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Government Types

*This article is a stub. You can help Porcopedia by expanding it.*

There are 3 government types based on 3 main policies, 2 of which can be enacted and one will default to whenever one of the others is not present for whatever reason, be it brankrupcy, lack of state power or whatever other reasons for your government to collapse.

Each government is divided by defining characteristics, some of which are unique to their types.
Evacuate

## Purpose

Taking this action will abandon control of the territory, immediately demolish all buildings, and load the entire population into an existing army formation (if none are available, a new formation will be created).

This currently the only way to add Piglets and Oldpigs to formations, other than ones received in your starting tribe or exploration events.

## Requirements

**40 Loyalty** or higher in territory

**0 Resistance** in territory

Cannot be under Occupied Territory status
Government budget

The government budget is a key component of a State as it determines the variation of its treasury funds and its ability for the Government to fulfill its obligations and maintain itself.

The treasury is the total amount of coins your government owns. If the treasury (of workforce balance in gift-economy) goes into negative, growing penalties arise which can lead to total State collapse and thus the player's elimination.

Economic policies define how the economy of your society is currently organized as well as controlling budget variables such as tax rates or salaries.

## Budget variables

Leader's personal wealth

* Income based on the % contributed under Leadership.

Tax income

* Sum of all taxes. 20% before Taxation.

Waste

* Tax incomes lost because of Waste in your territories. Was is a result of large populations, low administration and low/negative state power.

Building upkeep

* Total upkeep cost of all buildings in all your territories.

Infrastructure upkeep

* Total cost of maintaining all the infrastructures of all your territories such as walls or roads.

Unit upkeep

* Total upkeep of all units in all your formations.

Wages

* Total spent on state wages via State Workers.

Treaties

* Coins sent or received from other states through your currently actives treaties.

Civics maintenance

* Total cost of maintaining all your currently active civics.

Current projects

* Total cost of all the projects currently in progress. Tied to Paid Researchers.

Nation

* Taxes from/to subordinates/superior. Tied to subjugation and Nation rank.

Trade balance

* The trade balance across all your territories from all your current trade routes.
	+ State Resources bought and sold
	+ Importations
	+ Exportations
	+ Cargo
Brute's hut

The **Brutes Hut** is a *Government Building*. It produces the Intimidation Resource by consuming Meat and either Leathercloth, Adornments or Silver. *Intimidation* gives +3 Loyalty (*Authority Services*) and -1 State Culture for each point produced.

Intimidation Resource :

## Production

**To find out how much your buildings will produce, look up your current Workforce and divide it by the Needed Workforce for that recipe.**

Level
 Intimidation | 1
Friendly guide

Our Formation 'Name' as been well received by the indigenous of a small village where they took advantage to rest for a few days. the sympathetic villagers have proposed to our Porcos, to teach them everything about the surrounding territory that they know very well.

*Sniffing is the best scout of the village* has explain their chief. *He know every corner of thoses lands. If you whant, Sniffing can teach you how to travel safelly on this territory. He will show you all the passages to avoid, the dangerous places, water points, and the place where you can rest in security. Will waiting, you can stay in our little village !" Should we stay a bit and accepet their aid ?*

### Choice

Exellent = Reveal 2 tiles around you

No, We ain't got the time for that = nothing
Farm annexes

Farm annexes are the fields that the Farm works.

Farm annexes can be made when you select the Farm and click on add annex then select one of the crops that can grow in the biome and place it somewhere (location does not matter for efficiency: fertility does)

Each annex costs a Hoes and a Crop.

It is advisable to fill the fertile patches of land before you fill the unfertile patches due to the gather rate every Gathering camp can work the same amount of annaxes but its production varies depending on the fertility on which the anaxes stand.

The yield of each individual annex is determined by the fertility on which it stands.

Here is a table on the gather rates of the first few annexes.

The gather rates have been altered significantly in a new patch. Table needs an update. Also, its possible that irrigation tech affect yield.

*This article is a stub. You can help Porcopedia by expanding it.*
Engineering

400Knowledge2700Required Work200DifficultyResearchers5 Philosophers
Cost
1000 Coins

## The science of innovation

*We need construction masters specialized in solving problems and innovating, producing new techniques and methods by exploiting our knowledges of the sciences.*

## Potential Requirements

* Architects
* can be received from succesful Scienctific Innovation
Currency (Policy)

Currency

Details

Policy TypeEconomic PolicyUnlocked ByCurrency

Policy Requirements

* Barter policy active

Policy Requirements

* +60 Conflict
* -30 Loyalty

Policy Effects

* Enables dynamic prices
* +10% Building Efficiency
* -10% Waste
* +5 Territory Administration
* -20% Population Conflict
* -15% Forced Labor Tolerance
* +1 Expansion Point

Upkeep

0 Coins0 State Power
*Having a reference valuable to facilitate exchanges and use as a unit for value measurement.*

## Details

**Currency** is an Economic Policy. It becomes available after researching the Currency Knowledge.

This page references the policy Currency. For the Knowledge required to obtain **Currency**, please see Currency (Knowledge).

