Welcome, guideoui.com visitors. In this guide, We try to focus on Ymir Game Guide. This guide will give general infos about the game but specifically focus on how not to die and how to live. While writing this guide, We pick up many pieces of information from several sites for you. We hope that this guide will help you.
This guide is work in progress, wi will update as soon as possible.
Ymir – Game Guide
Okay! You’ve loaded into the game, got the character created and all decked out. Fancy
Googly eyes are superior!
IMPERATIVE TO SETTLE WHERE YOU SPAWN!
You have now jumped through the greatest hurdle in this game.
Your starting area should start with all the things you need to get you to agriculture and leadership which opens up many doors for you, the player.
Well now, this has 2 parts but where to begin. Oh yeah!
First – SETTLE WHERE YOU START! You can always pack up and move later to a better spot later. Capitals aren’t permanent. You can always choose a different spot.
Second – The primitive spawn doesn’t take kindly to you settling on their territory and without say, at least javelins, they’ll eat you alive and its game over.
You might wonder how I got here. Well, it all started when I settled a primitive tribe spot…
A Primitive Tribe is a spawning point, as you too were one before you took over.
While we’re on this topic, other player spawns include inactive players and colonies that players have made.
Tip: After you get through the beginning missions that guide you to a startup I would HIGHLY recommend start to setting minimums for the gatherable crops in your area. Once you get to agriculture you can hit the ground running and start plopping down fields.
What I personally do is set it to 16, restrict it to ‘ground storages’ after I have that set up (it’s a bit finicky). I consider these pretty important, so I usually put them behind walls.
Explore young piglet, the vast world awaits!
Now the exploring part of the game will likely be somewhere in between incredibly frustrating and/or minor irritation and enjoyment.
Personally I like the concept of exploring tiles, but I am not a fan of the lack of in game tools to keep track what tile has what.
So this is where you need to figure out what works best for you…
If you ever played some old school RPGs, then the art of map-making might not be too unfamiliar to you but its something to consider.
Highly recommend perusing it, I haven’t written it, but I recommend giving it a look.
Some things to go over, I base the value of a mineral deposit based on the amount of annexes I can place on it.
Annexes, for say mines are a later tech, and require a 2×2 area to place the ‘annex’, with a gap of 2 tiles between each annex. So I tend to value a deposit based on my estimate of how many I could theoretically place at maximum capacity (which factors in the terra-forming tool)
A mining annex is similar to a Farm’s ‘field’, as its attached to a parent building.
Stonecutter camps also have a 2×2 annex further down the line, like the mining annex. The exception is that there is no need for a tile spacing.
As for limestone deposits (which is required for Plaster), I tend not to note limestone deposits in Mediterranean tiles since there’s usually an relative abundance of it. Since its the natural stone deposit for the biome.
Agriculture and not starving to death…
STARVE myself to success!
Acularius, I’ve read in some guides that starving my population will lead to agriculture. I’m doing that and its not working!
Well… for one, since this is the internet and I can’t physically smack you for your stupidity. Don’t purposely hinder yourself. For one, there are multiple instances where this ISN’T the case.
BUT Acularius it worked for me when I starved my people, you’re an idiot.
Well then random annoying internet person I have the personal displeasure of seeing in many iterations. Let’s try this really interesting line.
“CORRELATION DOES NOT EQUAL CAUSATION”
Thanks to our esteemed developer, we don’t really know what triggers what but I suspect having tapped out your resources as best as you can is probably what works.
In fact, that’s my going theory for most technologies.
- You need the relevant demographic (“Farmers” for farming, “Old Pigs” for Elder councils, and “Officials” for leadership)
- Decent life quality. Housing, food supply, variety, and good access as well as other consumable goods like pottery.
- A certain amount of luck. The key point here is its a matter of time and luck for a technology to fire, which circles back to the line earlier ‘Correlation does not equal Causation’.
So no, veteran players aren’t holding out on you… we’re still figuring out the tech thing ourselves. We at best, have better general guesses of what leads to what. That’s about it.
Some numbers matter more than others
Let’s take a look at the ‘Growth screen’
You can and will experience negative growth, but when should you be concerned?
Personally I find that so long as the “Actives” or the “Porco variation” (Green dot) remains positive then I wouldn’t be too concerned.
Other things to note are Sickness (red dot) which can be offset by health bonuses provided by better housing, more food variety, and services (Doctors providing healthcare).
Likewise, Murders (blue dot) are usually a minor thing that kills porcos but its caused by ‘Conflict’, and we’ll go into Conflict more in depth later but its generally caused by policies (Population size and societal stresses) and Justice (or the lack thereof, a service like Doctors)
Lastly, sometimes its just the fact that you are researching using farmers, which reduces their efficiency and thus their output.
So when Herbalism pops up, unless you want to see which gives out first, your population or the research. Then I wouldn’t recommend assigning all your Farmers of your city to research it.
Starving isn’t exactly your population’s favourite past time.
Things that effect population growth:
- Intelligence – Smart Porcos and Sows have less piglets, but this is usually offset by food variety and health services (doctors)
- Population – This is a negative feedback loop. As the population grows, to offset a runaway growth, the size of the population slows growth. The bigger the population, the slower you grow until a equilibrium is reached.
- Piglet per sow influence – A sow can only have so many piglets.
- Small city boost – Although I am not a 100% where this ends, it gives a population boost until 150 pop
- Missing vital needs influence – Vital needs are the population’s access to food and water.SO starving sucks and people tend not to have many kids when they are being confronted with their own death. Who knew?
So that leads to the next point…
My hunters are starving and its causing me to lose
One, its currently a known issue. Something to do with how food is distributed in a a Gift Economy (What you start with).
It fixes itself with the switch to ‘Fair Exchange’ (Barter) and Hunters can just pay for things with their wealth. Capitalism ho!
They’re usually such a small subset of your population that their relatively small demographic is not the reason why your city is collapsing.
Could just be as simple as people leaving important jobs… (or research)
As a general rule of thing, I set all food producers to ‘Critical’.
All buildings that distribute food (Merchants – Barter) or provide health (Doctors) I set to ‘High’ as population is what greases the wheels of the economy.
Basically I want these jobs to be the first one filled, and if I am losing population or conscripting for my army, the last ones to lose employment.
Note: This is more of general ‘rule of thumb’, as a user on discord pointed out to me and what I generally do is I layer priorities within an industry. Some are ‘Critical’, and others are set to ‘high’ to make sure in a sudden case of death, vital services have a minimum to be provided to the population.
That said, this kind of attention is usually most spent on food and healthcare related services.
Will elaborate this more in 2. Economy section
This is the ending of the guide. I hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.