers are now only available when the fair exchange policy is enabled.
- added new polar events
- some events can now be triggered when moving even on already explored territories
- changed culture from faction based to character based
- colonies no longer contribute to your GDP, culture or score
- revoking or passing certain policies can now cause an immediate penalty of conflict in all your territories. example: revoking fair exchange now causes +40 of conflict.
- recruiting new troops now has a recruitment cost = training cost + equipment cost
- it is no longer possible to recruit new troops if in debt
- honor no longer affects state power, but legitimacy instead. positive honor now provides a bonus, though less important than its malus if negative.
- honor, wether negative or positive, now slowly decays with time
- cancelling debt now also causes an honor penalty
- sacking now causes an honor penalty of 15
- renouncing control of a region now causes an honor penalty of 25
- losing a region to a rebellion now causes an honor penalty of 25
- increase loyalty penalty from negative state power
- increased waste penalty from negative state power
- reduced waste penalty from weak local administration
- increased local culture from capital distance
- added waste UI details in the economic tab of the territory menu
- reduced production of the "guard" service for towers
- increased (greatly!) upkeep of elephants and mammoths
- reduced number of herds
- reduced meat from herds
- lowered growth of elephant and mammoth herds
- lowered odds of successfully capturing elephants and mammoths
- upkeep of elephant and mammoth units greatly increased
- increased conflict generated by the "seized materials" policy from +5% to +10%
- fixed bug when unloading resources from a formation and not enough room available
- added event to counter the exploit of using defenseless civilians (piglets,oldpigs,sows) to explore
- fixed visibility not removed when a formation got destroyed on the worldmap
- fixed issues and exploits with resistance missing in some cases in NPC cities
- fixed issues with research projects getting stuck
- fixed bug with colonies generating abnormal tax income
- fixed colonies counted as cities in the administration stat calculation
- fixed exploit allowing destroyed building to be repaired for free

Engine update

This patch includes an engine update to its latest version.
It is also the first "full build" of the game, which is a more optimized version of the game ( but potentially more unstable and with less error feedback ).
This means everyone should experience a significant improvement of framerate and that the servers should run a bit more smoothly.
This patch also includes significant memory optimizations on the server to allow for bigger games and support more players.
In terms of gameplay, i added fixes to city griefing and rebalanced the different breedable animals to give more unique properties to each.

Engine update
v0.0.15.x
- experimental first ever "full build" of the game. A full build is much more optimized version of the game, improving its overall framerate and memory usage. However its likely to be more unstable!
- updated engine to latest version
- improved server starting speed
- greatly optimized memory usage of the server
- optimized the water and reflection shaders
- demolition speed of buildings is now 0.1 in resistant cities. Local builders do not participate.
- demolition of buildings is maxed to 3 at a time in resistant cities.
- it is now impossible to clear terrain and destroy infrastructures in resistant cities.
- new hierarchy button allows to see the hierarchy of foreign nations
- redesigned the region owner UI in the worldmap
- livestock pastures reduced cost from 2 to 1 res unit of animals to build
- livestock 'meat' pastures efficiency reduced from 1 to 0.7
- rabbit and chicken production's perk is that it takes less space than other animals
- ostrich production produces meat faster
- buffalos and cows produce more leather as byproduct (1.8 and 1.5) but require more space
- llamas, goats and sheep leather production reduced from 1 to 0.8
- horses and camels production is slower and they produce less leather

The Flags update

Reorganized the customization of nation flags.
Now using a palette of colors instead of hue + 2nd color for the flag symbol.
Removed old placeholders and started adding the new final flag icons.
Also fixed various issues.



Flags
v0.0.14.x
- reorganized nation flag customization, now using a color palette and with 2 colors: flag and symbol
- replaced placeholder flag symbols with new final ones
- flag icon lines color will auto-invert from black to white to adapt the filling color
- reduced victory points from score
- dead nation now removed from the score
- carriers no longer spawned for free when evacuating a region
- fixed resources not consummed when located in warehouses being upgraded
- fixed renegociating treaty with 'join faction' causing an error
- fixed culture transfers when disbanding troops not working in some cases
- fixed cultural problems when taking over an abandonned territory
- fixed cultural problems with the succession start
- fixed asking to terminate treaties not working
- fixed table display missing line highlights
- fixed explored map not updating properly in some cases
- fixed issues with trade routes from the world map
- fixed ownership issues with claiming previously settled territories
- fixed formation inventory not being auto-unloaded when disbanding the last troop

The translator's update

A small update bringing reorganized text files that allows to begin the translation work of the game.
Ymir now supports all latin and cyrillic characters.
Each language is now a directory, and new ones can be created simply by copy pasting the default English directory and translating its content.

