recursal/Fanatic-Fandom huggingface dataset:
T41

## T41

#### Standard Features

* Intel Pentium M (Banias) 1.4, 1.6 or 1.7GHz
* One of the following video controllers:
	+ ATI Mobility Radeon 7500 with 32MB
	+ ATI Mobility Radeon 9000 with 32MB
* One of the following displays:
	+ 14.1" TFT display with 1024x768 (91 DPI)
	+ 14.1" TFT display with 1400x1050 (124 DPI)
* 256, 512MB or 1GB PC2700 memory standard, 2 GB max.
* 30, 40, 60 GB HDD
* Intel AC'97 Audio with a AD1981B codec
* Intel Gigabit Ethernet (10/100/1000)
* UltraBay Slim with one of the following:
	+ UltraBay Slim DVD-ROM Drive
	+ UltraBay Slim CD-RW/DVD-ROM Combo Drive
* CDC slot with one of the following:
	+ Modem Daughter Card (MDC)
	+ IBM Integrated Bluetooth II with 56K Modem (BMDC)
* MiniPCI slot with one of the following:
	+ none (empty, WLAN upgradable)
	+ IBM 11a/b/g Wireless LAN Mini PCI Adapter
	+ Cisco Aironet Wireless 802.11b
	+ Intel PRO/Wireless LAN 2100 3B Mini PCI Adapter
* (2) Type II CardBus slots or (1) type III
* IBM Embedded Security Subsystem 2.0
* IBM Active Protection System

### **Original OS**

* Windows XP Professional
* Windows XP Home Edition
* Windows 2000 Professional
G41

* CD-ROM, DVD-ROM, CD-RW/DVD-ROM Combo, DVD-RW or DVD±RW drive (removable, but not hot-swappable; seems to be a standard Ultrabay Enhanced drive with a bracket attached)
* One of the following Integrated Ethernet controlers:
	+ Broadcom Fast Ethernet (10/100)
	+ Broadcom Gigabit Ethernet (10/100/1000)
* CDC slot with a IBM Integrated 56K Modem (MDC-2)
* MiniPCI slot with one of the following:
	+ none (open)
	+ IBM 11b/g Wireless LAN Mini PCI Adapter
	+ IBM 11a/b/g Wireless LAN Mini PCI Adapter II
* (2) Type II CardBus slots or (1) type III

### **Original OS**

* Windows XP Professional
* Windows XP Home Edition
* Windows 2000 Professional (some models)
TV Series based on Comics

* Blade comics (*Blade*)
* Preacher comics (*Preacher*)
* Buffy comics (*Buffy the Vampire Slayer*)
* Angel comics (*Angel*)

TV series based on manga

* Higanjima comics (*Higanjima*)
* Blood Hound (*Vampire Host*)

TV series based on webtones (Korean online comics)

* Orange Marmalade comics (*Orange Marmalade*)

TV series based on manhwa (Korean comics)

* Scholar Who Walks the Night comics (*Scholar Who Walks the Night*)
Bambi (1942 film)

## 2017

* Voix supplémentaires: Diane Arcand, Natalie Hamel-Roy, Thierry Langerak, Jean Boilard, Jacques Kanto, Benoît Marleau
* Chœurs:
	+ Mâles: Daniel Scott, José Paradis, Vincent Poteau, Daniel Lebel, Vincent Morel, Richard Groulx
	+ Femelles: Catherine Léveillé, Stéphanie Martin, Hélène Olivier Vachon, Dominique Fauré
Alice in Wonderland (1951 film)

## International Versions

### Canadian French

* Avec les voix de: Hélène Loiselle, Guy Provost, Jean-Guy Moreau, Yvan Ducharme, Willie Lamothe, Gilles Latulippe, Roger Garand
* Voix supplémentaires: Élise Bertrand, Emmanuelle Brouillet, Estelle Picard, Jean Brousseau, Alain Gélinas
* Chœurs: Sylvie Boucher, Lina Boudreau, Dominique Faure, Daniel Barbe, Bruno De Forge, Gaétan Essiambre, Mary-Lou Gauthier, Louise Lemire, Catherine Léveillé, Philippe Leduc, Daniel Scott, Pière Sénécal
T41p

## T41p

#### Standard Features

* Intel Pentium M (Banias) 1.7GHz CPU
* ATI Mobility FireGL T2 with 128MB video controller
	+ 14.1" TFT display with 1400x1050 resolution
* 512MB PC2700 memory standard (2GB max)
* 60GB 7200RPM HDD
* Intel AC'97 Audio with a AD1981B codec
* UltraBay Slim with the following:
	+ UltraBay Slim CD-RW/DVD-ROM Combo Drive
* Intel Gigabit Ethernet (10/100/1000)
* CDC slot with one of the following:
	+ IBM Integrated Bluetooth II with 56K Modem (BMDC)
* MiniPCI slot with one of the following:
	+ IBM 11a/b/g Wireless LAN Mini PCI Adapter
	+ Intel PRO/Wireless LAN 2100 3B Mini PCI Adapter
* (2) Type II CardBus slots or (1) type III
* IBM Embedded Security Subsystem 2.0
* IBM Active Protection System

### **Original OS**

* Windows XP Professional
* Windows XP Home Edition
* Windows 2000 Professional (some models)
Chourijisshuu DE Omurice!

***"I will wait for you."***This article relates to an upcoming piece of media. If you'd like to help add to the article as more information is released, edit this page as needed.

**"Chourijisshuu DE Omurice!"** (調理実習DEオムライス！, *chourijisshuu DE omuraisu!*) is an audio track featuring characters from the *Heroine Tarumono!* anime. The audio drama is split into two parts, covering the main members of Sakuragaoka High School's Class 1-4 in a cooking class.