Policy Effect of "-15 Forced Labor Tolerance" seems to increase the labor penalty of Forced labor by 15% of itself (multiplicative. I.e. from 30% to 35%).
Animal breeding

Buildings
 •  Cattle Farm 1
 •  Pasture 1
 •  Wool Pasture 1Cattle Farm Fields
Cattle Farm production also requires spending a Civilization Point in Cultural Skills for the required animal.
 •  Wool (with Weaving)
 •  Rabbits
 •  Sheep
 •  Cows
 •  Goats
 •  Ostriches
 •  Buffalos
 •  Chickens
 •  Llamas
 •  Horses

## Making new animals

*In the wilderness herds grow bigger every year and there is always new animals to hunt! How does that happen ? We know how to take care of the few beasts we captured and keep in paddocks for times of need. But what if we found a way to manage and breed them efficiently like they do in the wilderness? We could produce our own animals without needing to hunt them! But could we manage bigger herds of animals? Feeding them, garding them, managing their breeding and giving birth...*

## Requirements

* Completing the mission Gathering an Emergency Livestock will give the idea for this knowledge as a reward.

## Info

Animal Breeding is a simple way to upgrade your meat and leather production without the need to go and take animal in the wild.
Forging

1000Knowledge1000Required Work60DifficultyResearchers5 Blacksmiths
Cost
 Buildings

## Shaping metal with heat and pressure

*Working with Iron is difficult and requires to keep the metal heated during the whole process. To do this efficiently and in order to master this art, we need to develop and design special furnaces and tools to work this metal.*

## Potential Requirements

* Iron working is possibly required for this knowledge.
Copper

Copper is a Resource and the cornerstone metal of the Copper age. It is always present on the map but becomes visible after researching the Metallurgy Knowledge.

Copper ore can be mined from commonly found copper deposits on the ground by the Mining camp. It can be turned into copper bars (referred to as Copper in game) by the Foundry, using Wood, Charcoal or Coke as fuel.

Copper is used to produce Axes, the main tool of the Copper age, as well as a variety of weapons and armor. Copper can be used to replace Flint when producing Hammers and Hoes, though the relative abundance and low price of flint makes this unprofitable in most cases.

Copper remains an important resource throughout the Bronze age as it is required alongside Tin to make Bronze.
Elder's council

Redirect to:

* Tribal Council (Knowledge)

 12Knowledge20Required Work30DifficultyResearchers6 Oldpigs
Cost
 Buildings
 •  Tribal council 1Production
 •  Justice (at Tribal council)Policies

## Solving conflicts

*Everyone in the tribe knows Schnappy Schnapps, the eldest son of the Porker family. Dumb as a rock and good for nothing... but no one can deny the magnifiscence of his long boar tusks. It wasn't long before Yertruden, the youngest Sow of the Truitus family, fell to his charms, which greatly upsetted his father who refused this union despite the gifts offered by the Porker elders.*

Tensions rose and conflict threatened the unity of the tribe. What if Porcos that have nothing to do with the conflict where chosen by the tribe to decide how to settle this situation?

## Potential Requirements

* This one kind of comes with time. There doesn't appear to be anything that encourages it's appearance.
Foot-treadle floor loom

60Knowledge1000Required Work100DifficultyResearchers5 Artisans
Cost

Prerequisite(s)
 Buildings

## Mechanical looms

*Using our new knoweldges of pulleys, we could apply such mechanics to create bigger and better looms with new automated functions using a clever system of levers, pulleys and foot-treadles. These much bigger looms would increase the production and quality of all our weavers.*
Administration

Administration represents your government's management capacity in a Territory.

The more population and distance from the capital, the harder it is to manage the territory. But it can also be improved by active policies and services in the territory such as Scribes helping in the territory's administration.

## Production

The Administration resource can be produced by the following buildings:

### Community Hall / Town Hall

The Community Hall and the Town Hall buildings produce *Administration*, though only one of the buildings can be active at a given time (Depending on what the *Territory Status* is).

For more information, refer to the Community Hall or Town Hall building page.

### Scribes

Scribes are buildings that consume either Clay or Paper to produce *Administration*. The base level *Scribe* building becomes available after researching Transaction Tracking.

For more information, refer to the Scribes page.

## Consumption

Administration is also consumed, they are broken down in-game into two categories, *Global Factors*, and *Local Factors*:

### Global factors

#### Number of Regions

```
Cost = 0.05 * Production * (Regions - 1)

```

#### Distance of Capital

```
Cost = 0.1 * Production * Distance

```

#### Regional Territories

-10 Administration per *Regional Territory*

#### Regional Over-expansion

Going over the number of claims/territories you can have for a Hamlet/Village/Town has a large administration penalty.

### Local factors

#### Population management

```
Cost = Population / 10

```

#### Buildings management

Some buildings - such as the Elder's council, Tribal Council, or the Market - consume administration when built.

## Effects

Administration has an impact on your ability to control territories around your Hamlet/Village/Town, as well as your income in Territories:

### Territorial Control

A weak Administration value will reduce the number of regions you can effectively control.

### Economy

A weak Administration value will increase the amount of Wasted Income in the Territory.
Cider Mill

The **Cider Mill** is an advanced production building for the Cider resource, which satisfies the Tier 3 population need for Alcohol. Unlike most production buildings, there is no Level 1 version available in early eras.

The supply chain for Cider is considered quite challenging, since it requires large surpluses in both Pottery (Tier 2 population need) and Apples (Tier 1 population need) before production can begin in earnest. This makes it uncommon for players to develop it outside of large, highly-mature cities that can satisfy all 3 needs simultaneously.

