recursal/Fanatic-Fandom huggingface dataset:
Pottery (Knowledge)

*Pottery*
 Pottery
 4Knowledge100Required Work10DifficultyResearchers3 Sows
Cost
 Buildings
 •  Potter 1
 •  Clay exploitation 1Production
 •  Pottery (at Potter)

## The mud baskets

*A piglet playing in the mud noticed a special type of maleable mud that dried under the sun and started playing with it. His mother is a basket crafter for the tribe. Unfortunately, her baskets are not the finest ones there is, and gatherers often complain about their crude weaving: cereals often slip through and rats manage to steal the rest.*

*Upon seeing her mud covered son coming back, she had the idea to cover one of her baskets with it and let it dry in a sunny afternoon, making it more hermetic and putting an end to the gatherer's critics.*

## Potential Requirements

* Currently unknown.

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

In Ymir, certain territories can be parented under another territory. The ensemble of these forms a **region**.

A region is always composed of one parent territory (called the regional center) and the territories attached to it (called sub-territories or regional territories).

The regional center must have a territorial status that allows for it to control sub-territories. Its status determines its capacity to attach more or less territories under it.

The attached territories must have a territorial status of sub-territory type (usually Countryside), which requires for it to be attached and dependent of a regional center.

## Regional territories mechanics

* Regional territories can directly use the resources of their regional center for building, without requiring for those to be manually transferred into the sub-territory first. This makes the development of regional territories much more convenient and less time consuming.
* Regional territories can automatically transfer all their productions to their regional center for free, which allows the regional center to conveniently retrieve the production of all its territories. A common setup being the capital city receiving the agricultural productions and exploited natural resources from all its countrysides territories.
Plate armors

**Plate Armor** is metal armor consisting of large solid plates, shaped and fitted to the wearer, and articulated to allow mobility. It is normally worn over a gambeson and chainmail. It offers great protection against damage of all kinds, but is very expensive to manufacture.

Plate armour is unlocked by the Plate armor knowledge, this knowledge comes around steel age.

To make one unit of plate armour you need 1 Leather and 4 Steel

It is a type of Resource used to train certain units.

Units that require Plate armour to be recruited

* Baconeer
* Warhog
* Martelsnout
* Pig-at-arms
* Saladin
* Megaphant
Hunting (Mission)

Our newly settled tribe will quickly starve if we do not find food.

We need to build a hunting camp near any available source of wild animals we can find in our new territory. This will provide us with fresh meat and leather.

## Mission Conditions

* Produce at least 1 Meat in the Territory.

## Mission Rewards

* Adoption of Meat consumption
* Receive 10 Meat
* Receive 5 Leather

## Primary Outcomes

To build a Hunter in the *Territory* to gather Meat and Leather.

## Tips

Following on from the previous mission, this one will get you to satisfy your populations need for food.

The Hunter building can be found under the Production tab of the build menu.

 ->  ->

### Building Work Areas

Generally, buildings that gather something from the territory have a working area around the building:

The area in which the building will gather resources from is defined by the white outline that appears when building.

If there's something the building can consume within this range that's not being consumed by another building already, you'll see a green box appear (See above for an example). If a resource is already being consumed, it will appear red.

Resources that the building can consume will be shown in the territory with a pin while trying to build it:

If the resource is not on screen, the icon for it will appear around the corner of the screen.

Once you've found a suitable spot for the Hunter and built it, you will complete the mission and start collecting Meat/Leather. You will also start consuming meat as well at this point.

Next up, is Gathering.
Porcopedia/Section 4/RU

Reason: "*Russian language*"

**This page is a candidate for deletion.**
Reason: "*Russian language*"

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Javelin

*Javelin*
 Javelins
 4Knowledge50Required Work10DifficultyResearchers5 Hunters
Cost
 Buildings
 •  Hunter 2 (with Domestic dog) •  Weapon MakerProduction

## Throwing sticks

*"Instead of beating beasts and foes with cudgels, some propose to create light and balanced pointy sticks of wood that we could throw from a distance with some training. Imagine killing an enemy without even having to get near him! This would be of great use to hunters, but also to defend our tribe against pillagers from behind a palisade or on top of a cliff."*

## Potential Requirements

* This appears to show up over time eventually.
Longbowpig

Longbowpig17Strength0.8Upkeep4Toughness1 - 1ArmorMelee1-12(x1.3)1Ranged34(x1.3)26Other Stats2863Costx1Porcos3CoinsLongbowPadded ArmorLight Helmet
The Longbowpig is a Ranged Infantry Unit. It becomes available in the Copper Age.

It requires the following equipment for each unit: 1 Longbow, 1 Padded armors, and 1 Light helmets.

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

Porkoderthal

The *Porkoderthal* is an Infantry Unit. They are found in Formations randomly throughout the World created at the start of new games. They cannot be recruited by players.

*Porkoderthal* are wild Porcos who have mastered the wilderness.

*Porkoderthal* are a source of Shells and Adornments early on in the game.

They have various Resources in their inventory and do not move from their initial spawn point.

