Units

= Recruiting Armies = Armies and Militias are the primary methods of recruiting and controlling units in Ymir. The in-game tutorial provides a full explanation for how to create, reinforce, and manage them in the worldmap.

As you progress in the game, new unit types automatically become available for recruiting once the complete set of Knowledges for producing their equipment have been researched, such as unlocking Spear and Leathercloth to enable recruiting for Snouts. As a result, advancing to the next tier of military technology often requires researching several different technologies before any new units actually become available.

Where Coin costs are listed, they only apply once players have unlocked the State Treasury = Stats Comparison = Combat in Ymir is entirely AI-controlled, so players often put a great deal of effort into planning the composition and positioning of their troops ahead of possible engagements. As a result, the stat system in Ymir may be more complex than most players have encountered in other games.

While the exact combat formulas are not currently known, the in-game tooltips provide the following summaries for each stat (edited for clarity and additional details where known):

Passive Stats


 * Power - A basic measure of Army strength. Affects how much Loyalty is gained from Armies or lost from Militias when units are stationed in a territory.


 * Movement - Affects the movement speed of the formation during combat and AP cost of traversing the worldmap (slowest unit defines worldmap speed of an Army). As Armies grow larger, their AP costs can increase even further.


 * Carry - The amount of resources this unit can carry. The formation's inventory capacity is the sum of all its units' carrying capacity.


 * Pillage - The ability of the unit to participate in offensive Raids or Sacking. Units with 0 Pillage stat will remain passive if they enter these engagements as part of an Army (only relevant for Civilian Units).

Attack Stats


 * Attack Rate - (Not shown in-game) Determines the time between re-attacks after units have first engaged an enemy formation.


 * Damage - Amount of damage inflicted to the enemy when hit.


 * Skill - Provides a bonus to hit enemies in melee proportional to the difference in Skill between the units.


 * Reach - Provides a bonus to hit in melee if Reach is higher than the opposing unit. Also provides a bonus to hit against enemies of higher Mass when they are charging.


 * Mass - When charging into melee, provides a Damage bonus proportional to current movement speed.

Defensive Stats


 * Skill - Provides a chance to evade attacks in melee proportional to the difference in Skill between the units, but does not protect against ranged attacks. Evaded attacks deal no Damage.


 * Armor - Gives a chance to deflect any enemy hit, when they are scored successfully. Deflected attacks deal no Damage.


 * Cover - Provides temporary, bonus Armor against ranged attacks when a formation is in the lee of a Wall. Each point of Cover provides +1 Armor regardless of whether the units are enemies or allies (the Cover icon will flash above enemy formations who take damage while receiving this bonus during combat).


 * Toughness - Capacity of the unit to withstand Damage from any enemy hit, when they are scored successfully and not evaded or deflected. Determines chances for unit to be wounded to killed as a result.

Civilian Units
All civilian units are available from start of the game, since their equipment does not require any knowledges.

Cost and Requirements:

''* While Armies may contain Piglets and Oldpigs, they can't be recruited voluntarily. Players typically acquire them when starting the game as a Primitive Tribe, from exploration events, or when evacuating a territory.''

Battle Statistics:

Melee Units
Melee units form the core of most Armies in Ymir. Players should decide carefully whether they want to emphasize cheaper cost, added damage, or added armor when choosing which units to recruit.

Cost and Requirements:

Battle Statistics (all of the following units (including Ranged and Mounted) have 3 Carry and 3 Pillage stat, so they will not be listed separately):

Ranged Units
Ranged units are a mainstay of city defense throughout the game, but always perform best when they have either a Wall or melee formation between them and the enemy. While fewer options are available than melee units, each tier increases both the recruiting cost and attack range at which they can engage enemy formations.

Cost and Requirements:

Ranged units benefit from an alternate set of Attack stats when performing a ranged attack on enemy units, which behave like their melee equivalents with some minor differences:


 * Ranged Attack Rate - (Not shown in-game) Determines the time between ranged attacks. Continues for as long as units have ammo remaining.


 * Ranged Damage - Amount of damage inflicted to the enemy when hit by a ranged attack.


 * Ranged Skill - Provides a bonus to hit enemies based on this unit's Ranged Skill. Does not provide any bonus chance to evade attacks.


 * Range - The maximum distance (in terrain tiles) at which a ranged attack can hit enemies. Does not provide any bonus hit chance. If attacked by an enemy unit outside of their available Range, formations will attempt to charge them in melee combat instead.

Range attack modificators:


 * Ratio of target distance to max Range: modifies skill. bonus below 40%, malus above it.
 * Height difference: +/-1 damage per 5 heights, +/-1 skill per 5 heights.
 * Target under cover: adds cover level as armor to target.
 * Target is moving: skill malus proportionnal to target moving speed
 * Target in melee: skill -50%
 * Is embarked: skill -1 damage -1
 * Target is embarked: target's armor -50%
 * +1 attack per 5 units in the troop
 * -6% skill per unit below 5 units in the troop

Battle Statistics:

Mounted Units
Mounted units become available at later stages of the game and are best employed as separate Armies to take advantage of their high movement speed (the slowest units in an Army set overall worldmap speed). They are especially useful for skirmishes with smaller Armies and raiding territories for resources, where slower units might be left open to follow-up attacks by enemy forces.

Mounted units benefit from a "mobile attacker" trait making them considered as moving even when in melee. This means they benefit from the moving cover against enemy range attacks event when they are fighting in melee, further increasing their strength against range units.

Melee Horse/Camel unlocked by Horseback riding

Ranged Horse/Camel unlocked by Composite bow

Elephant unlocked by Elephant riding

Cost and Requirements:

Battle Statistics:

Tamed Units
Although they're exceptionally rare, players can sometimes obtain Animal units through "taming" exploration events when moving Civilian units. These animals cannot be re-recruited if they are lost or disbanded, but have nearly perfect stats to serve as early game scouts. Although new units of animals can't be recruited already existing units can be reinforced using animals from your stockpiles, as some of the animals you can get are breedable at ranches this means that you can more easily replenish losses to those units.