The subjugating update

This new update brings changes to war and territorial statuses!

Every time a territory is invaded during a war, it now gets a special new territorial status of “occupied territory”, which costs no state power and no maintenance, but provides no income and no control: the territory is basically in limbo for the duration of the war. It also no longer triggers a resistance penalty: instead, occupied territories generate resistance with time.
If the invader wishes to claim the territory, he can still do so by changing that status to something else, but by doing so the immediate resistance penalty will apply as before.

occupied territories are displayed hashed with the color of the occupying force while retaining the border color of the original owner.

If a player loses control of all his territories in a war, he can now be automatically vassalized through a new “subjugation” action available to his opponents. 
This will automatically end the war, retrocede all occupied territories to the defeated player, but integrate him to the nation of the winner with a vassality treaty that includes payments of State power and coins.
The point of this new system is to favor faster and non-destructive wars where aggressive players can still express their bloodthirstyness for imperialism and annex weaker players, while leaving these players alive and in control of their cities afterwards, able to keep playing. 
IT also makes the annexation of inactive cities much easier.

This updates also brings a ‘territorial statuses’ overall, changing how they work. Each status now has its own set of properties and permissions, and they are all listed in a new territorial status menu available from the region’s menu.
Colonies now have different properties than before, and behave in a much more similar way as your own cities. Building and managing its resources is now allowed, to make them easier to manage. However it contributes little to your culture, and provides limited income. 
Another status was added: the outpost. It acts like a smaller colony, it’s not a potential player spawn, but unlike the colony it provides 0 income and has all the maintenance costs. Its an expensive status, but useful for small settlements made to exploit strategic resources you can’t get otherwise.

Each territorial status now has its own custom properties, affecting permissions and things like culture influence or revenues and maintenance cost shares.


region menu’s top part was simplified for clarity


lake generation was improved to provide more interesting shapes


The subjugating update
– territorial statuses overall: now each territorial status has can have its own specific properties and permissions (resour
– overdraft is now forbidden in colonies and outposts
– building and controlling resources of colonies is now allowed
– added ‘outpost’ territorial status: similar to colonies but is not a player spawn and has expenses. good for small settlements to exploit strategic resources.
– added ‘occupied territory’ territorial status: default status or any invaded territory during a war. costs no state power, has no expenses and no incomes. generates no initial resistance, but resistance grows in time.
– changing some territorial status (ex changing status of a colony) is now possible, but can trigger loyalty penalties
– IP & steam ID can now be hidden by changing the config.ini file (for streamers).
– added ‘subjugation’ action, available when at war with a character that no longer controls any territory. this action ends the war, joins the character to the nation of the winner, auto creates a vassality treaty (paying tribues), and also retrocedes all occupied territories to the defeater character.
– fixed some issues and exploits related to treaties
– reworked worldmap display layers when zooming out: now showing state & nation names at max zoom out.
– removed action auto-encampment for some actions (raids, claims…). auto-encampment is now displayed on the action a wheel with a small tent next to the AP cost.
– improved windowed mode: client starts properly maximized and server will auto-minimize when starting.
– improved display resolutions: splitted UI and viewport resolutions, now using a more intuitive % unit.
– improved territory menu, simplifying the top part by removing non essential informations.
– added detailed trade balance at the government level.
– herds can spawn hostil animals (wolves, bears)
– primitive tribes can now respawn if no player is settled nearby
– worldmap spawn points (primitive tribes) are now more dense and concentrated in a single region of the worldmap instead of all over the map.
– improved region generation of lakes to make them more interesting (islands, tiny rivers, more random shape, no longer always in the middle of the region).
– increased amount of rivers in the worldmap, and fixed bug causing “squares” of rivers.
– Annex tool now only displays links of annexes belonging to the same owner as the selected annexes.
– Annex tool now allows to click on owners, which auto selects all the annexes belonging to that owner.
– fixed bug with changing home of formations
– fixed bug with too many herds spawning on the worldmap

Release date!

After many years of work, and more than a year in closed testing, i’m proud to announce that i will finally be releasing Ymir on Steam, in Early Access, on March 15th!

Pricing will vary depending your region. It will be available for 30€ in the EU!



The walls update

This update adds 2 community requested features : the annex management tool (finally!), and manual distribution limits for merchant buildings.