## Stats

* On average, each game should have 200 *Porkoderthalian tribe* formations present at the start (Min: 125, Max: 307).
* Each formation has on average 11 Porkoderthal in them (Min: 3, Max: 40).

Each formation can have a variety of resources present:

## Notes

1. ↑ 1.0 1.1 1.2 Tested on Farming QoL Update. 200 saves generated/tested for ~40K formations total.
Region

A region is one single square on the World map.

Formations can travel across regions and fight inside of regions. You will be able to watch the fight by zooming in to the city level.

Each region can hold one city.

Regions can be claimed by cities if the city has enough administrative power to hold on to them.

Regions can hold an variety of Climates and features. (Terrain)
Heavy helmet

60Knowledge1200Required Work100DifficultyResearchers5 Blacksmiths
Cost

Corequisite
 Production

## Improving helmets

*Why not cover the whole face and sides with metal as well with our helmets? Sure it would reduce the field of vision for our warriors, but it would look sick. It would also improve their armor too...*

## Potential Requirements

* Potentially having a stockpile of at least 50+ light helmets in storage of a single city
* Bronze Working
* Unknown

**This page references the Knowledge Heavy helmet. For the armor created, please see Heavy helmets.**
Occupied territory

An occupied territory is an automatic territorial status that is assigned whenever hostile forces take control of any territory from another character during a war.

## Special properties

This status puts the territory in limbo: while its original owner is no longer in control of it, the occupying force owns it but cannot effectively control anything in the territory.

It is not possible to build or access its resources.

However, occupied territories cost no State power maintenance, and have no incomes nor expenses, making them free for the occupant.

Invading a foreign territory in a war and taking it as an occupied territory does not generate any initial resistance, but generates it with time, making it unstable in long term.

## Changing the territorial status of an occupied territory

The territorial status of an occupied territory cannot be manually changed UNLESS the occupied territory belonged to an NPC faction such as Barbarians or Rebels: in this particular case the status can be changed to something else provided there is no Resistance left.

If the occupied territory belonged to another Character, then it is happening within a War and the occupation cannot be directly controlled. In most cases, occupations are lifted and control is returned to their original owner when the war ends.

The only way to take control of the territory is if the territory was the goal of an Annexation War and the war is won. In this case, the control of the territory will be actually transferred only when the war ends and its status will be automatically changed to Unadministered territory. This process will also generate additional Resistance so the territory will need to be pacified again before a proper territorial status can be assigned to it.

## Occupied sub-territories

Sub-territories such as Countrysides automatically inherit the ownership of their regional center, therefore if the regional center becomes occupied so does all its attached sub-territories: the whole region becomes occupied.

If the defender frees a sub-territories individually while its regional center is still occupied by the enemy, because the link cannot be maintained the sub-territory status is reset to Unadministered territory. Note that they can remain as such until the war ends or until the regional center is freed as well so that its original organization can be restored.

If a sub-territory is directly occupied by the enemy, its status is however preserved by default. If the occupation is lifted during the war or at the end of the war, there is no need to reassign it.
Metal shield

60Knowledge200Required Work60DifficultyResearchers5 Blacksmiths
Cost

Corequisite
 Production

## Improving shields

*We could produce stronger but heavier shields by adding a metal sheet on their surface on top of wood, if we can master the proper way to do this.*

## Potential Requirements

* Unknown at this time.

**This page references the Knowledge Metal shield. For the weaponry created, please see Metal shields.**
Hills

Hills terrain is found in all climates and will generally feature a large hill in the centre of the region of increasing altitude towards the centre. Hills terrain is more topographically varied than Rocky terrain but less topographically varied than Mountains terrain. Any river flowing though a Hills terrain region will carve a canyon through the topography of the region.
Horsepig

Horsepig34Strength4.1Upkeep4Toughness1 - 1.5ArmorMelee5.2-3.36(x1.4)5Rangedn/aOther Stats3.96116Costx1Porcos36CoinsHorseSpearWooden ShieldPadded ArmorLight Helmet
The Horsepig is a Cavalry Unit. It becomes available in the Copper Age.

It requires the following equipment for each unit: 1 Spear, 1 Padded armors, 1 Helmet, and 1 Wooden shield.
Growth

**Growth** represents the current demographic evolution of your population in this region. It determines the effective evolution of your population and the gain or loss of adult Porcos that can work in buildings to make them function properly.

Growth depends of 2 main factors:

- Breeding will of the population determines how many couples will have children within the next generation, and therefore the amount of new piglets being born.

- Health of the population determines their survival to sickness, and how many Piglets will survive and reach adulthood.
Ore crusher mill

100Knowledge1000Required Work70DifficultyResearchers5 Miners
Cost
 Buildings

## Mechanical crushing

Using our new knowledges of engineering and gears, we could improve the labour intensive process of crushing ores into smaller stones which is required to process them and make them ready for efficient smelting. Using a mill and mechanisms, ore crushing could be vastly improved, freeing wrokforce to help making our mines more efficient.
Health

Health is a statistic that represents the physical well being of a Porco. Porcos with lower Health rating are more likely to die to sickness early. Increasing Health reduces deaths to sickness and effectively increases growth in a city.

