recursal/Fanatic-Fandom huggingface dataset:
Fish

**Fish** is a food in *YMIR*, found in the water and gathered by a Fisherpig.

Fish is like a hunting spot and provides a single tile that can only be exploited by one fisherpig. the fishing spot can provide a max of 8.1 fish.

Fish has a random chance of spawning in a body of water. (The size of the body of water plays no influence in fish spawn). Fish also has no bias for distance to land, some sources can be touching the land (or even be on the land) while other sources require a fisherpig lvl 4 to gather them.
Battleaxes

A **Battleaxe** is a one-handed axe specialized for combat, not as a tool. They typically are lightweight with a small striking area to concentrate the force of an attack. They are a type of Resource used to train units.

Battleaxes are unlocked by the knowledge Battleaxe this knowledge usualy triggers in Copper age.

To make 1 Battleaxe you need 0.5 Wood and 0.7 Copper or 0.4 Bronze or 0.4 Iron or 0.2 Steel.

With a battleaxe you can recruit:

* Axepig

**This page references the object Battleaxe. For the Knowledge required to create Battleaxe, please see Battleaxe.**
Sundered Wiki

Welcome to the Official *Sundered* Wiki
the *Sundered* compendium by the players, for the players.
We are currently maintaining 413 pages (17 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Basics

* How to play
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Participate
Have a page you'd like to add to the Sundered Wiki? Get started by giving your article a name and hitting "Create Page." Edits and improvements to existing pages are also appreciated.

* Adding content
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About

***Sundered*** is a horrifying fight for survival and sanity, a hand­drawn epic from the ​creators of ​Jotun. You play Eshe, a wanderer in a ruined world, trapped in ever­changing caverns teeming with eldritch horrors. Harness the power of corrupted relics to defeat gigantic bosses, at the cost of your humanity.**Developer:** Thunder Lotus Games**Publisher:** Thunder Lotus Games**Genre:** Roguelike, Metroidvania**Mode:** Single-player**Rating:** E10 (Fantasy Violence)**Media:** Digital, Blu-ray (limited)Platforms and Release dates
July 28, 2017December 21, 2018

News
Sundered: Medlife Goes Insane! - - 2020/05/08 22:25
We've announced our next game: Spiritfarer! - - 2019/06/09 22:16
Sundered: Eldritch Edition is out NOW! - - 2018/12/19 17:59
Behold Sundered: Eldritch Edition! Coming December 21st! - - 2018/12/03 13:59
Happy #LoveIndies Week! - - 2018/07/16 21:02
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Academia (Knowledge)

200Knowledge600Required Work100DifficultyResearchers5 Scribes
Cost
 Buildings
 •  Academia 4Production

## A place of higher knowledges

*For the prosperity and cultural excellence of our people, we could create a place of knowledge and wisdom, with our most sagacious pigs working to furtger our knowledges of the world.*

## Potential Requirements

* Education
* Currently unknown if more exist
Fisherpig

**Fisherpigs** are an early-settlement gathering building that can harvest Fish from up to 1 School of Fish tile within their radius. Since Fish can only be harvested from naturally sources, they're primarily valued for providing food diversity (which boosts Life Quality) rather than their contribution to the Tier 1 population need for Food.

When building Fisherpigs, all School of Fish tiles in your territory will be marked with a waypoint to help with placement. In cases where they spawn too far away from land, Wooden Platforms can be used as rudimentary docks to bring your Fisherpigs within range. However, platforms first become available around the same time as Level 3 Fisherpigs.

Each upgrade for Fisherpigs allows them to harvest more Fish for the settlement, so it's strongly recommended to upgrade them as soon as the technology becomes available. For similar reasons, you should avoid building Fish Market stands *(with Barter)* since they have a negative impact on total Fish output. Fish Merchants can be used to sell the same goods with no production loss.

## Buildings

1 Hammers
1 Wood
Metallurgy
1 Axes
2 Wood
Bronze Working
(Bugged - requires Iron working)
1 Textiles
2 Wood
Iron working
2 Planks
1 Textiles

## Gathering

Level
 Fish | 1

***\*** Each School of Fish tile has a theoretical capacity of 10.0 Fish per tick, assuming you could generate enough Workforce. Gathering from tiles does not consume them over time.*
Common good

## Common good Policy

Can be activated in the *Legitimacy* tab of the *Government* screen. Press the *+* sign underneath Active Policies to bring up **Common good**, press *ADD IN REFORM*, and then click *APPLY REFORM* to activate it.

Common good offers the following benefits:

* +1 Importance of the Senate
* +1 Importance of the Ministry
Flint collector

The **Flint Collector** is a Building available from the start of the game. It extracts Flint out of gravel found on the ground inside a tile. The Flint produced must then be manufactured into basic stone tools like Hammers or Hoes by a Tool maker.

The Flint collector can also extract Obsidian from obsidian deposits inside a tile. Obsidian can not be used by the Tool maker to manufacture tools, instead it is used by Weapon maker to produce Macana and Topilli, weapons used to equip Eagle Warriors and Pitsotls respectively. Note that construction of the aforementioned weapons is only possible after researching the Knowledge for Obsidian weaponry, but extraction of obsidian is possible without it.

