Units

# Recruiting Armies or "Formations"

In Ymir, there are four main **formations**, three of which are military formations. Creating **Armies, National Armies,** and **Militias** are the primary ways to recruit and control 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 you have the equipment for it. For example, you can purchase Bows from other players and produce Leather Clothes, then recruit Bowpig units without needing to research the Archery Knowledge to produce bows yourself.

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

# Stats Comparison

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:

## Base Stats

 **Strength**
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
A basic measure of a units overall strength. Affects how much Loyalty is gained from armies or lost from militias when units are stationed in a Territory.

 **Movement**
The movement speed of the unit on the battlefield. It also affects the **overall movement speed** of the formation in the worldmap.

 **Mass**
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.

 **Carrying Capacity**
The amount of resources this unit can carry. The formations inventory capacity is the *sum of all its units carrying capacity*.

## Armor and Toughness

In combat units do not have a health value, but die from a single landed hit that overcomes both their *Toughness* and *Armor*.
When a unit is hit the game rolls 2 dice, one after another, to determine if the unit survives the attack. The unit survives the attack if either the Toughness roll or Armor roll is lower than their respective percentage values.

 **Toughness**
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
**Damage Resist**
When a unit is hit, the game determines whether the unit resists it or not, by rolling a die.

This roll is affected by the units *Toughness* and by the attackers *Damage* like this: *Damage* equal to *Toughness* would give a unit 50% chance to resist the blow, with every point difference between damage and toughness increasing or decreasing the chance accordingly. For example, a unit with 3 toughness has a 50% chance to resist an attack with 3 damage, while a unit with 2 toughness has a 26% chance to resist a blow with 4 damage.

 2%

 **Armor**
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
*Armor* is a stat that works like *Toughness*, except that it provides a percentage chance to deflect the attack, for every unit of *Armor* the unit has.
Each point gives a 14% chance to deflect a melee hit OR a 16% chance to deflect a ranged hit (A unit that has 3 *Armor* has a 42% chance to deflect a melee blow and 48% chance to deflect an arrow hit).

There is always a minimum chance for a unit to still be hit through all the armor - some one in a million arrow may kill your armored elephant.

High armor units are very durable and may survive for longest. Units that deal more than 5 damage per hit reduce *Armor* with their *Armor Penetration* bonus (refer to *Damage* below for more information).

**Wall Cover**
The *Cover Bonus* from Walls can also affect *Armor* and make a unit practically immune to arrows (The cover bonus provides *Armor* equal to the value it gives).

Walls provide the following amount of *Cover*:

## Damage

Damage is compared against enemy *Toughness* and *Armor* values to determine whether the unit has deflected the blow in relevant checks.
See more in the *Toughness* & *Armor* paragraphs above.

**Penetration Bonus**
A damage value above 5 provides a *Armor Penetration* bonus that reduces the enemy *Armor* by 1 for every additional point of damage. (For example: An Axepig's damage of 9 provides an *Armor Penetration* bonus of 4, reducing enemy *Armor* by 4).

**Wall/Gate Damage**

*Damage* also determines the speed of wall/gate breaking by a ram during city invasions.
It has a linear effect, with 9 damage unit being 3 times quicker then 3 damage unit.

**Damage Types**
Attacks are split into two types: **Melee**, and **Ranged**.

### Melee

 **Offensive and Defensive Melee Skill**
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.

 **Melee Damage & Attack Speed**
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed determines the average amount of attacks dealt per turn.
Damage above 5 gives an *armor piercing* bonus reducing the enemy's armor saving rate.

 **Reach**
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).

### Ranged

 **Ballistic Skill**
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by **distance of the target** and its **movement speed**.

 **Ballistic Damage & Attack Speed**
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. **Attack speed** determines the average amount of attacks dealth per turn.
Damage **above 5** gives an *armor piercing* bonus reducing the enemys armor saving rate.
**Height Bonus**
Attacking from above or below another unit improves/reduces the amount of damage a unit will do:

* Attacking from above will give +1 damage per tile height difference.
* Attacking from below will give -1 damage per tile height difference.

The Height Bonus is capped at -3/+3.

 **Range**
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.

## Unit concepts

 Armor Attacks Carry Cover Damage Mass Movement Reach Skill Strength Toughness Upkeep