### Increasing Health

Health is primarily increased by providing housing for Porcos, providing multiple kinds of foods, and by constructing buildings that provide access to services that increase Health. Housing provides a health bonus to the Porcos living in that house, and higher level houses provide a larger bonus. Each type of food a Porco has access to provides a bonus of up to 3 health, scaling with how much demand of that food a Porco can afford. Health services such as doctors provide a health bonus to Porcos, scaling with how much demand of that service a Porco can afford.

Territories settled on Nordic climate have a base +3 Health bonus, to make up for Nordic climates only being able to grow two food crops.

### Decreasing Health

Health is decreased by Porcos living in slums, by growing a territory's population, and by not meeting the vital needs of Porcos. Slums provide a flat -5 Health to Porcos living in that house, for a minimum difference of 11 Health between a Porco living in a slum and a Porco living in the earliest house researched.

Population size also decreases the entire territory's health. This means a territory's population size will plateau as the Health decrease from increased size eventually counteracts Health increases from other sources.

Porcos whose vital needs are not being met have a percentage of total Health subtracted. Not meeting either food or water needs at all will cause Porcos to have a -100% Health effect, decreasing their health to 0.

Territories settled on Tropical climates have a base -5 Health penalty, to make up for Tropical climates being able to grow 4 different types of food crops.

Territories settled on Polar climates have a base -25 Health penalty.

### List of services that increase Health

* Doctor

* Laundry

* Baths
Megaphant

Megaphant380Strength51.4Upkeep34Toughness8.5 - 8.5ArmorMelee4.5-0.511.5(x6)6Ranged623(x6)20Other Stats0.51026815Costx4Porcos502CoinsMammothx3Bowx3Brigandinex4Plate Armorx3Light Helmet
The **Megaphant** is the strongest and most expensive unit in the game, costing a whopping 50.7 coins per unit.

To recruit one unit you need 1 Mammoth, 3 Bows, 3 Light helmets, 3 Brigandines, 4 Plate armors.

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

Policies represent the political decisions taken by the Government and defining the organization of the whole society. Players can pass or revoke them, enabling or disabling their associated effects which apply to the whole State.

Policies may modify territory stats such as Conflict or Loyalty. They allow to control the budget of the Government and can unlock new buildings or require buildings to be active.

New policies are unlocked from discovering new Knowledges, and some knowledges themselves require some policies to be active to be discovered.
Reach

**Reach** is an important factor in melee combat that represents the distance a which a fighter can strike its oponent.
For instance, spears and halberds have a higher reach than short swords or battle axes.
Mounted units also add a reach bonus depending on their height, representing the advantageous position the rider gets from being more elevated above the battlefield.

When 2 melee units are fighting, the Reach difference between the 2 affects the odds of 'touching' the opponent: the unit with the highest reach has an advantage as he can keep its foe at distance and can touch him without being reachable himself.

Reach also gives a bonus against units of higher mass and movement speed, as it can turn their force against them. Spear infantry with high reach will therefore be more effective against heavy mounted units such as cavalry or elephants.
Guides

## Start of Game Missions

Each time you start a new character in a game, the following missions are provided to you to complete. For more information on a mission, and some general pointers/tips for each of them, see the list on the right hand side of this page.

## General Tips and Tricks

* Be careful not to overextend your resources when trying to accomplish something. If you spread yourself too thin, you may end up with less than you started with.
* You should aim to have a copper source in your second city if your first one did not have any, as a good source of *Copper* is required for the mid-game.

## Other Guides

Members of the community have also put these guides together to help players understand certain concepts:

#### Up to Date Guides

These guides were written for the latest patch concerning their specific topics or are still reasonably relevant.

* A 2023 Comprehensive Guide to Defense and Survival
* Animals Guide
* Crops guide
* Government Types

#### Incomplete Guides

These guides are Stubs but still offer useful information.

* Knowledges and Ideas Guide

#### Outdated Guides - 2018-2019

These guides are outdated by many patches and either do not reflect the current game or were made irrelevant due to changes in mechanics.

* Defense Guide for Ymir
* Exploration and Mapping
* City Design Guide

## Discord

If these pages don't answer questions you have about them, or you've got other questions about the game that aren't covered here. Head on over to the Ymir Discord and ask us questions in the #piglet\_school channel there!
Ground storage

The **Ground storage** is functionally a Building available at the start of the game. It provides a designated area on the ground in which to store Resources.

It is capable of storing both Food and Goods, unlike more advanced storage buildings like the Granary and Warehouse. It can only store a total of 16 units of resources, making it space inefficient, and resources stored on Ground Storage will not count towards territory Wealth.
Lawmaking

150Knowledge5000Required Work130DifficultyResearchers20 PhilosophersMaintenance60
Cost

Corequisite
 Buildings
 •  Lawmaker's House 3Policies

## Rules for everyone

*Our society grows more complex every day, so does sources of conflict amongst our citizens. While general laws can be simple to grasp, the increasing number of conflictual situations rises the need for more accurate laws for specific domains, which demand more time to discuss and design. Advisors propose the creation of a new institution of High Officials devotes only to the disucssion and writing of laws.*
Scale armors

**Scale Armors** are a Bronze Age Resource used to train certain units. They are unlocked by researching the Scale armor Knowledge.