This audio track was first included as a bonus for purchasing the Limited Edition of the anime's 2nd BD/DVD volume.
Antz

## 1998

File:Antz.gif
Title card

[[Template:{{{name}}}|v]] - [{{fullurl:Template:{{{name}}}|action=edit}} e] - [[Template talk:{{{name}}}|d]]

## International Versions

### Danish

* Søren Sætter-Lassen – Z
* Vibeke Hastrup – Prinsesse Bala
* Jens Jørn Spottag – Weaver
* Lasse Lunderskov – General Mandible
* Peter Zhelder – Oberst Cutter
* Kirsten Olesen – Dronningen
* Dick Kaysø – Barbatus
* Trine Dyrholm – Azteka
* Nis Bank-Mikkelsen – Chip
* Bente Eskesen – Muffy
* Peter Aude – I mindre roller
* Vibeke Dueholm
* Pauline Rehné
* Peter Røschke
* Lars Thiesgaard
* Søren Ulrichs
Yllython Mor

The **Yllython Sea**, or Mor, is the Paths of Civilization equivalent of the Black Sea, and is an integral part of the Ymaryn Empire's internal and external trade networks and logistics, and is home to the most urbanized civilizations in the world.

Although it is relatively placid and calm like the Black Sea, it nonetheless bore witness to ship innovations such as the catamarans, which was invented during an era of rough sea and bad weather, and the longships all owning to the Ymaryn's abnormal ahistorical focus.

It is home to a number of polities, some bordering the sea, some only nearby, such as Freehills, Storm Ymaryn, and is formerly home to the Hathatyn, and Trelli.

Minors included the Tin Tribes, which is upriver to Tinriver.

Has River access to: Ymaryn, Storm Ymaryn, Freehills
Agriculture

**Agriculture** is the foundation of civilization, and thus it should be the central focus of players until the modern era.

Red color indicates not yet discovered or invented.

## History

Historically, black soils and step farms were some of the first technologies discovered by the Ymaryn, after they learned agriculture from their lowland neighbors. Since then, step farms had spread to the Highland Kingdom and the Xohyr either through gifts or trade.

## Technology

* **Black soil** - Foundational to Ymaryn agriculture is black soil or terra preta, which improves long term longevity of soils. It is based on some of the soil found in the Amazon rainforest, which was transformed by humans over thousand of years both deliberately and unconsciously. Contrary to popular belief, the soil in the Amazon rainforest are not lush at all, but rather barren. Black soil neatly solve this problem. Terraform options can be unlocked if black soil production is increased enough, but had not been to date.
* **Step Farms** - Allowed cultivation of crops on terraced hills or mountain.
* **Seed drill** - By correctly positioning the seeds to a certain depth and spacing them to appropriate length between each seed, the seeds will be less likely to be eaten by birds and other creatures and more likely to germinate, improving plant yield. This is most likely acquired after the spread of cheap iron tools enabled by Ironwork.

## Plants

* **Rice** - Can sustain a much larger population than on wheat, but required much more labor to work the fields. It is usually grown in flooded rice paddies.
* **Sweet potatoes** - A crop with one of the greatest yield of calories per acres, even better than rice. This crop can be found in South or Central America, and as such required the development of shipbuilding technology to access the crop.
* **Flax** - Can be made into linen.
* **Hemp** - Rough textile important to shipbuilding.
* **Cotton** - Obtained from the Harmurri in a joint trade mission.
Memory of Spirits

**Memory of Spirits** was a March formed by the Ymaryn to protect the Spirit Channel pass from nomad invasions into the lowland. They cooperate with Heaven's Hawk to repel or mitigate raid from the North-east. Previous occupant was the Thunder Speakers, and prior to them, the Spirit Talkers.

## Geography

The region itself is a dry valley pass that led south to the lowland, where Txolla and Thunder Horse lies. The pass is about hundred of kilometers wide, which could be blocked off in the future by a long wall akin on the scale of Hadrian's Wall.

While there is a river that flow through the territory, it is currently useless for agriculture.

## Economy

The territory was inherited from the Thunder Speakers, who suffered from the flaw of the dry pass being poor for agriculture. This meant that Memory of Spirits' economy is likely to be poor as well, making it difficult for the MoS to fund the expansion of their army and calvary.

## History

It was formed just as the war with Forhuch was underway, and despite the war, managed to survive intact with an excellent Martial general to guide them until the intervention of the main army.

### Actions History

* **Rumbling Omens** ([Sec] Expand Econ, [Sec] Black Soil)

## References

1. ↑ AN's answer to walling off Spirit Channel accessed on December 19, 2017.
Horseman's Plague

The **Horseman's Plague** was a (as of Paleblood Moonrise update) widespread plague that had crippled the Ymaryn and destroyed many nearby nations. It was first sighted in a Ymaryn bathhouse where a sustained coughing was observed in one of the visitors, and spread rapidly since then, arriving in all of the known world and likely much further in less than one turn and subsequently disabling or killing large amounts of the population of any afflicted group.

## Symptoms

1. Possible minor cold, maybe an initial phase of light sickness. Disagreement among experts.
2. Patient begins wet coughing but report no other problems, which may last for weeks. Problematic is that it could go away on its own, or last for a really long time, and so forth.
3. Coughing will throw out blood, which is really bad for prognosis. Survival rate plummets. Only take a day or two.
4. Symptom begins showing randomly. There will be lesions, pustules, necrotic patches, abnormal growths and rashes.
5. Death. Abnormal fast rate of decay.

## Response

Many civilizations responded in various ways, some of which are still as of yet unknown.

