The translator’s update

A small update bringing reorganized text files that allows to begin the translation work of the game.
Ymir now supports all latin and cyrillic characters.
Each language is now a directory, and new ones can be created simply by copy pasting the default English directory and translating its content.

Besides that, the resources, trading and creation of new formations is now possible directly from the worldmap, making it more convenient.

Also, new test persistent game is being launched!


Translator’s update
– reorganized external text files system
– missing text strings are now auto-added at the end of any text file for a language after running the game once
– each language is now a directory
– now supports all latin and cyrillic characters
– started adding french localisation
– UX: resources inventory and trading is now available from the worldmap
– UX: its now possible to create new formations from the worldmap
– fixed issue with terrain heights tool and platform
– fixed some trees having the wrong size
– fixed schools and academia not distributing their service
– reduced odds of consecutive barbarian waves in a short time

The colonies update

The colonies update

3 new character spawning types have been added to the game to facilitate players joining an ongoing game: succession of inactive characters, new leader of rebel territories, and colonies.

If a character becomes inactive and doesn’t have any subordinates in his nation, he automatically becomes a new “succession” starting point available to any new player joining the game. 
The player will inherit all the character’s possessions : techs, treaties, units and territories. The character’s name and portrait are replaced by the ones chosen by the new player during the character’s creation.

New leader
All the territories in “anarchy” because they rebelled or were purposely abandoned by their previous owner now become valid starting points. A character joining as their new leader will inherit the anarchic territory and a set of techs matching the content of the territory. A minimum amount of population, food, and materials is insured to make sure its not an impossible start. This type of start is however pretty random and risky, probably only for experienced players. 
If you inherit a rebel city you might be facing the wrath of the territory’s previous owner!

And lastly : colonies. Players can now change the status of one of their cities to make it a colony. This action is irreversible and the player will lose control of the city by doing so: he will no longer be able to build and access its resources. 
The colony then becomes a valid starting location for new players to join.
While the territory is a colony, it costs no upkeep, no state power, has stable loyalty, administration and 0 waste. It provides a 5% income tax to its founder (regardless of tax rate in policies).  
A player starting in a colony will receive full control of the colony and will start automatically in the founder’s nation as one of his subordinates.
The ‘colony’ then loses its status and becomes the new player’s capital.
The new player is bound to the founder by a colonial treaty ensuring that he remains in the nation and pays the colonial tax of 5% of his incomes.
If the new player chooses to illegally break the treaty, he will suffer its breaking penalties : 50% of his GDP and war with the founder.

Why build colonies ?
– territories generate a safe and reliable 5% tax income without costing anything, and require no management as they have a stable administration and loyalty. 5% might seem low but there’s no ‘waste’ reducing the raw income.
– you can expand your influence for “free”.
– you can exploit a specific resource and transfer it back via trade route without the cost of maintaining a new city.
– you can expand your nation and recruit new people in it. new members start with the advantageous colonial treaty giving you 5% extra tax on top of the nation rank taxes, and advantageous breaking closes to discourage them from leaving.

Why start as a colony?
– you start with all the techs of the colony’s founder, instead of starting from scratch. perfect to catch up if not joining a game from the start.
– you start within an existing nation, meaning you can benefit from their help and protection instead of starting alone.
– you start with a potentially well developed city and resources (depending on what the colony founder provided)


The colonies update
– added succession start.
– added new leader start.
– added colony start.
– territory menu is now accessible from the worldmap.
– fixed issues with storage resource transfers.

The Nations update

The Nations update

The basics of multi-player Nations have been implemented into Ymir!
It is now possible to  gather several players into a common Nation. They will therefore share the same Nation name, color and standard. 
Nations have a fully customizable hierarchy. You can create different titles with custom names and rules such as tax rates to superiors, methods of succession and replacement (when a player becomes inactive) or rights ( allowed to promote subordinates, can recruit new people in the nation… etc).
This is the foundation of the Nation system, and more features will be added to it in the future.
Each player now has a government name that gets combined with his rank title from his Nation.
In their current state, here’s the perks and disadvantages of Nations:
– Perks: shared score and victory points, automatic system of taxation and management of inactive players within the nation.
– Disadvantages: costs state power to maintain the more subordinates one has under him and the more distant they are, making the leaders likely to compensate this by using taxation. ego to renounce your own flag.

The new Nation menu allows you to see the Nation’s current hierarchy and titles. Only the Nation leader can modify the title names and properties.
When a nation member becomes inactive, a succession happens. One of the succession methods is an election including all his active subordinates who will have to choose who among them will replace the inactive player and take his role.

Territorial claims have been added. Its the foundation of multi-territory regions: instead of the previous one region = one territory ( 1 world tile) , regions can now regroup several tiles under a parent territory : the region’s city. 
For now though, the only and first type of regional territory is the aforementioned “territorial claim”, which is simply a way to include empty territories into your frontiers to establish control over the neighboring lands. 
Claiming lands costs administration to the parent territory (the city) they are attached to. The ownership of these territories is also inherited from the city, so invading it will also mean taking control of all the region’s annex territories.