## Buildings

2 Wood
1 Leather
1 Stone
1 Planks
2 Stone
2 Planks
2 Stoneblocs

## Production

Level

 Cider Production Chain

Apples

Wood
OR
Charcoal
OR
Coke

Clay

Water

Potter

Pottery

**Cider Mill**

Cider
Alambic

90Knowledge1000Required Work100DifficultyResearchers5 Artisans
Cost
 Buildings

## Distillation

*When you heat and boil water for a long time, it disapears into fumes. When an alcoholic bevarage is heated, it seems that its intoxicating fumes are the strongest at first and leave a tasteless drink behind. What if we could design a device that could collect these first fumes back to separate what makes these drinks so intoxicating from the tasteless water? Some think it could be possible by trapping and cooling the fumes which would turn back into a liquid.*
Carrots

Carrots

Details

TypeResourceFound inContinental and OceanicProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed byPopulation
**Carrots** are a Crop and a Resource. It can be found and grown in Continental and Oceanic Climates.

*Carrots* can be consumed to fulfill the Food Vital Need.

Like all food crops, *Carrots* require a Civilization Point in  Cultural Customs in order to be consumed, and another point in  Cultural Skills in order to be grown in farms. It can always be gathered from wild crops without requiring a point investment into  Cultural Skills.

*Carrots* are often paired with Wheat and Apples as the main diet of porcos in the Climates it can be grown in.
*Carrots* are the only crop in the Continental and Oceanic climates that are not used in industry, and thus are sole used to fulfill the porcos vital needs.

# Gather rate

The gather rate for natural patches is 0.01 to 0.02 per carrot tile.

The gather rate for Fields is 0.1 - 0.2 per field annex (depends on fertility).

The Field annexes can be placed in fertility ranging from 1 to 4 it is advised to place the Fields in the highest possible fertility. (Continental mostly has 3 fertility while Oceanic can range between 2 and 4 fertility)

The Yield of carrot fields and natural patches can be increased substantialy by the use of more Culture Points, for example the yield of a carrot field on 3 fertility can be brought up to 0.45 carrots per field annex. (As of v0.3.1.x)
Bronze working

70Knowledge1000Required Work50DifficultyResearchers5 Metallurgist
Cost

Prerequisite(s)
 Buildings
 •  House 3 (with Masonry)
 •  Large house 2 (with Builders, Mud bricks, Property)
 •  Farm 3 (with Ard)
 •  Fisherpig 3 (with Fishing boats)
 •  Woodcutter 3
 •  Potter 3 (with Kiln)
 •  Merchant 3 (with Currency, Metallurgy)
 •  Sawmill 3
 •  Wooden platform (with Construction foremanship)
 •  Strong gate
 •  Scribe 2 (with Transaction tracking)
 •  Tavern 3 (with Fermentation, Currency, Furniture making)
 •  Tax collector 2 (with Tributes)
 •  Builders 2 (with Sledge, Stonecutting)Production
 •  Shovels •  Planks •  BronzeOther

## Mixing Metals

*Now that we know how to make metals as liquid as water, what would happen if we mixed some together? Maybe we could create some new metals that never exist in nature with better properties? Copper is abundant and useful, but it is soft and it wears quickly. Maybe we should experiment mixing it with other metals to see if we can improve this?*

## Potential Requirements

* Metal Casting
* Unlocking all copper metal techs first like Metallic Hats and Cutting Bacon (not researched though).
* Smelting Tin into ingots
* Or having tin(20+) and copper(20+) in the same stockpile
* Having at least 3 foundry's (Might need them to be Foundry 2's, tests have shown they do NOT have to work at 100% it fires without)

## Info

Bronze working knowledge unlocks the Bronze Age.
Co-belligerents

Co-belligerents participate in a war to help their main belligerent win its objective.

A character may join a war as co-belligerent in 2 ways:

* automatically as a diplomatic obligation. examples: a co-national is being attacked triggering the national defensive pact or your nation superior is starting a war which automatically brings you in, as its your obligation as a vassal.
* by responding positively to a "call-to-arms" request. In this case it is not obligatory to participate, and the call-to-arms is only possible in certain specific situation where the participation of the co-belligerent can be legitimate. examples: a vassal state can call-to-arms its liege.

Co-belligerents are not affected by war type-specific effects. If their main belligerent wins, they simply earn a bonus of +100 Politics Points. If their main belligerent loses, nothing happens to them.

A co-belligerent may also be individually defeated by reaching 0 of morale or by capitulating.

When defeated, the co-belligerent is taken out of the war: hostilities between him and every belligerent of the other side are ended, and a temporary one sided right-of-passage is also granted to them.

A defeated co-belligerent must also pay war reparations to the main belligerent of the other side, but the treaty remains pending until the war is ended. If the war is won by its side, the obligation to pay war reparations is cancelled. If his side loses, then the treaty takes effect.
Chickpeas

Chickpeas

Details

TypeResourceFound inAridProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed byPopulation
**Chickpeas** are a food Crop and a Resource. It can be found and grown in the Arid Climate.

*Chickpeas* can be consumed to fulfill the Food Vital Need.

Like all food crops, *Chickpeas* require a Civilization Point in  Cultural Customs in order to be consumed, and another point in  Cultural Skills in order to be grown in farms. It can always be gathered from wild crops without requiring a point investment into  Cultural Skills.

*Chickpeas* are one of ten food Crops that can only be grown in one specific Climate (The others being Bananas, Beans, Corn, Dates, Figs, Potatoes, Rice, Tomatoes, and Turnips).

# Gather rate

The gather rate of an field annex is between 0.1 and 0.2 Chickpeas per field annex, Field annexes can be places on various vertilities from 0 to 6 it is advisable to place Fields on the highest possible fertility.