In the Ymaryn, the initial government response was mass quarantine and lock downs in the cities, bringing all travel or communication to a halt outside of a few couriers between cities. Among the general population, most effects are yet to be seen, but already many have decided to blame the Monotheistic group appearing out of the Highland Kingdom.

In the Highland Kingdom, the response is largely unknown, though some locals had been starting to cough by the time that Ymaryn mercenaries pulled out of the region. It is likely this was transmitted there by the mercenaries traveling between core Ymaryn lands and their position combating the Monotheists.

In the Khemetri, response is similarly unknown, but they were observed pulling back into their core territory.

One nomad leader reacted to the plague by having a religious experience and deciding to burn all the cities and support structures for them, seeing cities as centers of disease and evil, as well as obsessively fighting disease. He managed to plow through the Mountain Horse and Thunder Speakers, as well as to some degree Thunder Horse, but were ground to a halt by Ymaryn mercenaries (all three companies) and fell to plague.

The Mountain Horse is replaced a generation later by a nomad confederacy that united after the Pure Riders scattered them away.

## Aftermath

The destruction of Trelli and the abandonment of Khemetri colonies led to a landgrab for Anatolia between the Highland Kingdom and Freehills and the resettlment of Trelli by the latter. Meanwhile, the Storm Tribes merged into the Western Ymaryn, becoming the Storm People and they began conquering more territories, bringing high quality iron tools and the new administrative bureaucracy to bear.

## Casualties

* Trelli
* Mountain Horse (aided by nomad attack)
* Thunder Speakers (aided by nomad attack)
Trelli

The **Trelli** were a very rich but relatively small nation controlling the Bosphorus strait.

The Trelli collapsed due to the Horseman's Plague. Contributing to their collapse is economic trouble from their implosion during regional liquidity crisis, and the resulting piracy problem, as well their total lack of focus on sanitation.

## Cultural Overview

The Trelli before their collapse had developed into a trading-focused nation due to their control of sea trade between the Ymaryn and Khemetri nations, and due to this had a very much mercantile culture with money as the most important thing one can have. They also embraced slavery to an unprecedented degree with their adoption of chattel slavery, a belief that lead to many conflicts with the Ymaryn, who strongly disapproved of slavery in general.

In contrast to the Ymaryn, they myopically focused on short term gains at the expense of resiliency and future health. This resulted in their implosion during the regional liquidity crisis, and death from the plague in the Iron Age Collapse.
Highland Kingdom

The **Highland Kingdom** is a minor kingdom that occupied the western hills overlooking the lowlands. It bordered the Txolla to its East, with its northern neighbor being the Ymaryn, while to the Southeast lied the Harmurri. It had came into contact with Freehills and was currently fighting for territories there.

Due to the Ymaryn's constant absorption of people, the kingdom developed stability traits to cope with the economic loss that caused the collapse of the precursor state, the Western Confederacy, in the update **Turns out that comets do mean doom**.

One of its value include Service to Order, which negates one stability drop per turn, but means legitamacy loss if ever in negative stability.

## History

When the Ymaryn was about to complete the conquest of Xohyr, the Highland Kingdom invaded Redhills to stop the Ymaryn from growing stronger. The Ymaryn managed to station enough defenders to rebuff the Highland Kingdom.

After the Ymaryn's conquest of the lowland, it became a minor hermit kingdom, heavily fortifying itself for an invasion from the Ymaryn that never came.

However, it came out again during the Epic Age with iron technology stolen form the Ymaryn, hoping to take the crown, but failed once again.

When monotheism infiltrated the Highland Kingdom and threatened its legitimacy, their King sent an envoy to the Ymaryn for help with this problem, which led the Ymaryn offering the use of the banner companies free of charge.

However, the bid to ensure the legitimacy of the king came undone with the arrival of the Horseman's Plague causing the kingdom to kick the banner companies out of its territory.

When the plague ended, the kingdom began transforming into a fanatical theocracy, as the priests upslurp the King. It started competing with Freehills for land and conquering lowland minors near Harmurri, with an eye toward Harmurri and then the Ymaryn.
Hatvalley

**Hatvalley** was a March of the Ymaryn during and after the collapse of the Hathatyn. It was propagated from Hatriver and then was propagated into the Gulvalley colony.

## Economy

The Hatvalley region is most well known for its mining industries.

## History

### Actions History

* **Rain, mud, and mosquitos** ([Main] Expand Forest, [Sec] Expand Econ, [Sec] Survey)
* **Legitimate effort** ([Main] New Trails, [Sec] Expand Forest, [Sec] Survey)
* **Competing interests** ([Main] Build Mills, [Main] Survey)
* **Treacherous Fall** ([Main] Reclaim Mines, [Main] Survey)
* **All at once** ([Main] War Mission - Highlanders, [Main] Build Walls)
* **Palace plans** ([Main] New Settlement, [Main] Survey)
* **Shifting winds** ([Main] New Settlement, [Main] Build Mills, [Sec] New Trails)
* **Great works** ([Main] New Settlement, [Main] Build Walls, [Sec] Expand Econ)
Original Lowlander Civilization

The original civilization of the lowlands, extant in what would be upper Mesopotamia. They were not a single state at all, little more than tribes attacking each other in constant wars, with negative decentralization. They eventually bud off successor states, the Western Confederacy and Xohyr, during the great drought that occurred early in the game.

## Historical Overview

The Original Lowlander Civilization were a system of farming villages in the fertile central zone of the Lowlands Basin which raided each other continuously in search of slaves and other loot. They discovered a systems exploit which essentially let them trade Centralization for warring with themselves and gaining massive amounts of Economy.

This was detrimental because in Academia Nut's own words they ended up with a "*holy* *shit* negative"Centralization score and Centralization is used to resist damage from disasters. When our first big drought came around the time of "**To care or not to care**" the Original Lowlanders essentially imploded, and broke up.