The flint collector does not have a construction cost associated with it.

Obsidian
Blood Feuds

Blood Feuds

Details

Policy TypeSocial PolicyUnlocked ByTribal Council (Knowledge)

Policy Effects

* + 5 Oligarchy's support
* - 5% population conflict
* + 15% murders rate

Upkeep

0 Coins-1 State Power
*The right to pursue Blood feuds: retaliatory violance by the relatives if someone who has been killed, wronged or dishonored against the culprid or thir relatives.*
Charcoal

**Charcoal** is a type of fuel. it is produced in the Charcoal burner by burning wood in the absence of oxygen, driving off all impurities and leaving mostly pure carbon. It is a type of Resource.

### Wood or Charcoal

Charcoal has a net fuel efficiency that is three times higher than regular wood, and is generally considered the better choice.

* First level charcoal clamps converts wood into charcoal at a 4:3 ratio.
* First level foundry uses 4 times more wood than charcoal in its production.
* The efficiency of charcoal divided by the wood to charcoal ration gives us **(4/(4/3)) = 3**.
* This gives us an overall efficiency that is 3 times that of wood.

## Peat

Charcoal can also be made by the Soil miner.

the Soil miner is able to gather Peat a resource sometimes present in Nordic swamps.

The technolegy Soil collectors usualy comes in before Charcoal (Knowledge),

The tech for Charcoal is not nessasary for the Soil miner to collect peat and make it into charcoal.
Brigandines

**Brigandine** is a type of armor consisting of many small plates riveted to the inside of a heavy jacket, made of cloth, canvas, or leather. It is a type of Resource, used to train certain Units.

Brigandines are unlocked by the Brigandine knowledge, This comes around Bronze age.

To make one unit of Brigandines you need 1 Leather and 1.2 Bronze or 1.2 Iron or 0.6 Steel.

Units that require Brigandines to be recruited

* Swordboar
* Battleswine
* Crossbowpig
* Cubiphant
* Megaphant
Cattle Farm

SpThe **Cattle Farm** is a Building that becomes available upon researching the Animal breeding Knowledge. It can provide a consistent source of domesticated animals or wool by constructing pastures for the animal.

Pastures are Annexes, connected to the Cattle farm individually. Construction of a pasture requires at least 1 unit of the animal in question in addition to any Hammers, Wood or Stone necessary. Although all animals found on the world map can be captured in some capacity, not all of them can be used by the Cattle farm. Not only are some animals unable to be domesticated (e.g. Bears), but tile Climate also limit animal variety in pastures (see Animals for full).

Although the size of a pasture is the same between all animals, the number of pastures required differs. As such space becomes an aspect in selecting what animals to breed, as does the Fertility of the land the pastures are built upon.

Most animals can not breed in all biomes. For a more in-depth guide for the biomes and production rates, see Animals guide.

## Buildings

(Annex)
1 Hammers
5 Wood
(Annex)
1 Hammers
5 Stone
2 Wood
*(Metallurgy)*
1 Leather
1 Wood
*(Bronze Working)*
3 Stone
2 Planks
5 Planks
2 Stoneblocks

## Pastures

### Animal types

* each animal type yields different amounts of resources (meat, leather) when butchered, which compounds with their pasture productivities.
* small animals (chickens, rabbits) are the most **space efficient**: they have the highest productivity per tile but are more labour intensive.
* larger animals (cows, buffalo) are the most **labour efficient**: they produce the most per farm but require the most space.
* military animals (horses, camels) are the least productive but have strategic value for military units.
* Otriches are the most efficient meat producers.
* Buffalos (and to lesser extent cows) are the most efficient leather producers.
* Llamas and sheep can be used to produce meat or wool.

### Reference values

Approximative reference values of different animal types using a reference Farm (level 4, efficiency 2.25, workforce 5.6, fertility 3), with all knowledges, and without any production skill bonuses.

 goats, llamas, sheep
 cows, buffalos
 horses, camels
Charcoal clamp

The **Charcoal Clamp** is an advanced production building for the Charcoal resource, which is a more-efficient alternative to direct Wood burning for buildings that require a fuel source (such as the Foundry or Potter). In Nordic climates, it's also possible to acquire Charcoal directly from Peat tiles using the Soil Miner.

After the transition to a Barter economy, Woodcutter capacity quickly becomes a crucial bottleneck on further population growth for many cities. This makes the switch to Charcoal a major technology milestone, providing exactly 3 times more fuel for production buildings for each unit of Wood collected.

Operating the Charcoal Clamp also requires a substantial supply of either Clay or Mud. While Clay sources are much rarer than Mud, the reduced cost per unit of Charcoal allows you to employ fewer Workers overall.

Charcoal clamps are unlocked through the Charcoal (Knowledge) Idea.

## Buildings

2 Wood
5 Clay

## Production

Level

*\* Charcoal production is unusual in that the game calculates it as batches of 3 units. All costs are shown this same way to avoid rounding errors.*
Banditry Extortion

Banditry extortion

Details

Policy TypeEconomic PolicyUnlocked ByTributes

Policy Requirements

* Leadership policy active.
* Barter policy active.