Scale armour consists of metal overlapping scales affixed to each other and to a cloth or leather underlayer.

Scale Armors are produced by the Weapon maker and require Leather, and either Bronze, Iron, and Steel.

## Units that require Scale Armors

* Immortal
* Camephract
* Cataphract

**This page references the object Scale armors. For the Knowledge required to create Scale armors, please see Scale armor.**
Horsebow

Horsebow39Strength4Upkeep4Toughness0.5 - 0.5ArmorMelee3.5-0.83.5(x1.5)2.5Ranged3.57(x1.5)19Other Stats4.15866Costx1Porcos35CoinsHorseBowPadded ArmorLight Helmet
The Horsebow is a Ranged Cavalry Unit. It becomes available in the Copper Age.

It requires the knowledge Composite bow to recruit.

It requires the following equipment for each unit: 1 Bow, 1 Padded armors, and 1 Light helmets.

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

15Knowledge1000Required Work40DifficultyResearchers8 Farmers
Cost

Corequisite
 Buildings

## Keeping the best plants

*What if by keeping the plants that gave the best results and replanting only those, we could improve the whole production ? This is probably going to take a while, but if we keep doing this our cultures could greatly improve!*

## Potential Requirements

* Potentially having at least 6-7 gathering huts with fields. (Exact amount unknown)
Mud

Mud is a Resource in YMIR

Mud can be harvested from all dirt terrain tiles and thus is quite easily obtained by a Soil miner.

Mud is a resources used in Building it comes into play at the start of the copper age and lets you build the newer buildings like Houses lvl 2.

The resource mud is unlocked by the tech Mud building.

Mud is used to produce Mudbricks.

## Gather rate

Mud collects at about 0.01 per dirt tile

Mud cannot be gathered from Sand, gravel, clay and stone tiles.

Mud can also not be collected from dirt that has a building on it.

## Uses

* Building material
* Mudbricks
Gravel tile

## Gravel

Gravel is a loose aggregation of rock fragments. Gravel is classified by particle size range and includes size classes from granule to boulder sized fragments. In Ymir it is are a common source of flint found in every biome and litter the map on high elevation tiles, hills and mountains. Gravel is the first resource you are able to exploit in the game (via a flint collector) along with hunting spots and wild crops. Gravel tiles provide only 1 ground fertility.

## Ground Resources

* Groundwater
* Fertility (1)
* Flint
People Representatives

People Representatives

Details

Policy TypeLegitimacy PolicyUnlocked ByRepublic

Policy Requirements

* Republic policy active

Policy Effects

* +1 Importance of Representatives Power
* -1 Importance of the Leader's Superiority

Upkeep

25 Coins5 State Power
*We rule in the name of the people.*

## Details

People Representatives is a Legitimacy Policy.

To enable this policy, you must have the Republic policy active.
Lever

20Knowledge400Required Work50DifficultyResearchers5 Architects
Cost
 Buildings

## I shall move the Earth

*Using the principles of mathematics and geometry, some pretend we could have a single Porco exert the force of 10. What kind of sorcery would that be? If this where to be possible, we could have move and uplift weights that would normally require a tremendous amount of workers with only a few!*
Pumpkins

Pumpkins

Details

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

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

Like all food crops, *Pumpkins* 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.
Nordic

The Nordic Climate is a cold climate that is generally on the extremes of the map. Nordic regions often border Polar regions and warmer climates like Oceanic and Continental.

Nordic regions have the fewest amount of Crops out of any Climate commonly considered habitable, and are one of the few that lacks a crop for Textile production. Nordic regions have an inherent health bonus that adds 3 health to any settlement in the region. Like swamps in other climates, swamps in Nordic regions contain a large amount of harvestable clay. However, unlike swamps in any other climate, swamps in Nordic regions can also contain a large amount of harvestable Peat. Peat is gathered by soil collectors as charcoal and is ready for use as an immediate fuel source.

## Crops

Food

* Potatoes
* Turnips

Other

* Apples

## Animals

* Deer
* Sheep
* Rabbit
* Horses (rare)
Meat

**Meat** is food in Ymir. It contributes to your pigs' Vital Needs.

Meat is available at the start of the game from hunting, either by hunting herds with units on the world map, or with a Hunter inside a region.
The Butchery produces meat from Cattle raised at a Cattle farm, or captured animals.
Certain animals have different byproducts from the norm, such as wool from Llamas and Sheep.
Regional Administration (Knowledge)

100Knowledge1200Required Work80DifficultyResearchers12 OfficialsMaintenance20
Cost
 Policies

Growing beyond a single region
Organizing a division of territories in multiple administrative regions instead of centralizing everything around a single city. This will allow us to grow bigger with a territory composed of multiple cities each one with its own regional authority ruling over its local territories.

