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
v0.0.12.x
– 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

v0.0.11.4
– 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

v0.0.11.6
– 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

v0.0.11.7
– 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!

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

The primitive warfare update

Great milestone for Ymir as the first experimental test of the “persistent mode” ( 24/7 running server ) will begin with this new update!
I will be hosting a persistent server and all the current testers of Ymir will be welcome to join. I expect a lot of issues will rise from this first experimentation… but its still an important step for the project and it should hopefully be still fun.

Besides that, this update adds new primitive units to make the stone age more interesting!
Elite warriors inspired by the spirit of wild animals can be recruited. Wolf warriors are fast, agile, and deal double attacks with their 2 axes. Bearserker have the strength and toughness of bears, and deal extremely high damages that will go through most armors… or city gates. However both are weak to ranged attacks as they lack armor themselves. 
But recruiting them is not that easy : for each of them you need their respective animal resources which can only be obtained by killing hostile wolves and bears.
New resources are also added : obisidian and obsidian weapons. They allow to recruit 2 new “aztec” styled units : the pitzotl and the eagle warrior. Pitzotls are spearpigs with an obsidian spear ( the topilli ) while eagle warriors are equiped with macanas, a wooden sword with blades of obsidian.  Compared to metal counterparts, obsidian deal more damage but give a lower combat skill.

Another important modification is the addition of a new spawn type, and the “inactive” status for characters. If a character is left unplayed for a while, it becomes “inactive”. This creates a new type of spawn: a succession spawn. Any new player can join and takeover this character,  gaining control of all its possessions.

Improving the dynamism of early game is also still a work in progress. I’ve added a “speed boost”, that increases the production speed,  growth, research speed and construction speed for a limited amount of time when you start a new character. I’ve also added new early game events : warriors joining to help explore, and free tools. 

 

The primitive warfare update
Adding new primitive units, obsidian, ‘inactive’ mode and ‘succession’ spawn,  more early game speed boost and events.
v0.0.11.x
– added 4 new primitive infantry units: pitsolt, eagle warrior, wolf warrior, bearserker
– added obsidian terrain tile
– added 3 new resources: obsidian, macanas and topillis.
– added 2 new techs for obsidian weaponry and beast warriors.
– fixed misc issues and bugs
– fixed issues with missing battle reports
– added detailed battle reports
– new running anims for wolves and bears
– offline characters in realtime mode no longer increment difficulty and game events such as barbarian raids
– added caching of the “lowres” worldmap textures for faster loading
– increased terrain fertility of continental climate. Decreased for tropical climate ( only for newly generated regions )
– when recruiting units, you can now see the number of inactives by hovering the mouse on the total population icon
– fixed server connection issues
– added 2 new early game events to boost game start
– increased early game events to boost game start
– reduced standing army soldier upkeep 0.5 to 0.3 coin per unit.
– fixed issue with units overprioritizing the pillaging of buildings during invasions or sacks.
– added “inactivity” -> Characters offline for too long become inactive and elligible for succession. New players can spawn as successor, taking over all the abandonned character’s possessions.
– added spawn cool off time that forbids players from recreating a new character before a certain amount of time, to avoid spawn point spamming.
– added possibility to “abandon” a character. It removes it from the player’s list and control, and makes it inactive.
– improved issue of allied troop breaching their own walls instead of using gates. Its not perfect yet and it might still fail in too complex layouts that have more than 2 consecutive gates.
– fixed libraries not working
– implemented ‘speed boost’ for newly created characters that affects all the main productive char stats ( res prod/cons, demographic growth, research speed, construction speed) to increase dynamism of starting the game. different values for each game mode.

The new resources of obsidian and obsidian weapons: topillis and macanas.
Added max char limitation and spawn cooloff to avoid exploits and spawn spamming. Its also possible to abandon your character to make a new one.
started implementing more detailed battle repports, but still in WIP!

Updates!

As the game is now playable for a minority of testers, here’s a recap of the last updates, including the newest one of today!

 

The swampy update
Improving swamps, nordic region’s balance and herds gameplay.
v0.0.10.x
– fixed misc issues and bugs
– added global climate health bonuses/malus. nordic regions-> health bonus +10. tropical regions-> health malus -5.
– added new terrain type: peat. produces ‘charcoal’ directly exploitable from the ground with the ‘soil miner’ building. It’s present in nordic swamps.
– increased frequency of swamps and lakes in nordic climate.
– increased frequency of sheep and rabbits in nordic climate.
– improved swamp terrain generation. added more topographic diversity and swamps now connect with other adjascent ones.
– added global health malus of -5 in swamps.
– herds will now continuously spawn all over the world map.
– herds now grow with time
– herds now randomly move from region to region
– bigger herds of elephants and mammoths.
– new “capture” action for formations (with the animal capture tech), which is a hunt focusing on capturing live animals from herds instead of killing them for meat. This action loots only livestock resources but no meat or leather.
– elephants and mammoths are now only present as herds ( no more permanent region spawns )
– added new “elephant riding” tech to unlock ability to recruit mounted elephants and mammoths.
– added agriculture tutorial
– added barter transition tutorial
– added a lot of missing project & ideas texts

The new swamps have a more natural looking topography. and also vary more in depth, sometimes being really shallow.
And sometimes with larger areas of water.
Added “peat”, a new terrain type present only in nordic swamps that gives free charcoal when exploited.

The treaty renegociation update
Added missing diplomatic tools for treaties allowing to renegociate, modify, and ending them. Rebalanced life-quality bonuses.
v0.0.9.x
– cannot recruit new troops in a formation if outside home region
– fixed misc issues and bugs
– fixed missing cider mills buildings
– fixed problems with the ‘truffles’ resource
– added terrain tile infos when holding right clic on the terrain
– increased efficiency from 1 to 1.2 of woodcutter 1, and added +2 to its range.
– tiles covered by buildings can no longer be exploited for resources ( –> trees covered by fields will no longer be exploitable by woodcutters )
– hammers and axes less expensive in higher tier metals
– increased life quality bonuses of all houses.
– increased life quality bonuses of satisfied higher level needs
– richer classes are no longer served first for resources equally affordable by poorer classes.
– fixed a pathfinding fatal error
– added server.bat in game folder allowing to start server directly
– added game loading and creation UIs on the server allowing to create new games directly from the server
– improved “first builder” victory mission procedural objectives
– treaty breaking close of “coins penalty” is now a % of GDP instead of a fixed amount of coins.
– it is now possible to terminate treaties without breaking closes if both parties agree on it
– it is now possible to renegociate existing treaties if both parties agree to a modification
– fixed the non-working treaty counter-proposal option

Small improvements update
v0.0.8.x
– fixed misc bugs
– animal ‘camps’ no longer placed in region center, avoiding automatic hunters to start in the same position as the animals
– event-spawned units no longer invade regions
– editor locked
– its now possible to create treaties with no honor engagements.
– smaller tribes of porkoderthals with more loot
– right-click on a building button allows to build its previous obsolete version when relevant
– the defender can now admit defeat when an attacker has compelted his objective, ending the battle instantly without needing to wait for them to retreat
– fixed issues with culture changes and resistance when invading a city
– fixed issues with missing battle events
– fixed issues with average score triggering instantaneous gameover
– improved revelance of procedural objectives for victory missions to be more accessible and relevant to the situation of current players
– added notification to all players when a victory mission is completed
– implemented server passwords, ‘friends only’ and ‘private’ games.
– fixed ability to launch server by shortcut(edited)