Policy Effects

* + 30% extortion
* - 10 Military support
* - 20 authority
* + 10% murders rate

Upkeep

0 Coins-5 State Power
*A corrupted government looks the other way while organized gangs of bandits exorts the population, in exchange for a fair share of their spoils.*

## Details

+ 30% extortion: Population income stolen or robbed by criminals, half of which is then funneld into the Treasury as 'taxes'.
Arquebuses

An **Arquebus** is a primitive sort of firearm, a simple tube into which gunpowder and one or more projectiles are rammed into. A small hole allows a slow-burning match to ignite the gunpowder, launching the projectile. They are a type of Resource used to train certain units.

Currently this resource is not yet implemented.
Foundry

The **Foundry** is an early-settlement production building which allows the smelting of Ores into their pure metallic form, like Copper or Silver. Due to the vital role of metals in advancing to new eras, unlocking the Foundry is often considered the most important earlygame milestone aside from Agriculture.

All metals require further crafting from a Tool Maker, Weapon Maker or Jewelry Maker to convert them into useful goods like Axes, Spears or Jewelry (Resource). As you progress in knowledge, metal processing at these buildings typically unlocks in the following order: Copper **>** Bronze **>** Iron **>** Steel.

## Buildings

2 Wood
8 Stone
4 Clay
2 Wood
10 Stone
4 Clay
4 Planks
8 Mud Bricks
3 Clay
8 Bricks
10 Stoneblocs
4 Cement

## Production

Level
 Copper | 1

*Certain recipes require smelting at much higher temperatures and won't be visible on the recipe list until you unlock them:*

Level
 Bronze | 1

*Steel production requires processing of smelted Iron at a separate building, the Steel Mill.*

## Conversion Table

The following table shows how many Ore tiles are required for Mining Camps to support a production rate of 1.0 Bars per tick at the **Foundry**. During smelting, production may pause if you have less than 0.1 Bars worth of resources available (Gold in particular tends to have this issue at less than 16 Ore tiles).
Coke (Knowledge)

*Coke (Knowledge)*
 Coke
 100Knowledge1000Required Work60DifficultyResearchers5 Metallurgists
Cost
 Production
 •  Coal (at Mining camp) •  Coke (at Kiln)Reveals

## A mineral charcoal

*In the same way we make charcoal out of wood, in the ground we found coal, an oily dark kind of stone that, if baked it in a similar fashion turns into coke which can be used as a combustible in the same way we use charcoal. Mastering this process would allow us to get combustible without the need to cut down entire forests!*

## Potential Requirements

-Have metallurgists or miners in a region that has coal

## Info

**Coke** gives access to the ultimate fuel resource in Ymir, Coke.
Cows

**Cows** are a source of  meat and  leather.

## Description

**Animals** in *Ymir* are a source of meat and leather and can be found in four forms :

1. As a region square harvestable with the  hunter building chain
2. As a herd roaming on the world map which the player can either hunt or capture
3. As an army unit as a result of a random event while exploring the world map
4. As an inventory item obtained by capturing a herd, breeding or a capture made by your hunters

While hunting a herd and the hunter building gives meat and leather directly, animals in inventory form have to be processed in the butcher building.

*note: disbanding an army unit animal will turn it into its inventory form and the player will not be able to recruit it anymore.*

## Location

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

* Nordic
* Oceanic
* Continental
* Mediterranean

## Breeding

New animals are bred over time in the cattle farm's annex, the pasture.

A paddock with empty room and a worker is required to store new animals.

Each pasture will require one animal of the same type to be built.

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

* Nordic
* Oceanic
* Continental
* Mediterranean

Cows produce the most leather of any animal in these climates, but require the most space to do so.
Gillnets

70Knowledge800Required Work55DifficultyResearchers5 SailorsMaintenance10
Cost
 Rewards
 •  20 FishBuildings

## Entangling fishes

*Most of the times when casting nets on fishes, they remain entangled in the net itself with no need of beeing actually trapped in it. What if we simply made a net 'wall' standing in the water waiting for the fishes to entangle themselves without having to do anything ? We could use floaters one one edge and weights on the opposite one so it would stand vertically in the water and catch all the bigger fishes trying to pass through! Such technique could facilitate the work of fisherpigs and increase their efficiency.*
Gathering camp

The **Gathering Camp** or **Farm** is a gathering building available from the start of the game. It can exploit naturally-occurring Crop tiles within its radius to produce either food crops, which satisfy the Tier 1 Vital Need for Food access, or resource crops that serve as important industrial inputs. When building a Farm, each cluster of Crop tiles in your territory will be marked with a waypoint to help with placement.

With the discovery of Agriculture, Farms can begin constructing Field Annexes that link back to them from any distance. Note that you must have the production civic for the resource unlocked to add an Annex of that resource. Each Annex requires a fixed amount of Workforce to exploit, and produces substantially more resources when placed on tiles with high Fertility ratings. For that reason, players often pay extremely close attention to the Fertility map when placing Field Annexes and other buildings that could block them.

