Porcopedia
(adding range units big troop bonus)
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'''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.
 
'''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 [[Clothing|Leathercloth]] to enable recruiting for [[Snout|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.
+
As you progress in the game, new unit types automatically become available for recruiting once you have the equipment for it. So for example, you can scavenge bows from an event and produce leather clothes, then recruit bowpigs even without the technology that allows bows production.
   
 
'''Where [[Coins|Coin]] costs are listed, they only apply once players have unlocked the State Treasury'''
 
'''Where [[Coins|Coin]] costs are listed, they only apply once players have unlocked the State Treasury'''
 
= Stats Comparison =
 
= 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.
+
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)'':
+
While the exact combat formulas are not currently known, the in-game tooltips provide the following summaries for each stat:
   
  +
<div class="unit-stat-info">
'''Passive Stats'''
 
   
  +
==Base 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.
 
   
  +
{{UnitStatBlock
* '''[[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.
 
  +
|icon=Icon_strength.png
  +
|title=Strength
  +
|game_description=A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
  +
|text=A basic measure of a units overall strength. Affects how much [[Loyalty]] is gained from armies or lost from militias when units are stationed in a [[Territory]].
  +
}}
   
  +
{{UnitStatBlock
* '''[[Carry]] -''' The amount of resources this unit can carry. The formation's inventory capacity is the sum of all its units' carrying capacity.
 
  +
|icon=Icon_movement.png
  +
|title=Movement
  +
|game_description=The movement speed of the unit on the battlefield. It also affects the <b>overall movement speed</b> of the formation in the worldmap.
  +
}}
   
  +
{{UnitStatBlock
* '''[[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)''.
 
  +
|icon=Icon_mass.png
  +
|title=Mass
  +
|game_description=The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
  +
}}
   
  +
{{UnitStatBlock
'''Attack Stats'''
 
  +
|icon=Icon_carry.png
  +
|title=Carrying Capacity
  +
|game_description=The amount of resources this unit can carry. The formations inventory capacity is the <i>sum of all its units carrying capacity</i>.
  +
|text=
  +
}}
   
  +
==Armor and Toughness==
* '''[[Attack Rate]] -''' ''(Not shown in-game)'' Determines the time between re-attacks after units have first engaged an enemy formation.
 
   
  +
In combat units do not have a health value, but die from a single landed hit which penetrated their ''Toughness'' and ''Armor''.
* '''[[Damage]] -''' Amount of damage inflicted to the enemy when hit.
 
  +
When a unit is hit - the game rolls 2 dice, one after another, to determine if the unit has survived the attack. The unit has to roll a good outcome on either one of the dice to survive.
   
  +
{{UnitStatBlock
* '''[[Skill]] -''' Provides a bonus to hit enemies in melee proportional to the difference in Skill between the units.
 
  +
|icon=Icon_toughness.png
  +
|title=Toughness
  +
|game_description=The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
  +
|text='''Damage Resist'''
  +
When a unit is hit, the game determines whether the unit resists it or not, by rolling a die.
   
  +
This roll is affected by the units ''Toughness'' and by the attackers ''Damage'' like this: ''Damage'' equal to ''Toughness'' would give a unit 50% chance to resist the blow, with every point difference between damage and toughness changing the % by 12, up or down accordingly (For example: A unit with 3 toughness has a 50% chance to resist an attack with 3 damage. And a unit with 2 toughness has a 26% chance to resist a blow with 4 damage).
* '''[[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.
 
   
  +
{{{!}} class="wikitable table-text-center"
* '''[[Mass]] -''' When charging into melee, provides a Damage bonus proportional to current movement speed.
 
  +
{{!-}}
  +
! colspan="4" {{!}} More Damage
  +
! -
  +
! colspan="4" {{!}} More Toughness
  +
{{!-}}
  +
{{!}} -4
  +
{{!}} -3
  +
{{!}} -2
  +
{{!}} -1
  +
{{!}} 0
  +
{{!}} +1
  +
{{!}} +2
  +
{{!}} +3
  +
{{!}} +4
  +
{{!-}}
  +
{{!}} 2%
  +
{{!}} 14%
  +
{{!}} 26%
  +
{{!}} 38%
  +
{{!}} 50%
  +
{{!}} 62%
  +
{{!}} 74%
  +
{{!}} 86%
  +
{{!}} 98%
  +
{{!}}}
  +
}}
   
  +
{{UnitStatBlock
'''Defensive Stats'''
 
  +
|icon=Icon_armor.png
  +
|title=Armor
  +
|game_description=Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
  +
|text=''Armor'' is a stat that works like ''Toughness'', except that it provides a percentage chance to deflect the attack, for every unit of ''Armor'' the unit has.
   
  +
Each point gives a 14% chance to deflect a melee hit OR a 16% chance to deflect a ranged hit (A unit that has 3 ''Armor'' has a 42% chance to deflect a melee blow and 48% chance to deflect an arrow hit).
* '''[[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.
 
   
  +
There is always a minimum chance for a unit to still be hit through all the armor - some one in a million arrow may kill your armored elephant.
* '''[[Armor]] -''' Gives a chance to deflect any enemy hit, when they are scored successfully. Deflected attacks deal no Damage.
 
   
  +
High armor units are very durable and may survive for longest. Units that deal more than 5 damage per hit reduce ''Armor'' with their ''Armor Penetration'' bonus (refer to ''Damage'' below for more information).
* '''[[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)''.
 
   
  +
'''Wall Cover'''
* '''[[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.
 
