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Units

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Units

Recruiting Armies[edit | edit source]

Armies and Militias are the primary methods of recruiting and controlling units in Ymir. The in-game tutorial provides a full explanation for how to create, reinforce, and manage them in the worldmap.

As you progress in the game, new unit types automatically become available for recruiting once the complete set of Knowledges for producing their equipment have been researched, such as unlocking Spear and Leathercloth to enable recruiting for Snouts. As a result, advancing to the next tier of military technology often requires researching several different technologies before any new units actually become available.

Where Coin costs are listed, they only apply once players have unlocked the State Treasury

Stats Comparison[edit | edit source]

Combat in Ymir is entirely AI-controlled, so players often put a great deal of effort into planning the composition and positioning of their troops ahead of possible engagements. As a result, the stat system in Ymir may be more complex than most players have encountered in other games.

While the exact combat formulas are not currently known, the in-game tooltips provide the following summaries for each stat (edited for clarity and additional details where known):

Passive Stats

  • Power - A basic measure of Army strength. Affects how much Loyalty is gained from Armies or lost from Militias when units are stationed in a territory.
  • Movement - Affects the movement speed of the formation during combat and AP cost of traversing the worldmap (slowest unit defines worldmap speed of an Army). As Armies grow larger, their AP costs can increase even further.
  • Carry - The amount of resources this unit can carry. The formation's inventory capacity is the sum of all its units' carrying capacity.
  • Pillage - The ability of the unit to participate in offensive Raids or Sacking. Units with 0 Pillage stat will remain passive if they enter these engagements as part of an Army (only relevant for Civilian Units).

Attack Stats

  • Attack Rate - (Not shown in-game) Determines the time between re-attacks after units have first engaged an enemy formation.
  • Damage - Amount of damage inflicted to the enemy when hit.
  • Skill - Provides a bonus to hit enemies in melee proportional to the difference in Skill between the units.
  • Reach - Provides a bonus to hit in melee if Reach is higher than the opposing unit. Also provides a bonus to hit against enemies of higher Mass when they are charging.
  • Mass - When charging into melee, provides a Damage bonus proportional to current movement speed.

Defensive Stats

  • Skill - Provides a chance to evade attacks in melee proportional to the difference in Skill between the units, but does not protect against ranged attacks. Evaded attacks deal no Damage.
  • Armor - Gives a chance to deflect any enemy hit, when they are scored successfully. Deflected attacks deal no Damage.
  • Cover - Provides temporary, bonus Armor against ranged attacks when a formation is in the lee of a Wall. Each point of Cover provides +1 Armor regardless of whether the units are enemies or allies (the Cover icon will flash above enemy formations who take damage while receiving this bonus during combat).
  • Toughness - Capacity of the unit to withstand Damage from any enemy hit, when they are scored successfully and not evaded or deflected. Determines chances for unit to be wounded to killed as a result.

Civilian Units[edit | edit source]

All civilian units are available from start of the game, since their equipment does not require any knowledges.

Cost and Requirements:

Portrait Unit Name Profession Cost per Recruit (1.0 resources per slot) Upkeep

(Coins)

Main Hand Offhand Chest Head Training (Coins)
Units
Porco Settler 4 0.9
Units
Sow Settler 4 0.9
Units
Carrier Settler Leather 6 0.9
Units
Piglet* Settler * 0.9
Units
Oldpig* Settler * 0.9

* While Armies may contain Piglets and Oldpigs, they can't be recruited voluntarily. Players typically acquire them when starting the game as a Primitive Tribe, from exploration events, or when evacuating a territory.

Battle Statistics:

Unit Name Power Movement Carry Pillage Attack Rate Damage Skill Reach Mass Armor Toughness
Porco < 1 2.0 1 0 1 2 1 0 75 0 1
Sow < 1 1.8 1 0 1 1 0.5 0 60 0 0.5
Carrier < 1 1.5 15 0 1 1 1 0 90 0 1
Piglet < 1 1.5 1 0 1 0.2 0.1 0 40 0 0.2
Oldpig < 1 1 1 0 1 1 0.5 0 60 0 0.5

Melee Units[edit | edit source]

Melee units form the core of most Armies in Ymir. Players should decide carefully whether they want to emphasize cheaper cost, added damage, or added armor when choosing which units to recruit.

