recursal/Fanatic-Fandom huggingface dataset:
Clay

Clay is a Resource gathered by the Clay exploitation Building.

Clay has a variety of uses throughout the ages. Clay is used to construct buildings in every age, by the Potter to make Pottery, as an alternative to Paper in buildings that require it, and to make Bricks.

After researching Underground mining Clay becomes easier to gather by building the claypit Annex in the Clay exploitation building.
A Hut for the Chief

Now that you have eliminated your initial opponents and taken undisputed leadership of the tribe, it is time to make it concrete by building a luxurious Cheif's Hut worthy of your new status where ruling your people can be properly managed and organized.

Once the hut is ready and your leadership effective, you will also need to face a new challenge: retaining the favors of the other powerful influential porcos of the tribe, as one cannot simply rule alone... These are known as 'Oligarchs', and a simple way to ensure their continuous support is to buy it with gifts and other offerings such as assigning them servants from Community Work.

## Mission Conditions

* Build 1 Chief's Hut in your Territory.
* Have the policy Leadership enabled.
* Have the policy Political Bribes enabled.

## Primary Outcomes

### Transitioning from Band Society to Leadership

This mission is aimed at getting you to transition away from the start of game State Power policy Band Society, to the newly unlocked Leadership State Power policy from the mission Taking Leadership.

Some things to note here are:

* Switching to *Leadership* removes the Population Conflict that *Band Society* applies.
* The amount of State Power that you get from the *Leadership* policy is less than what you get from *Band Society*, but you'll get more back from the Chief's Hut as it will generate more of this through the resource Governance.

## Tips

### Don't Rush This Mission

If you've just completed Taking Leadership, you should first aim to restore the population lost from the rebellion that mission generates if you didn't have enough excess population to absorb the losses. Be mindful that the rebellion will take population away from most buildings, so double check that your Food production has enough workers.

### Clay is Critical

Once you enable Leadership, the Chief's Hut will start consuming Clay. If you don't have enough Clay production, it may interfere with the Community Hall's production.
If the Community Hall stops production, your territory will revert back to a Hamlet, and your Administration production will stop, causing problems with Community Work.
Fertility

The **Fertility** of a tile dictates the output of *Fields* and *Pastures*.

A fertility of 3 is considered average.

*Oceanic* is remarkable for having spots of ground with fertility 4 and lots of fertility 3.

*Arid* and *Desert* is *extremely* remarkable for their up to 6 fertility near bodies of water, compensating for their otherwise lackluster fertility values.
Governors

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

Governors provides 50 Administration to the capital and all cities, at the cost of 30 State power. When Scribes become available the Governors policy may be revoked if one prefers to hire more scribes rather than spend 30 State power.

## Effects of Governors

* +50 City Administration
* +1 City Nobles

## Maintenance cost

* -5 coins
* -30 State power
Cloth maker

The **Clothesmaker** is a Building available upon researching the Knowledge Weaving. It refines Textiles into Cloth, a resource which fulfills the population's clothing needs.

## Buildings

1 Wood
3 Wood
3 Planks
2 Planks
2 Stoneblocks

## Production

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

Level
Agora

The Agora is a government Building available upon researching the Democracy\_(Knowledge) and is required for Democracy policy. It will not work without this policy. It provides the State Power resource when populated.

It is worth mentioning that this building effectively replaces Palace, which is disabled after Democracy replaces Leadership. Both buildings have the same efficiency, but Agora has less workers and therefore produces less State Power overall

## Buildings

15 Planks
30 Marble
1200 Money
Fermentation

10Knowledge600Required Work40DifficultyResearchers5 Farmers
Cost

Prerequisite(s)
Agriculture

Unlocks
 Production
 •  Barley •  Sugarcane •  TavernReveals

## The forgotten pot

*One day, a Porco left a few leftover grains in a pot outside of his hut. Forgotten, they remained there for days under the rain. Later, while cleaning stuff around his hut, the Porco happened to cover the pot by stacking other baskets on top of it without noticing it's content. When he eventually rediscovered the pot, from its content came a strange somewhat appealing smell. Curious by nature, the hog tasted the drink and felt funny afterwords.*

## Potential Requirements

* Agriculture appears to be a prerequisite.
Domestic dog

3Knowledge25Required Work10DifficultyResearchers4 Hunters
Cost
 Buildings

## Hunting companions

*Wolves are fierce pack hunters. They run fast, and their smell is sharp. Sometimes, some of them come lurking near the village and don't always seem to be aggressive. It happens that some porcos throw them some leftovers, and they stay near the village. What if we could befriend these noble animals and have them with us to assist our hunters with their skills and speed?*

## Requirements

* Completing the mission First Hunt will give the idea for this knowledge as a reward.
Ash

Ash is used in the creation of cement by the Kiln, Cement is a iron age building material.

Ash is collected by the Soil miner.

Ash is NOT visible at first it will only become visible to you once you trigger the knowledge Concrete.