  +
The ''Cover Bonus'' from [[Wall]]s can also affect ''Armor'' and make a unit practically immune to arrows (The cover bonus provides ''Armor'' equal to the value it gives).
  +
  +
Walls provide the following amount of ''Cover'':
  +
{{{!}} class="wikitable table-text-center"
  +
{{!-}}
  +
! Palisade
  +
! Mudbrick
  +
! Cobblestone
  +
! Brick
  +
! Stoneblock
  +
{{!-}}
  +
{{!}}[[File:Wall_palisade.png|link=]]
  +
{{!}}[[File:Wall_mudbrick.png|link=]]
  +
{{!}}[[File:Wall_cobblestone.png|link=]]
  +
{{!}}[[File:Wall_brick.png|link=]]
  +
{{!}}[[File:Wall_stoneblock.png|link=]]
  +
{{!-}}
  +
{{!}}5
  +
{{!}}4
  +
{{!}}6
  +
{{!}}5
  +
{{!}}7
  +
{{!}}}
  +
}}
  +
  +
==Damage==
  +
Damage is compared against enemy ''Toughness'' and ''Armor'' values to determine whether the unit has deflected the blow in relevant checks.
  +
See more in the ''Toughness'' & ''Armor'' paragraphs above.
  +
  +
'''Penetration Bonus'''
  +
A damage value above 5 provides a ''Armor Penetration'' bonus that reduces the enemy ''Armor'' by 1 for every additional point of damage. (For example: An Axepig's damage of 9 provides an ''Armor Penetration'' bonus of 4, reducing enemy ''Armor'' by 4).
  +
  +
'''Wall/Gate Damage'''
  +
  +
''Damage'' also determines the speed of wall/gate breaking by a ram during city invasions.
  +
It has a linear effect, with 9 damage unit being 3 times quicker then 3 damage unit.
  +
  +
'''Damage Types'''
  +
Attacks are split into two types: <strong>Melee</strong>, and <strong>Ranged</strong>.
  +
  +
===Melee===
  +
  +
{{UnitStatBlock
  +
|icon=Icon_WS.png
  +
|title=Offensive and Defensive Melee Skill
  +
|game_description=The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
  +
|text=
  +
}}
  +
  +
{{UnitStatBlock
  +
|icon=Icon_damage.png
  +
|title=Melee Damage & Attack Speed
  +
|game_description=The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.<br/>Damage above 5 gives an <i>armor piercing</i> bonus reducing the enemy's armor saving rate.
  +
|text=
  +
}}
  +
  +
{{UnitStatBlock
  +
|icon=Icon_reach.png
  +
|title=Reach
  +
|game_description=Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.<br/>A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
  +
|text=
  +
}}
  +
  +
===Ranged===
  +
  +
{{UnitStatBlock
  +
|icon=Icon_BS.png
  +
|title=Ballistic Skill
  +
|game_description=The ability to hit distant enemies in ballistic attacks. Difficulty is increased by <b>distance of the target</b> and its <b>movement speed</b>.
  +
|text=
  +
}}
  +
  +
{{UnitStatBlock
  +
|icon=Icon_damage.png
  +
|title=Ballistic Damage & Attack Speed
  +
|game_description=The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. <b>Attack speed</b> determines the average amount of attacks dealth per turn.<br/>Damage <b>above 5</b> gives an <i>armor piercing</i> bonus reducing the enemys armor saving rate.
  +
|text='''Height Bonus'''
  +
Attacking from above or below another unit improves/reduces the amount of damage a unit will do:
  +
* Attacking from above will give +1 damage per tile height difference.
  +
* Attacking from below will give -1 damage per tile height difference.
  +
  +
The Height Bonus is capped at -3/+3.
  +
}}
  +
  +
{{UnitStatBlock
  +
|icon=Icon_range.png
  +
|title=Range
  +
|game_description=For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
  +
|text=
  +
}}
  +
  +
</div>
   
 
== Civilian Units ==
 
== Civilian Units ==
Line 48: Line 194:
 
'''Cost and Requirements:'''
 
'''Cost and Requirements:'''
   
  +
{{#invoke:Units|displayUnitsTable|filter=unit_type:civilian}}
{| class="wikitable" style="text-align:center;"
 
! rowspan="2" |Portrait
 
! rowspan="2" style="padding: 8px" |Unit Name
 
! rowspan="2" style="padding: 8px" |Profession
 
! colspan="5" style="padding: 8px" |<u>Cost per Recruit</u> (1.0 resources per slot)
 
! rowspan="2" style="padding: 8px" |Upkeep
 
 
[[Coins|(Coins)]]
 
|-
 
! style="padding: 8px" |Main Hand
 
! style="padding: 8px" |Offhand
 
! style="padding: 8px" |Chest
 
! style="padding: 8px" |Head
 
! style="padding: 8px" |Training [[Coins|(Coins)]]
 
|-
 
![[File:Icon unit male 2.png|center|65x65px|Units]]
 
![[Porco]]
 
!Settler
 
!
 
!
 
!
 
!
 
!4
 
!0.9
 
|-
 
![[File:Icon unit sow 2.png|center|65x65px|Units]]
 
![[Sow]]
 
!Settler
 
!
 
!
 
!
 
!
 
!4
 
!0.9
 
|-
 
![[File:Icon unit carrier 1.png|center|65x65px|Units]]
 
![[Carrier]]
 
!Settler
 
!
 
!
 
! style="padding: 8px" |[[Leather]]
 
!
 
!6
 
!0.9
 
|-
 
![[File:Icon unit piglet 1.png|center|65x65px|Units]]
 
![[Piglets|Piglet]]*
 
!Settler
 
!
 
!
 
!
 
!
 
!*
 
!0.9
 
|-
 
![[File:Icon unit oldpig 2.png|center|65x65px|Units]]
 
![[Oldpig]]*
 
!Settler
 
!
 
!
 
!
 
!
 
!*
 
!0.9
 
|}
 
   
 
'''''*''' 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.''
 
'''''*''' 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.''
Line 118: Line 200:
 
'''Battle Statistics:'''
 
'''Battle Statistics:'''
   
  +
{{#invoke:Units|displayUnitStatsTable|filter=unit_type:civilian}}
{| class="wikitable sortable" style="text-align: center;"
 
|-
 
!Unit Name
 
![[Power]]
 
![[Movement]]
 
![[Carry]]
 
![[Pillage]]
 
![[Attack Rate]]
 
![[Damage]]
 
![[Skill]]
 
![[Reach]]
 
![[Mass]]
 
![[Armor]]
 
![[Toughness]]
 
|-
 
| [[Porco]] || < 1 || 2.0
 
|1
 
|0|| 1 || 2 || 1 || 0 || 75|| 0 || 1
 
|-
 
| [[Sow]] || < 1 || 1.8
 
|1
 
|0|| 1 || 1 || 0.5 || 0 || 60|| 0 || 0.5
 
|-
 
| [[Carrier]] || < 1 || 1.5
 
|15
 
|0|| 1 || 1 || 1 || 0 || 90|| 0 || 1
 
|-
 
| [[Piglets|Piglet]] || < 1 || 1.5
 
|1
 
|0|| 1 || 0.2 || 0.1 || 0 || 40|| 0 || 0.2
 
|-
 
| [[Oldpig]] || < 1 || 1
 
|1
 
|0|| 1 || 1 || 0.5 || 0 || 60|| 0 || 0.5
 
|}
 
   
 