Cost and Requirements:

Portrait Unit Name Profession Cost per Recruit (1.0 resources per slot) Upkeep

(Coins)

Main Hand Offhand Chest Head Training (Coins)
Units
Warrior Basic Unit Wood 2 0.6
Units
Wolf Warrior
Custom Sword Icon.png
Wood Flint Wolf 2 0.7
Units
Bearserker
Custom Guard Icon.png
Wood Flint Bear 3 0.7
Units
Snout Basic Unit Spear Leathercloth 2 0.7
Units
Eagle Warrior
Custom Sword Icon.png
Macana Leathercloth 2 0.7
Units
Pitsotl
Custom Guard Icon.png
Topilis Wooden Shield Leathercloth 2 0.7
Units
Axepig Basic Unit Battleaxes Leathercloth Light Helmet 2 0.7
Units
Swordpig
Custom Sword Icon.png
Short Sword Wooden Shield Padded Armor Light Helmet 4 0.9
Units
Spearpig
Custom Guard Icon.png
Spear Wooden Shield Padded Armor Light Helmet 4 0.9
Units
Immortal Basic Unit Spear Wooden Shield Scale Armor Light Helmet 6 1.1
Units
Voulger
Custom Sword Icon.png
Halberd ? ? ? ? ?
Units
Hoplite
Custom Guard Icon.png
Spear Metal Shield Cuirass Heavy helmets 10 1.5
Units
Porcus Basic Unit Short Sword Heavy Shield Laminar Armor Light Helmet 7 1.2
Units
Battleswine
Custom Sword Icon.png
Long Sword Padded Armor

Brigandines

Light Helmet 5 1.0
Units
Swordboar
Custom Guard Icon.png
Short Sword Wooden Shield Chainmails

Brigandines

Heavy helmets 7 1.2
Units
Baconeer Basic Unit Long Sword Plate armors

Padded Armor

Heaumes 8 1.3
Units
Warhog
Custom Sword Icon.png
Halberd ? ? ? ? ?
Units
Martelsnout
Custom Guard Icon.png
Warhammer ? ? ? ? ?

Battle Statistics (all of the following units (including Ranged and Mounted) have 3 Carry and 3 Pillage stat, so they will not be listed separately):

Unit Name Power Movement Attack Rate Damage Skill Reach Mass Armor Toughness
Warrior 6 2.0 1 3 2.5 1 80 0 2
Wolf Warrior 17 3.0 2 4 5 1 80 2 3
Bearserker 25 1.5 1 12 5.5 1 80 3 5
Snout 11 2.0 1 3 3 3.5 80 0 3
Eagle Warrior 12 1.8 0.6 7 4.5 1.8 88 0 3
Pitsotl 14 1.9 1 3.5 2.7 3 90 1 3
Axepig 14 1.9 0.6 6 5 2 ? 1 3
Swordpig 23 1.9 1.5 3.5 4.7 1 ? 2 4
Spearpig 18 1.9 1 3 2.7 3.5 106 2 4
Immortal 23 1.7 1 3 1.75 3.5 ? 4 3
Voulger 28 1.7 0.7 8 3.5 3 ? 1 4
Hoplite 24 1.6 1 3 0.9 3.5 ? 5.5 2
Porcus 33 1.5 1.5 3.5 2.7 1 ? 6.5 3
Battleswine 34 1.8 1 6 4.5 1.75 ? 2 5
Swordboar 36 1.7 1.5 3.5 3.75 1 ? 5 5.5
Baconeer 50 1.6 1 6 3 1.75 ? 7 4
Warhog 55 1.4 0.7 8 2 3 ? 7 4
Martelsnout 66 1.2 1 9 2 1.25 ? 10 4

Ranged Units[edit | edit source]

Ranged units are a mainstay of city defense throughout the game, but always perform best when they have either a Wall or melee formation between them and the enemy. While fewer options are available than melee units, each tier increases both the recruiting cost and attack range at which they can engage enemy formations.

Cost and Requirements:

Portrait Unit Name Profession Cost per Recruit (1.0 resources per slot) Upkeep

(Coins)

Main Hand Offhand Chest Head Training (Coins)
Units
Rock Thrower
Resized Ranged Icon.png
Stone 0 0.5
Units
Javelineer
Resized Ranged Icon.png
Javelins 1 0.6
Units
Bowpig
Resized Ranged Icon.png
Bow Leathercloth 2 0.7
Units
Horsebow
Resized Mounted Archer Icon.png
Bow Horse Padded Armor Light Helmet 35 4.0
Units
Camelbow
Resized Mounted Archer Icon.png
Bow Camel Padded Armor Light Helmet 35 4.0
Units
Longbowpig
Resized Ranged Icon.png
Longbow Padded Armor Light Helmet 3 0.8
Units
Crossbowpig
Resized Ranged Icon.png
Crossbows Brigandines Light Helmet 4 0.9

Ranged units benefit from an alternate set of Attack stats when performing a ranged attack on enemy units, which behave like their melee equivalents with some minor differences:

  • Ranged Attack Rate - (Not shown in-game) Determines the time between ranged attacks. Continues for as long as units have ammo remaining.
  • Ranged Damage - Amount of damage inflicted to the enemy when hit by a ranged attack.
  • Ranged Skill - Provides a bonus to hit enemies based on this unit's Ranged Skill. Does not provide any bonus chance to evade attacks.
  • Range - The maximum distance (in terrain tiles) at which a ranged attack can hit enemies. Does not provide any bonus hit chance. If attacked by an enemy unit outside of their available Range, formations will attempt to charge them in melee combat instead.