The people who would become the Western Confederacy, at the time calling themselves the Free Peoples as they were mostly escaping slaves settled in the hills south of the Ymaryn, and then evolved peacefully into the Western Confederacy.

One of the only surviving larger settlements in the south east of the area near the eastern river bracketing the Lowlands, would become the nexus point for the rise of the Dead Priests or the Xohyrssiri in their tongue. This city would become Xohyr, and is what the players usually use to refer to this society.

## References

1. ↑  "Paths of Civilization, page 468" Academia Nut. Retrieved October 15 2017.
Battle of Bloodvalley

The **Battle of Bloodvalley** was a massive battle between the Ymaryn and Khemetri armies which occurred in the Paths of Civilization equivalent of northern Anatolia, in the Ymaryn colony of Gulvalley in the update Epic Age VI. It was estimated that as many as one hundred thousand had died during the fighting, split evenly between the two forces.

The centerpiece of the battle was the one on one duel between Ymaryn Dragon General Yenyna and Khemetri Golden Prince of the Moon, Crescent of War Reshemhetari, the leaders of the two armies.

Eventually, the two powers decided that further warfare was futile and that they shall make peace. It also began the great friendship between the Ymaryn and the Khemetri.

By coincidence, this battle can be compared to **Battle of Kadesh**, the most well documented battle in ancient history. After many years, the Egyptians and the Hittite forged the first known international peace treaty known to historians, as well friendships and vow of brotherhood, just as the two powers in PoC also did.
Western Confederacy

The **Western Confederacy** was an ancient confederacy that existed in the western hills facing the lowland, with some territory in the lowland as well.

## History

Their major enemy is the Xohyr, known only to them as the Dead Priests.

The Ymaryn sent farmers to the Western Confederacy in **War Against the Blight II** to teach forestry management, which led to the copying of the Ymaryn's half exile system among other things. It is unknown how much knowledge of forestry practices was retained.

They were unfortunate enough to be the victim of the Original Thunder Horse's rampage (Now Thunder Speakers and Thunder Horse) in **Lowlands rampage**.

During the the Blight Megaproject, the Ymaryn sent agriculture experts to help out with their forests as to prevent the spread of the blight to the Ymaryn's already sick forests. This caused the Western Confederacy to intimate part of the Ymaryn's cultural practices.

The Western Confederacy was a linchpin in the Ymaryn developing the Land of Opportunity trait-line, which allows them, through the evolved form Pride in Acceptance, to "vampire" off other polities who lose Stability. This was created by fusing the Western Confederacy value Pioneering Spirit with Love Thy Neighbor.

The Ymaryn's constant absorption of populations during time of crisis eventually cause the collapse of the confederacy in the update **Turns out that comets do mean doom**, with the Highland Kingdom being the primary successor state.
Strategy Guides

**Strategy Guides** are user-made guides on how to deal with events or group of people.

* Dealing with Nomads - How to deal with them in general.
* Agriculture - Which crops to plant and why, list of potential innovations, and how to get certain crops.
* Plague Prevention and Mitigation - How to prevent plagues, and how to deal with them when they do get out of control.
* Players Questlines - Which actions to take to get certain shinnies like paper and optical glass.
* Potential Crisis - Upcoming crisis that we know will occur in the future, and how to deal with them when they strike.
* Cost of Forming a True City - The cost of forming a TC and the actions required to achieve it.
* Logistics of Supporting a True City - How much does it take to feed a TC?
* Watermill Technology - List of Watermill related concepts and technology, implemented and unimplemented.
Historical Comparison

## Classical Rome and Greece

### Sanitation

Contrary to popular beliefs, the Romans were definitely not as clean as we like to think. Public toilets, for example, had the notorious reputation of exploding, terrifying customers from time to time.

## China

### Proto-Industrialization

The Ymaryn's Ironworks is comparable to Song Dynasty China's proto-industralization process. However, unlike the Song Dynasty, the extent of Ymaryn's proto-industrialization did not lead to wildspread deforestation. Instead, the industrial growth of the Ymaryn encouraged further forestry growth.

### Governance

Like in pre-Tang states, Ymaryn bureaucrats are not selected by a civil service exam and instead are descended from noble families who train them in the skills needed to be a bureaucrat. However, the Ymaryn is capable of building the social infrastructure for a civil service exam.

## References

1. ↑ Exploding toilets, diseased baths and flooding cesspits: how civilised were the Romans? accessed on December 29, 2017.
Mountain Horse

The **Mountain Horse** are a remnant of the Thunder Horse and Thunder Speakers, who were defeated in a war with the Ymaryn when a meteor fell, destroying most of the Thunder Horse's army in the impact and forcing the remnant to survive on their own, before being annhiliated in the Horseman's Plague. They border to the west Thunder Horse and the Harmurri, who they have long had conflicts with to the south.

## History

As of update **Strain of Justice**, they are working to increase iron production capability considerably by buying blacksmith slaves while also working on projects to take advantage of their mountainous terrains.

As of update **New Horsemen**, the Mountain Horse have fallen to a Nomad Horde and have collapsed, if not completely wiped out. This is a result of the Mountain Horse completely failing in their ability to respond to the crisis created by the plague.

## References

1. ↑ AN's answer on HK and MH accessed on October 22, 2017.
Economy Types

**Economy Types** is a list of economic model that a civilization can run.

## Neolithic to Bronze Age

**Palace Economy**

Whether accumulating at a palace or temple or some other center of governance, the economic production is brought into and distributed out from central locations. While relatively inefficient, a palace economy can keep people fed and curtail collectively destructive actions by simply refusing economic tools to those the state disagrees with.