== Melee Units ==
 
== Melee Units ==
Line 159: Line 207:
 
'''Cost and Requirements:'''
 
'''Cost and Requirements:'''
   
  +
{{#invoke:Units|displayUnitsTable|filter=unit_type:ground_melee}}
{| class="wikitable" style="text-align:center;"
 
! rowspan="2" |Portrait
 
! rowspan="2" style="padding: 8px" |Unit Name
 
! rowspan="2" style="padding: 8px" |Profession
 
! colspan="5" style="padding: 8px" |<u>Cost per Recruit</u> (1.0 resources per slot)
 
! rowspan="2" style="padding: 8px" |Upkeep
 
   
  +
'''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):
[[Coins|(Coins)]]
 
|-
 
! style="padding: 8px" |Main Hand
 
! style="padding: 8px" |Offhand
 
! style="padding: 8px" |Chest
 
! style="padding: 8px" |Head
 
! style="padding: 8px" |Training [[Coins|(Coins)]]
 
|-
 
![[File:Icon unit hammerer 1.png|center|65x65px|Units]]
 
![[Warrior]]
 
! style="padding: 8px" |Basic Unit
 
! style="padding: 8px" |[[Wood]]
 
!
 
!
 
!
 
!2
 
!0.6
 
|-
 
![[File:Icon wolfwarrior big.png|center|64x64px|Units]]
 
![[Wolf Warrior]]
 
! style="padding: 8px" |[[File:Custom Sword Icon.png|center|48px]]
 
! style="padding: 8px" |[[Wood]]
 
! style="padding: 8px" |[[Flint]]
 
!
 
! style="padding: 8px" |[[Elite Warriors|Wolf]]
 
!2
 
!0.7
 
|-
 
![[File:Icon bearserker big.png|center|64x64px|Units]]
 
![[Bearserker]]
 
! style="padding: 8px" |[[File:Custom Guard Icon.png|center|48px]]
 
! style="padding: 8px" |[[Wood]]
 
! style="padding: 8px" |[[Flint]]
 
!
 
! style="padding: 8px" |[[Elite Warriors|Bear]]
 
!3
 
!0.7
 
|-
 
![[File:Icon snout big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Snout]]
 
! style="padding: 8px" |Basic Unit
 
! style="padding: 8px" |[[Spears|Spear]]
 
!
 
! style="padding: 8px" |[[Clothing|Leathercloth]]
 
!
 
!2
 
!0.7
 
|-
 
![[File:Icon eaglewarrior big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Eagle Warrior]]
 
! style="padding: 8px" |[[File:Custom Sword Icon.png|center|48px]]
 
! style="padding: 8px" |[[Obsidian weaponry|Macana]]
 
!
 
! style="padding: 8px" |[[Clothing|Leathercloth]]
 
!
 
!2
 
!0.7
 
|-
 
![[File:Icon pitsotl big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Pitsotl]]
 
! style="padding: 8px" |[[File:Custom Guard Icon.png|center|48px]]
 
! style="padding: 8px" |[[Obsidian weaponry|Topilis]]
 
! style="padding: 8px" |[[Shield|Wooden Shield]]
 
! style="padding: 8px" |[[Clothing|Leathercloth]]
 
!
 
!2
 
!0.7
 
|-
 
![[File:Icon axepig.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Axepig]]
 
! style="padding: 8px" |Basic Unit
 
! style="padding: 8px" |[[Battleaxes]]
 
!
 
! style="padding: 8px" |[[Clothing|Leathercloth]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!2
 
!0.7
 
|-
 
![[File:Icon swordpig big.png|center|64x64px|Units]]
 
![[Swordpig]]
 
! style="padding: 8px" |[[File:Custom Sword Icon.png|center|48px]]
 
! style="padding: 8px" |[[Shortsword|Short Sword]]
 
! style="padding: 8px" |[[Shield|Wooden Shield]]
 
! style="padding: 8px" |[[Padded armors|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!4
 
!0.9
 
|-
 
![[File:Icon spearpig.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Spearpig]]
 
! style="padding: 8px" |[[File:Custom Guard Icon.png|center|48px]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Shield|Wooden Shield]]
 
! style="padding: 8px" |[[Padded armors|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!4
 
!0.9
 
|-
 
![[File:Icon immortal big.png|center|64x64px|Units]]
 
![[Immortal]]
 
!Basic Unit
 
![[Spears|Spear]]
 
![[Wooden shield|Wooden Shield]]
 
![[Scale armors|Scale Armor]]
 
![[Light helmets|Light Helmet]]
 
!6
 
!1.1
 
|-
 
![[File:Icon voulger big.png|center|64x64px|Units]]
 
![[Voulger]]
 
! style="padding: 8px" |[[File:Custom Sword Icon.png|center|48px]]
 
![[Halberds|Halberd]]
 
!
 
![[Padded armors|Padded Armour]]
 
![[Light helmets|Light helmet]]
 
!4
 
!0.9
 
|-
 
![[File:Icon hoplite big.png|center|64x64px|Units]]
 
![[Hoglite]]
 
! style="padding: 8px" |[[File:Custom Guard Icon.png|center|48px]]
 
![[Spears|Spear]]
 
![[Metal shields|Metal Shield]]
 
![[Cuirasses|Cuirass]]
 
![[Heavy helmets]]
 
!10
 
!1.5
 
|-
 
![[File:Icon porcus big.png|center|64x64px|Units]]
 
![[Porcus]]
 
!Basic Unit
 
![[Shortsword|Short Sword]]
 
![[Heavy shields|Heavy Shield]]
 
![[Laminar armors|Laminar Armor]]
 
![[Light helmets|Light Helmet]]
 
!7
 
!1.2
 
|-
 
![[File:Icon battleswine big.png|center|63x63px|Units]]
 
![[Battleswine]]
 
! style="padding: 8px" |[[File:Custom Sword Icon.png|center|48px]]
 
![[Longsword|Long Sword]]
 
!
 