Battle Statistics:

Unit Name Power Movement Attack Rate Damage Skill Reach Mass Armor Toughness
Rock Thrower 6 1 R. 0.5

1

R. 5

5

R. 2

1

R. 4

1

80 0 2
Javelineer 13 2.3 R. 0.5

1

R. 6

6

R. 3

1

R. 10

1

80 0 2
Bowpig 14 2.1 R. 0.5

1

R. 4

4

R. 3

1

R. 20

1

80 0 3
Horsebow ? 4.1 ? R. 6

6

R. 2.2

1.8

R. 20

2

896 0.5 4
Camelbow 35.8 3.6 ? R. 5.5

5.5

R. 2

2

R. 20

3

696 0.4 4
Longbowpig 30 2 R. 0.5

1

R. 4

4

R. 3

1

R. 26

1

80 1 4
Crossbowpig 45 1.8 ? R. 10

10

R. 5

1

R.16

1

107 3 3

Mounted Units[edit | edit source]

Mounted units become available at later stages of the game and are best employed as separate Armies to take advantage of their high movement speed (the slowest units in an Army set overall worldmap speed). They are especially useful for skirmishes with smaller Armies and raiding territories for resources, where slower units might be left open to follow-up attacks by enemy forces.

Melee Horse/Camel unlocked by Horseback riding

Ranged Horse/Camel unlocked by Composite bow

Elephant unlocked by Elephant riding

Cost and Requirements:

Portrait Unit Name Profession Cost per Recruit (1.0 resources per slot) Upkeep

(Coins)

Mount Main Hand Offhand Chest Head Training (Coins)
Units
Horsebow
Resized Mounted Archer Icon.png
Horse Bow Padded Armor Light Helmet 35 4.0
Units
Horsepig
Resized Mounted Icon.png
Horse Spear Wooden Shield Padded Armor Light Helmet 36 4.1
Units
Cataphract
Resized Mounted Icon.png
Horse Spear Metal Shield Scale Armor Light Helmet 43 4.8
Units
Pig-at-arms
Resized Mounted Icon.png
Horse ? ? ? ? ? ?
Units
Camelbow
Resized Mounted Archer Icon.png
Camel Bow Padded Armor Light Helmet 35 4.0
Units
Camelpig
Resized Mounted Icon.png
Camel Spear Wooden Shield Padded Armor Light Helmet 36 4.1
Units
Camephract
Resized Mounted Icon.png
Camel Spear Metal Shield Scale Armor Light Helmet 43 4.8
Units
Saladin
Resized Mounted Icon.png
Camel Short Sword Metal Shield Plate armors x2 Heavy helmets 46 5.1
Units
Stomper
Resized Mounted Icon.png
Elephant Spear Leather Padded Armor Light Helmet 323 32.8
Units
Cubiphant
Resized Mounted Icon.png
Elephant Spear Leather Brigandines Light Helmet 326 33.1
Units
Crusher
Resized Mounted Icon.png
Mammoth Spear Leather Padded Armor Light Helmet 483 48.8
Units
Megaphant
Resized Mounted Icon.png
Mammoth Bow x3 Brigandines x3

Plate armors x4

Light Helmet x3 502 50.7

Battle Statistics:

Unit Name Power Movement Attack Rate Damage Skill Reach Mass Armor Toughness
Horsebow ? 4.1 ? R. 6

6

R. 2.2

1.8

R. 20

2

896 0.5 4
Horsepig ? 3.9 ? 5 3.4 4.5 906 1 4
Cataphract 48 3.4 ? 5 2.8 4.5 936 3.5 4
Camelbow ? 3.6 ? R. 5.5

5.5

R. 2

2

R. 20

3

696 0.4 4
Camelpig ? 3.4 ? 4.5 3.7 5.5 706 0.8 4
Camephract ? 2.9 ? 4.5 3.1 5.5 736 2.8 4
Stomper ? 2.5 ? 13 5 7.5 8096 0.3 11
Cubiphant ? 2.0 ? 13 5 7.5 8161 3.7 14
Crusher ? 2.4 ? 18 6 8.5 10096 0.3 13
Megaphant ? ? ? ? ? ? ? ? ?
Pig-at-arms ? ? ? ? ? ? ? ? ?
Saladin ? 2.7 1 5 4.9 3 757 44.8 2

Tamed Units[edit | edit source]

Although they're exceptionally rare, players can sometimes obtain Animal units through "taming" exploration events when moving Civilian units. These animals cannot be re-recruited if they are lost or disbanded, but have nearly perfect stats to serve as earlygame scouts.

Unit Name Power Movement Attack Rate Damage Skill Reach Mass Armor Toughness
Wolf 9 3.5 1 3 4 1.2 20 0 2