* **Temp Econ Damage**: Event - Centralization
* **Wealth Generation**: Dominant/2
* **Passive Policies**: 1
* **Special**: Requires a political system with Neutral or higher Lower Centralization limit. Transition to a lower centralization form of government causes economic collapse
* **Special**: Lower level subordinates with economic authority require extra attention, so certain actions will raise the minimum Centralization required to maintain a government
* **Note**: It was obtained in the update **Great works**.

## Classical

**Guild Mercantile**

The artisans supply the warriors and nobility with all the things they need to do their jobs, so the rest of the economy should be geared to supply them with what they need to produce those goods.

* **Extra Actions:** +1 Secondary/3 provinces for manufacturing (must take min. number of actions)
* **Temp Econ Damage:** Event + 1 - Centralization/3
* **Wealth Generation:** Leading/2
* **Passive Policies:** 1 + True Cities (includes Free Cities)
* **Special:** Penalties for over-centralization doubled
* **Special:** Low Wealth can generate Stability loss
* **Note:** - Transitioned from *palace economy* in **Epic Age IV**.
Thunder Speakers

The **Thunder Speakers**, formerly known as the Thunder Horse, were originally nomads, then vassals of Xohyr and Thunder Horse, and finally vassal of the Ymaryn.

## Economy

The Thunder Speakers did not have a very powerful economy due to the dry valley pass.

## History

The Thunder Speakers started a war with the Ymaryn due to a perceived slight against them in **Conflicts of an age**, but was forced to surrender in **On wings of wax**. Their loss was partly because of the refusal of its vassal lord to intervene and of the Ymaryn's alliance with the Highland Kingdom.

### Star Axe

They were originally famous for possession of the "star metal" iron axe, which was used as a religious symbol and an authority granter. Stolen by the Spirit Talkers after the battle that shattered the original Thunder Horse. It was eventually recovered after killing off the Spirit Talkers. Thunder Horse eventually conquered the Thunder Speaker and the Star Metal axe was passed on. Its significance and the object itself had since then been lost to history, and was likely destroyed in the Burning of Xohyr or melted down for scraps. Although possibilities remained that it was buried in rubbish heaps or that it was buried somewhere else with a different polity or a tribe.

### Destruction

They have been destroyed by nomads during the Horseman's Plague in **Horseman Conflict**.

Their former territory was then settled by the Memory of Spirits march and to the south settled by Txolla.

### Action History

* **Golden bell toll**([Sec] Support Artisans, [Sec] Expand Econ)
* **Golden stars warning** ([Main] Rework Irrigation)
* **Not Alexander** ([Main] Build Roads)
* **Great games** ([Sec] Black Soil, [Sec] Expand Forest)
* **Gold Egg Cracks** ([Main] New Settlement)
* **Fraying Edges** ([Main] New Settlement)
* **Famine Stalks** ([Main] New Settlement)
* **Labour of Fire** ([Main] New Settlement)
* **Paleblood Moonrise** ([Main] New Settlement x2) - Their last action before their destruction.

## Trivia

* It is speculated among the thread that the Star Axe is a cursed object which brings doom and destruction to all non-Ymaryn civilizations which hold it or have held it.
Harmurri

The **Harmurri** is a kingdom located in what would be southern Mesopotamia bordering the Persian Gulf. Specialists in swampy ecology due to their homeland being an extremely large one.

They have friendly relations with the Ymaryn, due to Games attendance and the Ymaryn's help in defeating their old enemy, the Thunder Horse as well generous charity during a severe drought. And a joint trade mission to obtain cotton.

They border Txolla to the north, the **Forhuch** to the northeast, and the Highland Kingdom to the northwest.

## History

For a long time, they were repeatedly invaded and conquered by the Xohyr or the Thunder Horse, sometimes not always successfully. But the end result was that they became vassals until their independence during the Ymaryn's Burning of Xohyr and subsequent control of the top half of the lowlands.

In response to the Trelli Servile War, they improved their treatment of slaves, but could not afford to free them all lest they looked weak in front of the Mountain Horse. Since then the Mountain Horse has become no more since their destruction in the events of the Horseman's Plague. Overall however their treatment of slaves has probably not changed with the Forhuch settling the Horse Mountains to replace the Mountain Horse.
Freehills

The **Freehills** was a breakaway state of Trelli, who had fought for their independence during the Ymaryn's war with Trelli. At the time of their independence, they were mainly composed of freed slaves.

They are on friendly relations with Ymaryn, especially after purchasing mercenary services from the Ymaryn.

Border Gulvalley to the east, and Tinriver to the west.

One of their trait is Division of Powers, which makes suppression of factions harder but negates the failure as long as a faction is satisfied at least two times.

## History

The Freehills took advantage of the Ymaryn's mercenary services, which they used to help conquer their half of the strait. The Ymaryn urged for a negotiation to stop the war, to which the Trelli grudgingly accepted.

After the Horseman's Plague, the Freehills made a grab for Trelli, former Khemetri colony territories, and more, coming into conflict with the Tin Tribes and the Highland Kingdom, who was also competing for Khemetri colonies.

By **Rumbling Omens**, the Freehills's military campaign against the Tin Tribes turned sour even as they innovated a new curved sword out of crucible steel. The Saffron Islanders saw this as an opportunity and decided to attack.
Amber Road

**Amber Road** is a trading post founded by King Hertythyn of the Ymaryn way up north during the start of a Ymaryn golden age in **Golden bell toll**.

