Ymir is a 4X multiplayer strategy game combined with a city builder where each player develops a civilization of Pigmen starting at the stone age.
The game is divided in 2 main interfaces : a worldmap view and a regional view. Each world tile matches a unique procedurally generated isometric zone that can be explored, settled and built on by players. In each one players can find random resources such as ores , animals or plants depending on the climate, relief and vegetation of the region.
* Pigs with clothes.
* Multiplayer on local or persistent servers.
* Complex socio-economic simulator for a challenging city-building experience on its own.
* Fully procedural worlds where each region is random and unique.
* 7 biomes, each one with its own specific resources to encourage player-trading.
* Advanced diplomatic and economic tools to setup treaties ( right of passage, taxes, payments, trade agreements... ) and trade routes between players.
* Real-time battles.
* WILL remain free of any pay-to-win .
* No direct control over population and economy: They breed, age, work and buy things according to the simulation.
* Population divided in social classes with specific incomes, purchasing power and revenues.
* Dynamic resources prices based on supply/demand, rarity and production costs.
* Even player consumed resources are taken into account: materials for buildings have to be bough at their market prices, generating incomes to the producers and affecting the economy.
* A simulator instead of a set of independent game rules : all variables and actions influence each other in sometimes unpredictable ways that makes things frustratingly challenging.
* Producing too much of something can be as damaging as not enough making the logic of the game quite different from classic management games. ( ex: instead of having positive effects, distributing a new resource can actually destabilize your economy if you're not careful )
* Real-time battles are not instantiated and actually take place in your cities.
* Build and customize your fortifications with walls, bridges, gates, stairs, towers and battlements.
* With the terrain tools, modify the terrain heights to take maximum advantage of natural defenses like cliffs and hill tops.
* Water forces troops to embark and cross with slow vulnerable rafts: dig canals around your forts, secure your bridges or build a citadel on a river-island with fortified bridges.
* A Strategic-tool allows players to design their local defensive strategy in each one of their cities in case of attack: creating defensive zones, setting troops initial deployment positions and setting their behavior in battle.
* Battles are not instantaneous and belligerents can send reinforcements while a battle is still in progress.
* Battles can include unlimited 'teams' at the same time, each one fighting according to its allegiances.
* Battle troops during a battle are all AI controlled ( so that battles can happen independently of the player's presence ).
* Dozens of unit types including mounted camels, elephants and mammoths.
2 game modes:
* Real-time mode : a 'classical' mode to be played alone or with a few friends, meant to be played with the permanent presence of all players and to be stopped/continued over several playing sessions.
* Permanent mode : a more "MMO" mode where the game server is to be left running 24/7 at all times even when players are offline and where actions take much more time than in the real-time mode. Meant to be played with the maximum number of players on a day-to-day basis, with games lasting several weeks.