Upgrading a Farm improves its base Efficiency, allowing each Farmer to work more field Annexes, thus increasing the max number of fields a farm can work. It's recommended for players to use the Annex Tool to re-allocate their existing fields across fewer Farms (and consequently fewer Farmers) each time Efficiency increases. Improving Efficiency does **not** change the amount of resources produced by Crop tiles or Field Annexes.

## Buildings

1 Crop
Metallurgy
*(Mud Building)*
2 Mud
2 Hoes
2 Wood
Bronze Working

3 Planks
4 Hoes
2 Stone
Iron Working
Stonecutting
2 Ploughs
2 Stoneblocs
5 Planks

## Gathering

Level
 Any Crop | 1

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

## Population supported per farmer

Estimates of how much population each farmer and farm can support assuming that the farm they work on is at base efficiency\*.

* Farms will always be above this after the player revokes Food Rationing and enacts Fair Exchange.

## Annexes

**To determine how much food you can gather from a single Gathering Camp, add up the Fertility from all of its linked Annexes. If you have at least the "Starting Fertility" it will produce 0.1 units, then substract that Fertility and divide the rest by the "Scaling Fertility Cost" to find the remaining production.**

per Fertility\*
(First 0.1 Units)
 Food Crops | 0.031
 Apples | 0.046
 Grapes | 0.046
 Barley | 0.046
 Sugarcane | 0.046
 Cotton | 0.062
 Flax | 0.062
 Olives | ?
 Papyrus | 0.062

***\*** Annex output is solely determined by the Fertility of the tiles underneath it and doesn't scale with improvements to Building Efficiency or Workforce*
Fair Exchange

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

**Fair Exchange** is an Economic Policy in YMIR. It is acquired by researching Barter, a stone age Knowledge.

It represents immediate and reciprocal exchange of goods or services of equivalent value.

Fair exchange is a barter form of economic exchange, which leads to greatly reduced population conflict but removes the state's total control over produced goods. After enacting fair exchange, all future goods will not be owned by the state unless purchased. Goods can be purchased on creation, by loading them onto formations, or by using them during building construction. Purchasing goods on creation is the cheapest method and can be done by setting a good as a state owned good or by setting a number of goods to maintain ownership of, causing goods to be purchased automatically. Goods that are not owned by the state can be used to construct buildings or be loaded onto formations but will be purchased at a higher cost than if they had been purchased on creation.

## Effects of Fair Exchange

* enables the state treasury
* enables paid materials
* enables population incomes
* +20% building efficiency
* +25% Population stress
* -50% population conflict

## Preparing for Fair Exchange

After enacting fair exchange the state will not own any future created goods and will not earn any money by default. Certain policies can be enacted to allow the state to gain coins to purchase goods again.

1. Enact Privileges to allow for a percentage of the capital's wealth to be transferred to the leader Porco. Set privilege to 25%, or lower if the loyalty drop will cause rebellions.
2. Enact Leadership, set leader contribution to at least 90% to allow for that percentage of the leader's wealth to be converted into state income.
Furniture

Furniture

Details

Unlocked byFurniture makingTypeResourceProduced byFurniture makerMade fromWood, Leather, Bronze or Iron or SteelUsed byPopulation
Furniture is an Resource available in the Bronze Age. It is unlocked by researching the Furniture making Knowledge.

Furniture is used to fulfill the Furnishing need of Porcos and to construct the Tavern.

Furniture is made from Wood, Leather and either bronze, iron or steel by the Furniture maker.
Economics

Economics in Ymir are built around the 2 concepts of money usually manifested as currencies (units to measure value) and wealth (the objective result of productive work).

The main economic actors are States and individual Porcos. Each Porco belongs to a social class and economic variables such as revenues or resource accesses are averaged amongst all the members of the same social class.

Produced resources in territories can belong either to the State, or to private individuals. The price of resources is dynamic and affected by the State's current economic policies.

## Economic concepts

 Government budget Money Monnies Resources price Social classes Trading Waste Wealth
Flints

Flint is a Resource in YMIR.

Flint is collected by the Flint collector.

Flint can be collected from gravel, gravelly sand and gravelly ground

Flint is used in the early game to make Hoes and Hammers.

Flint usualy becomes obsolete after Copper and or Bronze age, but flint can allways be used to make hammers and hoes if you are tight on copper,bronze, iron and or steel. The maximumgather rate of a Flint collector is about 2.8 flints per tick. This is enough to sustain a workshop creating Hoes and or Hammers.

## Gather rate

* Flint collector - 1.6 and 2.8

(note that the gather rate of the Flint collector changes due to state policies)

The gather rate per tile is 0.02

## Uses

* Tool maker

-Hoes

-Hammers
Bloomery

90Knowledge1100Required Work55DifficultyResearchers5 MetallurgistsMaintenance5
Cost

Unlocks
 Buildings

## Improving furnaces

*Heating rocks to extract and melt metals is key to process ores quicker and get a better quality result with less impurities. Everyone knows blowing air on fire brings it life and heat. We need to improve our furnaces design to build bigger ones, reusable, with solid materials while finding a way to provide its fire with fresh air which could allow us to reach higher temperatures and make metals more efficiently!*
Mech Workshop

**Mech Workshop** is one of the cards in Stormbound: Kingdom Wars.

## Overview

Mech Workshop is a common structure that spawns constructs at the start of your turn. The strength of the constructs spawned can be increased when leveled up. Mech Workshop can fit into construct or structure decks.