*This article is a stub. You can help Porcopedia by expanding it.*
Jewelry (Resource)

Jewelry (Resource)

Details

TypeProductProduced byJewelry MakerMade fromGold/Silver and PearlsWorkforce10Base wealth0.46Used byThe Population
Jewelry is a resource in YMIR made in the Jewelry Maker building to satisfy the Luxury good need. It is unlocked once Goldsmithing is researched.

The inputs are 0.3 Gold and 1 Pearls per unit of Jewelry.

The gold input can be changed to Silver it will take 1 unit of Silver to creat one unit of Jewelry.
Oceanic

The Oceanic Climate is a temperate climate often near the ocean. Oceanic regions often form the border between Nordic regions and Continental regions.

Oceanic regions tend to be mostly flat and are mostly made up of grasslands and forests. They have fewer sources of Flint than other regions, making early tool building more difficult than in other climates. They also rely on Wool from Sheep to make Textiles, as they lack access to farmable sources of cloth.

Fertility in the Oceanic climate is generally high, mostly around 3, but with patches of 4 and 2. Oceanic regions feature the second-highest fertility in the world after the silt that is found along waterways in Arid and Desert regions. This and the overall lack of gravel patches makes Oceanic regions perfectly suited for farming Food Crops and breeding Animals. Oceanic regions can grow the same food crops that can be grown in Continental regions, but they lack access to Grapes and Cotton crops, and replace Llama with Sheep.

## Crops

Food

* Wheat
* Pumpkins
* Carrots

Other

* Apples

## Animals

* Cows
* Rabbit
* Sheep
* Horses
Helbard

80Knowledge1500Required Work60DifficultyResearchers5 BlacksmithsMaintenance20
Cost

Prerequisite(s)
 Rewards
 •  6 HalberdsProduction

## Improving spears

*Some weaponsmiths proposed to build a new versatile pole weapon combining the features of spears and battleaxes into one. With its high reach it could be efficient against other pikes and spears infantry but also against mounted units while being also able to cut and slash with its side blade.*

A two handed pole weapon combining the piercing attack of spears and the cutting of battle axes.
Senate

Senate is a State Power Policy. It becomes available after researching the Governance Knowledge.

The Senate policy is one of the few sources of State Power available, and has no downsides. With the By the People Legitimacy policy, the +10 Importance of the Senate effect provides 10 Legitimacy.

## Effects of Senate

* +50 State Power
* +10 Importance of the Senate
Nepotism

Nepotism

Details

Policy TypeState Power PolicyUnlocked ByLeadership

Policy Requirements

* Chief's Hut in Capital

Policy Effects

* +5 State Power
* +5 Leader Superiority
* +15 Oligarchy's Support
* +1 Capital Oligarchs
* + 20% Population Conflict
* - 15% Population's Culture

Upkeep

0 Coins0 State Power
*Favoritism granted to the Leader's relatives for position of power in the society resulting in more loyal Oligarchs at the cost of increased conflict.*

## Details

Nepotism is a Policy in the Power tab and can be activated after unlocking the Leadership knowledge.

To enable this policy, you must have the Chief's Hut building in your capital.

It is considered to be a bad policy because of the Culture and Conflict penalty, even considering its upsides.

Even with that in mind, some people activate it for the precious +15 Oligarchy Support and 5 State Power.

It could be used as a temporary measure to handle overextension, but in general should be avoided.
Porcopedia/Bottom section

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To write a new article, just enter the article title in the box below or in the search box at the top of the page.

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Javelineer

Javelineer8Strength0.6Upkeep2Toughness0 - 0ArmorMelee1-13(x1)1Ranged36(x1)10Other Stats2.3703Costx1Porcos1CoinsJavelin
The **Javelineer** is a Ranged Infantry Unit. It becomes available in the Stone Age.

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

**Javelineers** are one of the first ranged unit unlocked during the Stone Age and are the superior ranged unit of the stone age. Compared to the Rock thrower Javelineers are a lot quicker, have much longer range, and do more damage. Javelineers become mostly obsolete as defensive units after Bowpigs become available.

## Usage

Javelineers' speed and range make them effective defenders. When stationed inside a Palisade fort they can defend even with inferior numbers against large raids.

On the offensive, javelineers perform a few specialized roles. They can safely kill melee and stone thrower defenders that are inside forts due to their superior range. They must be used with care against melee enemies not inside forts due to their low melee skill, as they will die ease. Ideally other units will be sent in before javelineers to distract melee attackers, and then javelineers can be sent once there is no danger of them being caught in melee.

### Usage post obsolescence

After Bowpigs become available the usefulness of the Javelineers is heavily reduced. Bowpigs can kill javelineers defending inside forts without losing any units due to their longer range.

Javelineers can still be used as a cheap alternative to bowpigs as they do not need Leathercloth to be recruited. This makes them suitable for massing ranged units and equipping militias until such a time where replacing them with better units is possible. Javelineers' also have higher damage than bowpigs, so they can be used at times where an enemy is expected to be delayed inside the smaller javelineer range, especially when there is a large height advantage.
Resistance

Resistance is a variable affecting a territory's loyalty, which can also trigger partisan uprisings on its own independently of the current level of loyalty.
Resistance happens whenever a territory changes owner in a way that is not considered legitimate by the population of that territory.

