This page lists informations about all the existing animal types in Ymir.
Animals[ | ]
The following table lists Animals available in-game, and the climates in which they can be found.
If a unit has Wild Only listed instead of a tick, it means you can find them in that climate, but are unable to build Cattle Farm Pastures for them in that climate.
Portrait | Animal Name | Primary
Industry |
Cold | Temperate | Hot | |||||
---|---|---|---|---|---|---|---|---|---|---|
Polar | Nordic | Oceanic | Continental | Mediterranean | Arid | Desert | Tropical | |||
Rabbit | Meat Only
(+50% Growth)
|
|||||||||
Chicken | ||||||||||
Ostrich | ||||||||||
Cow | Leather
with Meat |
Wild Only | ||||||||
Deer ** | Wild Only | Wild Only | Wild Only | Wild Only | ||||||
Goat | ||||||||||
Buffalo | ||||||||||
Capybara ** | ||||||||||
Sheep | Textiles * | Wild Only | ||||||||
Llama | ||||||||||
Mammoth ** | Military
(-25% Growth) |
Wild Only | ||||||||
Horse | ||||||||||
Camel | ||||||||||
Elephant ** | Wild Only | Wild Only | Wild Only |
* Mediterranean, Arid, and Desert climates rely on Flax from Gathering Camps for Textile production. Cotton can also be grown in Continental climates as a more-efficient alternative to Llamas.
** Not able to breed.
Ranch Production (Overview)[ | ]
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.
For a detailed breakdown of each step, see respective the Animal Farm and Butcher pages.
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:
Pastures[ | ]
Pasture | Fertility Cost to Produce**
|
Trade Routes
(Cargo Volume) | ||
---|---|---|---|---|
1 Meat | 1 Leather | 1 Textiles | 1 Meat | |
Hunter | - | - | - | 0.2 |
Rabbit | 4.8 | 0.05 | ||
Chicken | 4.8 | 0.05 | ||
Ostrich | 5.3 | 0.1 | ||
Cow | 7.1 | 18 | 0.1 | |
Deer | 6.5 | 26 | 0.1 | |
Goat | 5.0 | 25 | 0.1 | |
Buffalo | 7.1 | 14 | 0.1 | |
Capybara | ? | ? | 0.1 | |
Sheep | 6.5 | 33 | 66 | 0.1 |
Llama | 6.7 | 27 | 90 | 0.1 |
Horse | 8.0 | 53 | 0.1 | |
Camel | 8.0 | 40 | 0.1 |
Wool Paddock[ | ]
Wool
Paddock |
Fertility Cost to Produce**
|
Trade Routes
(Cargo Volume) | ||
---|---|---|---|---|
1 Meat | 1 Leather | 1 Textiles | 1 Textiles | |
Cotton | 8* | 0.2 | ||
Flax | 8* | 0.2 | ||
Sheep | 12 | 0.2 | ||
Llama | 12 | 0.2 |
* 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.
Hostile Animals[ | ]
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.
Portrait | Animal Name | Primary
Industry |
Cold | Temperate | Hot | |||||
---|---|---|---|---|---|---|---|---|---|---|
Polar | Nordic | Oceanic | Continental | Mediterranean | Arid | Desert | Tropical | |||
Wolf | Military
(if captured) |
Wild Only | ||||||||
Bear | Wild Only | |||||||||
Porkoderthal | Cannot
Capture |
Wild Only |
|