- As a Resource that can be gathered by a hunter.
- As a herd roaming on the world map, which the player can either hunt or capture.
- As a hostile Unit during a random event while exploring the world map.
- As an inventory item obtained through capture or breeding.
- As a Prospect-able Resource, which can then be Scavenged from the territory.
|Deer **||Wild Only||Wild Only||Wild Only||Wild Only|
|Sheep||Textiles *||Wild Only|
|Elephant **||Wild Only||Wild Only||Wild Only|
** Not able to breed.
Eventually, finding animals to continue hunting on the worldmap becomes difficult as their numbers are depleted. Once settlements have unlocked the appropriate Knowledges, their Armies can begin capturing herds to raise as livestock on Animal Farms. After they become fully grown, you can send the animals to a Butcher to be converted into food and other materials.
Since ranch production scales with Fertility, but not Workforce, we can "measure" the overall efficiency of ranching for each animal species based on the amount of Fertility you need to produce the same materials. The following table provides a brief summary of those values:
|Pasture||Fertility Cost to Produce**
|1 Meat||1 Leather||1 Textiles||1 Meat|
|Fertility Cost to Produce**
|1 Meat||1 Leather||1 Textiles||1 Textiles|
* Cotton and Flax have been scaled to match the same area coverage as a Wool Paddock (from 4x4 to 16x16) for this comparison
** Doesn't include the rounding effects for the first 0.1 units of production, so players first unlocking ranching will see much lower costs (temporarily) due to the strong rounding effects for Level 1 buildings.
Not all animals in Ymir get along well with porcos. There are a few additional species which can be found anywhere on the worldmap, but are treated as Barbarians that will immediately attack any units that step on their territory.