## History

### Actions History

* **Not Alexander** ([Sec] Expand Econ, [Sec] Expand Forest)
* **Great games** ([Sec] Temple (3/3), [Sec] Art Patronage)
* **Gold Egg Cracks** ([Sec] Library, [Sec] Raise Army)
* **Fraying Edges** ([Sec] Expand Forest, [Sec] Expand Econ)
* **Famine Stalks** ([Sec] Expand Forest, [Sec] Expand Econ)
* **Labour of Fire** ([Main] War Mission – Hostile Tribes)
* **Paleblood Moonrise** ([Main] Build Walls)
* **Riding Off** (???)
* **Iron Age Eye of the Storm** (???)
* **Prologue to epic** ([Main] Docks)
* **Rumbling Omens** ([Main] Sailing Mission – Far North)

## Economy

The primary economy of Amber Road lies mostly in its forestry products and trade of exotic goods coupled with riverine transport.
Xohyr

The **Xohyr** or **Xohyssiri** in long form, was an empire largely centered around the lowland area, centered around a single city-state, appropriately, the city of Xohyr.

## Cultural Overview

The Xohyr were influential in Ymaryn culture, mainly in the form of Greater Good, their gift of human anatomy in exchange for the cholera cure, and being the primary subject of an epic poetry about their fall. This is in spite of the fact that the Xohy was regarded as the players' primary enemy and that their behavior repulsed the Ymaryn.

Due to oral traditions and the passage of time and lack of libraries, the Ymaryn and the Xohyr believed that they never had fought each other until the use of the Red Banner in the service of the Thunder Speakers and the Highland Kingdom and Phygriff's conquest.

## History

Around or before the events of **A first contact**, the Xohyr arose after the first megadrought that shattered the lowlanders, forcing the creation of Xohyr as the first centralized state in the Lowland.

Due to the scheming of the Ymaryn, they were the primary victim of the original Thunder Horse's rampage in **Lowlands rampage**.

The most well known megaproject of the Xohyr, the Skull Wall, was completed in **Meanwhile in the lowlands**.

### Fall

The Ymaryn went to war with the Xohyr empire on the basis of the latter's odious religious practice of sacrificing children to their gods. In reality, players' panic led to the election of King Phygrif in order to prevent a civil war. This was completely unnecessary. Nonethless, the employment of the Red Banner by Phygrif as well supporting former Xohyr vassal quickly led to a rapid conquest of much of the lowland, eventually leading to the siege of Xohyr itself.

The war ended with Phygrif's army attacking the Xohyr capital city, using a battering ram to force open the gates, then razed the city upon hearing of the Highland Kingdom's treacherous attack, forcing the Red Banner to relocate to combat the invasion.

The fall of the Xohyr was eventually immortalized into Ymaryn epics about the city's destruction.

This was made possible by the casus belli enabled by overusing Grand Sacrifice, causing the trait of *Greater Good* to evolve into Moloch's Call. This more severe version required the sacrifice of the most precious treasures to the Xohyr, their children. Thus whenever someone fought the Xohyr, this created a new casus belli, called *Baby Eaters*.
Heaven's Hawk

The **Heaven's Hawk** is a March formed from nomads after their leader, Phygrif became king. The Heavens' Hawk were originally were mercenaries to protect Stonepen and Redhills, and they still do as a march.

## Economy

Heaven's Hawk is a wealthy province, having access to its own iron mine, as well as a salt and gold mine, as well as an aqueduct for its capital(Phygriftywn). All those wealth are needed to transition to horseback warfare away from chariots, which are becoming obsolete.

## History

Heaven's Hawk was originally hired as mercenaries to protect the north-ease provinces on the steppes in **Rain, Mud and mosquitos**.

It soldiers fought with Yenyna in the Great Power war.

When not needed for military duty or sending out trade expeditions for intelligence and diplomacy, they frequently pursued civic matters and improvement of their provinces.

### Actions History

* **Treacherous fall** ([Main] Expand Economy x2) - First action known after Phygrif was elected King. Probably had already set up new settlements.
* **All at once** ([Main] Expand Warriors x2)
* **Palace plans** ([Main] New Settlement, [Main] Watchtowers)
* **Shifting winds** ([Main] Survey, [Main] Trade Mission – Nomads) - Found a salt mine.
* **Great works** ([Main] Art Patronage, [Main] Expand Econ)
* **Taking stock** ([Main] Build Salt Mine) - The Hawk decided to build the rock mine without the King's support, which worried the central government though they didn't do anything wrong.
* **Epic Age I** ([Main] New Settlement)
* **Epic Age IV** ( [Sec] Build Walls, [Sec] Build Watchtowers)
* **More fun and games** ( [Main] War Mission – Northern Nomads)
* **Decision Point** ([Main] Trade Mission – Eastern Nomads)
* **Golden bell tolls** ([Main] Survey) - Discovered an iron mine.
* **Golden stars warning** ([Main] Support Artisans)
* **Not Alexander** ([Main] Build Iron Mine)
* **Great games** ([Main] War Mission – Northern Nomads)
* **Gold Egg Cracks**([Sec] Black Soil, [Sec] Build Watermills)
* **Fraying Edges** ([Sec] Expand Forest, [Sec] Phygriftywn Aqueduct (3/9))
* **Famine Stalks** ([Sec] Expand Econ, [Sec] Phygriftywn Aqueduct (6/9))
* **Labour of Fire** ([Sec] Survey, [Sec] Trade Mission – Into the Wild (East)) - The HH's trade expedition vanished without a trace, with rumors that it was Mountain Horse's fault.
* **Paleblood Moonrise** ([Sec] Aqueduct (9/9), [Sec] Support Artisans) The HH completed the aqueduct for Phygriftywn.
* **Riding off** ([Main] Build Gold Mine) Together with the salt mine located there, HH became even wealthier.
* **Iron Age Eye of the Storm** ([Main] New Settlement – Northern Boundary Hills)
* **Prologue to epic** ([Sec] Build Wall, [Sec] Expand Econ)
* **Rumbling Omens** ([Sec] Repair Damage, [Sec] Expand Econ) - The HH suffered a terrible loss during the war with the nomads, thus the damage must be repaired.
Logistics of Supporting a True City

**Logistics of Supporting a True City** outline what is needed to feed and support a True City.

## Requirements

A Tier 1 True City has Approximately 100.000 Inhabitants.