Events triggering resistance:

* claiming an occupied territory during a war (by changing its territorial status for something else).
* transferring a territory to another character via a diplomatic treaty.

Events not triggering resistance:

* invading a territory during a war (occupied territory) but note that it generates resistance progressively with time.
* dismantling territories of an inactive character in a Nation. - spawning in game as the successor of an inactive character, as a colony leader, or as the new leader of a rebel city.

If resistance if above 10 in a territory, some actions become restricted such as destroying many buildings at once, recruiting units or evacuating the territory.

Resistance can eventually trigger a partisan uprising: a revolt of the population and militia that will attempt to take over the territory. If they succeed, the territory will become a Rebel territory. The rebels will also send a proposal to rally automatically who they believe to be their legitimate ruler, usually the previous owner of the territory. The legitimate owner is the character with the highest culture in the territory.
Porcopedia/links

**WORK IN PROGRESS**

Guide

* How to play guide for YMIR
* Exploration and Mapping
* Settling Your First City
* City design guide
* Setting up trade
* Markets vs. Stalls
* Animals guide
* Crops guide
* Setting up Server

World Map

* World
* Buildings
* Units

* Resources
* Knowledges
* Policies

Faction/Realm

* Nations
* Policies
* Knowledges

* Culture
* Territories
* Buildings

Diplomacy & Warfare

* War
* Diplomacy
* Units list

* Units
* Knowledges
* Policies

Economy

* Resources
* Production
* Money

* Trade
* Resources
* Resources
Leadership (Knowledge)

Corequisite
 Buildings
 •  Dirt Road •  Chief's Hut 1Production
 •  GovernancePolicies
 •  Leadership •  Government Salaries •  Protector of the people •  Political Bribes •  Nepotism •  Terror Patrols •  Summary ExecutionsTerritorial Status
 •  Territory •  OutpostOther

## One Porco to rule them all

*All these talks to try convincing everyone of the tribe to do anything are just taking too long. Too much talking, too much negociating, too much time wasted. Some are more worthy to rule than others, anyways... And it should be you, of course, you just know it! All you could do if you weren't slowed down by having to convince everyone else every time... It was fine before, but now the village has grown and there's just too many people.*

## Potential Requirements

* This one typically comes with time. As of now, there don't appear to be any requirements. An elder's council built in your city seem to accelerate the appearance of this knowledge.

With the recent Biggest Update you will no longer directly get the policies, you will now have to do a event that will give you the policies ( you will need 25 houses, 20 anorment, and 20 javelin)
Nation subordinates

Nations are made of a hierarchy of States attached to one another with a Nation leader at it's head. Each Nation member can have one direct superior (the State is owes allegiance to) of superior rank, and multiple direct subordinates (the States who owe allegiance to it) of lower ranks.

By default, every State is fully sovereign as the head of its own 'single-State' Nation. A State changes Nation either as the result of a voluntary agreement or of forced subjugation as the outcome of a lost war.

## Subordinate duties

Subordinates have the obligation to follow any superior in their wars: if a superior enters a war, it will automatically bring with him all of its subordinates (direct or indirect) as co-belligerents.

Subordinates can be subject to taxation, paid to their direct superior. Taxation rate is defined by the nation rank, which are setup by the Nation leader. The taxable income is the raw income of the State's government before any expenses, similarly to Taxation through treaties.

The formations of subordinates may be controlled by nation superiors if they are of a type that allows for it, which can be used in larger wars to better coordinate military actions. Army Marshalls can control these formations even if they do not belong to a subordinate.

Subordinates follow their direct superior if it leaves or changes Nation.

## Number of subordinates

Players do not start with the ability to get subordinates and need to unlock them with technologies.

 Vassalage | Allows for direct subordinates to have subordinates of their own
Scale armor

50Knowledge1500Required Work100DifficultyResearchers5 BlacksmithsMaintenance6
Cost

Unlocks
 Production

## Clothes of metal

*Metal is hard and resistent. What if our warrior could wear clothes made of metal to resist enemy blows? Unfortunately its not exactly flexible like cloth... What if, like the scales of the fish, we made a metallic skin made of small scales covering each other, still allowing its wearer to move while beeing heavily protected?*

## Potential Requirements

* Making a unknown ammount of Bronze bars and Padded armors at the same time.

**This page references the Knowledge Scale armor. For the object created, please see Scale armors.**
Justice

The **Tribal Council** or when upgraded, **Magistrate** are advanced governmental buildings which offer the Justice () service to the public. The primary function of this service is to help settle the arguments between porcos that lead to Conflict (), cause porcos to Murder one another, and diminish your territory Loyalty **(-1 per )**.