![[Padded armor|Padded Armor]]
 
   
  +
{{#invoke:Units|displayUnitStatsTable|filter=unit_type:ground_melee}}
[[Brigandines]]
 
![[Light helmets|Light Helmet]]
 
!5
 
!1.0
 
|-
 
![[File:Icon swordboar big.png|center|64x64px|Units]]
 
![[Swordboar]]
 
![[File:Custom_Guard_Icon.png|link=https://ymir.gamepedia.com/File:Custom_Guard_Icon.png|center|48x48px]]
 
![[Shortsword|Short Sword]]
 
![[Wooden shield|Wooden Shield]]
 
![[Chainmails]]
 
   
  +
==Ranged Units ==
[[Brigandines]]
 
![[Heavy helmets]]
 
!7
 
!1.2
 
|-
 
![[File:Icon baconeer big.png|center|64x64px|Units]]
 
![[Baconeer]]
 
!Basic Unit
 
![[Longsword|Long Sword]]
 
!
 
![[Plate armors]]
 
[[Padded armors|Padded Armor]]
 
![[Heaumes]]
 
!8
 
!1.3
 
|-
 
![[File:Icon warhog big.png|center|64x64px|Units]]
 
![[Warhog]]
 
![[File:Custom_Sword_Icon.png|link=https://ymir.gamepedia.com/File:Custom_Sword_Icon.png|center|48x48px]]
 
![[Halberds|Halberd]]
 
!
 
![[Plate armors|Plate Armor]]
 
[[Padded armors|Padded Armor]]
 
![[Heaumes]]
 
!8
 
!1.3
 
|-
 
![[File:Icon martelsnout big.png|center|64x64px|Units]]
 
![[Martelsnout]]
 
![[File:Custom_Guard_Icon.png|link=https://ymir.gamepedia.com/File:Custom_Guard_Icon.png|center|48x48px]]
 
![[Warhammers|Warhammer]]
 
![[Steel shield]]
 
![[Plate armors|Plate Armor]]
 
[[Padded armors|Padded Armor]]
 
![[Heaumes]]
 
!11
 
!1.6
 
|}
 
'''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):
 
{| class="wikitable sortable" style="text-align: center;"
 
|-
 
!Unit Name
 
![[Power]]
 
![[Movement]]
 
![[Attack Rate]]
 
![[Damage]]
 
![[Skill]]
 
![[Reach]]
 
![[Mass]]
 
![[Armor]]
 
![[Toughness]]
 
|-
 
|[[Warrior]] || 6 || 2.0 || 1 || 3 || 2.5 || 1 || 80|| 0 || 2
 
|-
 
|[[Wolf Warrior]] || 17 || 3.0 || 2 || 4 || 5 || 1 || 80|| 2 || 3
 
|-
 
|[[Bearserker]] || 25 || 1.5 || 1 || 12 || 5.5 || 1 || 80|| 3 || 5
 
|-
 
|[[Snout]]|| 11 || 2.0 || 1 || 3 || 3 || 3.5 || 80|| 0 || 3
 
|-
 
|[[Eagle Warrior]]|| 12 || 1.8|| 0.6 || 7 || 4.5 || 1.8 ||88|| 0 ||3
 
|-
 
|[[Pitsotl]]|| 14 || 1.9|| 1 || 3.5 || 2.7 || 3 ||90|| 1 || 3
 
|-
 
|[[Axepig]]|| 14 || 1.9|| 0.6 || 6 || 5 || 2 ||?
 
| 1 || 3
 
|-
 
|[[Swordpig]]|| 23 || 1.9|| 1.5 || 3.5 || 4.7 || 1 ||?
 
| 2 || 4
 
|-
 
|[[Spearpig]]|| 18 || 1.9 || 1 || 3 || 2.7 || 3.5 ||106|| 2 || 4
 
|-
 
|[[Immortal]]|| 23 || 1.7|| 1 || 3 || 1.75 || 3.5 ||?
 
| 4 || 3
 
|-
 
|[[Voulger]]|| 28 || 1.7|| 0.7 || 8 || 3.5 || 3 ||?
 
| 1 || 4
 
|-
 
|[[Hoglite]]|| 24 || 1.6|| 1 || 3 ||0.9 || 3.5 ||?
 
| 5.5 || 2
 
|-
 
|[[Porcus]]|| 36 || 1.6|| 1.5 || 3.5 || 3.8 || 1 ||123
 
| 5.8 || 3
 
|-
 
|[[Battleswine]]|| 40 || 1.8|| 1 || 6 || 4.5 || 1.8 ||115
 
| 3 || 5
 
|-
 
|[[Swordboar]]|| 36 || 1.7|| 1.5 || 3.5 || 3.75 || 1 ||?
 
| 5 || 5.5
 
|-
 
|[[Baconeer]]|| 50 || 1.6|| 1 || 6 || 3 || 1.75 ||?
 
| 7 || 4
 
|-
 
|[[Warhog]]|| 55 || 1.4|| 0.7 || 8 || 2 || 3 ||?
 
| 7 || 4
 
|-
 
|[[Martelsnout]]|| 66 || 1.2|| 1 || 9 || 2 || 1.25 ||?
 
| 10 || 4
 
|}
 
 
== 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.
 
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:'''
 
'''Cost and Requirements:'''
   
  +
{{#invoke:Units|displayUnitsTable|filter=unit_type:ground_ranged}}
{| class="wikitable" style="text-align:center;"
 
! rowspan="2" |Portrait
 
! rowspan="2" style="padding: 8px" |Unit Name
 
! rowspan="2" style="padding: 8px" |Profession
 
! colspan="5" style="padding: 8px" |<u>Cost per Recruit</u> (1.0 resources per slot)
 
! rowspan="2" style="padding: 8px" |Upkeep
 
   
[[Coins|(Coins)]]
 
|-
 
! style="padding: 8px" |Main Hand
 
! style="padding: 8px" |Offhand
 
! style="padding: 8px" |Chest
 
! style="padding: 8px" |Head
 
! style="padding: 8px" |Training [[Coins|(Coins)]]
 
|-
 
![[File:Icon rockthrower big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Rock Thrower]]
 
! style="padding: 8px" |[[File:Resized Ranged Icon.png|center|48px]]
 
! style="padding: 8px" |[[Stone]]
 
!
 
!
 
!
 
!0
 
!0.5
 
|-
 
![[File:Icon unit javelineer 1 big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Javelineer]]
 
! style="padding: 8px" |[[File:Resized Ranged Icon.png|center|48px]]
 
! style="padding: 8px" |[[Javelins]]
 
!
 
!
 
!
 