An adult person that is moderately active needs about 1kg of wheat worth of calories per day to survive. As other nutrients are also required, this only reflects the bare minimum to survive.

As such, a True City needs 100 metric tons of wheat per day, or 36.500 tons per year. This leaves no room for error and is the bare minimum.

Wheat has a volume of 0.75 m³ per ton. Meaning 133.3 m³ per day or 48.666 m³ per year.

## Shipping Capacity

A typical longship measures ~25 metres long and 2.5 metres high according to wikipedia.

Assuming the ship can only be filled to 1.5 metres height, and only 30% of the remaining volume is available due to crew requirements, means 37 tons of wheat transported in one go.

This means that one longship can transport enough wheat to feed ~37.000 people for a day.

3 Longships a day could sustain a T1 City.

As a single supply disruption means famine, you would, of course, want more, along with the other foods needed to keep the population healthy, like olives and olive oil, fish and veal, dried fruit, vegetables and of course all the non-food harbor traffic going on.

Bigger ships aren't strictly speaking necessary, but they are certainly more economical. for bulk shipping across the Yllthon Sea. Longships meanwhile are able to go anywhere there is a river connection.
Potential Crisis

**Potential Crisis** are list of crisis that can potentially occur in the future, mostly as a result of further technological and social developments exposing new social problems to be solved.

## Overcrowding and Urbanization

Due to the construction of Ironwork extended projects, agricultural efficiency will improve, forcing much of the rural population to move into the cities looking for jobs, but new jobs and professions that may not have been created to soak up the new labor surplus, leading to the Guilds exerting more power over the Urban Poor.

Compounding this crisis are the Guilds' effort to rationalize the production process as well investment in capital-intensive equipment which will displace workers.

Moreover, the ironworks and other industrial process will start to seriously affect the quality of living in the cities.

Currently, the situation is a shortage of labor caused by the reform of the half-exile system, doubling almost all internal costs twice.

### Solution

Some of the solutions were already implemented inadvertently.

* **Gardening** - Helps improve access to nutrition and supplement staple foods, reduces particulate pollution and to a lesser extent, smog. Additionally, it helps deal with increased flooding due to the prevalence of impervious surfaces in urban area, soaking in water to be released later. This became a major thing after the Horseman's Plague at all social levels.
Dealing with Nomads

**Dealing with Nomads** is a guide about how to engage with nomads fruitfully, rather than wasting lives, time, and money repeating the mistakes of historical civilizations.

The problems of nomads will not go away until the advent of gunpowder weaponry or unless one is willing to deal such trauma to the nomads that they will literally avoid you for millennia.

First, a warning: there is no silver bullets on how to deal with them at least until the advent of gunpowder weapon and better logistics.

There are three main methods of dealing with nomad: diplomacy and trade, tributes, and warfare. The least item not recommended unless there is no choice in the matter.

## Diplomacy

Diplomacy is difficult, as there is no one group of nomads to deal with, which means that it may be possible to stop a raid one group only to have another continue raiding you. However, this becomes much easier if there is a nomadic horde to deal with. If diplomacy succeed, then it should be possible to avoid a war with them.

This should mostly be considered the method of first resort. War is expensive, cost lives, and disrupt focus from other tasks for the polity.

## Tributes

This can go hand-in-hand in conjunction with diplomacy, but it can also mean hiring out a group of nomads to fight for you, which could be expensive to maintain.

The greatest example of this is the Heaven's Hawks, who were originally hired to protect the northern flank of the northern provinces. After their chief, Phygriff became king, they settled down as a march, and proceeded to eventually become very wealth with their salt and gold mines.

## Warfare

Finally, war is the last resort of dealing with nomads, who are difficult to destroy because of their strategic mobility and ability to run away. Sometime Marches would send our punitive expedition to trim down nomadic tribes, but for our purpose, it does not count.

Nonetheless, it should be planned for, because diplomacy and tributes don't always work, especially if nomadic heroes don't bother speaking to you before they raid.

The main primary strategy is defense-in-depth and the of one's own calvary units. Mainly, that is the construction of fortified towns and watchtowers, and in extreme case, long walls that surround a region. The Ymaryn also possessed an additional tool that historical civilizations don't have access to, mainly forestry.
Thunder Horse

You may be looking for the Thunder Speakers, once called Thunder Horse.

The **Thunder Horse** were relatives of the Thunder Speakers who settled East after the original horde and their king were shattered by the combined effort of the Spirit Talkers and the Xohyr in a three way battle. Originally as a settled civilization, they were city-states who fought once another before being united under a single monarch.

## History

They were old enemies of the Harmurri/Swamp Folk, whom they attempted to conquer on at least one occasion.

They also vassalized the Thunder Speakers in **The salt must flow** and the Xohyr in **Dreams of bureaucrats**, before they were taken over by the latter in a generations-long political scheme. The Xohyr were eventually sacked, forcing the Thunder Horse to go their own way.

They were the first to lose in the Great Power War against the Ymaryn in **Epic Age VI**.

Finally, their kingdom was shattered with a meteor strike in **Inflection Point**, and were annexed by the Ymaryn as a vassal along with Thunder Speakers before they could descend into civil war. Only the Mountain Horse part of their empire remain independent.