Since ash has no uses besides making Cement it is of no use to collect it much.
Camephract

Camephract36Strength4.7Upkeep6Toughness2 - 2.4ArmorMelee5-4.25.5(x1.3)6Rangedn/aOther Stats2.95518Costx1Porcos43CoinsCamelSpearMetal Shieldx2Scale ArmorLight Helmet
The Camephract is a Cavalry Unit. It becomes available in the Bronze Age.

It requires the following equipment for each unit: 1 Camel, 1 Spears, 1 Metal shields, 2 Scale armors, and 1 Light helmets.

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

Corequisite
 Buildings
 •  Public baths 4Production

## Communal washing

*Bathing is such a relaxing activity, but its gets boring alone in your home or inconvenient outside in the river... What if we made facilities specialized in bathing where Porcos of the city could come to relax in bigger pools of warm water while socializing and enjoying entertainments at the same time?*
Goldsmithing

30Knowledge200Required Work60DifficultyResearchers5 ArtisansMaintenance5
Cost
 Rewards
 •  8 JewelryBuildings
 •  Jewelry Maker 3Production

## Artistic metalworking

*Precious metals are not only rare and visually appealing but also very durable and malleable into any shape it is possible to think of, making them a perfect material to create new artistic pieces of creative jewelry.*

## Requirements

* 2+ Jewelry Maker buildings.
* Stockpiling Pearls
2 column responsive main page (alternative)

Welcome to *Porcopedia* Wiki

the YMIR guide for Pigmen, Resources, Buildings and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About YMIR

*Ymir* is a 4X multiplayer strategy game combined with a city builder where each player develops a civilization of pigmen starting at the stone age. [Read more...]

Content
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Wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

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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.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
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Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Furniture making

40Knowledge1000Required Work50DifficultyResearchers5 Woodcutters
Cost

Corequisite
 Buildings
 •  Furniture maker 2 •  Tavern 2 (with Fermentation, Barter) •  Tavern 3 (with Fermentation, Currency, Bronze working)Production

## A more comfortable home

*Instead of living in mostly empty huts and sleeping on the floor on small mats, some porcos propose to start crafting more refined objects out of woodcarving and metal to use inside homes to replace built in shelves, benches and sleeping bunks. These lighter and mobile furnitures would increase the life quality and comfort of those who can afford them while creating a new craftmanship, growing our economy.*

## Potential Requirements

* Wood/Plank Surplus Income and Stockpile - not true - triggered also with significant wood consumption over production in few hours after bronze research.
* Bronze Working

## Info

Furniture making is a knowledge that unlocks both the Furniture and Tavern resource and associated buildings which satisfy the furniture and social tertiary needs of pops. It is the next step in furniture industry after pottery. It is available in the Bronze Age.
Flour

Flour

Details

Unlocked byBread leaveningTypeResourceProduced byBakeryMade fromWheat, Rice or CornUsed forBreadUsed inBakery
Flour is a Resource available in the Bronze Age. It becomes available after researching the Bread Leavening Knowledge.

Flour is a made from Wheat, Rice or Corn in the Mill. It can be used in the Bakery to bake Bread. Bread is more efficient at filling Porco needs per unit than other food types, so turning grains into Flour, then Bread, is an efficient way to increase food supply, at the cost of having to employ more workers.
Dates

Dates

Details

TypeResourceFound inDesertProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed byPopulation
**Dates** are a food Crop and a Resource. It can be found and grown in the Desert Climate.

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

Like all food crops, *Dates* require a Civilization Point in  Cultural Customs in order to be consumed, and another point in  Cultural Skills in order to be grown in farms. It can always be gathered from wild crops without requiring a point investment into  Cultural Skills.

# Gather rate

The gather rate of an field annex is between 0.1 and 0.2 Dates per field annex, Field annexes can be places on various fertilities from 0 to 6 it is advisable to place Fields on the highest possible fertility.

The Yield per field annex and the yield of the natural patches can be increased by spending more Culture Points in Date production.

The yield can be increased to 0.45 dates per field annex on 3 fertility (As of v0.3.1.x)
Carpet making

30Knowledge200Required Work80DifficultyResearchers5 Artisans
Cost

Prerequisite(s)
 Buildings
 •  Carpet Maker 2Production

## Floor covering textiles

*Wool is so warm and comfy, why not make simple textiles made out of it to cover the floors and walls of our huts with? It would make for nice and warm new furniture everyone would like to have in his home!*

## Culture Point

This knowledge requires a Civilization Point to research. Upon successful completion, this Civilization Point will be used to unlock the production of Rugs. If the research fails, then the Civilization Point will not be used.
Goats

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

## Description

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

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

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

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

## Location

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

* Mediterranean
* Arid

## Breeding

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

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

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

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

* Mediterranean
* Arid
Cuves

70Knowledge1000Required Work100DifficultyResearchers5 Artisans
Cost

Corequisite
 Buildings
 •  Brewery 3 (with Beer)

## Metallic containers

*With our new knowleges of metallurgy, we could craft larger cuves made of metal sheets to help in the fermenting and brewing of alcohols. This would be a better material than using wood or ceramic pots, and its more convenient to heat and impermeable. Such containers could improve the quality and production of our alcohol industries.*

## Potential Requirements

* Beer most likely.
* Rum most likely.
* not required, any Rumery or Brewery
* producing 10 Copper / tic
Call-to-arms

A call-to-arms is a special diplomatic action that happens in the context of a war.