!1
 
!0.6
 
|-
 
![[File:Icon unit archer 1.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Bowpig]]
 
! style="padding: 8px" |[[File:Resized Ranged Icon.png|center|48px]]
 
! style="padding: 8px" |[[Bows|Bow]]
 
!
 
! style="padding: 8px" |[[Tanning|Leathercloth]]
 
!
 
!2
 
!0.7
 
|-
 
![[File:Icon unit horsebow big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Horsebow]]
 
! style="padding: 8px" |[[File:Resized Mounted Archer Icon.png|center|60px]]
 
! style="padding: 8px" |[[Bows|Bow]]
 
! style="padding: 8px" |[[Horse]]
 
! style="padding: 8px" |[[Padded armour|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!35
 
!4.0
 
|-
 
![[File:Icon unit camelbow big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Camelbow]]
 
! style="padding: 8px" |[[File:Resized Mounted Archer Icon.png|center|60px]]
 
! style="padding: 8px" |[[Bows|Bow]]
 
! style="padding: 8px" |[[Camel]]
 
! style="padding: 8px" |[[Padded armour|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!35
 
!4.0
 
|-
 
![[File:Icon longbowpig big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Longbowpig]]
 
! style="padding: 8px" |[[File:Resized Ranged Icon.png|center|48px]]
 
! style="padding: 8px" |[[Longbows|Longbow]]
 
!
 
! style="padding: 8px" |[[Padded armors|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!3
 
!0.8
 
|-
 
![[File:Icon crossbowpig big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Crossbowpig]]
 
! style="padding: 8px" |[[File:Resized Ranged Icon.png|center|48px]]
 
![[Crossbows]]
 
!
 
![[Brigandines]]
 
![[Light helmets|Light Helmet]]
 
!4
 
!0.9
 
|}
 
 
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 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 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 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.
 
* '''[[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]] -''' 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:
 
Range attack modificators:
   
* Ratio of target distance to max Range: modifies skill. bonus below 40%, malus above it.
+
*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.
+
*Height difference: +/-1 damage per 5 heights, +/-1 skill per 5 heights.
* Target under cover: adds cover level as armor to target.
+
*Target under cover: adds cover level as armor to target.
* Target is moving: skill malus proportionnal to target moving speed
+
*Target is moving: skill malus proportionnal to target moving speed
 
* Target in melee: skill -50%
 
* Target in melee: skill -50%
* Is embarked: skill -1 damage -1
+
*Is embarked: skill -1 damage -1
* Target is embarked: target's armor -50%
+
*Target is embarked: target's armor -50%
 
*+1 attack per 5 units in the troop
 
*+1 attack per 5 units in the troop
  +
*-6% skill per unit below 5 units in the troop
   
 
'''Battle Statistics:'''
 
'''Battle Statistics:'''
{| class="wikitable sortable" style="text-align: center;"
 
|-
 
!Unit Name
 
![[Power]]
 
![[Movement]]
 
![[Attack Rate]]
 
![[Damage]]
 
![[Skill]]
 
![[Reach]]
 
![[Mass]]
 
![[Armor]]
 
![[Toughness]]
 
|-
 
|[[Rock Thrower]] || 6 || 1||'''R. 0.5'''
 
1
 
|'''R. 5'''
 
5
 
|'''R. 2'''
 
1
 
|'''R. 4'''
 
1
 
| 80|| 0 || 2
 
|-
 
|[[Javelineer]] || 13 || 2.3||'''R. 0.5'''
 
1
 
|'''R. 6'''
 
6
 
|'''R. 3'''
 
1
 
|'''R. 10'''
 
1
 
| 80|| 0 || 2
 
|-
 
|[[Bowpig]] || 14 || 2.1||'''R. 0.5'''
 
1
 
|'''R. 4'''
 
4
 
|'''R. 3'''
 
1
 
|'''R. 20'''
 
1
 
| 80|| 0 || 3
 
|-
 
| [[Horsebow]] || ? || 4.1|| ?||'''R. 6'''
 
6
 
|'''R. 2.2'''
 
1.8
 
|'''R. 20'''
 
2
 
|896|| 0.5 || 4
 
|-
 
|[[Camelbow]] || 35.8 || 3.6|| ?||'''R. 5.5'''
 
5.5
 
|'''R. 2'''
 
2
 
|'''R. 20'''
 
3
 
|696|| 0.4 || 4
 
|-
 
|[[Longbowpig]] || 30 || 2||'''R. 0.5'''
 
1
 
|'''R. 4'''
 
4
 
|'''R. 3'''
 
1
 
|'''R. 26'''
 
'''1'''
 
|80|| 1 || 4
 
|-
 
|[[Crossbowpig]] || 45 || 1.8|| ?|| R. 10
 
10
 
| R. 5
 
1
 
|R.16
 
1
 
|107|| 3 || 3
 
|}
 
   
  +
{{#invoke:Units|displayUnitStatsTable|filter=unit_type:ground_ranged}}
== Mounted Units ==
 
  +
  +
==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 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.
   
Line 626: Line 259:
   
 
'''Cost and Requirements:'''
 
'''Cost and Requirements:'''
  +
{{#invoke:Units|displayUnitsTable|filter=unit_type:mounted}}
   
{| class="wikitable" style="text-align:center;"
 
! rowspan="2" |Portrait
 
! rowspan="2" style="padding: 8px" |Unit Name
 
! rowspan="2" style="padding: 8px" |Profession
 
! colspan="6" |<u>Cost per Recruit</u> (1.0 resources per slot)
 
! rowspan="2" style="padding: 8px" |Upkeep
 
 
[[Coins|(Coins)]]
 
|-
 
! style="padding: 8px" |Mount
 
! style="padding: 8px" |Main Hand
 
! style="padding: 8px" |Offhand
 
! style="padding: 8px" |Chest
 
! style="padding: 8px" |Head
 
! style="padding: 8px" |Training [[Coins|(Coins)]]
 
|-
 
![[File:Icon unit horsebow big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Horsebow]]
 
! style="padding: 8px" |[[File:Resized Mounted Archer Icon.png|center|60px]]
 
![[Horse]]
 
! style="padding: 8px" |[[Bows|Bow]]
 
! style="padding: 8px" |
 
! style="padding: 8px" |[[Padded armour|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!35
 
!4.0
 
|-
 
![[File:Icon unit horsepig big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Horsepig]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
! style="padding: 8px" |[[Horse]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Wooden shield|Wooden Shield]]
 
! style="padding: 8px" |[[Padded armour|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!36
 