The annex management tool allows you to see all annexes and their owner at the same time, and to reassign them by click-&-drag.

The new annex management tool allow you to see all annexes and owners, and to reorganize them at will by click-&-drag.
Added the option to limit distribution in all Merchant buildings.

Walls, gates and stairs have been improved. Issues and bugs were fixed regarding their path-finding logic.
Walls now connect with cliffs, making their placement more intuitive. Gates can be placed freely and on their own: for instance you can now place a single gate to block a 1 tile wide platform wall in a castle of a bridge.
New stairs and walls were added.

3 new wall types added : stone, bricks, and stoneblocs.

Stairs now have a custom orientation that can be chosen when placing them (and the placement UI was improved), allowing for more control in the design of fortifications.
WARNING: stairs are not retro-compatible. All stairs placed in previous version will disapear in the new one.

new stone stairs, and new stairs placement UI.


The walls update
– added annex management tool allowing to see and modify the ownership of all annexes ( fields, markets, mining shafts etc… )
– fixed issue of disapearing buttons in the producer’s bdg UI
– added ability to limit distribution of merchants
– fixed various issues of broken logic and display of platforms and walls.
– walls will now snap with cliff edges as expected.
– gates can be freely placed.
– stairs now have 4 possible orientations.
– reduced odds of revolts when low in loyalty so that it happens less instantaneously.
– added stone stairs.
– roads and fields can now be placed freely on slopes.
– added 3 new simple walls: stone, bricks, stoneblocs.
– animal capture now requires farmers instead of hunters.
– increased efficiency of builders.
– added region dropdown menu that allows to jump directly between a player’s cities.
– fix issue not being allowed to settle on territories occupied by other units.
– fixed UI scrolls
– fixed treaty icons not updating correctly in character’s profiles
– fixed missing chat PM channels with other nation members
– AP regeneration of units now benefits from the speed boost when starting a new game
– events no longer auto-close other menus when poping up ( such as contact menu or chat )



The chronicles update

This update took a while!
Unfortunately, it took a long time as i had to work on time consuming UI functionalities that don’t change much to the game itself but where necessary to do nonetheless.

This update however still adds a few new things, including chronicles.
Players can now write and publish news and stories ingame. Depending of their cultural influence and diplomatic relations, the news then reaches the player’s neighbors. Each player receiving a new story can ‘upvote’ or ‘downvote’ it, and upvoted stories and then relayed by the receiver’s own cultural network, propagating to more players.
This system will hopefully help players feeling less isolated and more aware of events happening in the world around them, improving the multiplayer experience.

At each login, players are now greeted by the Chronicles menu, with a custom feed of chronicles written by other players depending on what news have reached them.

Ingame chat
Additionally to this, this update also adds a basic ingame chat system, allowing players to finally discuss directly with all the other players they have diplomatic relations with (peace treaty).
This basic chat system also includes a special room for every nation, so all the members of a same nation can share a common chat room. 
The nation chat has 3 sub-rooms, one being reserved for rank 1-2 members, another one for all members, and eventually a 3rd one that will allow guests of allied nations to be there (not supported yet).

The new diplomacy menu provides a basic ingame chat as well as a convenient listing of all characters a player has relations with.

Pending treaties
The new chat menu also serves as the long-needed “diplomacy” menu, listing all the other characters a player has relations with, allowing to see active treaties and sending new missives without needing to click on their region.
Each character profile now also lists not only active treaties, but pending offers or renegotiations, allowing the sender to cancel them if need be, and also providing feedback to confirm that a new treaty offer has been properly received by the server and isnt lost.

pending treaty offers now appear in the treaty list, and can be cancelled by the sender.

Improved performances
Some shaders have been slightly optimized, which should increase performances of the game.

UI engine improvements
This update also contains big updates and fixes related to the UI. 
A major change is the transition to a new font system loading external font files. This was critical to allow for future localization in all languages including Chinese or Russian as now each language can be set to load its own custom font with all the characters needed! 
Fonts display should also appear sharper and more comfortable to read than before.
The text editor has been improved as well, fixing many of its bugs.
Another UI update concerns ‘ui containers’ : a UI box that can contain UI elements larger than its own size, and display only some of it with scroll bars. 
This element was re-written from scratch, as the previous one was pretty broken, especially for things like Battle Reports. These should finally display properly, even for the larger ones.
This update also fixes many issues related to 4k display.