A vassal may call-to-arms its direct or indirect superiors in a Nation, inviting them to participate in their war.

This participation is optional: the superior will receive an event asking him to answer the call or declined it (note that he event times out as a negative answer by default if the player ignores it).

There is no consequence for declining a call-to-arms.

On the other hand, if the player agrees to it he will immediately enter the war as a co-belligerent, bringing automatically with him all its own vassals as well (as they have the contractual obligation to follow their liege in wars).

**Entering a war through a call-to-arms does trigger breaking clauses of Treaties that are active with enemy belligerents in the same way declaring war as the main agressor would.**

A war can therefore escalate to involve a whole nation if a Nation leader answers a call-to-arms from one of its vassals.
Cataphract

Cataphract38Strength4.7Upkeep6Toughness2.5 - 3ArmorMelee4.7-46(x1.3)5Rangedn/aOther Stats3.46516Costx1Porcos43CoinsHorseSpearMetal Shieldx2Scale ArmorLight Helmet
The **Cataphract** is a Cavalry Unit. It becomes available in the Bronze Age.

It requires the following equipment for each unit: 1 Horse, 1 Spear, 1 Metal shields, 2 Scale armors, and 1 Light helmets.

Cataphracts are heavily armored horse and rider teams. The riders are equipped with a metal shield and spear. Cataphracts are an upgrade from Horsepigs, but require the more expensive Scale armors and Metal shields to recruit.

## Requirements

**Cataphracts** require the Horseback riding Knowledge to recruit. The weapons and armor for the Cataphract require the Horseback riding, Spear, Metal shield, Helmet, and Scale armor knowledges.
Bows

A **Bow** is a wooden shaft with a string tensioned between the ends. An arrow is placed against the string, and the string is drawn back, storing energy in the wood bow. When released, the projectile is launched.

Bows are a type of Resource necessary to recruit Bowpigs.

Bows become available upon researching the Archery Knowledge.
Bakery

The Bakery is a Building available in the Bronze Age. It is unlocked by researching the Bread leavening Knowledge.

The Bakery consumes Flour, Water and a either Charcoal or Wood as fuel to create Bread. Bread is a more efficient food source than any of the crops used to create flour.

## Buildings

2 Mud
1 Planks
2 Stone
4 Planks
2 Stoneblocs
2 Plaster
Bread leavening

40Knowledge1000Required Work70DifficultyResearchers5 Artisans
Cost
 Rewards
 •  10 BreadBuildings
 •  Mill 3 •  Bakery 3Production
 •  Flour •  BreadOther

## Bread for everyone

*In every household, people spend a lot of time every day grinding their grains in mortars to cook their flat breads for each meal. Therefore some propose that by using our knowledges of gears and stonecutting we could create giant mortars that would grind grains for everyone at once and have artisans specialize in cooking breads for everyone in the city directly, saving people from making it themselves out of raw cereals. Grinded grains would also be easier and more convenient to store directly into granaries, improving our ability to store food!*

## Potential Requirements

* Stonecutting (Reportedly unlocked without Masonry idea)
* Consumption of Wheat

Since Stonecutting is a requirement for many ideas, those will compete with bread leavening to trigger first in the daily idea check. One of them is Masonry.

## Civilization Point

This knowledge requires two Civilization Points to research. Upon successful completion, the two Civilization Points will be used to unlock the production and consumption of Bread. If the research fails, then the Civilization Points will not be used.
Currency (Knowledge)

40Knowledge500Required Work20DifficultyResearchers5 Traders
Cost
 Policies

## Standardizing barter

*We could try to select common goods that are small, durable and rare enough to use as standards for exchanges: anyone could exchange their goods to one of these knowing they can then trade it back against other necessities. That would facilitate trading, not having to find goods needed by both parties and beeing able to measure and store values more efficiently.*
Architects

40Knowledge500Required Work50DifficultyResearchers5 ArchitectsMaintenance10
Cost

Corequisite
 Buildings

## The science of building

*Complex construction require the expertise and skill of sagacious pigs knowledgable in the sciences of numbers and geometry, and not just leave it to mere builders who know how to manipulate a hammer. They could use these sciences to predict and build things noone deems possible, and to research new methods and techniques for the glory of our people. We would call them Architects.*
Free Traders

Free Traders are a special entity that exists only in the Market. Free traders will buy and sell all Resources on the market. All nations may purchase resources from free traders, but only nations with at least level 3 Cultural Skills may sell to free traders, with the exception of Gold and Silver which do not require any Cultural Skill to sell.

## Free trader stock and prices

Free traders will purchase resources at a fraction of their average cost, and add the amount of resources purchased to a sell order at a price multiple times higher. Purchases on a specific resource from free traders will over time raise both the free trader buy and sell price of that resource, while selling more of that resource to them will lower the both the buy and sell price of that resource.