!4.1
 
|-
 
![[File:Icon unit cataphract big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Cataphract]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
! style="padding: 8px" |[[Horse]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Metal shields|Metal Shield]]
 
! style="padding: 8px" |[[Scale armors|Scale Armor]] x2
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!43
 
!4.8
 
|-
 
![[File:Icon unit pigatarms big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Pig-at-arms]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
! style="padding: 8px" |[[Horse]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Steel shield]]
 
! style="padding: 8px" |[[Plate armors]]x2
 
! style="padding: 8px" |[[Heaumes]]
 
!46
 
!5.1
 
|-
 
![[File:Icon unit camelbow big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Camelbow]]
 
! style="padding: 8px" |[[File:Resized Mounted Archer Icon.png|center|60px]]
 
! style="padding: 8px" |[[Camel]]
 
! style="padding: 8px" |[[Bows|Bow]]
 
! style="padding: 8px" |
 
! style="padding: 8px" |[[Padded armour|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!35
 
!4.0
 
|-
 
![[File:Icon unit camelpig big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Camelpig]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
! style="padding: 8px" |[[Camel]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Wooden shield|Wooden Shield]]
 
! style="padding: 8px" |[[Padded armour|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!36
 
!4.1
 
|-
 
![[File:Icon unit camephract big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Camephract]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
![[Camel]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Metal shields|Metal Shield]]
 
! style="padding: 8px" |[[Scale armors|Scale Armor]] x2
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!43
 
!4.8
 
|-
 
![[File:Icon camelier big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Saladin]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
![[Camel]]
 
! style="padding: 8px" |[[Shortsword|Short Sword]]
 
! style="padding: 8px" |[[Metal shields|Metal Shield]]
 
! style="padding: 8px" |[[Plate armors]] x2
 
! style="padding: 8px" |[[Heavy helmets]]
 
!46
 
!5.1
 
|-
 
![[File:Icon stomper big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Stomper]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
![[Elephant]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Leather]] x10
 
! style="padding: 8px" |[[Padded armour|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!323
 
!32.8
 
|-
 
![[File:Icon unit cubiphant big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Cubiphant]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
![[Elephant]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Leather]] x10
 
! style="padding: 8px" |[[Brigandines]] x5
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!326
 
!33.1
 
|-
 
![[File:Icon crusher big.png|center|64x64px|Units]]
 
! style="padding: 8px" |[[Crusher]]
 
! style="padding: 8px" |[[File:Resized Mounted Icon.png|center|48px]]
 
![[Mammoth]]
 
! style="padding: 8px" |[[Spears|Spear]]
 
! style="padding: 8px" |[[Leather]] x10
 
! style="padding: 8px" |[[Padded armour|Padded Armor]]
 
! style="padding: 8px" |[[Light helmets|Light Helmet]]
 
!483
 
!48.8
 
|-
 
![[File:Icon unit megaphant big.png|center|64x64px|Units]]
 
![[Megaphant]]
 
![[File:Resized_Mounted_Icon.png|link=https://ymir.gamepedia.com/File:Resized_Mounted_Icon.png|center|48x48px]]
 
![[Mammoth]]
 
![[Bows|Bow]] x3
 
!
 
![[Brigandines]] x3
 
[[Plate armors]] x4
 
![[Light helmets|Light Helmet]] x3
 
!502
 
!50.7
 
|}
 
 
'''Battle Statistics:'''
 
'''Battle Statistics:'''
  +
{{#invoke:Units|displayUnitStatsTable|filter=unit_type:mounted}}
{| class="wikitable sortable" style="text-align: center;"
 
|-
 
!Unit Name
 
![[Power]]
 
![[Movement]]
 
![[Attack Rate]]
 
![[Damage]]
 
![[Skill]]
 
![[Reach]]
 
![[Mass]]
 
![[Armor]]
 
![[Toughness]]
 
|-
 
|[[Horsebow]]
 
|?
 
|4.1
 
|?
 
|'''R. 7'''
 
7
 
|'''R. 2.3'''
 
3.5
 
|'''R. 20'''
 
2.5
 
|996
 
|0.5
 
|4
 
|-
 
| [[Horsepig]]|| ? || 3.9 || ? || 6 || 5.2 || 5 || 1006|| 1 || 4
 
|-
 
| [[Cataphract]]|| 70 || 3.4 || ? || 6 || 4.6 || 5 || 1036|| 3.5 || 4
 
|-
 
|[[Camelbow]]
 
|51
 
|3.6
 
|?
 
|'''R. 6.5'''
 
6.5
 
|'''R. 2'''
 
3.8
 
|'''R. 20'''
 
3.5
 
|796
 
|0.4
 
|4
 
|-
 
|[[Camelpig]]|| 50 || 3.4 || ? || 5.5 || 5.5 || 6 || 806|| 0.8 || 4
 
|-
 
| [[Camephract]]|| 64 || 2.9 || ? || 5.5 || 4.8 || 6 || 836|| 2.8 || 4
 
|-
 
| [[Stomper]]|| ? || 2.5 || ? || 13 || 6 || 7.5 || 8096|| 0.3 || 11
 
|-
 
| [[Cubiphant]]|| 930 || 2.0 || ? || 13 || 6 || 7.5 || 8161|| 3.7 || 14
 
|-
 
|[[Crusher]]|| 1246 || 2.4 || ? || 18 || 7 || 8.5 || 10096|| 0.3 || 13
 
|-
 
|[[Megaphant]]|| ? || 1.2 || ? || 23 || 4.6 || 6 || 10243|| 8.3 || 14
 
|-
 
| [[Pig-at-arms]]|| ? || 3.2 || ? || 6 || 4.3 || 5 || 1050|| 7 || 2
 
|-
 
|[[Saladin]]|| ? ||2.7||1||6||6.6||3.5||857||4.8||2
 
|}
 
   
== Tamed Units ==
+
==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 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.
 
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.
Line 877: Line 302:
 
|0
 
|0
 
|2
 
|2
  +
|-
  +
|[[Elephant]]
  +
|103
  +
|2
  +
|?
  +
|8
  +
|3
  +
|3
  +
|4500
  +
|1
  +
|8
 
|}
 
|}
   

Revision as of 20:03, 22 November 2021

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 you have the equipment for it. So for example, you can scavenge bows from an event and produce leather clothes, then recruit bowpigs even without the technology that allows bows production.