## Conflict Reduction

The total effect of Justice depends on three factors:

* % Access to the Justice service

* Base Conflict (increases with population)

* Justice Policies that affect Conflict:
* Tribal council: -2% -5 State Power, unlocks Elder's Council
* Code of Laws: -6% -30 Monies - 15 State Power, unlocks Magistrate
* Banishment : -10 flat Conflict -8 State Power

The Justice resource provides a proportional reduction to the total Conflict remaining after accounting for Policy effects, but it can never reduce more than the Base Conflict amount (if your Policy settings result in net +). As a result, early game Policies which amplify Conflict both increase the power of each Tribal Council and lower the cap on how much Conflict can be removed by their services.

If the net effect on  from Policies is negative, then it's possible to **reduce total Conflict by up to 25% with Tribal council or 50% with Magistrate** with 100%  satisfaction. This is usually the case after Gift economy has been replaced with Fair Exchange.

## Buildings

8 Stone
6 Leather
4 Wood
*(Bronze Working)*
*(Stonecutting)*
8 Planks
5 Stoneblocs
4 Clay
300 Money

*\* The Tribal Council building skips Level 2 when it becomes the Magistrate, likely due to the large technology gap between the two buildings.*

## Production

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

Level

*Due to the low Building Efficiency of the Tribal Council, its output may deviate widely with rounding.*
Jewelry Maker

The **Jewelry Maker** is an early-settlement production building for both the Adornments resource (at building Tier 1) and the Jewelry (Resource) resource (at building Tier 3), which satisfies the Tier 4 population need for Luxury Access.

## Buildings

5 Stone
5 Leather
3 Planks
2 Stoneblocs
2 Mud

## Production

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

Level
 Adornments | 1
Metal shields

Metal shields are a Bronze Age Resource used to train certain Units. They are unlocked by researching the Metal shield Knowledge.

Metal shields are large, domed shields, made of wood, leather, and bronze, similar to those used by Greek Hoplites.

Metal shields are produced by the Weapon maker, and require Wood, Leather, and either Bronze, Iron, and Steel.

## Units that require Metal Shields

* Hoplite
* Cataphract
* Camephract
* Saladin
Potter's wheel

20Knowledge300Required Work20DifficultyResearchers5 Artisans
Cost

Corequisite
 Buildings

## Game Description

*The potter's wheel is a machine used in the shaping of round ceramic ware, improving pottery quality and production. It enables a new process of pottery-making to develop called 'throwing' in which a lump of clay is placed on a fast spinning wheel and then shaped as the wheel turns. It replaces the more primitive technique of 'coiling' in which clay was rolled into long threads to form the pottery.*
Indirect co-belligerence

Indirect co-belligerence happens when 2 States participate in a battle as allies against a common enemy but without sharing a war in common against that enemy. It induces a significant War Morale penalty in the battle results of the involved formations.

It is therefore highly recommended to avoid participating in battles involving indirect allies you do not share a war with to avoid this morale penalty.

## Origin

It is often exploited by larger Nations to circumvent War constraints, having illegitimate allies declare a bogus war (such as a Raiding campaign) against a common enemy so that they can participate indirectly in the War of their team mates.

Such behavior is rightfully considered illegitimate by their people and military who do not wish to die fighting someone else's war, and therefore reduces War Morale significantly when it happens.

## Battle result penalty

The indirect co-belligerence penalty is applied to the final battle war morale result of every formation of an *indirect co-belligerent* involved in the battle. The penalty affects all the wars of the *indirect co-belligerent* that the battle is related to (wars that include as an enemy any enemy of the battle).

```
-5 War morale per formation

```

```
+25% of War morale loss from battle

```

* The *first attacker* is excluded. It is defined as the owner of the first attacking formation entering the battle.
* The *main defender* is excluded. It is defined as the owner of the territory, or the owner of the first defending formation on the territory.
* The penalty is applied even to war types that do not consider battle results as a Morale defining factor.
* Formations affected by the penalty have their objective displayed in orange in battle reports, as well as a notification in the morale tooltip.
Mediterranean

A warm, sunny, temperate land with fertility mostly around 2 with small patches of 3. Mediterranean regions are often found near a coast between arid and continental regions. Bright, white, limestone cliffs are a distinguishing feature of mediterranean regions.

## Crops

* Tomatoes
* Figs
* Flax
* Olives
* Grapes
* Wheat

## Animals

* Deer
* Horse
* Cow
* Goat
Obsidian

**Obsidian** is an stone-age metal-like Resource. It is available from the beginning of the game and does not require research to be mined.

Obsidian can be uncommonly found on any Climate. It is extracted using the Flint collector and it is used by the Weapon maker to make Macanas and Topillis, or by the Jewelry Maker to make Adornments.

Obsidian can be used to recruit the high-tier stone age units Pitsotl and Eagle Warrior. These units are fairly effective until the mid Copper Age and are relatively cheap to recruit.

