Buildings

**~WORK IN PROGRESS~** **(v0.6.0.56)**

City-building, economic development, and technology progression in Ymir all depend on the construction of new buildings where porcos can live and work. They can serve a variety of functions, from harvesting raw materials off the land to employing elders and educated porcos as officiators of the state.

Buildings are defined by multiple stats affecting their behavior.

**Building Levels** define the upgrade tiers for buildings of the same type as you acquire more Knowledges. At any point, players can only construct new buildings of the 2 most recent Building Levels they have unlocked. It's also common for unlocks in later technology eras to begin at Level 2, 3, or 4 based on how advanced players will be when they first reach it.

## Building Efficiency

Efficiency is a modifier that affects the productivity of a Porco working in a building. A higher efficiency modifier will allow each Porco to do more work, either by working more natural resource tiles, operating more annexes (excluding the Market stand), or processing more raw materials into processed goods at a time.

Efficiency will not cause a building to produce extra goods from input materials, but rather cause the building to consume more input materials to create more goods at the same ratio as before. Likewise, higher efficiency will not increase yields from natural resources or annexes, but rather allow more of them to be operated at full productivity by a single Porco.

Efficiency is primarily affected on each building by building level, and nationwide by economic policies such as Gift economy or Fair Exchange. The effects of each modifier will stack, but certain policies are incompatible with each other.

 Gift Economy
 Food Rationing
 Coinage
 Currency
 Fair Exchange

## List of production buildings

### **Productions Annex**

#### Mining Camp's Annex

**Mineshafts** greatly increase the yield per tile that can be achieved by **Level 2+** Mining Camp. However, they can only be constructed on flat, uninterrupted regions of Ore that meet the space and buffer requirements.

#### Clay Exploitation's Annex

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

(Claypit)
 Cost
  5 Shovels
 3 Planks
 Workforce
 Clay | 2.0

#### Cattle Farm's Annex

(Pasture)
* 1 Hammers
* 5 Wood

***\* Check*** Animals guide to see required climate of each animal.

#### Farm's Annex

(Field)
* 1 Hammers
* 5 Wood

***\* Check*** Crops guide to see required climate of each crops.

### **Storage**

**Ground storage** is a basic storage building that can store both Food & Resources, however items stored won't contribute to the wealth.

**Warehouse** is an advanced storage building that can store a huge bundle of Resources. Items stored will contribute to the wealth.

### **Granary**

**Granary** is a specialized storage building for food. Food stored will contribute to the wealth.

### **Paddock**

Paddock are storage buildings used to house small & medium animals.

### **Elephant pen**

Elephant Pen allows the storage of a single large animal such as Elephants & Mammoths.

(Elephant pen)
 Cost
  2 Shovels
 2 Planks
 5 Stoneblocs
 2 Bronze
  1 Farmer
* 1 Capacity
* Store Elephant & Mammoth only

## List of industrial buildings

**Industrial Building** can only be build in Capital or Regional Center. It is the main industry of the economy where its produce for civilian & military purpose.

### Merchant

(Merchant)
 Cost
  2 Hammers
 3 Wood
 1 Leather
 2 Planks
 3 Stone
 Bronze working
 3 Planks
 2 Textiles
 Effect
  1 Trader
1-8: Distribution
1-15: Distribution
Builder Required
1-18: Distribution
Builder Required

### Market

(Market)
 Cost
  6 Hammers
 6 Wood
 6 Stone
 5 Clay
 6 Planks
 6 Stone
 5 Clay
  1 Trader
 0.4 Base Efficiency
Builder Required
 1 Base Efficiency

## Population Effects

When players invest in better Housing for their porcos, it has three primary effects on the population:

* **Maximum Population Boost:** More porcos will be available to work in the city, and their increased population needs provide opportunities for more State income through Privileges, Taxation, or Trade Routes *(with Barter)*.

* **Faster Population Growth:** Growth at each population level will be higher, allowing you to recruit Units more quickly and support more of them at once. The softcap for "maximum population" is reached whenever growth drops to **+/- 0 Actives per generation**.

* **Extra Intelligence:** Your porcos will become smarter, encouraging the discovery of new Ideas and improving their success rate at researching new Knowledges. However, each increase in Intelligence lowers your maximum population slightly.

These effects make House construction one of the most important aspects of advancing your civilization. However, it will often be a slow, expensive process due to the large amount of resources you need to collect for it and the absence of any rent mechanics to directly recoup your costs.

## Housing

**Housing** forms the heart of any settlement, providing the families who live and work there a place to rest comfortably and avoid illnesses as they go about their lives.

Although the number of options can be daunting at first, all Houses function in roughly the same way by providing better (or worse) living conditions for a single resident family.

(One Family: 1 Porco, 1 Sow , 1 Old Ping & 6 piglets)

### Complex House

(Complex House is the only housing buildings that can accommodate two family thus hosting a huge population in the city)

(Apartment)
 Build Cost
  10 Saws
 3 Plaster
 5 Stoneblocks
 5 Planks
 Iron Working
  28
 18

## Water

Water building provide water to fulfill water vital needs & industry that need it.

(Water collector)
 Free
  1 Base Efficiency
(Well)
 Build Cost
  8 Hammers
 5 Wood
 1 Planks
 6 Stoneblocs
  0.75 Base Efficiency