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:

Base Stats

Icon strength Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
A basic measure of a units overall strength. Affects how much Loyalty is gained from armies or lost from militias when units are stationed in a Territory.
Icon movement Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.

Armor and Toughness

In combat units do not have a health value, but die from a single landed hit which penetrated their Toughness and Armor. When a unit is hit - the game rolls 2 dice, one after another, to determine if the unit has survived the attack. The unit has to roll a good outcome on either one of the dice to survive.

Icon toughness Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Damage Resist

When a unit is hit, the game determines whether the unit resists it or not, by rolling a die.

This roll is affected by the units Toughness and by the attackers Damage like this: Damage equal to Toughness would give a unit 50% chance to resist the blow, with every point difference between damage and toughness changing the % by 12, up or down accordingly (For example: A unit with 3 toughness has a 50% chance to resist an attack with 3 damage. And a unit with 2 toughness has a 26% chance to resist a blow with 4 damage).

More Damage - More Toughness
-4 -3 -2 -1 0 +1 +2 +3 +4
2% 14% 26% 38% 50% 62% 74% 86% 98%
Icon armor Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Armor is a stat that works like Toughness, except that it provides a percentage chance to deflect the attack, for every unit of Armor the unit has.

Each point gives a 14% chance to deflect a melee hit OR a 16% chance to deflect a ranged hit (A unit that has 3 Armor has a 42% chance to deflect a melee blow and 48% chance to deflect an arrow hit).

There is always a minimum chance for a unit to still be hit through all the armor - some one in a million arrow may kill your armored elephant.

High armor units are very durable and may survive for longest. Units that deal more than 5 damage per hit reduce Armor with their Armor Penetration bonus (refer to Damage below for more information).

Wall Cover The Cover Bonus from Walls can also affect Armor and make a unit practically immune to arrows (The cover bonus provides Armor equal to the value it gives).

Walls provide the following amount of Cover:

Palisade Mudbrick Cobblestone Brick Stoneblock
Wall palisade Wall mudbrick Wall cobblestone Wall brick Wall stoneblock
5 4 6 5 7

Damage

Damage is compared against enemy Toughness and Armor values to determine whether the unit has deflected the blow in relevant checks. See more in the Toughness & Armor paragraphs above.

Penetration Bonus A damage value above 5 provides a Armor Penetration bonus that reduces the enemy Armor by 1 for every additional point of damage. (For example: An Axepig's damage of 9 provides an Armor Penetration bonus of 4, reducing enemy Armor by 4).

Wall/Gate Damage

Damage also determines the speed of wall/gate breaking by a ram during city invasions. It has a linear effect, with 9 damage unit being 3 times quicker then 3 damage unit.

Damage Types Attacks are split into two types: Melee, and Ranged.

Melee

Icon WS Offensive and Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).

Ranged

Icon BS Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Height Bonus

Attacking from above or below another unit improves/reduces the amount of damage a unit will do:

  • Attacking from above will give +1 damage per tile height difference.
  • Attacking from below will give -1 damage per tile height difference.
The Height Bonus is capped at -3/+3.
Icon range Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.

Civilian Units

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

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon unit male 2PorcoSettler40.9
Icon unit sow 2SowSettler40.9
Icon unit carrier 1CarrierSettler
Resource leather
60.9
Icon unit piglet 1PigletSettlerNot Recruitable0.9
Icon unit oldpig 2OldpigSettlerNot Recruitable0.9

* 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:

Unit Name
Icon strength
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor
Melee & Ballistic Armor
Gives chances to deflect enemy hits from melee or ballistic attacks.
Icon WS
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Example: Spears vs Cavalry).
Icon BS
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Porco0.31001110.50n/a2751
Sow0.30.5000.50.50.50.50n/a1.8601
Carrier0.31001110.50n/a1.59015
Piglet0.21000.50.50.210n/a1.5401
Oldpig10.5000.50.50.210n/a1601

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:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon warriorWarriorBasic Unit
Resource wood
20.6
Icon eaglewarrior bigEagle WarriorCustom Sword Icon
Resource macana
Resource leather clothes
80.7
Icon pitsotl bigPitsotlCustom Guard Icon
Resource topilli
Resource wooden shield
Wooden Shield
Resource leather clothes
20.7
Icon wolfwarrior bigWolf WarriorCustom Sword Icon
Resource wood
Resource flint
Flint
Resource wolf
20.7
Icon bearserker bigManbearpigCustom Guard Icon
Resource wood
Resource flint
Flint
Resource bear
30.8
Icon snout bigSnoutBasic Unit
Resource spear
Resource leather clothes
70.7
Icon snout shielded bigShielded SnoutBasic Unit
Resource spear
Resource wooden shield
Wooden Shield
Resource leather clothes
100.7
Icon axepigAxepigBasic Unit
Resource battleaxe
Resource leather clothes
Resource light helmet
20.7
Icon spearpig bigSpearpigCustom Guard Icon
Resource spear
Resource wooden shield
Wooden Shield
Resource padded armor
Resource light helmet
40.9
Icon swordpig bigSwordpigCustom Sword Icon
Resource short sword
Resource wooden shield
Wooden Shield
Resource padded armor
Resource light helmet
40.9
Icon immortal bigImmortalBasic Unit
Resource spear
Resource wooden shield
Wooden Shield
Resource scale armor
Resource light helmet
61.1
Icon hoplite bigHogliteCustom Guard Icon
Resource spear
Resource metal shield
Resource cuirass
Resource heavy helmet
101.2
Icon battleswine bigBattleswineCustom Sword Icon
Resource longsword
Resource brigandine
Resource light helmet
50.9
Icon porcus bigPorcusBasic Unit
Resource short sword
Resource heavy shield
Resource laminar armor
Resource light helmet
71.5
Icon swordboar bigSwordboarCustom Guard Icon
Resource short sword
Resource wooden shield
Wooden Shield
Resource chainmail
Resource heavy helmet
71.2
Icon baconeer bigBaconeerBasic Unit
Resource longsword
Resource plate armor
Resource heaume
81.5
Icon warhog bigWarhogCustom Sword Icon
Resource halberd
Resource plate armor
Resource heaume
81.5
Icon martelsnout bigMartelsnoutCustom Guard Icon
Resource warhammer
Resource steel shield
Resource plate armor
Resource heaume
111.8
Icon voulger bigVoulgerCustom Sword Icon
Resource halberd
Resource padded armor
Resource light helmet
40.9