The Yield per field annex and the yield of the natural patches can be increased by spending more Culture points in Chickpeas production.

The yield can be increased to 0.45 Chickpeas per field annex on 3 fertility (As of v0.3.1.x)
Figs

Figs

Details

TypeResourceFound inMediterraneanProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed byPopulation
**Figs** are a food Crop and a Resource. It can be found and grown in the Mediterranean Climate.

*Figs* can be consumed to fulfill the Food Vital needs.

Like all food crops, *Figs* require a Civilization Point in  Cultural Customs in order to be consumed, and another point in  Cultural Skills in order to be grown in farms. It can always be gathered from wild crops without requiring a point investment into  Cultural Skills.

*Figs* are one of ten food Crops that can only be grown in one specific Climate (The others being Bananas, Beans, Chickpeas, Corn, Dates, Potatoes, Rice, Tomatoes, and Turnips).

# Gather rate

A fig annex on fertility 3 produces about 0.15 figs per field per tick.

It is advised to place field annexes of crops on the most fertile land in order to maximise your yield.

vield can additionaly be increased by spending more Culture points in the production skill for figs, if maxed out a single field on 3 fertility can produce approxematly 0.45 figs per tick. (as of v0.3.1.x)
Corn

Corn

Details

TypeResourceFound inTropicalProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed forFlourUsed inBreadUsed byPopulation, Mill
**Corn** is a Crop and a Resource. It can be found and grown in the Tropical Climate.

*Corn* can be consumed to fulfill the Food Vital need. It can also be processed into Flour by the Mill, and then into Bread by the Bakery, starting in the Bronze Age.

Like all food crops, *Corn* require a Civilization Point in  Cultural Customs in order to be consumed, and another point in  Cultural Skills in order to be grown in farms. It can always be gathered from wild crops without requiring a point investment into  Cultural Skills.

*Corn* are one of ten food Crops that can only be grown in one specific Climate (The others being Bananas, Beans, Chickpeas, Dates, Figs, Potatoes, Rice, Tomatoes, and Turnips).

## Gather Yield

The gather yield for a single wild corn crop is ?? corn.

The gather yield of a corn field can vary between .1 and 0.15 per Field, depending on fertility.

Both wild crops and fields can be improved to yield more corn by investing extra Culture Points into corn production.
City State

City State

Details

Policy TypePower PolicyUnlocked ByCouncil

Policy Effects

* -3 Expansion Points
* +50% Population Culture
* +20% Building Efficiency
* +2 Capital Countrysides
* -20 Population Conflict
* -20% Waste

Upkeep

10 Coins0 State Power
*Governance centralized and organised around a single city.*

## Details

**City State** is a Policy in the State Power tab, it is unlocked by the Council Idea.

## Tips

City State provides you with a large boost to Culture production/building efficiency/lower conflict/waste, at the cost of being able to expand to multiple cities (-3 Expansion Points, and Regional Administration cannot be active if City State is in use, preventing you from gaining +6 Expansion Points from that).
Clay exploitation

The **Clay Exploiter** is a Building that becomes available upon researching the Knowledge Pottery.

It can harvest Clay from  clay terrain tiles in its vicinity.

Clay is an important resource used in producing Pottery, constructing advanced Buildings and sustaining administrative buildings (e.g. Elders Council).

## Buildings

5 Wood
3 Planks
(3+)
3 Planks
5 Planks

## Gathering

Level

***\*** Gathering tiles does not consume them over time. However, obstructing a tile with a building or Claypit annex will prevent it from being harvested by any Clay Exploitations even if they are within range*

## Annexes

Once unlocked, **Claypits** greatly increase the yield per tile that can be achieved by **Level 3+** Clay Exploitations. However, they can only be constructed on flat, uninterrupted regions of Clay that meet the space and buffer requirements.

 Clay | 2.0

***\**** Workforce required need confirmation. It has been changed.
Camels

**Camels** are a type of Animal Resource. They can be found as wild herds in the Arid and Desert Climates.

Camels are large even-toed ungulates, sporting large humps which store water and fat. They can be butchered for Meat and Leather or used to recruit camel-riding Units.

Wild camel herds can be hunted for Meat and Leather. They can also be captured for butchering at the Butcher after researching Animal capture, or breeding at the Cattle Farm after researching Animal breeding.

## Location

**Camels** can be found in the following climates :

* Arid
* Desert

## Breeding

**Camels** can be bred in the following climates :

* Arid
* Desert
Council

Council

Details

Policy TypeState Power PolicyUnlocked ByCouncil

Policy Requirements

* Leadership policy active
* Government Salaries policy active
* Palace 2 in Capital

Policy Effects

* +5 State Power
* -4 Leader Superiority
* +8 Oligarchy's Support
* +3 Capital Oligarchs
* +1 Expansion Points

Upkeep

10 Coins0 State Power
*A council of trusted advisors assisting the Leader in governance matters, improving the administration of the state.*

## Details

Council is a Policy in the State Power tab. It is unlocked after the Ideas of the same name is researched.