The Horseman's Plague crisis during the Iron Age Collapse destroyed the Mountain Horse and Thunder Speakers. This made the Thunder Horse, together with the Southern Thunder Horse (vassals to the Harmurri), the last remaining descendant civilizations of the original nomadic horde.

They were also subjected to invasion from the Forhuch.

### Actions History

* **Golden bell toll**([Main] Repair)
* **Golden stars warning** ([Main] Rework Irrigation)
* **Not Alexander** ([Main] Build Roads)
* **Great games** ([Sec] Black Soil, [Sec] Expand Forest​)
* **Gold Egg Cracks** ([Main] New Settlement)
* **Fraying Edges** ([Main] New Settlement)
* **Famine Stalks** ([Main] New Settlement)
* **Labour of Fire** ([Main] New Settlement)
* **Paleblood Moonrise** ([Main] New Settlement x2)
* **Riding off** ([Main] Repair Infrastructure, [Main] Expand Econ) - Repair damage from the Pure barreling through everything during the Horseman's Plague.
* **Iron Age Eye of the Storm**([Main] Expand Econ, [Sec] Black Soil, [Sec] Expand Forest)
* **Prologue to epic** ([Main] Expand Econ, [Sec] Build Roads, [Sec] Expand Forest)
* **Rumbling Omens** ([Main] Expand Econ, [Sec] Build Roads, [Sec] Repair Damage)
Factions

The following are a list of the main factions of the Ymaryn empire which can ask for certain tasks to be completed by the government within a certain time for rewards.

**Patricians:** The wealthy elite. Tend to be clerks and generals. Generally the faction from which King-candidates are drawn, although Kings from other faction or social class can sometime be drawn. One action they liked is Distribute Land but which the players are usually opposed to.

**Guild:** Largely artisans and workers who work in the cities. Their priorities generally are material resources and industrial facilities as well cheap labor to fuel them.

**Traders:** The merchant population, are usually fairly wealthy. They prioritize the gaining of trade routes and deals, such that they gain wealth.

**Yeomen:** Middle class rural landowners and petty nobility. They are universally well-trained in the bow and as such made up the bulk of the Ymaryn army until the Myranyn reform during the Second Son crisis, in which yeomen's sons leave the authority of the king. They still provide martial in rural area, but they are mostly replaced by city-based Urban poor crossbowmen.

**Priests:** The clergy. For a while due to a lack of transportation priests near the fringes have had somewhat divergent beliefs, and there is no evidence this has changed. Until recently there was no religious organizations, but a bit before the start of the Myranyn reforms, an organized religion was adopted. It is unclear how this will affect the priests. They like things that fit with the religious values of the Ymaryn religion and dislike not being listened to.

**Urban Poor:** Fairly poor people living in the cities, of low individual power but their population is very large. They are conscripted when needed for the new Myranyn Reforms army model, but do not have their crossbows when not in active service, making them unable to run off as many Yeomen had done before the reforms completion. They like things that give them more resources and improves the quality of life in cities, such as the currently active Panem, baths and aqueducts, theaters, and other city amenities and infrastructure.
Cost of Forming a True City

**Cost of Forming a True City** is a guide to how many actions and stat cost is required to form a TC, especially for a given subordinate.

## Minimum Requirement

Lvl 1 aqueduct requires 3 tech and 3 econ for 3 progress.
Lvl 1 bath requires 3 wealth and 4 tech for 3 progress and one sustainable forest

So at minimum, the investment to form a minimum viable TC requires 3 econ, 7 tech, and 3 wealth, if you have them. Technically, a TC can be formed as soon as an aqueduct is built, but we must worry about hygiene. It is uncertain to me if subordinates can use the TC to fund their infrastructure. So for the purpose of this analysis, we will omit any effect of passive policies.

## Actions Needed

What actions can we use to generate stats needed for a TC? We will assume that we have zero stats in everything except 20 EE and that our subordinate have access to four secondaries. This is mainly modeled on Txolla's size but no ability to create new settlements.

* Two main Expand Economy to start us off. Assume ironwork do not apply but steelblooded does.
	+ **Begin Stats**: 20 EE
	+ **Secondary Cost**: +4 econ, -4 EE.
	+ **End Stats**: 8 econ. 12 EE.

* Support Artisans to generate tech.
Spirit Talkers

The **Spirit Talkers** was one of the oldest civilizations in PoC, estimated to have existed for several millennia before the Ymaryn made contact via a trade mission.

Had a major natural wonder/megaproject known as the Cave of Wonders, which held religious significance. It is currently sealed and long lost.

Fought with the Dead Priests (Xohyr) and the nomads regularly. After they were destroyed, their land was eventually settled by Thunder Horse (Now Thunder Speakers).

Used elite beserker-type warriors, which caused morale damage to enemies. However, since their military was mainly composed of only or mostly beserker-type warriors, they were extremely fragile, which was one of the contributing cause leading to their downfall.

## History

They first encountered the original Thunder Horse in **Lowlands rampage** as a victim of their rampage.

### Downfall

The Spirit Talkers, perhaps unwisely, decided to claim in **What's that in the sky?** that they made the comet appeared in the sky and that they held the sacred Star Axe, which caused the Thunder Speakers to ask for help from the Ymaryn.

While the Thunder Speakers and the Ymaryn were responsible for the event that led to the destruction of the Spirit Talkers, they were only a proximate cause. The ST was deeply afraid of taking on new ideas and taking damage to their stability, which caused them to be extremely fragile. They also used elite beserker-type warriors, which were much smaller in number, and made them fragile militarily.

## References

1. ↑ AN on why the Spirit Talker died, accessed on November 11, 2017.