## Trading with free traders

Generally trading with free traders will be less profitable than trading with other nations. Selling to free traders should be reserved to moments when a nation has too much of a resource in stock and not enough buyers, as their buy prices are very low for most goods (ores tend to be an exception). Buying from free traders should be avoided if a nation can produce a good on its own or trade with another nation to obtain the good, since free trader sell prices are often very high and their stocks tend to be unreliable.

## Trading Gold and Silver

An exception to the above rule is selling and buying Silver and Gold from free traders. Free trader silver and gold prices tend to be profitable and mostly stable. Additionally the difference between the buy and sell price for these goods is usually 1 coin, so excess coins can be converted into stored gold and silver to avoid lowering Porcos' wealth, and then later be converted back into coins when needed at a very minimal cost.
Cuirass

60Knowledge2000Required Work100DifficultyResearchers5 BlacksmithsMaintenance10
Cost
 Production

## Wearing plates of hard metal

*A warrior with a skin of metal would be undefeatable for sure. And metal can be shaped into anything we want. However its not flexible... But we could still use it as a breastplate protecting most of the body from enemy weapons, although it would be heavy and reduce the dexterity of the warrior wearing it, it could save his life more than once!*

## Potential Requirements

* Scale armor

**This page references the Knowledge Cuirass. For the object created, please see Cuirasses.**
First Explorers

...

## Mission Conditions

Have a Formation with the following:

* 10 Warriors
* 3 Carriers

## Mission Rewards

* Receive 20 Wood
* *Formations* Action Points set to 100.
* Receive 10 Politics Points

## Primary Outcomes

To build a formation that you can use to gather Resources, and to explore the World

## Tips

This mission is similar to Defending the Tribe, except we're making an *Army Formation* instead. There are a couple of things to watch out for here.

### Territory Population and Building Priorities

Since non-militia formations will remove population from your territory, we now need to be mindful about how many population we're taking away.

Assuming that you've got enough jobless porcos, you shouldn't have any impact on the buildings. If you don't have enough space population, you'll start taking from buildings randomly.

When you look at a building ingame by clicking on it, you'll be shown the buildings number of workers, and the current priority of the building:

#### Building Priorities

Every building in your territory has a worker priority level associated with it. The levels are as follows:

* Low
* Regular
* High
* Critical
* Forced

Porcos fill job positions starting from Forced and work their way down to Low. Buildings that have Forced cannot be switched to another level (Though at this stage of the game we don't have any buildings with this yet. The first will be when the Community hall is built and the Territory is switched to a *Village*).

This priority list can be used to ensure that if we don't have enough workers to fill all of the job slots, we can ensure the buildings we want to run are.

#### Early Game Priorities

In the early game, your focus is on providing food for your population. To ensure you don't remove workers from a Gathering camp, switch their priority to Critical.

As the game progresses, or you feel that your priorities are better suited elsewhere, you can always switch this around later.

### Armies and State Power

Something to be mindful of is that *Army Formations* have a State Power upkeep cost associated with them. Each formation requires 5 *State Power* to maintain. If your *State Power* goes negative units from formations will start to disband.

*State Power* also has an effect on your *Territories* Loyalty as well, the more *State Power* you have, the higher the loyalty will be in your *Territories*.

In the early game, you don't have much *State Power*, so you should try to have few armies as possible at this point.
Coinage (Knowledge)

100Knowledge1000Required Work30DifficultyResearchers5 Officials
Cost

Corequisite
 Buildings
 •  Merchant 4Policies

## Seal of approval

*The government could apply its seal on metal ingots used by people in trades, to guarantee their quality and create units of standardized weights. That would facilitate exchanges and increase the people's trust in the currencies they're getting in exchange of their goods while giving us full control over the management of these special "coin" ingots.*

## Potential Requirements

* Treasury (Knowledge) or Treasury (Policy)

1. ↑ https://store.steampowered.com/news/app/378360/view/5446538888951564530
Flying shuttle loom

70Knowledge1000Required Work100DifficultyResearchers5 ArtisansMaintenance8
Cost
1000 Coins

## Weaving bigger textiles

The 'shuttle' is a piece of the loom that needs to go from one side of the textile to the other constantly. Its a fastidious and tiring operation for the weaver, requiring to constantly bend over the machine to move the shuttle, and it limits the size of the woven textile to his arm's lenght or it requires complex coordination between multiple workers. If we could find a way to improve this process with mechanics, it could greatly improve the productivity of our textile industries and the working conditions of our weavers.
Elephant riding

70Knowledge1500Required Work100DifficultyResearchers8 FarmersMaintenance8
Cost

Prerequisite(s)
Horseback riding  Spear

Unlocks
 Units

## Taming pachyderms

*These huge pachyderm beasts have the strenght of 50 hogs. They also seem to be pretty clever: what if we could find a way to tame them and work with them? Imagine the rampage such mighty animals could do into battles if they accepted to fight among us! They surely look strong enough to carry and push heavy weights. Maybe they could even carry people on their backs... It's worth trying!*

