Ymir is a 4X multiplayer strategy game combined with a city builder where each player develops a civilization of pigmen starting at the stone age.
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發行日期:
2019 年 3 月 16 日
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發行商:
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搶先體驗遊戲

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備註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所變動。如果目前的開發進度未使您產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發者的話:

為何採用搶先體驗模式?

「This is a one-man project that i have been developing on my own for many years now. The game is quite complex for one person to manage and has a very large scope combining things like multi-player, city building, procedural worlds, battles and 4X elements...
I now feel the game has enough content to be enjoyable to play, but it still has too many issues and lacks polishing to consider it a 'finished' game: this is why i decided to make it an Early Access.」

這款遊戲的搶先體驗時間大約會持續多久?

「Development on this game will continue as long as I can keep it going, and its ambitions will be readjusted based on the game's reception.
The line between Early Access and effective release is therefore blurry and hard to define. Once i believe a sufficient quality standard and stability has been reached, i'll move out of Early Access.」

正式版預計會與搶先體驗版有何不同?

「Please note that this being a one-man game, it is unlikely it will ever reach the quality standards of most other 'indie' games being developed by teams of several people, let alone of professional games.
The first official full version will probably still have many issues.

If the game encounters enough success to gather a community and sustain myself, i plan to continue its development even after ending the 'Early Access' and to work on currently planned 'major updates' adding new content and gameplay such as: factions, religion, culture, immigration, multi-architectural styles, naval, waterworks, additional ages, AI players and modding support.」

搶先體驗版目前的開發進度如何?

「All the core gameplay mechanics are functional ( construction, diplomacy, events, techs, economy, battles, worldmap, multiplayer... ).
The game currently covers roughly periods from the Stone Age to the Classical/early medieval Age.
It includes about 200 buildings, 130 unique resources, 170 technologies, 7 'biomes' and 60 different units.
The client and server lack debugging and optimization and many UIs lack polishing and more detailed informations to make the game experience more intuitive.」

遊戲售價在搶先體驗期間前後會有所變動嗎?

Why is it this expensive ?
Ymir is a niche game, and as such it means a smaller potential public, so a higher cost per game. I've also been working on this game for a very long time: started in 2011 and as a full-time activity since 2014.」

在開發過程中,您打算如何與社群互動?

「I will be using the Ymir Discord to gather and discuss feedback.」
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關於此遊戲

Ymir is a 4X multiplayer strategy game combined with a city builder where each player develops a civilization of Pigmen starting at the stone age.
The game is divided in 2 main interfaces : a worldmap view and a regional view. Each world tile matches a unique procedurally generated isometric zone that can be explored, settled and built on by players. In each one players can find random resources such as ores , animals or plants depending on the climate, relief and vegetation of the region.

Features

  • Pigs with clothes.
  • Multiplayer on local or persistent servers.
  • Complex socio-economic simulator for a challenging city-building experience on its own.
  • Technological evolution with hundreds to techs, from the stone age to post-iron age.
  • Fully procedural worlds where each region is random and unique.
  • 7 biomes, each one with its own specific resources to encourage player-trading.
  • Advanced diplomatic and economic tools to setup treaties ( right of passage, taxes, payments, trade agreements... ) and trade routes between players.
  • Real-time battles.
  • WILL remain free of any pay-to-win .

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 armored mammoths.

Main game modes

  • Real-time mode : a 'classical' mode to be played alone or with a few friends, meant to be played with the permanent presence of all players and to be stopped/continued over several playing sessions.
  • Persistent mode : a more "MMO" mode where the game server is to be left running 24/7 at all times even when players are offline and where actions take much more time than in the real-time mode. Meant to be played with the maximum number of players on a day-to-day basis, with games lasting several weeks.

IMPORTANT

  • This game is a one-man project: development is slow.
  • This game is likely to forever remain an experimental work-in-progress and to never reach the quality, stability and optimization of a finished product: buy it only if you think it's worth it NOW, and not based on future expectations.
  • Playing solo is possible, but the main focus of this game is multiplayer.
  • The game is available in more languages than English, but localization is done by the community and might be partial and incomplete.

系統需求

    最低配備:
    • 作業系統 *: Windows 8
    • 處理器: Intel core i5
    • 記憶體: 4 GB 記憶體
    • 顯示卡: AMD Radeon HD 7800, screen resolution 1920x1080
    • 網路: 寬頻網際網路連線
    • 儲存空間: 2 GB 可用空間
* 自 2024 年 1 月 1 日(PT)起,Steam 用戶端僅支援 Windows 10 及更新版本。

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