## Strategies

Mech Workshop can produce a column of constructs that can further be strengthened with other cards.

* Mech Workshop's ability to constantly produce units can help maintain a front, or pressure the enemy. Playing it on the closest tiles to the enemy base can allow the constructs spawned to instantly go into the enemy base.
* An Upgrade Point in the column next to Mech Workshop can buff the line of constructs coming from it, and like all structures, can give strength with Fortification Tonic.
* While its ability is powerful, Mech Workshop can be countered more easily than other structures. Keep the enemy back with cards like Flaming Stream or Windmakers, and play Mech Workshop in a way that makes it hard for the enemy to block it.

## Change History

* August 30, 2017: Increased strength at higher levels
* September 26, 2017: Set strength on all levels to 2
* November 16, 2017: Increased strength by 1
* March 20, 2018: Art updated
* April 22, 2018: Increased strength at higher levels
* August 7, 2018: Increased strength at higher levels by 1
* December 1, 2023: Increased strength by 2

### Card Versions

* Initial Version
* August 30, 2017
* September 26, 2017
* November 16, 2017
* March, 20, 2018
* April 22, 2018
* August 7, 2018
* December 1, 2023 (Current)

## Differences

This is the original version of the card.

## Differences

Mech Workshop's strength was increased at higher levels.

## Differences

Mech Workshop's strength was set to 2 at all levels.

## Differences

Mech Workshop's strength was increased by 1 at all levels.

## Differences

Mech Workshop's art was updated to include outlines of its spawned constructs in it.

## Differences

Mech Workshop's strength was increased at higher levels.

## Differences

Mech Workshop's strength was increased by 1 at higher levels.

## Differences

Mech Workshop's strength was increased by 2 at all levels.

## Notes

Like all cards that spawn token units, Mech Workshop's art has outlines of constructs that represent the tokens it spawns.
Glue

60Knowledge1000Required Work70DifficultyResearchers5 Artisans
Cost

Corequisite
 Rewards
 •  20 FurnitureBuildings

## A new adhesive

*Animal butchery and fisheries produces many leftovers which have no use. Some propose to experiment what we could do with some of them: tanners noticed that by boiling skins it sometimes produces a sticky jelly that hardens when it cools off. A furniture maker wants to experiment on this idea to see if this could be used as an adhesive substance strong enough to hold pieces of wood together, which could greatly improve the quality and production of fine furnitures.*

## Potential Requirements

* At least 2 furniture makers
* Produce and sell 4+ furniture (likely)
Build Your First Houses

...

## Mission Conditions

* Have 10 buildings of the House class in the Territory.

## Mission Rewards

* 12 Families arrive in the *Territory*.
* Receive a new idea A place for the community.

## Primary Outcomes

To build some houses for your Porco's to live in.

## Tips

In terms of building buildings, this mission should be fairly straightforward. If you don't have the resources needed to complete this mission you'll need to wait for resources to build the houses. Hammers from your Tool Makers, and Leather from hunting.

### Changing Appearances

*Houses* have different visual types, you can cycle through these options by pressing Space Bar while building.

### Click and Drag

*Houses* are one of the few building types that can be built by clicking and dragging. Simply click on the house from the build menu, and click and drag across the map to place them down. Note that all buildings will be of the same visual type.

### Health and Life Quality

In Ymir, keeping your Porcos Health and Life Quality stats high ensures that your empire will grow and prosper. One of the key ways to achieve this is through keeping them in suitable housing.

#### Slums and Houses

All Porcos in a Territory must be in some form of housing. If there aren't enough *Houses* built by you to do this, they will automatically build themselves *Slum* buildings:

These buildings have a negative impact on your territories *Health*, which has an effect on population growth. They also lower your populations *Life Quality*, which means lower Intelligence and potentially slower Idea generation.

As you build houses, these buildings will disappear over time. If you've built housing and they aren't moving into their new houses fast enough, you can always demolish the buildings and they'll move into the new buildings (If there's enough space for them all).
Food storing

5Knowledge75Required Work10DifficultyResearchers5 Farmers
Cost

Corequisite
 Buildings

## Protecting the food

*By making special storages isolated from the ground, we could improve food storage and its protection against rodents and other vermins.*

## Potential Requirements

* Most likely tied to fluctuations in food usage
* Most likely to be Property

1. ↑ Property
Archery

10Knowledge200Required Work20DifficultyResearchers5 Hunters
Cost

Corequisite
 Buildings
 •  Hunter 3 (with Iron working, Spear)Production

## Throwing arrows

*Some wood show exceptional flexibility and ability to store tension without breaking. What if we could find a way to throw a projectile, simply by releasing a bent piece of wood, stronger than any arm can?!*

## Potential Requirements

* Having armies or militia containing javelineer's a lot (at least 30) might be all that's required, actions with them are not necessary. Chance to discover might increase depending on amount of javelineer's.
* If you're still stuck in **Archery**, try hunting and fighting the javelin army multiple times, and keep producing javelin (this worked when I was stuck in **Archery** in v0.6.3.11).
Construction foremanship

50Knowledge400Required Work50DifficultyResearchers5 Builders
Cost

Corequisite
 Buildings
 •  Architect 1Production

## Organizing constructions

*Even skilled builders need someone to coordinate them and take time to plan, organize and manage the construction instead of directly participating. Especially when it comes to building more complex things. These construction foremen would improve our ability to manage more complex construction projects.*
Bricks

Bricks are a Resource available in the Bronze Age. They become available after researching the Masonry Knowledge. They require a Culture Point to unlock production before they can be made (Masonry does not require a Culture Point to research).