## Info

Elephant riding allows for Elephants and Mammoths to be used as mounts in combats for your units. These units are unbelievably powerful and hard to kill, being able to kill many groups on their own, or withstand hundreds of arrows before being killed. Their upkeep is very high, being nearly 40 times higher that of regular units, while an Elephant pen has an upkeep of about 20 times that of a regular unit.
Fishing boats

45Knowledge500Required Work50DifficultyResearchers5 SailorsMaintenance5
Cost

Corequisite
 Rewards
 •  20 FishBuildings

## Floating On Water

*Many things float on water, such as fallen tree trunks. It's not easy to stand on one though... but if we carved a hole in it, we could fit one or more porcos. Instead of being stuck on the coast throwing nets to catch fishes, with such a device, fisherpigs could reach more distant fishes and catch them more efficiently!*

## Potential Requirements

* Cast Nets
* Iron working
Corbelled arch

40Knowledge800Required Work60DifficultyResearchers5 ArchitectsMaintenance10
Cost
750 Coins

## Improving load-bearing

*The post and lintel construction technique has its limits: there's only so much weight a beam can withstand before breaking. What if we could redirect weight on the sides to improve this, by stacking beams of increasing lenght on top of each other until the cover the space between the pillars ?*
Animals

**Animals** in *Ymir* are a source of Meat and Leather and can be collected in the following methods:

1. As a Resource that can be gathered by a hunter.
2. As a herd roaming on the world map, which the player can either hunt or capture.
3. As a hostile Unit during a random event while exploring the world map.
4. As an inventory item obtained through capture or breeding.
5. As a Prospect-able Resource, which can then be Scavenged from the territory.

While a hunter or attacking a herd provides meat and leather directly, animals in inventory form must be processed by a butcher.

Most animals do not appear or can be breed by a Cattle Farm all biomes. For a more in-depth guide for the biomes and production rates, see Animals guide.
Finery forge

10000Knowledge1800Required Work70DifficultyResearchers5 Metallurgists

## Working with cast iron

*Iron is a capricious metal hard to work with. If you heat it just enough to soften, with a lot of manual forging you can work it into a maleable but flexible soft metal.*
However if you melt it completely to the point of casting it, it becomes very hard but brittle and impossible to work with! Blast furnaces are very efficient and fast but they are so efficient they only produce this cast iron we do not know how to work with properly... Heating and hammering it for a long time allows to slowly remove the carbon, eventually producing pure 'rough iron'. Using our knowledges of mechanics, we could try to create special forges making this operation much more faster and efficient, allowing us to streamline iron production out of cast iron ingots we can already mass produce with bast furnaces
City Hall

The City Hall is a Building that becomes available upon researching the City Administration Knowledge. It provides the Administration resource when populated. It is also required for upgrading a territorial status to City.

This building can be built directly from the build menu, or can be upgraded to from an existing Town Hall.

The building will only activate when the territory has been upgraded to the City status.
Cultural Traits

Cultural traits are somewhat similar to the Policies of a government: players can pass Traits which enable effects over their whole State such as unlocking the consumption or production of new resources.

Traits monopolize Civilization Points to be passed and cannot be easily revoked. A player can only revoke one Cultural Trait at the time, and it takes a long time to complete (2 days in persistent games).

Some customs or skills can only be unlocked by researching the relevant Idea.

### Free Traders

Starting in the *Research Overhaul Update*, once level 3 of a particular  *Cultural Skill* is obtained, you unlock the ability for sell that particular resource to Free Traders; who will indefinitely purchase the resource at "a very low price based on the world average 'minimum price'", but unlike other players will indefinitely purchase it at that price.

## Cultural Customs

*Customs represent the cultural practice of your people to consume a specific type of resource. Customs enable the demand for this resource allowing it to be distributed, sold, and consumed by your population.*

This will affect what your Porcos can consume, you are automatically given Cultural Customs for any crops that you consume during the tutorial.

To activate a Cultural Custom, you need to spend 1 Civilization Point.

## Cultural Skills

*Skills represent the cultural traditions of craftsmanship of your people and allow you to unlock the production of new resources and to specialize your people by further improving production efficiency or quality of specific resources.*

This will affect your Porcos on what they can produce and craft, unlike Cultural Customs you can spend up to 5 Civilization Points for each resource.

*Cultural Skills Level 1* is either 'No skill needed for production', which means it has a *Civilization Point* cost of 0; or it is 'Allows production of this resource', which means it requires a *Civilization Point* in it before you can use it.

## Notes

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

Beer

Details

TypeAlcoholProduced byBreweryMade fromBarleyUsed byThe population, Tavern
Beer is a Resource available in the Copper age. It becomes available after researching the Beer Knowledge.

Beer is one of the four Alcohol resources available for production. It is made in the Brewery using Barley and Pottery.

Beer is the primary alcohol for nations in the Arid Climate, as Barley is the only Arid Crop that can be made into alcohol.

