Porcopedia
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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
Unit rabbit big
Rabbit Meat Only

(+50% Growth)


Green check
Green check
Unit chicken big
Chicken
Green check
Green check
Green check
Green check
Green check
Green check
Unit ostrich big
Ostrich
Green check
Green check
Unit cow big
Cow Leather

with Meat

Wild Only
Green check
Green check
Green check
Green check
Unit deer big
Deer ** Wild Only Wild Only Wild Only Wild Only
Unit goat big
Goat
Green check
Green check
Unit buffalo big
Buffalo
Green check
Green check
Green check
Unit capybara big
Capybara **
Unit sheep big
Sheep Textiles *
Green check
Green check
Wild Only
Unit llama big
Llama
Green check
Green check
Unit mammoth big
Mammoth ** Military

(-25% Growth)

Wild Only
Unit horse big
Horse
Green check
Green check
Green check
Green check
Unit camel big
Camel
Green check
Green check
Unit elephant big
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**

# Annexes * Avg. Fertility

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**

# Annexes * Avg. Fertility

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
Unit wolf big
Wolf Military

(if captured)

Wild Only
Unit bear big
Bear Wild Only
Unit porkoderthal big
Porkoderthal Cannot

Capture

Wild Only


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