The main use for bricks is the construction of higher level rustic Houses, as well as higher level Foundries and Steel Mills. Bricks are also used in the production of Cement and in the construction of Brick walls.

Bricks are produced in the Brickworks and require Water, Clay and either Wood, Charcoal or Coke as fuel.

## Production

Level
 **Bricks** | 3
Food Rationing

Food Rationing

Details

Policy TypeSocial Policy

Policy Effects

* -40% food consumption
* -25% building efficiency
* +40% Population conflict
* +15% Population stress

Upkeep

0 Coins15 State Power
*The rationing of food reduces the food consumption of each porco. In times of food shortage, it helps improve everyone's access to foods.*

## Details

Food rationing is a Social Policy in YMIR. It is researched and enacted by default at the start of the game.

Food rationing is a useful policy when food is scarce before Agriculture is researched. After food becomes more abundant it is recommended to disable this policy to increase building efficiency, decrease population conflict, and remove the State power upkeep cost. Increasing food consumption is also useful for increasing tax revenue after taxation is enabled.
Barrel

60Knowledge1000Required Work100DifficultyResearchers5 Artisans
Cost

Corequisite
 Buildings

## Wooden amphoras

*We if by assembling planks together to form a large cylindric container held together with metal, we made a new kind of containers to store liquids? They could use limited space more efficiently for transportation and while a broken amphora is useless, such a wooden container could always be repaired. They could even be dismantled on when empty to be rebuilt on demand! Yes they would be more expensive and require more work and skill to build, but some say they could improve alcoholic beverages preservation while adding new flavors to it.*
Battleaxe

*Battleaxe*
 Battleaxes
 30Knowledge250Required Work30DifficultyResearchers5 BlacksmithsMaintenance1
Cost

Unlocks
 Rewards
 •  6 BattleaxesProduction

## Cutting bacon

*If axes are good enough to cut trees, they're good enough to cut bacon. We could create special axes designed for combat by making them lighter and longer, with narrower crescent shaped blades to deal high damage! Such a weapon would however require to be manipulated with both hands, but effective even against armored enemies.*

## Potential Requirements

* Produce Spears(30+ in stock)
* ~~Metallic Hats researched~~
Forum

A place of social gathering to discuss matters of the community.

Forum is a building that provides community resource which satisfies the Social Access needs of Porcos. Forums do not require any resource to produce community,

Each point of community consumption by Porcos also adds an equal amount to the production of State Culture. This means that building forums beyond what is necessary to satisfy a territory's need for community will not result in a further increase to a territory's State culture generation.

Resource :

4 Wood
30 Stone
Masonry
5 Planks
12 Stoneblocs
Coal

Coal is a Resource in YMIR.

* Coal is mined from special tiles containing coal.

* Coal is mined by the Mine.

* For Coal to be used as fuel is first has to be processed in the Kiln and turned into **Coke**.

* Coal coke can be used in the same ways as Charcoal and has the same efficiency.

* Coal -> Coke
* Coal is considered to be a mid-late game fuel resource, while wood is considered early, and charcoal is considered mid.
Carrier

Mass | 90

The Carrier is a Infantry Unit.
It becomes available in the 1 Stone age.

It requires the following equipment for each unit: 1 Leather.

Carriers are Porcos simply equipped with leather as a backpack. They are the universal cargo unit, and are unlocked from the beginning. They simply require Leather to recruit.

## Requirements

As one of the starting units of the game, the carrier does not require any particular knowledges and is available at all times.
Agriculture

8Knowledge200Required Work40DifficultyResearchers6 Farmers
Cost

Prerequisite(s)
Sedentism

Unlocks
 Buildings
 •  Field (Gathering Camp/Farm Annex)Production
 •  Hoes (at Tool Maker)Gathering Camp / Farm Fields
Field production also requires spending a Civilization Point in Cultural Skills for the required crop.
 •  Apples
 •  Bananas
 •  Beans
 •  Carrots
 •  Chickpeas
 •  Corn
 •  Cotton (with Weaving)
 •  Dates
 •  Figs
 •  Flax (with Weaving)
 •  Grapes
 •  Lettuce
 •  Potatoes
 •  Rice
 •  Tomatoes

## Not enough food from gathering!

*Our people are starving! Our hunters do not manage to bring enough food for everyone anymore, and we quickly need to find a solution if we want the tribe to keep prospering. Urged by this situation, a young gatherer came forward and proposed something mind shattering to the elders of the tribe: why not make our own plants?*

*He explained how a few weeks ago, one of his piglets dropped a basket full of precious grain harvested in the morning in the muddy soil near his hut; and how they could only recover some of it. he bought them to the same patch of mud; from which now stood a few fresh and green plants bearing the same grain. 'If we cannot find enough plants to feed everyone anymore, then let us make our own!' he said.*

## Requirements

* Completing the mission Tribal Craftsmanship will give the idea for this knowledge as a reward.