It is considered a must have policy, as it unlocks new Society Techs, gives 1 Expansion Point and gives +8 Oligarchy's Support. It also unlocks the Palace Building which increases Loyalty production.
By the People

By the People

Details

Policy TypeLegitimacy PolicyUnlocked ByDemocracy

Policy Requirements

* Democracy policy active

Policy Effects

* +1 Importance of People's Approval
* -2 Importance of the Leader's Superiority
* -1 Importance of Representatives Power
* -1 Importance of Oligarchy

Upkeep

25 Coins5 State Power
*We are the people.*

## Details

**By the People** is a Legitimacy Policy. It becomes available after researching the Leadership Knowledge.

To enable *By the People*, the Democracy policy needs to be active.
Animal capture

10Knowledge100Required Work20DifficultyResearchers5 Farmers
Cost

Corequisite
 Buildings
 •  Paddock 1
 •  Butcher 1
 •  Elephant Pen 3 (with Stonecutting)Production
 •  Meat (at Butcher)Other

Animal Capture is an important stone age tech that allows armies to use the **capture** action on wild animals and unlocks **butchers** and **paddocks** to store and slaughter them. It is a requirement for **Animal Breeding** technology. It is recommended to not slaughter captured livestock and instead store them until Animal Breeding is researched as later in the game wild animal "armies" will most likely become extinct or be very rare to come across. For more information about animals.

## In-Game Description: "Keeping livestocks"

*Sometimes, hunters manage to capture preys unharmed, or they find youngsters that remained alone. Other times, some herbivor animals come wandering near the village seemingly indifferent to our presence. What if we built walls around them to keep them near the village for times of need? This way if the hunters fail to catch anything, we can still have fresh meat for the tribe! We would need to learn to take care of them through the rest of the year though, and some tribe member would need to guard them into pastures to feed. But it would give us the safety of always having fresh food available for our people in case of shortage!*

## Potential Requirements

* There are rumors that hunting animals helps increase the chances of this showing up.
Bread

Bread

Details

Unlocked byBread leaveningTypeResourceProduced byBakeryMade fromFlour, Water, fuelUsed byPopulation
**Bread** is a food made from powdered grains mixed with water, then baked to render it more edible. It is a type of food.

Bread is unlike other foods - it can't be gathered directly from the land, and needs to be processed in two steps, first from a grain (Wheat, Rice or Corn) into Flour at the Mill, then baked into Bread at the Bakery.

Bread can first be produced in the Bronze age. Every climate except for Nordic has access to one of the grains needed for making flour, so most nations should be able to produce or trade for flour ingredients.

Bread satisfies the food need for Porcos better (per unit of food used) than the foods used to produce flour, at the cost of using more Porcos in the production chain. Turning all farmed grains into Flour, then Bread, is an efficient way to use spare Porcos in order to increase total available food. This is improved further if both the grain and Bread are consumed, since each extra food consumed reduces the total need for all other foods.
Annexes

Annexes are extensions of buildings that increase the work efficiency of the building, or provide it with additional production sources, distribution capacities, or other benefits. Clicking on an annex shows its efficiency and a button for the annex tool, which allows you to reorganise annexes by changing their owner buildings.

Production

* Fields of gathering camps: produces various Crops, depending on the Climate.
* Pastures of cattle farms: feeds and breeds certain ranchable animals in enclosed areas of land, depending on climate.
* Wool pastures of cattle farms: shears wool producing animals to collect their wool.
* Quarries of stonecutters: produces stone blocks or specialized blocks over special rock types.

Distribution

* Market stands of production buildings: distribute production to population, at the cost of lower production as workers must manage the stand.

Efficiency

* Mineshafts of mining camps: increase production. Must be built over tiles with valid deposits.
Concrete

50Knowledge1500Required Work100DifficultyResearchers5 BuildersMaintenance20
Cost
 Production

## Liquid stone

*What if we had the power to create stone and shape it as we wish? A liquid plaster that would dry and become harder as stone itself while also resisting water istelf and withstanding the harshness of weather? Such amazing material would allow us to build new things never dreamt before! Some pretend that by mixing lime, gravels and ceramics with a special kind of sand, we could achieve such mixture. Surely this is worth investigating?*

## Potential Requirements

* Produce a large amount of plaster, ie 2 kilns and several limestone quarries (+4 plaster seems to be enough)
Axepig

AxepigBasic Unit16Strength0.7Upkeep3Toughness1 - 1ArmorMelee7.5-29(x0.9)2Rangedn/aOther Stats1.9843Costx1Porcos2CoinsBattleaxeLeather ClothesLight Helmet
The Axepig is a Infantry Unit. It becomes available in the Copper age.

It requires the following equipment for each unit: 1 Battleaxes, 1 Leathercloth, and 1 Light helmets.

*This article is a stub. You can help Porcopedia by expanding it.*
Elite Warriors

4Knowledge70Required Work50DifficultyResearchers5 Hunters
Cost
 Units

## The way of the beasts

*Some wild animals are fierce and noble. Their hunting ways deserve respect and admiration of our warriors. The spirits of these magestic beasts could infuse strenght in our best porcos to form an elite cast of warriors that would instill fear onto our enemies.*

## Potential Requirements

Triggered without ever fighting wolves or bears after a deer hunt randomly (maybe x% chance per hunt/fight vs animals)
Aristocracy

Aristocracy

Details

Policy TypeState Power PolicyUnlocked ByCouncil

Policy Requirements

* Leadership policy active

Policy Requirements

* + 25 Conflict

Policy Effects

* Enables Oligarchic privileges.
* +5 Regional Oligarchs
* +15 Oligarchy's Support
* +20% Population Conflict
* -15 People's Approval

Upkeep

20 Coins10 State Power
*Oligarchy becomes cemented as an official birthright that comes with privileges and is transmitted by heredity, securing the status of the Oligarch families.*

## Details

Aristocracy is a Policy in the State Power tab, it is unlocked by the Council Idea.