Large battle reports can finally be displayed properly with the new UI container element.


The chronicles update
– added “custom servers”
– added moderation tools as an option for game hosts. enabling them will ohwever make the server listed as custom and no longer in official game modes.
– added player ban to moderation tools.
– desertion speed is now proportionnal to the army size, and not just to illegitimacy.
– desertion is very slow when illegitimacy is very low (legitimacy >= -5).
– band society now provides 5 of legitimacy by default.
– it is now possible to settle directly on a claimed territory
– fixed issue where ‘reclaim’ action was available instead of ‘claim’
– fixed bug with the dismantle sub-menu not loading
– fixed bug with buildings having invalid annexes
– lowered honor penalty from resistance by 50% when partisans win the battle, but it remains capped at a max of 50 (it will now take 100 of resistance to reach max penalty of 50 honor ).
– increased band society’s state power by 10
– increased leadership’s state power by 10
– fixed bug with “mining tools” tech not triggering
– fixed many issues with high resolution displays (4k).
– optimized main rendering shaders, improving overall performances of the game.
– camera zoom is no longer tied to resolution, making it consistent regardless of resolution. Zooming in above 1:1 pixel ratio is now allowed.
– replaced font rendering with a new system using external font files customizable for each language, allowing localization in all languages. Fonts rendering also improved and sharper ingame.
– improved UI engine: replaced ui containers with a new one allowing to scroll smoothly through its content instead of turning contained elements on/off –> should improve display of large battle repports.
– changed UI of scroll bars.
– pending treaty offers are now visible and can be cancelled by the sender.
– added a basic ingame chat with a room for each nation and a channel with every character the player has relations with.
– added a basic chronicle system, where players can publish chronicles that will spread organicaly depending on their cultural reach and relations.
– when a chronicle is liked by a player, it gets relayed to others depending of the player’s own cultural reach.
– added new option to disable animated vegetations.

The multi-servers update

This update makes it easier to run multiple server instances on a same device, by making config and log files specific to every game thus avoiding the problems of conflicts when running multiple servers on a same PC.
Thanks to this i’ll be able to run multiple official games to accommodate more players.

Besides that, this update focuses on various re-balancing to fix gameplay flaws and exploits.
As with previous updates, this is still monopolizing most of my time and sadly it keeps delaying new features and more interesting updates.

The multi-servers update
– modified logs and config files to allow running multiple server instances on the same machine: each game server now has its own sub-config file and logs folder, to avoid them colliding with each other.
– resistance is no longer fully cancelled when dismantling a territory, but its not generated either: it remains unaffected.
– storage policies are now resetted when a region changes ownership.
– colonies now count as a friendly city for AP recovery.
– state ownership is reset to 0 if in gift economy.
– fixed bug causing pillage loot to be doubled.
– fixed retro-compatibility patches applied by mistake on new games.
– claiming and unclaiming territories is now performed by formations as an Action and it costs Action Points.
– unclaiming a territory now costs 2 of Honor.
– it is now possible to reclaim territories claimed by enemies when at war.
– going back to gift economy now costs a penalty of loyalty.
– territories of inactive nation members can’t be dismantled anymore if the territory joined the nation recently.
– honor is no longer capped at 100 and -100.
– players with negative legitimacy now suffer desertion of their troops (effect similar to over-draft but faster the more illegitimate you are).
– max tax and state power transfer in nations lowered to 25%.
– “leader superiority” legitimacy from the leader’s wealth is no longer linear -> it’s now tends to a max of 160 around 300 of wealth.
– increasing taxes (when above 25%) now causes an immediate loyalty penalty when passing the reform (-2 per %).
– increased high taxes loyalty penalty. now starts gradually at 25% taxation instead of 50.
– reduced peat tiles productivity & work by 2.
– increased range of mudcamps and clay exploitations.
– reduced cost of taxation policy from 10 to 5 state power.
– removed the “seize materials” policy.
– underwater tiles are no longer exploitable by production buildings.
– fixed bug where encamping and moving actions where missing in enemy territory.