## Info

Agriculture is a Knowledge in YMIR. Agriculture is one of the fundamental techs everyone should get.
Beam press

120Knowledge1000Required Work100DifficultyResearchers5 ArtisansMaintenance10
Cost
 Rewards
 •  20 Olive OilBuildings

## Pressing with a lever

*Using the new principle of the lever, we could apply it to improve the way we press hard olives into oil by have a long level apply pressure on a plate while olives are kept in a soft basket of ropes. A few workers could apply great pressure from the other end of the lever, making the process much faster than by using mortars and increasing the production speed of olive oil.*
Expansion Points

**Expansion Points** are a Game Mechanic that was introduced in *The Research Overhaul Update*. It controls how many Territories you are able to maintain.

## Obtaining Expansion Points

*Expansion Points* are gained through various Policies and certain Knowledges.

### Policies

The following Policies give *Expansion Points*:

### Knowledge

The following Knowledge gives *Expansion Points*:

 State Records | +1

### Cost

The following Territory status *Cost Expansion Points*:

 Hamlet
 Village
 Town
 City | -5

## Notes

1. ↑ https://ymir-online.com/the-research-overhaul-update/
Community Work

Community Work is an Economic Policy that generates the Community Work resource that Territories use for upkeep of certain buildings and formations.

Gift Economy requires this policy to be active in order to function.

Community Work has an upkeep 5 State Power.

## Policy Effects

Community Work provides the following effects:

* +60% Population Conflict

* Enables Community Work
This can be any value from 10% to 60%, it defaults to 10%.

* -10% Building Efficiency
Annexation war

The annexation war is the war type that allows one state to steal territories from another state: if victorious, the territory itself is transferred to the winner as direct ownership.

## Casus belli

It becomes available with Leadership and costs 75 Politics Points to be declared.

It requires to preemptively fabricate a territorial claim for the territory one wants to annex, which takes about a day to complete in persistent mode. This action also informs the other State that a claim is being fabricated.

## War goals

In an annexation war the unique objective is to control the target territory usually through an occupation.

If the target territory disappears or becomes controlled by a third party in any way, the defender will be considered eliminated and it will trigger the end of the war as a victory for the agressor. However in such case, the territory transfer will not apply considering it doesn't exist or belongs to someone else.

### Unsettled territories

In the case of the annexation target being or becoming a non-settled territory (an empty territorial claim), to win the aggressor must reclaim the tile himself in any way: by claiming it or by settling it.

If the war is lost however, the tile is given back to the defender no matter its content. If the tile is still unsettled, the defender will auto-reclaim it. If the defender can no longer hold the tile as a claim, the tile becomes neutral again.

## Effects

If the war is won, the target territory is transferred to the aggressor by the armistice treaty, but it gives the defender a 'liberation' casus-belli for that same territory.

If the target territory is a regional center, all its attached countrysides will also fall under the control of the winner as their ownership follows that of their regional center.

If the war is lost, the target territory is remains controlled by the defender.
Civilization Points

**Civilization Points** are a Game Mechanic that controls what your population consumes, and how efficient your population is at producing certain Resources. Civilization Points can be earned by increasing your Cultural Level through generating Culture, or by completing certain Missions. This system is available in the  Government interface, under the  Culture tab.

Civilization Points were introduced in the Civilization Points Update.

## Effect

Civilization Points that are earned can be used to pass Cultural Traits.

## Production

One Civilization Point is produced by accumulating culture. Civilization points are produced at a rate of:

```
(Total Culture Production / Total Population) * 1000

```

More precisely, this rate is:

```
(Base Culture * Life Quality + Culture Building Generation / Total Population) * 1000

```

Each Civilization Point requires more accumulated culture than the previous to unlock.

Certain missions will also award Civilization Points after completion

## Maximizing Civilization Point Production

In order to maximize Civilization Point production it is important to maximize Porco culture by maximizing life quality. Life quality is raised by meeting as many needs as fully as possible. Porcos that live in slums or can't afford to fully meet their needs are less effective at producing culture for Civilization Points. For this reason, unemployed Porcos should be kept at a minimum and the population should be kept at a number that minimizes unemployment.

The majority of life quality stems from providing good housing and fully fulfilling basic needs. Even the lowest quality houses are a larger life quality increase than the highest quality goods, especially since slums provide negative life quality.

Basic needs also account for a major part of life quality because total life quality is multiplied by basic needs percentage met. Each percentage point of basic needs met below 100% reduces life quality by the same percentage. For this reason health services buildings should be used with care when maximizing life quality, as unchecked population growth through health services will cause increased food demand and in turn decrease the percentage of basic needs met (usually capping at around 75%)

## Example

If a town has an average life quality of 75 with 1500 population and two towns are neglected with an average life quality of 30 with 500 population each, total average life quality will be

```
(500 population * 30 Life Quality + 500 population * 30 Life Quality + 1500 population * 75 Life Quality) / 2500 total population = 51 average Life Quality

```

This civilization point production would be about about 40% of the possible maximum of 110 Life Quality.