## Tips

Aristocracy is considered a situational policy and is used by Role Players and people who rely solely on Oligarchs, as it has a 20 coin upkeep cost, its not advised to apply it if you don't plan on being one of the two types of players mentioned.
Construction planning

40Knowledge500Required Work50DifficultyResearchers5 ArchitectsMaintenance5
Cost

Corequisite
 Buildings

## Working together

*No longer can we keep build randomly individual buildings without any global planning. Construction foremen and the government could work together to build and organize things necessary for the whole community, such as solid roads of stone to make circulation easier in the city, fences, or even modifying the elevation of terrain!*

## Potential Requirements

* Potentially requiring Metrology, Geometry, and Arithmetics
* Do not need Geometry researched, if Metrology and Aritmetics are researched.
* Currently unknown.
Agricultural Levies

*Agricultural levies are a primitive form of taxation where producers of agricultural goods owe the State a share of their production for their use of the State's lands.*

A percentage of all produced agricultural goods subject to the levies becomes automatically State owned, which in turn generates income for the State when these goods are used by industries or sold to the population for distributable resources.
Coke

Coke is one of the 3 fuels in ymir.

Coke is made by heating Coal in a Kiln.

It takes 1 Coal to make 1 Coke.

A Kiln can produce 2 Coke per worker (if state policies are neglected).

To produce one unit of coke one workforce is required.

The base price is 1 coin.

Coke can be used as a fuel in some but not all buildings. buildings like the Bakery cant use coke and have to use either Wood or Charcoal. other buildings like the foundry (when smelting Iron) have to use either Coke or Charcoal.

It is unlocked by Coke
Ard

Corequisite
 Buildings

## A hoe pulled by animals

*Instead of manually working the fields with hoes, what if we devised a way to use animals to pull a bigger one that would break the soil in lines for us, making it ready for the seeds. With such technique we could work much bigger fields and greatly improve the efficiency of farms.*

## Potential Requirements

Animal Husbandry, Manure Fertilization

Potentially having 4+ cattle farms (level 2 or higher) and 4+ farms (level 2 or higher) in the same city with at least 50% workforce usage.

Unknown
Doctor

Doctor is a resource produced at the building Doctor. This service is produced by the population Doctors.

The Service gives you a Bonus on Health.

Resource :

Because the building, the worker and the resource produced are all called 'Doctor' there may be confusion. Below is a link to the other two.

* Doctor\_(Building)
* Doctor\_(Population)
Governance (Resource)

Governance is a Resource that generates State Power and State Culture.

It becomes available for production after doing the following:

1. Researching Leadership.
2. Building a Chief's Hut.
3. Enabling the Leadership policy.

Each point in Governance provides 1 State Power, and 0.3 State Culture

As a resource, Governance can have additional Civilization Points spent in the Cultural Skills of it for improved production efficiency/lower material cost, though at a lower rate than other resources.
Civil Servant Wages

Civil Servant Wages is a State Power Policy. It becomes available after researching the Governance Knowledge.

Civil Servant Wages allows for direct payment to all State workers. Without this policy, most state workers will not earn any money unless their provided service is set as a State Resource. By activating this policy, state workers can be paid a flat wage instead, allowing more control over their income and simplifying the payment process. Note that some state workers like Teachers already provide profitable services but still receive state wages while this policy is active.

## Effects of Civil Servant Wages

* All State workers receive X coins as a salary.

## Maintenance cost

* -X coins per state worker in every territory
* -5 State power
Gathering an Emergency Livestock

...

## Mission Conditions

* Have 2 buildings of the Paddock class in the Territory.
* Have 8 Animals stored in those *Paddocks*.

## Mission Rewards

* Receive 40 Meat
* Receive a new idea Making new animals

## Primary Outcomes

This mission gets you to collect some animals for later use with Animal Breeding to reduce your reliance on Formations hunting.

## Tips

### Check Your Territories Climate!

The type of Terrain that your Territory is will determine what types of animals you are able to breed there. You can find a list of animals and the climates they can be bred in here.
Animals guide

This page lists informations about all the existing animal types in Ymir.

## Animals

The following table lists *Animals* available in-game, and the climates in which they can be found.

If a unit has **Wild Only** listed instead of a tick, it means you can find them in that climate, but are unable to build Cattle Farm *Pastures* for them in that climate.

Industry
(+50% Growth)

with Meat
(-25% Growth)

***\* Mediterranean, Arid, and Desert climates rely on Flax from Gathering Camps for Textile production. Cotton can also be grown in Continental climates as a more-efficient alternative to Llamas.***

***\*\* Not able to breed.***

## Ranch Production (Overview)

Eventually, finding animals to continue hunting on the worldmap becomes difficult as their numbers are depleted. Once settlements have unlocked the appropriate Knowledges, their Armies can begin capturing herds to raise as livestock on Animal Farms. After they become fully grown, you can send the animals to a Butcher to be converted into food and other materials.