## Production

 **Beer** Production Chain

Barley

Water

Wood
OR
Charcoal
OR
Coke

Clay

Water

Potter

Pottery

Brewery

**Beer**
Gift economy

Gift Economy

Details

Policy TypeEconomic Policy

Policy Requirements

* Forced Labor policy active

Policy Effects

* Enables *no money*
* Enables *automatic Resource distribution*
* +75% Population Conflict
* +50% Forced Labor

Upkeep

0 Coins0 State Power
*A mode of exchange where valuables are not traded or sold, but rather given without an explicit agreement for immediate or future reward.*

## Details

Gift Economy is an Economic Policy. It is researched and enacted by default at the start of the game.

Gift economy is the initial economic policy of the game and allows for total state control over goods and automatic good distribution to Porcos without requiring buildings. Gift economy is a powerful policy but the lowered Efficiency and massively increased population conflict make it unsustainable in the long term.
Chainmail

80Knowledge2500Required Work100DifficultyResearchers5 Blacksmiths
Cost
 Production

## Unpiercable coat

*All armors remain weak against piercing blows: the finest weaponsmiths propose to craft a fine cloth of tiny metal rings which, linked together, would form an unpiercable coat that could be worn beneath other armors to protect against arrows and thrusting attacks. Such an armor would be expensive and really time consuming, requiring the best craftsmanship and metal, probably reserved to elite troops.*
Animal husbandry

30Knowledge1000Required Work50DifficultyResearchers5 Farmers
Cost
 Buildings

## Selective breeding

*Not all animals of the same species look the same: some are smaller, others are more friendly, or agressive, or tougher, or faster... What if we decided to only breed the animals with these individual traits we want? Maybe their offspring would share the same traits and we could improve our cattle this way, developing animals specialized into serving our needs and friendlier to us.*

## Potential Requirements

1. Having research Animal breeding
2. Possibly having at least 3 Cattle Farms of at least 50% workforce usage? Chance appears to increase when more cattle farms exist \*in a single city\* but they can't be empty, they must be working.
3. Product at least 0.8 livestock.
Axes

Axes are a Resource and the main tool of the Copper Age. They become available after researching the Metallurgy Knowledge.

An axe is a tool with a sharp head affixed perpendicular to a wooden shaft, typically used for cutting and shaping wood. Axes are used for constructing Buildings in the Copper Age and beyond.

Axes are produced by the Tool maker and require Copper, Bronze, Iron or Steel.
Brickworks

The **Brickworks** is an advanced production building supplied by the Soil Miner. Since soil is relatively ubiquitous, Mud Brick construction provides a quick, cheap alternative to Wooden Palisades and Stone Walls when those resources are in high demand.

In later eras, Bricks become an important construction resource for upgrading production buildings.

## Buildings

4 Wood
Kiln
Bronze Working
10 Mud Bricks
4 Wood

## Production

Level
 MudBricks | 2
For the Elites

For the Elites

Details

Policy TypeLegitimacy PolicyUnlocked ByCouncil

Policy Effects

* +1 Importance of Oligarchy
* -10 People's Approval
* +5 Regional Oligarchs

Upkeep

10 Coins5 State Power
*I rule for the elites.*

## Details

**For the Elites** is a Policy.

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

**Buffaloes** are large, herbivorous mammals, with large horns and hooved feet, and are Animals in YMIR. They are a source of  meat and leather.

They are found in the following Climates :

* Tropical
* Arid

## Breeding

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

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

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

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

* Tropical

* Arid
* Desert
Cubiphant

Cubiphant75Strength33.1Upkeep24Toughness2.8 - 2.8ArmorMelee5.8-2.813(x5)7.5Rangedn/aOther Stats1.5818113Costx1Porcos326CoinsElephantSpearx10Leatherx5BrigandineLight Helmet
The **Cubiphant** is a Cavalry Unit. It becomes available in the Iron Age.

It requires the following equipment for each unit: 1 Elephant, 1 Spears, 1 Light helmets, 5 Brigandines]], and 10 Leather.

## Requirements

Cubiphants require the Elephant riding Knowledge before they can be recruited.
Crossbows

A **Crossbow** is a type of ranged weapon, which uses kinetic energy stored in metal limbs to launch an arrow-like bolt. Unlike a bow, It can be drawn and held ready to fire. It is a type of Resource used to train units.

The Crossbow is unlocked by the knowledge Crossbow this knowledge usualy comes around in late Iron age.

To make one Crossbow you need 2 Wood and 0.5 Iron.

The units you can make with a crossbow:

* Crossbowpig
Barley

Barley

Details

Unlocked byFermentation (Wild)
1 Civilization Point (Field)TypeResourceFound inArid and DesertProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed forBeerUsed byBrewery
**Barley** is a Crop and a Resource. It can be found and grown in Arid and Desert Climates *after* Fermentation has been discovered.

*Barley* is used to produce Beer in a Brewery, which is then used to fulfill the Alcohol Need of the population.

*Barley* requires a Civilization Point in  Cultural Skills in order to create Fields at a Gathering Camp or Farm. It can always be gathered from wild crops without requiring a point investment into  Cultural Skills.

Additional Civilization Points can be put into *Barley* to improve the amount of resources you get from wild crops and fields.