While moderately useful, obsidian is not usually considered essential, or actively sought after by experienced players. Adornments require too much obsidian for obsidian outposts to be useful, while obsidian units are only moderately useful for a relatively short amount of time.
Masonry

60Knowledge600Required Work60DifficultyResearchers6 Builders
Cost

Corequisite
 Buildings
 •  House 3 (with Bronze working) •  Brickworks 3 (with Kiln, Bronze working) •  Brick wall •  Stone stairsProduction

## Building out of small things

*Mastering the technique of building with bricks and mortar would allow us to greatly improve our building techniques, making structures taller, lighter, and more solid. But most of all the use of a standardized material facililtates its production and storage while speeding up the actual construction.*

## Potential Requirements

* Stonecutting
* Builders
Plough

70Knowledge2000Required Work50DifficultyResearchers5 FarmersMaintenance20
Cost

Corequisite
 Buildings
 •  Farm 4 (with Iron working, Stonecutting)Production

## Turning the soil upside down

*Instead of simply scratching the soil with an ard we could build a modified version of it that would not only dig deeper but also turn the soil upside down, bringing fresh nutrients to the surface while burying weeds and the remains of previous crops, allowing them to break down. This would improve the homogeneity of the soil as well as improving its fertility, increasing the efficiency of our farms further more!*

To make 1 Plough you need 3 Iron or 1.5 Steel
Pottery

Pottery

Details

Unlocked byPotteryTypeResourceProduced byPotterMade fromClay, fuelUsed forBeer, Cider, Olive oil, Rum, WineUsed inBrewery, Cider, Olive press, Rumery, Wine cellarUsed byPopulation
**Pottery** is a Resource available in the Stone Age. It is unlocked by researching the Pottery Knowledge.

Pottery is used to fulfill the Furnishing population need and is used in the production of Alcohol. It is one of the earliest consumer goods and can be used to make a profit during the Barter phase of the game.

Pottery is made by the Potter from Clay, Water and one source of fuel such as Wood, Charcoal or Coke.
Money

Money is a social construct and a unit used by societies to quantify value. It is usually manifested in physical form as a currency, which can be accumulated, stored or exchanged.

Currencies usually evolve from being miscellaneous commodities such as foods into commodities sectioned for their properties of durability, compactness and scarcity such as precious metals like Gold.

Currencies can then become standardized by the State as coins which are metal ingots of normalized weights and composition stroke by its Government with a seal to attest it. This process improves the ease of measuring, comparing, and exchanging value in the society, which favors more trade and the development of increasingly complex economics.

Coins can then evolve to become debt-based by relying on people trusting the State issuing them to guarantee their redeemability into goods inside the economy it controls. This gives them value beyond the metal commodity constituting the coins themselves.
Multistorey building

80Knowledge1500Required Work80DifficultyResearchers5 ArchitectsMaintenance20
Cost

Corequisite
 Buildings

## Building taller

"With all our current architectural knowledges, we should be able to master new techniques and expertise to build taller structures with multiple floors. This could allow us to house more people in places where ground space is limited!"
Metallurgy

Buildings
 •  House 2 (with Mud building, Stone building)
 •  Farm 2 (with Plant selection)
 •  Fisherpig 2 (with Cast nets)
 •  Woodcutter 2
 •  Mining camp 1
 •  Tool-maker 2
 •  Foundry 1
 •  Cattle farm 2 (with Animal husbandry)Production
 •  Axes (at Tool Maker)
 •  Copper (at Foundry)
 •  Tin (at Foundry)
 •  Silver (at Foundry)
 •  Gold (at Foundry)Reveals

## Shiny stones

*Some stones look shiny and colorfull, and unlike others they are not brittle and look like they can be shaped into things by hitting them instead of beeing chipped and sculpted. Maybe its worth investigating these special stones to see if we can make any use of it and find how to separate them from the regular ones they often seem to be mixed with?*

## Requirements

This idea is unlocked by completing the Tribal Expansion event. Unlocking the idea reveals copper, silver, and gold ore on the map. Tin ore can be prospected, but isn't actually visible to the player until the idea for Smelting has been unlocked.

## Info

Metallurgy is a Knowledge in YMIR. Metallurgy is the foundation for metallic tools and provides access to copper tools.
Light Horsepig

Light Horsepig32Strength3.9Upkeep4Toughness0 - 0ArmorMelee5.5-2.36(x1.5)5Rangedn/aOther Stats45856Costx1Porcos?CoinsHorseSpearPadded Armor
The Light Horsepig is a Cavalry Unit. It becomes available in the Copper Age.

It requires the following equipment for each unit: 1 Spear, 1 Padded armors, and 1 Horse.

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

The **Kiln** is an advanced-settlement production building that effectively replaces the Charcoal Clamp, allowing 2 workers and higher building efficiency for Charcoal production. Later knowledges also allow Kilns to begin producing Coke, Plaster, and Cement for the construction of advanced buildings.

## Buildings

Mud bricks
Bronze working
10 Mudbricks
6 Clay

## Production

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

By
Coke

*\* 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.*
Mountains

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

Mountains are a relief feature of YMIR.

Mountains can be found in all Climates.

Mountains usualy have one summit in the center and a few lakes on the edges of the map.

Mountains usualy have few patches of ground were agriculture is viable.

Due to terrain mountains are excelent defensive points.