Besides that, the resources, trading and creation of new formations is now possible directly from the worldmap, making it more convenient.

Also, new test persistent game is being launched!



Translator's update
v0.0.13.x
- reorganized external text files system
- missing text strings are now auto-added at the end of any text file for a language after running the game once
- each language is now a directory
- now supports all latin and cyrillic characters
- started adding french localisation
- UX: resources inventory and trading is now available from the worldmap
- UX: its now possible to create new formations from the worldmap
- fixed issue with terrain heights tool and platform
- fixed some trees having the wrong size
- fixed schools and academia not distributing their service
- reduced odds of consecutive barbarian waves in a short time

The colonies update

3 new character spawning types have been added to the game to facilitate players joining an ongoing game: succession of inactive characters, new leader of rebel territories, and colonies.

Succession
If a character becomes inactive and doesn’t have any subordinates in his nation, he automatically becomes a new “succession” starting point available to any new player joining the game.
The player will inherit all the character’s possessions : techs, treaties, units and territories. The character’s name and portrait are replaced by the ones chosen by the new player during the character’s creation.

New leader
All the territories in “anarchy” because they rebelled or were purposely abandoned by their previous owner now become valid starting points. A character joining as their new leader will inherit the anarchic territory and a set of techs matching the content of the territory. A minimum amount of population, food, and materials is insured to make sure its not an impossible start. This type of start is however pretty random and risky, probably only for experienced players.
If you inherit a rebel city you might be facing the wrath of the territory’s previous owner!

Colonies
And lastly : colonies. Players can now change the status of one of their cities to make it a colony. This action is irreversible and the player will lose control of the city by doing so: he will no longer be able to build and access its resources.
The colony then becomes a valid starting location for new players to join.
While the territory is a colony, it costs no upkeep, no state power, has stable loyalty, administration and 0 waste. It provides a 5% income tax to its founder (regardless of tax rate in policies).
A player starting in a colony will receive full control of the colony and will start automatically in the founder’s nation as one of his subordinates.
The ‘colony’ then loses its status and becomes the new player’s capital.
The new player is bound to the founder by a colonial treaty ensuring that he remains in the nation and pays the colonial tax of 5% of his incomes.
If the new player chooses to illegally break the treaty, he will suffer its breaking penalties : 50% of his GDP and war with the founder.

Why build colonies ?
– territories generate a safe and reliable 5% tax income without costing anything, and require no management as they have a stable administration and loyalty. 5% might seem low but there’s no 'waste' lowering the raw income.
– you can expand your influence for “free”.
– you can exploit a specific resource and transfer it back via trade route without the cost of maintaining a new city.
– you can expand your nation and recruit new people in it. new members start with the advantageous colonial treaty giving you 5% extra tax on top of the nation rank taxes, and advantageous breaking closes to discourage them from leaving.

Why start as a colony?
– you start with all the techs of the colony’s founder, instead of starting from scratch. perfect to catch up if not joining a game from the start.
– you start within an existing nation, meaning you can benefit from their help and protection instead of starting alone.
– you start with a potentially well developed city and resources (depending on what the colony founder provided)



The colonies update
v0.0.13.x
– added succession start.
– added new leader start.
– added colony start.
– territory menu is now accessible from the worldmap.
– fixed issues with storage resource transfers.

The Nations update

The basics of multi-player Nations have been implemented into Ymir!
It is now possible to  gather several players into a common Nation. They will therefore share the same Nation name, color and standard. 
Nations have a fully customizable hierarchy. You can create different titles with custom names and rules such as tax rates to superiors, methods of succession and replacement (when a player becomes inactive) or rights ( allowed to promote subordinates, can recruit new people in the nation... etc).
This is the foundation of the Nation system, and more features will be added to it in the future.
Each player now has a government name that gets combined with his rank title from his Nation.
In their current state, here's the perks and disadvantages of Nations:
- Perks: shared score and victory points, automatic system of taxation and management of inactive players within the nation.
- Disadvantages: costs state power to maintain the more subordinates one has under him and the more distant they are, making the leaders likely to compensate this by using taxation. ego to renounce your own flag.


The new Nation menu allows you to see the Nation's current hierarchy and titles. Only the Nation leader can modify the title names and properties.


When a nation member becomes inactive, a succession happens. One of the succession methods is an election including all his active subordinates who will have to choose who among them will replace the inactive player and take his role.