## Climate Distribution

 Desert | X

 Beer Production Chain

**Barley**

Water

Wood
OR
Charcoal
OR
Coke

Clay

Water

Potter

Pottery

Brewery

Beer
Academia

The resource Academia provides a Intelligence bonus just like the School. It is produced by Philosophers at the Academia building.

Each point of distributed *Academia* generates the following:

* 4 State culture
* 2 Research Points

*Academia* also generates up to 8 Intelligence based on the populations access to it.

Resource :
Clothing

5Knowledge70Required Work20DifficultyResearchers5 Artisans
Cost

Corequisite
 Buildings
 •  TanneryProduction

## Couvrez ce sein que je ne saurais voir!

*Walking around with our bare piggy skins is not always very comfortable, especially in colder days. The sight of the Sow's multiple udders also seems to distract some of the tribespigs from their daily tasks...*

## Potential Requirements

* You may very well need at least one hunting spot to get this to show up. You may also need Javelin.
Diplomacy

Diplomacy summarize all the different gameplay mechanics for interactions between States (players).

The main diplomatic actions involves creating and sending diplomatic Treaties to neighbors whose terms become active if they agree to it. These agreements allow to exchange ideas and knowledges, form Nations or to expand your trading network,

Other more specific diplomatic actions can be to designate a rival, or to fabricate a territorial claim to gain a casus-belli against another State in order to invade a territory.

## Diplomacy concepts

 Call-to-arms Right of passage Rivalry Subjugation Trading-agreements Treaties
Adornments

Adornments

Details

TypeProductProduced byJewelry MakerMade fromShells, Obsidian, Pearls, GoldUsed byThe Population
Adornments is a Resource in YMIR.

Adornments is a resource that fills the luxury acces need. If the luxury acces is completely filled then the porco will gain 4 Life quality. Additionally, adornments are required to unlock Leadership (Knowledge) in the starter missions.

Adornments can be made with the Jewelry Maker, this building is unlocked by the knowledge Jewelry.

Adornments can also be obtained by slaying Porkoderthal.
Caravanserai

Old Content
This article refers to old content, it is no longer available in Ymir.

**Caravanserai** is a building that is unlocked with Portage. It is used to produce Cargo which is a resource used for trading between cities.

The Caravanserai is the Land version of the Docks.

For details on setting up trade routes, please see the Guide: Setting up trade.

10 Wood
6 Mud
10 Wood
6 Mud
4 Stone
5 Plaster
5 Planks
6 Stone
Battlements

Battlements are artificial covers you can build on platforms

There are 4 types of battlements.

Wooden battlements
(Tech: Construction planning and Bronze working)

* 1 Planks

6 cover

maintenance 0.1 coins

Stone battlements
(tech: Construction planning and Masonry)

* 1 stone

7 cover

Maintenance 0.1 coins

Machicolated stone battlements
(tech: Construction planning and Masonry)

* 1 Stoneblocs

8 cover

Maintenance 0.1 coins

Hoardings
(tech: Construction planning and Bronze working)

* 2 Planks

9 cover

Maintenance 0.4 coins
Cover

Cover is a property of some buildings and infrastructures such as defensive walls (palisades) and battlements.

Troops located over a tile providing cover will benefit from its bonus, which is visually indicated by a cover icon appearing next to the troop's banner.

In the case of "tile edge" walls such as palisades, the cover bonus affects both sides of the wall: enemy units that reached it and are in the process of breaching it will therefore also benefit from the cover bonus against the defender's ranged attacks.

The effect of Cover is that it adds a matching amount of armor points only against ranged attacks to the covered troop.

Palisades and battlements provide a huge cover bonus, making troops almost immune to low-damage ranged attacks.

(Should this be categorized under units? It has to do with unit stats)
Forced Labor

Forced Labor

Details

Policy TypeEconomic Policy

Policy Effects

* +5% Population Conflict
* Enables Forced Labor
Time Allocation: Any value between 10% and 60%
* -X% Building Efficiency
Where X is Time Allocation

Upkeep

0 Coins-5 State Power
*All actives owe a portion of their time to the Government as forced labor.*

## Details

Forced Labor is a Economic Policy. Its natural progression is Currency.

It is enabled from the start of the game in conjunction with Gift economy.
Agricultural innovation

0Knowledge2600Required WorkVariableDifficultyResearchers10 Farmer
Cost

Corequisite
Agriculture

## Innovations

*A research project to develop a new innovation in the domain of agriculture.*

## Info

"Innovation projects allow you to target a global research domain and potentially earn a random new idea in that domain when successfully completed."
Beans

Beans

Details

TypeResourceFound inTropicalProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed byPopulation
**Beans** are a food Crop and a Resource in Ymir. It can be found and grown in the Tropical Climate.

*Beans* can be consumed to fulfill the Food Vital need.

Like all food crops, *Beans* 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.

Also, like all other Tropical foods, *Beans* can only be grown in the Tropical climate.

## Gather Yield

The gather yield for a single wild bean crop is ?? beans.