**For a detailed breakdown of each step, see respective the Animal Farm and Butcher pages.**

Since ranch production scales with Fertility, but not Workforce, we can "measure" the overall efficiency of ranching for each animal species based on the amount of Fertility you need to produce the same materials. The following table provides a brief summary of those values:

### Pastures

`# Annexes * Avg. Fertility`
 Rabbit | 4.8
 Chicken | 4.8
 Ostrich | 5.3
 Cow | 7.1
 Deer | 6.5
 Goat | 5.0
 Buffalo | 7.1
 Capybara | ?
 Sheep | 6.5
 Llama | 6.7
 Horse | 8.0
 Camel | 8.0

### Wool Paddock

Paddock
`# Annexes * Avg. Fertility`
 Flax
 Sheep |  |  | 12
 Llama |  |  | 12

*\* Cotton and Flax have been scaled to match the same area coverage as a Wool Paddock (from 4x4 to 16x16) for this comparison*

*\*\* Doesn't include the rounding effects for the first 0.1 units of production, so players first unlocking ranching will see much lower costs (temporarily) due to the strong rounding effects for Level 1 buildings.*

## Hostile Animals

Not all animals in Ymir get along well with porcos. There are a few additional species which can be found anywhere on the worldmap, but are treated as Barbarians that will immediately attack any units that step on their territory.

Industry
(if captured)
Capture
Builders (Knowledge)

15Knowledge150Required Work50DifficultyResearchers5 Artisans
Cost

Prerequisite(s)
Barter

Corequisite
 Buildings
 •  Clay exploitation 2 •  Builders 1Production

## Construction specialists

*Building things is getting complex and hard, requiring more and more skills. Having people specialized in construction would allow us to build better things and develop more advanced techniques.*

## Potential Requirements

* I'm reasonably certain you need Barter for this to pop.
Cuirasses

A **Cuirass** is a piece of plate armor that protects the upper torso and back. It is a type of Resource used to train certain Units.

Units that require Cuirasses to be recruited

* Hoplite

**This page references the object Cuirasses. For the Knowledge required to create Cuirasses, please see Cuirass.**
Crops guide

Crops in Ymir are plant resources which can be harvested by the Gathering camp.

Crops are typically consumed as *Food*, but some have uses in Industry, Alcohol production, and to fulfill the luxury need.

## Food Crops

*Food crops satisfy Vital Needs and provide an additional **+3 Health Bonus ()** for each unique food added to a porco's diet.*

## Resource Crops

*Crops with multiple industry uses, such as Grapes, are listed separately for each one.*

***\* Nordic, Oceanic, and Tropical climates rely on Wool from Animal Farms for Textile production.***
Conflict

**Conflict** is a Game concept in Ymir. Each Territory has it's own *Conflict* value, it has a negative effect on Loyalty, and Population in the territory.

Conflict represents the level of random conflicts between the people of the territory. Active government civics and services in the territory such as Justice can help reduce it.

## Conflict

```
Conflict = Base Conflict * (100% + Territory Modifier) * (100% + Sum(Policy Effects) ) * (100% + Service Effects)

```

### Population

* Base conflict - The total population in the territory generates conflict.

```
Unknown calculation

```

* Territorial status
	+ City +0%
	+ Colony +0%
	+ Outpost +400%

### Policies

* +100% Band society
* -50% Fair Exchange
* +40% Food Rationing
* +200% Gift economy
* +15% Privileges
* +10% Seize Materials
* -10% Coinage
* -2% Tribal Council

### Services

* Services in the territory, likeJustice, can reduce the final conflict level, depending on how well population has access to them.
* Services is a percentage reduction calculated after applying policy reduction.

```
Justice: Reduction% = 35 * Access%

```

## The Effect Of Conflict

### Murder

A high number of **Conflict** mean a larger % of your population will be kill

```
1 conflict = 0.3%

```

### Loyalty

By each point of  **Conflict** you have, you lose 1 point of Loyalty

## Notes and Tips

### Early

The conflict in the very early game would not be very annoying, it will be when you get around 400-500 population

and them you will be "forced" to switch from a Gift economy to a Fair Exchange, removing *De facto* 200% of your **Conflict**

(*Gift economy* give you a penalty of +150% population conflict **&** *Fair Exchange give you a bonus of -50% population conflict)*
Archiving

500Knowledge12000Required Work100DifficultyResearchers20 OfficialsMaintenance30
Cost

Corequisite
 Buildings
 •  Government Archives 4Other

## Rules for everyone

*Keeping existing and past documents organized and archived can sometimes greatly benefit the efficiency of our administration. We should invest in a governmental archive specialized in organizing and keeping all our administrative documents.*
Administration (Resource)

**Administration** is a Resource that generates Administration for a Territory.

It becomes available for production after doing the following:

1. Researching Village Center
2. Building a Community Hall
3. Switching your *Territories Status* to *Village*

Additional Administration on top of what the Community Hall/Town Hall building generates can also be produced by Scribes.

Each point in **Administration** provides 1 Administration.

As a resource, Administration can have additional Civilization Points spent in the Cultural Skills of it for improved efficiency/lower material cost, though at a lower rate than other resources.
Evacuated

# Evacuate

## Purpose

Taking this action will abandon control of the territory, immediately demolish all buildings, and load the entire population into an existing army formation (if none are available, a new formation will be created).

This currently the only way to add Piglets and Old pigs to formations, other than ones received in your starting tribe or exploration events.

## Requirements

**40 Loyalty** or higher in territory

**0 Resistance** in territory

Cannot be under Occupied Territory status
Cider

**Cider** is one of the types of *Alcohol* present in the game. Cider is made from *Apples* at the *Cider Mill*.

*Apples* are less filling than other types of *foods*, making the impact of setting some aside to make cider smaller.

## Production Chain

 **Cider** Production Chain

Apples

Wood
OR
Charcoal
OR
Coke

Clay

Water

Potter

Pottery

Cider Mill

**Cider**
Gold

**Gold** is a rare metal Resource. It is always present on the map but cannot be seen until the Metallurgy Knowledge is researched.