Nations and territorial claims now allow for the creation of actual countries composed of multiple regions belonging to multiple players, all linked together into one continuous territory.
Claiming a new territory costs administration to the parent region it’s being attached to (proportionally to its distance from that region’s capital city).

Resource storage has been improved : extra resources no longer spawns ‘ground storages’ that fills up the map when there’s no space available.
Instead, they spawn directly on the floor. Such resources decay with time and will be lost unless stored quickly in a proper storage.
If room is available, they will automatically relocate into one, in the same way slums disappear when room is made available in regular housing.
New resources now also go in priority into large warehouses before filling up smaller 2×2 “ground storages”.
So to summarize :
– a new resource will first tries to go into a proper warehouse. 
– if no room is available, it will try to go into ‘ground storages’.
– if none is available, it will spawn directly on the floor and will decay with time, trying to relocate if room becomes available.

If no room is available, extra resources now spawn directly on the floor and will decay unless stored properly.

Besides that, the patch includes important optimizations for larger cities, making it much more comfortable in later game.


The Nations update
– added nation hierarchy: multiple players can group in a same nation with a customizable hierarchy of superiors and subordinates.
– added nation titles: customizable faction ranks, with specific settings and names affecting all the members of a rank.
– added nation taxation: superiors can levy a tax on their subordinates, taken from their raw income.
– added nation state power transfer: subordinates can transfer some state power to their superior.
– added promote: if allowed by his rank, a superior can affect rank of subordinates.
– added replacement: if allowed by his rank, a superior can replace an inactive subordinate by another one in the hierarchy.
– added dismantling: if allowed by his rank, a superior can redistribute the territories of an inactive subordinate.
– added expellment: if allowed by his rank, a superior can expel an inactive subordinate from the nation.
– added heirdom succession: a nation member can name an heir that will automatically be offered his title if he were to become inactive.
– extra resource no longer spawn 2×2 ground storages. They spawn directly on the floor and decay with time. like slums for houses, they auto relocate if space is available.
– new resources now go into warehouses/granaries in priority before going into ground storages or directly on the floor.
– added multi-territorial regions : a city can now “own” adjacent territories. Their ownership is synced with the parent city.
– added territorial claims: expands your frontier over empty territories. costs administration from the parent city. For now its the only available regional territory type available.
– optimized frame-rate in large cities
– optimized display of storage buildings
– optimized npc citizens in cities
– you can no longer disband formation outside your regions
– fixed foreign cultures not affecting loyalty
– fewer captured animal events
– fixed issue with npc cities spawning
– fixed issue of steam lobby disappearing despite server still running
– barbarian camps raiding range reduced for persistant games
– barbarian activity reduced in persistant games
– fixed pathfinding issues with bridges and tunnels
– fixed broken victory points from total score
– fixed server auto-save freezing the server and causing client timeouts
– fixed steel being available in the foundry
– fixed merchant upgrades broken
– fixed lag when a formation is deleted while its menu is open
– fixed bug allowing to build several buildings on the same tiles
– fixed bug with treaty counter-proposals

v0.0.11 small patches changelogs

– disabled primitive tribe spawn if region is already settled
– added warning event when settling on a primitive tribe’s region
– fixed issues with the policies UI
– increased persistant mode prod cycle to 1.5 hour
– increased loot of wolves and bears when killing them

– modified and reduced effect of all knowledges on intelligence
– fixed an issue with iron working tech
– fixed issues with cultural transfers between regions
– fixed bug where llamas were unavailable in tropical climate

– fixed issues with building platforms
– improved UI to place platforms
– added “support” constraints to terrain heights modification: tiles now have a min and max height based on their surrounding tiles to prevent exploits such as making free walls of dirt.
– fixed obsidian weapons not beeing unlocked with the obsidian tech
– fixed display issues with the terrain heights tool
– failsafe prevents players from placing a production building that has nothing exploitable in range ( ex hunters or fisherpigs )
– inactive characters’s scores now ignored for the ref average score calculation
– slowed evolution of culture and loyalty in persistent modes
– fixed battle code errors with disembarking and multiple allied armies
– fixed issue with research projects getting stuck


Hotfix for the newly released version:

– WARNING: this hotfix will temporary mess up existing cultural balance in regions
– fixed exploit with spawn cool-off
– fixed exploits allowing to create population
– removed Elephant events from early game
– fixed boost event not disapearing
– some exploration events are now affected by the distance from home (ex hostile tribes less likely close to home)
– each region can now hold up to 3 other foreign cultures instead of 1.
– rebel regions might now offer to rejoin a legitimate owner (having the highest culture influence)
– added new unit of “rockthrowers”. a starting range attack unit good to defend behind palissades and gates, with really low range but decent damage and low cost.
– faster production cycle in persistent mode
– slowed down evolution/rebalancing of culture in region
– fixed battle errors