## Reclaiming Spent Civilization Points

Civilization Points can be reclaimed by revoking Cultural traits. Only one cultural trait can be revoked at a time, and once started the revocation **cannot** be stopped. Revocation also takes some time (48 hours on a *Persistent Server*, 30 minutes on a *Solo Server*, and X minutes on a *Real-time Server*).

## Notes

1. ↑ https://ymir-online.com/the-civilization-points-update/
Cotton

Cotton

Details

Unlocked byWeavingTypeResourceFound inContinentalProduced byGathering Camp or FarmMade fromNatural patches and FieldsUsed forTextilesUsed inCloth, Rugs, Padded ArmorUsed byWeaver
**Cotton** is a Crop and a Resource. It can be found and grown in the Continental Climate.

*Cotton* is used by the Weaver to make Textiles.

Textiles are then used to make Cloth in a Cloth Maker, Rugs in a Carpet Maker, or Padded Armor in a Weapon Maker.

## Gathering

Cotton can be found in natural patches or can be grown with the help of Fields, which can be harvested by the Gathering camp and the Farm

The gather rate of cotton differs from food crops, cotton gathers at twice the rate of other Fields.

The gather rate for natural patches of cotton is between 0.03 and 0.04 per tile.

The gather rate for Fields is between 0.1 and 0.2 per field this however varies with the fertility on which the field is placed.

Natural cotton patches are rarer to find than natural patches of Wheat, Carrots and Apples.

Since cotton can only be grown in the Continental biome its fertility is limited to a max of 3 since Continental biomes can not be more fertile then fertility 3. this limits the output of a field of Cotton while its competitor Flax which can be grown in Mediterranean, Arid and Desert biomes can have a fertility up to 6.
Dirty bear at " City "

A small group of bear as come to wander on the territory of ' Name '. During the night, they have enter in the village and start to unleashed on our food reserves and our provisions.

### Choices

Let everyone pretend to sleep = 30% of the inventory of the territory is lost

It's time to fight bear = 3\* Barbaric Bear appear

\*I don't know if this is alway 3
Apples

Apples

Details

TypeResourceFound inContinental, Nordic, and OceanicProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed forCiderUsed byPopulation, Cider Mill
**Apples** are a Crop and a Resource. It can be found and grown in Continental, Nordic, and Oceanic Climates.

*Apples* can be consumed to fulfill the Pleasure Foods Need. They can also be processed into Cider in the Cider Mill starting in the Copper Age.

Like all food crops, *Apples* 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.

## Gather Yield

The gather yield for a single apple tree tile is 0.03 apples.

The gather yield of an apples Field can vary between 0.1 and 0.2 per Field, depending on Fertility.

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

## Production Chain

*Apples* are used to produce Cider. The production chain for that is as follows:

 Cider Production Chain

**Apples**

Wood
OR
Charcoal
OR
Coke

Clay

Water

Potter

Pottery

Cider Mill

Cider
Elephants

**Elephants** are huge mammals with large tusks and prehensile trunks. They are a type of Animal in YMIR, and are a source of meat and leather. They are closely related to the Mammoth.

They are found in the Arid Climates.

Elephants can be used to make Stomper and Cubiphant, these units are incredibly tanky and can soak up a lot of arrows these units allthough expensive can give a power spike to the Arid player.

Elephants must be stored in a special pen, The Elephant pen this was introduced with the July 2018 update, allongside with a runnaway event where the captured animals would run away from the formation if it was too weak to hold said animals this was specificly targeted at Elephants and Mammoth.
Employment

Employment is an ongoing factor in the game and can be seen from the territory menu.

it shows how many jobs are available and how many are currently employed within the city you are viewing.

Only a active Porco can be employed

Note : Sometimes you will see that they are more employed than jobs (like in this picture) it is because, the dirigeant and the nobles are employed but there is no place for they to work

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

Bananas

Details

TypeResourceFound inTropicalProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed byPopulation
**Bananas** are a Crop and a Resource. It is commonly found as a wild crop in the Tropical Climate.

Bananas can be consumed to fulfill the Food Vital needs.

Like all food crops, *Bananas* 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.

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

## Gather Yield

The gather yield for a single banana tree is ?? bananas.

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

Both wild crops and fields can be improved to yield more bananas by investing extra Culture Points into banana production.
Council (Knowledge)

30Knowledge700Required Work60DifficultyResearchers8 OfficialsMaintenance1
Cost

Prerequisite(s)
 Buildings
 •  Palace 2Policies
 • Aristocracy •  Council •  For the Elites •  Paid Researchers (with Currency) •  City StateOther

*We could reorganize and expand the leadership of our society by adding a council of trusted advisors tasked with assisting and councelling the Leader in governance instead of having him personnaly attend to all issus.*

## Potential Requirements

* Maybe need to build brutes hut and primitive tower(accept sleep mode).

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