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They might not realize the forums are live. It happened with Machiavillain, another game I'm following. The devs didn't know the forums were open because the game wasn't released yet.
http://store.steampowered.com/app/378360/Ymir/
When you click on a goblin in their info panel there are colored bars for each color of goblin. Orange is trade, red is war, white is spiritual or religious (I can't remeber which). Goblins of that color have an affinity of 2 in their corresponding color and 1 in everything else. Green goblins just seem to have 1 for all three. I'm not sure what - if anything - this does in the game right now, but it seems like it either has something to do with the internal politics (different factions within the goblins) and maybe how good they are at certain jobs.
Ah, thank you. Can't wait to see how it plays out later on.
"Economy:
* No direct control over population and economy: They breed, age, work and buy things according to the simulation.
* Population divided in social classes with specific incomes, purchasing power and revenues.
* Dynamic resources prices based on supply/demand, rarity and production costs.
* Even player consumed resources are taken into account: materials for buildings have to be bough at their market prices, generating incomes to the producers and affecting the economy.
* A simulator instead of a set of independent game rules : all variables and actions influence each other in sometimes unpredictable ways that makes things frustratingly challenging.
* Producing too much of something can be as damaging as not enough making the logic of the game quite different from classic management games. ( ex: instead of having positive effects, distributing a new resource can actually destabilize your economy if you're not careful )
Military:
* Real-time battles are not instantiated and actually take place in your cities.
* Build and customize your fortifications with walls, bridges, gates, stairs, towers and battlements.
* With the terrain tools, modify the terrain heights to take maximum advantage of natural defenses like cliffs and hill tops.
* Water forces troops to embark and cross with slow vulnerable rafts: dig canals around your forts, secure your bridges or build a citadel on a river-island with fortified bridges.
* A Strategic-tool allows players to design their local defensive strategy in each one of their cities in case of attack: creating defensive zones, setting troops initial deployment positions and setting their behavior in battle.
* Battles are not instantaneous and belligerents can send reinforcements while a battle is still in progress.
* Battles can include unlimited 'teams' at the same time, each one fighting according to its allegiances.
* Battle troops during a battle are all AI controlled ( so that battles can happen independently of the player's presence ).
* Dozens of unit types including mounted camels, elephants and mammoths."
(only bringing this up because YMIR has no single player and im dying for a game with all those features and this game seems to have a few of them in it already)
Hi there, these are really cool suggestions, I better check out YMIR in a bit more detail :D
We still have a long development ahead of us and will be influenced by our players. The Military suggestions you make are very far outside of our scope or ambitions however. We will not have real time battles or manipulation of the terrain. We're a very small team and the scope of our game is already extremely ambitious for us. Maybe in a sequel of future game we might have these sorts of elements because I also like those ideas and designs but not for this one ;)