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

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

Camelbow35Strength4Upkeep4Toughness0.4 - 0ArmorMelee3.8-13.3(x1.5)3.5Ranged3.86.5(x1.5)19Other Stats3.64868Costx1Porcos35CoinsCamelBowPadded ArmorLight Helmet
The Camelbow is a Ranged Cavalry Unit.

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.
Economic Innovation

0Knowledge3900Required WorkVariableDifficultyResearchers10 Philosopher
Cost

Corequisite
Academia

## Innovations

*A research project to develop a new innovation in the domain of economy.*

## Info

"Innovation projects allow you to target a global research domain and potentially earn a random new idea in that domain when successfully completed."
Cast nets

20Knowledge200Required Work40DifficultyResearchers5 Sailors
Cost

Corequisite
 Buildings

## Fishing Without A Net Is Just Bathing

*Instead of throwing sticks at fishes, why not weave loose flexible baskets we could throw in the water ? The water would pass through while the bigger fishes would remain stuck in it! We need to master this new skill and find the proper way and materials to weave these special baskets... it would make catching fishes much easier and less time consuming!*

## Potential Requirements

* Spear Fishing
* Metallurgy
* 2 Fisherpig 1's at least in the same territory
Chainmails

**Chainmail** is armor consisting of many small metal rings linked together. It is a relatively cheap form of armor that grants good coverage and protection. It is a type of Resource used to train certain units.

Chainmail armour is unlocked by Chainmail this knowledge comes around in Steel age.

To make one unit of Chainmail you need 0.5 Leather and 2.5 Steel.

Units that require Chainmail to be recruited

* Swordboar
Coinage

*A state certified currency.*

**Coinage** is an Economic Policy. It becomes available after researching the Coinage Knowledge. It required the Treasury and Currency policies to be enabled.

## Effects of Coinage

* 10 State Power Upkeep
* +10% Building efficiency
* -10% Waste
* +5 Territory Admin
* -30% Forced Labour tolerance
* -30% Leader Contributions
Bowpig

Bowpig10Strength0.7Upkeep3Toughness0 - 0ArmorMelee1-12(x1)1Ranged34(x1)20Other Stats2.1703Costx1Porcos2CoinsBowLeather Clothes
The Bowpig is a Ranged Infantry Unit. It becomes available in the Stone Age.

It requires the knowledge Archery to recruit.

It requires the following equipment for each unit: 1 Bow, and 1 Leathercloth.

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

***Builders*** provide the Building () resource, which helps to construct Buildings faster. More advanced buildings require builders to build them. This building does only Require Workforce(Adult Pigs) to work.

## Buildings

2 Wood
3 Axes
5 Stone
0.50 Administration
Sledge
Bronze working
5 Shovels
5 Stoneblocs
0.50 Administration
5 Planks
5 Stoneblocs
5 Saws
0.50 Administration
5 Planks
5 Stoneblocs
5 Pickaxes
0.50 Administration
Continental

A temperate land with fertility mostly around 3. Continental regions are found at mid-latidutes of the world. Continental regions constitute the vast majority of the temperate climates and can border the oceanic, nordic, arid, mediterranean, and tropical regions that may surround them. The stone that can most often be found in this biome is silicates. Continental always had large patches of gravel.

The fertility of the land is not influenced by the presence or absence of water it will allways be fertility 3 unless its gravel or stone.

Continental tiles containing swamps will have a lot of clay.

## Crops

Food

* Wheat
* Pumpkins
* Carrots

Other

* Grapes
* Cotton
* Apples

## Animals

* Cows
* Dogs
* Chicken
* Llamas
* Horse
Cider (Knowledge)

*Cider*
 Cider
 30Knowledge1000Required Work50DifficultyResearchers5 Artisans
Cost

Corequisite
 Buildings
 •  Cider Mill 2Production

## Son Ar Jistr ("The Song of the Cider")

*Apples are a nutricious source of food in nordic rainy lands where the nights come early during winters. It can also make for a tasty juice once pressed. But some porcos have started to let it spoil for days before drinking it, claiming it tastes even better and lifts the spirits. If we can master the skill of brewing this new beverage, we could create a new craftsmanship specialized in producing it.*

## Potential Requirements

* Pottery
* Apples

## Culture Point

This knowledge requires two Culture Points to research. Upon successful completion, the two Culture Points will be used to unlock the production and consumption of Cider. If the research fails, then the Culture Points will not be used.
Charcoal (Knowledge)

*Charcoal*
 Charcoal
 15Knowledge350Required Work50DifficultyResearchers5 Woodcutter
Cost

Corequisite
 Buildings
 •  Charcoal ClampsProduction

## A New Combustible

*Sometimes when burning wood, after a large fire, some pieces of wood burn but didn't turn into ashes. They look grey and porous, and after trying to light a new fire with them they appear to burn even hotter than normal wood while producing little smoke and are easier to light. If we could figure out exactly how to make these out of wood, we could use them in our pottery kilns and other industries instead of wood, increasing their efficiency!*

## Potential Requirements

Dancing naked outside of your house, with piece of charcoal stripped to your forehead might trigger it.

If not then ???

Consistently supply less wood than desired by your industry. roughly 50% should do it.

All the wood cutters. Just build them all.