Gathering (Mission)

It seems there are also plants in the territory that produce vegetables and fruits we can harvest to feed the tribe.

We need to build a gathering camp near any valuable source of wild edible plants we can find in our new territory.

## Mission Rewards

* 3 Civilizaion Points
* Receive 25 of *Food*
* Adoption of local *food sources* consumption
* Receive 15 Flint

## Primary Outcomes

To build a Gathering Camp in the *Territory* to start gathering additional food for the population.

## Tips

This mission is functionally the same as Hunting except you're gathering whatever fruit/vegetable is available to you in the territory.

Much like the Hunting building, the gathering camp can be found in the Production tab of the building menu.

 ->  ->

### Apples

Note that Apples are a *Pleasure Food*, and **do not contribute** towards the food vital need. Since they're a Tier 4 need, there's no point in trying to collect them at this stage, as they'll simply waste space and you'll gain no value out of consuming them.

### Unlocking Additional Food Types

If you're territory has more than one available food type for collection by the *Gathering Camp*, or you're too quick in building the gathering camp in the Territory, you may not unlock consumption of that resource when you complete the mission if you built the buildings at different times.

Once the missions complete, if you need to unlock consumption of another food, you can do that from the *Culture* tab in the *Government Menu*.

You can get to this by either:

* Clicking on the Government icon in the top left, and then selecting the Culture tab.
* Or by clicking on the Cilization Points button in the top left of the screen.

 or

### Cultural Customs

In Ymir, most resources/goods can only be consumed and produced if you have the relevant points allocated to Cultural Customs and Cultural Skills.

The Culture tab in the *Government Menu* allows you to see and allocate points into various resources and goods as needed. Let's quickly break down what we can see here.

On the left hand side you can see how many Civilization Points  you have in the upper right corner. You can also see your current *Cultural Level* and how long it will be until you level up. As the game progresses this will take longer to complete.

In the center you can see what you have currently spent *Civilization Points* on. Since it's the start of the game at this point you'll only have a single point allocated to the consumption of Meat, and maybe some other foods if you've completed this mission already. The two tabs at the top switch between what you are consuming, and what you are producing.

You do not need to unlock consumption of a resource to produce something, and you don't need to produce a resource in order to consume it. In most games it's highly unlikely that you'll produce everything you'll need, you will most likely rely on other players or the Free Traders to gain resources that you don't have access to.

On the right you'll see information about the currently selected custom or skill. If looking at customs you'll see information about what it'll do for the population, and if looking at skills you'll see information about how it will affect its production and consumption.

#### Unlocking Consumption

For this example, we've built a Gathering Camp next to some Wheat but haven't gained the consumption of it yet. So let's unlock consumption of it.

To unlock it, make sure we're looking at the Cultural Customs tab, and click on the add button that's at the bottom of the customs list. The right hand side of the menu should show something like the following:

In this example, if the selected resource wasn't *Wheat* we could click on the drop-down arrow next to the resource name and switch it to Wheat from there.

Here we are shown what we'll gain by adopting this custom. We're also shown how many *Civilization Points* it will require in order to unlock this custom. All customs cost 1 Civilization Point to unlock, and all skills cost 2 points per level, for a maximum of 10 points per resource.

Since we want to unlock this to continue, click on Adopt This Trait at the bottom. You'll get a popup box asking you to confirm this.

After a little while, the resource should appear in the list of customs and your population should start consuming the resource.

#### Revoking Customs/Skills

Something to keep in mind is that you aren't locked into always using/consuming a resource once it's been unlocked. You are able to revoke the custom/skill to reclaim the points spent on it, at the cost of either not being able to produce/consume the resource, or not being able to produce the resource if you remove all points from a skill that doesn't allow for implicit production.

Also note that revoking customs/skills is not an instantaneous process, and will take some time to complete. In persistent games, it takes 48 hours to revoke. You also cannot stop the revoking process once you start it.

You are also limited to revoking one custom/skill at a time.