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):

Unit Name
Icon strength
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor
Melee & Ballistic Armor
Gives chances to deflect enemy hits from melee or ballistic attacks.
Icon WS
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Example: Spears vs Cavalry).
Icon BS
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Warrior820032.7411n/a2723
Eagle Warrior123004.5370.81.7n/a1.8783
Pitsotl143122.73.53.50.93n/a1.9953
Wolf Warrior233226.55.2531n/a3723
Manbearpig2653373.71321n/a1.5723
Snout1230032.5313.5n/a2753
Shielded Snout153122.73.530.93.5n/a1.9953
Axepig163117.5290.92n/a1.9843
Spearpig194232.73.530.93.5n/a1.91113
Swordpig184234.763.51.41n/a1.91083
Immortal214342.43.230.93.5n/a1.71213
Hoglite2635.56.51.93.330.83.5n/a1.41503
Battleswine2252.52.564.37.512n/a1.71043
Porcus294.5683.67.33.51.31n/a1.31483
Swordboar2664.85.84.45.73.51.41n/a1.71273
Baconeer345.57.57.55.53.8612n/a1.51153
Warhog345.57.57.52.82.880.83n/a1.41203
Martelsnout435.510.511.555.3110.81.3n/a1.11503
Voulger174113.53.580.83n/a1.8963

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:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon rockthrower bigRock ThrowerResized Ranged Icon
Resource stone
-0.5
Icon unit javelineer 1 bigJavelineerResized Ranged Icon
Resource javelin
10.6
Icon bowpig bigBowpigResized Ranged Icon
Resource bow
Resource leather clothes
20.7
Icon longbowpig bigLongbowpigResized Ranged Icon
Resource longbow
Resource padded armor
Resource light helmet
30.8
Icon crossbowpig bigCrossbowpigResized Ranged Icon
Resource crossbow
Resource brigandine
Resource light helmet
40.9

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:

Unit Name
Icon strength
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor
Melee & Ballistic Armor
Gives chances to deflect enemy hits from melee or ballistic attacks.
Icon WS
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Example: Spears vs Cavalry).
Icon BS
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Rock Thrower4200112.51125141703
Javelineer820011311361102.3703
Bowpig1030011211341202.1703
Longbowpig174111121.31341.3262863
Crossbowpig2352.52.50.80.850.415100.4161.71023

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:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon camelpig light bigLight CamelpigResized Mounted Icon
Unit porco
Porco
Resource camel
Resource spear
Resource padded armor
?3.9
Icon horsepig light bigLight HorsepigResized Mounted Icon
Unit porco
Porco
Resource horse
Resource spear
Resource padded armor
?3.9
Icon unit camelpig bigCamelpigResized Mounted Icon
Unit porco
Porco
Resource camel
Resource spear
Resource wooden shield
Wooden Shield
Resource padded armor
Resource light helmet
364.1
Icon unit horsepig bigHorsepigResized Mounted Icon
Unit porco
Porco
Resource horse
Resource spear
Resource wooden shield
Wooden Shield
Resource padded armor
Resource light helmet
364.1
Icon unit camelbow bigCamelbowResized Mounted Icon
Unit porco
Porco
Resource camel
Resource bow
Resource padded armor
Resource light helmet
354
Icon unit horsebow bigHorsebowResized Mounted IconResized Ranged Icon
Unit porco
Porco
Resource horse
Resource bow
Resource padded armor
Resource light helmet
354
Icon unit camephract bigCamephractResized Mounted Icon
Unit porco
Porco
Resource camel
Resource spear
Resource metal shield
Resource scale armor
x2
Resource light helmet
434.7
Icon unit cataphract bigCataphractResized Mounted Icon
Unit porco
Porco
Resource horse
Resource spear
Resource metal shield
Resource scale armor
x2
Resource light helmet
434.7
Icon stomper bigStomperResized Mounted Icon
Unit porco
Porco
Resource elephant
Resource spear
Resource leather
x10
Resource padded armor
Resource light helmet
32332.8
Icon crusher bigCrusherResized Mounted Icon
Unit porco
Porco
Resource mammoth
Resource spear
Resource leather
x10
Resource padded armor
Resource light helmet
48348.8
Icon unit cubiphant bigCubiphantResized Mounted Icon
Unit porco
Porco
Resource elephant
Resource spear
Resource leather
x10
Resource brigandine
x5
Resource light helmet
32633.1
Icon camelier bigSaladinResized Mounted Icon
Unit porco
Porco
Resource camel
Resource short sword
Resource metal shield
Resource plate armor
x2
Resource heavy helmet
465.2
Icon unit pigatarms bigPig-at-armsResized Mounted Icon
Unit porco
Porco
Resource horse
Resource spear
Resource steel shield
Resource plate armor
x2
Resource heaume
465.5
Icon unit megaphant bigMegaphantResized Mounted Icon
Unit porco
x4
Porco
Resource mammoth
Resource bow
x3
Resource brigandine
x3
Resource plate armor
x4
Resource light helmet
x3
50251.4

Battle Statistics:

Unit Name
Icon strength
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor
Melee & Ballistic Armor
Gives chances to deflect enemy hits from melee or ballistic attacks.
Icon WS
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Example: Spears vs Cavalry).
Icon BS
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Light Camelpig314005.82.55.51.56n/a3.54858
Light Horsepig324005.52.361.55n/a45856
Camelpig3340.81.25.53.55.51.46n/a3.45118
Horsepig34411.55.23.361.45n/a3.96116
Camelbow3540.403.813.31.53.53.86.51.5193.64868
Horsebow3940.50.53.50.83.51.52.53.571.5194.15866
Camephract36622.454.25.51.36n/a2.95518
Cataphract3862.534.7461.35n/a3.46516
Stomper68110.30.361.51357.5n/a2.5809113
Crusher83130.30.372.51868.5n/a2.41009115
Cubiphant75242.82.85.82.81357.5n/a1.5818113
Saladin4595.25.66.86.561.83.5n/a2.55778
Pig-at-arms5397.584.54.561.35n/a36756
Megaphant380348.58.54.50.511.5666236200.51026815

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.

Unit Name Power Movement Attack Rate Damage Skill Reach Mass Armor Toughness
Wolf 9 3.5 1 3 4 1.2 20 0 2
Ostrich ? 2 ? 3 1.5 1.5 120 0 2
Elephant 103 2 ? 8 3 3 4500 1 8