Territorial claims have been added. Its the foundation of multi-territory regions: instead of the previous one region = one territory ( 1 world tile) , regions can now regroup several tiles under a parent territory : the region's city. 
For now though, the only and first type of regional territory is the aforementioned "territorial claim", which is simply a way to include empty territories into your frontiers to establish control over the neighboring lands. 
Claiming lands costs administration to the parent territory (the city) they are attached to. The ownership of these territories is also inherited from the city, so invading it will also mean taking control of all the region's annex territories.


Nations and territorial claims now allow for the creation of actual countries composed of multiple regions belonging to multiple players, all linked together into one continuous territory.

Claiming a new territory costs administration to the parent region it's being attached to (proportionally to its distance from that region's capital city).
Resource storage has been improved : extra resources no longer spawns 'ground storages' that fills up the map when there's no space available.
Instead, they spawn directly on the floor. Such resources decay with time and will be lost unless stored quickly in a proper storage.
If room is available, they will automatically relocate into one, in the same way slums disappear when room is made available in regular housing.
New resources now also go in priority into large warehouses before filling up smaller 2x2 "ground storages".
So to summarize :
- a new resource will first tries to go into a proper warehouse. 
- if no room is available, it will try to go into 'ground storages'.
- if none is available, it will spawn directly on the floor and will decay with time, trying to relocate if room becomes available.


If no room is available, extra resources now spawn directly on the floor and will decay unless stored properly.
Besides that, the patch includes important optimizations for larger cities, making it much more comfortable in later game.



The Nations update
v0.0.12.x
- added nation hierarchy: multiple players can group in a same nation with a customizable hierarchy of superiors and subordinates.
- added nation titles: customizable faction ranks, with specific settings and names affecting all the members of a rank.
- added nation taxation: superiors can levy a tax on their subordinates, taken from their raw income.
- added nation state power transfer: subordinates can transfer some state power to their superior.
- added promote: if allowed by his rank, a superior can affect rank of subordinates.
- added replacement: if allowed by his rank, a superior can replace an inactive subordinate by another one in the hierarchy.
- added dismantling: if allowed by his rank, a superior can redistribute the territories of an inactive subordinate.
- added expellment: if allowed by his rank, a superior can expel an inactive subordinate from the nation.
- added heirdom succession: a nation member can name an heir that will automatically be offered his title if he were to become inactive.
- extra resource no longer spawn 2x2 ground storages. They spawn directly on the floor and decay with time. like slums for houses, they auto relocate if space is available.
- new resources now go into warehouses/granaries in priority before going into ground storages or directly on the floor.
- added multi-territorial regions : a city can now "own" adjacent territories. Their ownership is synced with the parent city.
- added territorial claims: expands your frontier over empty territories. costs administration from the parent city. For now its the only available regional territory type available.
- optimized frame-rate in large cities
- optimized display of storage buildings
- optimized npc citizens in cities
- you can no longer disband formation outside your regions
- fixed foreign cultures not affecting loyalty
- fewer captured animal events
- fixed issue with npc cities spawning
- fixed issue of steam lobby disappearing despite server still running
- barbarian camps raiding range reduced for persistant games
- barbarian activity reduced in persistant games
- fixed pathfinding issues with bridges and tunnels
- fixed broken victory points from total score
- fixed server auto-save freezing the server and causing client timeouts
- fixed steel being available in the foundry
- fixed merchant upgrades broken
- fixed lag when a formation is deleted while its menu is open
- fixed bug allowing to build several buildings on the same tiles
- fixed bug with treaty counter-proposals

Latest small patches changelogs


v0.0.11.4
- disabled primitive tribe spawn if region is already settled
- added warning event when settling on a primitive tribe's region
- fixed issues with the policies UI
- increased persistant mode prod cycle to 1.5 hour
- increased loot of wolves and bears when killing them

v0.0.11.6
- modified and reduced effect of all knowledges on intelligence
- fixed an issue with iron working tech
- fixed issues with cultural transfers between regions
- fixed bug where llamas were unavailable in tropical climate

v0.0.11.7
- fixed issues with building platforms
- improved UI to place platforms
- added "support" constraints to terrain heights modification: tiles now have a min and max height based on their surrounding tiles to prevent exploits such as making free walls of dirt.
- fixed obsidian weapons not beeing unlocked with the obsidian tech
- fixed display issues with the terrain heights tool
- failsafe prevents players from placing a production building that has nothing exploitable in range ( ex hunters or fisherpigs )
- inactive characters's scores now ignored for the ref average score calculation
- slowed evolution of culture and loyalty in persistent modes
- fixed battle code errors with disembarking and multiple allied armies
- fixed issue with research projects getting stuck