Gold ore is mined from gold deposits on the ground by the Mining camp. It can be turned into Gold bars (referred to as Gold in game) in the Foundry, using Wood, Charcoal or Coke as fuel.

Gold can be used to produce Jewelry by the Jewelry Maker.

Gold can be stored in a Warehouse to increase the total Wealth of a city, or sold to Free Traders on the Market for a profit, even if no Civilization Points have been spent on its production. Since the buy and sell prices for Gold are nearly identical, Gold is a good way to store excess Money without lowering porcos' wealth, while still being able to easily turn it back into money at almost no loss when needed.
Arid

A hot, dry climate, with arable land. When a river passes through an arid region, the silt on the riverbanks has a fertility of 6. The rest of the region fluctuates between 2 and 3 fertility. *Papyrus* can sometimes be found in arid regions, however Papyrus cannot be cultivated in Arid regions.

The Arid biome is heavely affected by the presnece or absence of water, since an arid tile with water will have fertility 6 present directly adjecent to the water and a larger cloud of fertility 3 surrounding it. getting an arid tile with water is a lot more valuble then an arid tile without water. wood often is lacking in arid biomes so it would be advisable to get a wood outpost in another biome.

### Crops

Food

* Chickpeas
* Lettuce
* Wheat

Other

* Barley
* Flax

### Animals

* Goat
* Ostrich
* Buffalo
* Chicken
* Camel

Found but not grown

* Elephant
Butcher

The **Butcher** is a Building available upon researching the Knowledge Animal capture. It has the ability to butcher captured animals, producing a combination of Meat, Leather and Wool depending on the animal butchered. The amount of Meat produced is equal for any butchered animal, but Leather and Wool quantities differ (see Animals).

Any captured animal kept in a Paddock is available to be butchered. To produce more animals (outside of capturing animals with armies) Animal breeding must be researched and a Cattle farm built.

## Buildings

1 Leather
Salt
1 Leather
2 Wood
1 Stone
2 Stone
1 Planks
2 Stoneblocs
2 Planks

## Production

The leather production seems changed. Needs updating.

Level
 Meat | 1
 Bonus Leather | 1
 1

\*\* *Deer used to be a breedable animal due to a bug; this was fixed on version 0.3.0.7*

## Conversion Table

The following table shows the total products for each 0.1 Animal processed by the Butcher (regardless of how quickly it happens). The leather production seems changed. Needs updating.

Level
 Camel | 1
 Capybara | 1
 Chicken | 1
 Cow | 1
 Deer | 1
 Goat | 1
 Llama | 1
 Ostrich | 1
 Rabbit | 1
 Sheep | 1
Bronze

**Bronze** is a Resource and the cornerstone metal of the Bronze Age. It is unlocked by researching the Bronze working Knowledge.

Bronze is an alloy of Copper and tin created in the Foundry. It is required for the main tool of the Bronze Age, the Shovel, as well as most weapons and armor researched in the Bronze Age. It can also be used to replace Copper in Copper Age recipes like Axes or Spears at a lower material cost. Bronze is much stronger than its component materials, and is very corrosion resistant.

## Production

Level
 **Bronze** | 1
Brigandine

60Knowledge2000Required Work100DifficultyResearchers5 BlacksmithsMaintenance10
Cost

Prerequisite(s)
 Rewards
 •  5 BrigandinesProduction

## A coat of plates

*Scale armors are vulnerable to piercing attacks and upward blows. Despite a slight loss of flexibility, what if instead of having visible scales on top of each other we designed an armor where the scales are sewn indepently to a padded leather cloth and covered by another layer of fabric to hide them, making the whole more resistant to piercing thanks to the leather and the impossibility to slip the point of a weaping through gaps between scales?*

## Potential Requirements

* Producing/Stockpiling Scale Armor seems likely
Arch building

50Knowledge1200Required Work75DifficultyResearchers5 ArchitectsMaintenance15
Cost
 Buildings

## Self-supporting structures

*Corbel arches and vaults require significantly thickened walls and an abutment of stone to counteract the effects of gravity, but what if we could master a way to create new arches so light they could stand on simple columns by redirecting weight into its supporting pillars ? We could construct things bigger, taller and more spacious than anything we've ever built before.*
Crossbowpig

Crossbowpig23Strength0.9Upkeep5Toughness2.5 - 2.5ArmorMelee0.8-0.85(x0.4)1Ranged510(x0.4)16Other Stats1.71023Costx1Porcos4CoinsCrossbowBrigandineLight Helmet
The Crossbowpig is a Ranged Infantry Unit. It becomes available in the Classical Age.

It requires the following equipment for each unit: 1 Crossbows, 1 Brigandines, and 1 Light helmets.
Regional Administration

Regional Administration

Details

Policy TypePower PolicyUnlocked ByRegional Administration

Policy Requirements

* Leadership policy active.
* Treasury policy active.
* Replaces City State

Policy Effects

* Enables multiple regions
* +2 Oligarchy's Support
* +3 Regional Oligarchs
* +6 Expansion Points
* +10% Waste

Upkeep

20 Coins20 State Power
*The organisation of local administrations federated under a central government, allowing for the control of multiple administrative regions.*

## Details

Regional Administration is a Policy.

To enable this policy, you must have the Leadership and Treasury policies active.

Note that this policy will replace City State if you have it active.

This policy must be enabled to have towns other than your capital. It is not required for villages or hamlets.