recursal/Fanatic-Fandom huggingface dataset:
Victory points

**Victory Points** are points you can get through being the first to finish missions, and later you can get them also through a overall score difference between players. When a player reaches 100 victory points, the game is over and the player with 100 points will be the winner.

## List of missions

The missions where removed from the game and where replaced with a point system in this system the winning party needs to control 50% of the global score in order to win with each victory point accounting for about 0.5% of the global score.
Yeast dough

80Knowledge1000Required Work80DifficultyResearchers5 Artisans
Cost
 Buildings

## Fluffier bread

*Bread dough that's been left over for a while then tastes and reacts differently when cooked. Sometimes it makes the whole bread inflate and taste better, sometimes it makes it disgusting, moldy and bitter. Noone know by what mysteries this happens, but some bakers noticed that by keeping a sample of good dough to mix with the fresh one of the next batch, you could achieve consistency and get the same flavor and fluffyness. This new technique would improve our break making.*
Steel knowledge

1000Knowledge1200Required Work60DifficultyResearchers5 BlacksmithsMaintenance10
Cost

Corequisite
 Rewards
 •  8 SteelBuildings
 •  Sawmill 4 •  Woodcutter 4 •  Steel mill 3Production

## Iron alloys

*It appears that iron heated in contact with charcoal gets stronger but also more brittle. Too much of it and it becomes useless... But if we were to master the art of dosing and it properly and a process of how to apply it to iron, we could produce a metal far superior than everything we've ever seen so far: steel, at the right balance between flexibility and resistance.*
Wood (Mission)

We will also need wood to make things.

We should assign a few porcos to the task of collecting wood from the trees around us: we'll need it!

## Mission Conditions

* Production of at least +1 of Wood in territory.

## Mission Rewards

* Receive 20 Wood
* Receive 25 Stone

## Primary Outcomes

To build a Woodcutter, and produce at least one Wood in the territory.

## Tips

Much like the last mission, this mission can potentially also fall short of the required amount of production needed in order to complete it. And much like last time, the easiest way to get past this mission is to simply build more Woodcutters to get the production above 1.
The Primitive Warfare Update

## Notes

Great milestone for Ymir as the first experimental test of the “persistent mode” ( 24/7 running server ) will begin with this new update!
I will be hosting a persistent server and all the current testers of Ymir will be welcome to join. I expect a lot of issues will rise from this first experimentation… but its still an important step for the project and it should hopefully be still fun.

## Fixes

* fixed misc issues and bugs
* fixed issues with missing battle reports
* offline characters in realtime mode no longer increment difficulty and game events such as barbarian raids
* fixed server connection issues
* fixed issue with units overprioritizing the pillaging of buildings during invasions or sacks.
* fixed libraries not working

## Changes

* increased terrain fertility of continental climate. Decreased for tropical climate ( only for newly generated regions )
* increased early game events to boost game start
* reduced standing army soldier upkeep 0.5 to 0.3 coin per unit.
* improved issue of allied troop breaching their own walls instead of using gates. Its not perfect yet and it might still fail in too complex layouts that have more than 2 consecutive gates.

## Added features

* added 4 new primitive infantry units: pitsolt, eagle warrior, wolf warrior, bearserker
* added obsidian terrain tile
* added 3 new resources: obsidian, macanas and topillis.
* added 2 new techs for obsidian weaponry and beast warriors.
* added detailed battle reports
* new running anims for wolves and bears
* added caching of the “lowres” worldmap textures for faster loading
* when recruiting units, you can now see the number of inactives by hovering the mouse on the total population icon
* added “inactivity” -> Characters offline for too long become inactive and elligible for succession. New players can spawn as successor, taking over all the abandonned character’s possessions.
* added 2 new early game events to boost game start
* added spawn cool off time that forbids players from recreating a new character before a certain amount of time, to avoid spawn point spamming.
* added possibility to “abandon” a character. It removes it from the player’s list and control, and makes it inactive.
* implemented ‘speed boost’ for newly created characters that affects all the main productive char stats ( res prod/cons, demographic growth, research speed, construction speed) to increase dynamism of starting the game. different values for each game mode.
Tower

Towers are used as part of a defensive strategy and also as a means of producing the Guarding resource which is helpful to improve Loyalty.

3 Wood
2 Leather
2 Javelins
Guards
Archery
Bronze working
4 Wood
2 Leather
2 Bows
Guards
Archery
Bronze working
5 Planks
2 Bows
Guards
Longbow
Iron working
2 Longbows
6 Stone
3 Clay
Guards
Longbow
Iron working
Plaster
3 Longbows
6 Stoneblocs
2 Plaster
1 Administration
Trade

In the current version of the game, caravans do not exist (and so portage is a useless idea at the moment).

Transfer of resources can still be easily done from territories to regional centers through internal transfers (the old button for trade) as soon as gift economy is replaced with barter, and is free.

Internal inter-regional trade is best done through internal orders through the market.

Free Traders will also buy goods at 80% of the world's average minimum price from any player, and resell them at 200% to any player. Goods do not appear out of thin air, and must first be sold by somebody in order for it to appear.
World

**Ymir's World** is the procedurally generated map in which the game takes place.

By default, each game starts with a randomly generated world, giving players new regions to explore in each game they play. The map seed can also be set when starting a new world, allowing for games to take place on the same world.

The *World* is made up of Territories on a grid, each with their own ***Terrain*** and ***Climate***.

The *World* can come in one of four different sizes:

* Tiny worlds are 75 by 50 regions.
* Small worlds are 100 by 70 regions.
* Regular worlds are 125 by 80 regions.
* Large worlds are 150 by 100 regions.

## Territory

Territories represent a tile on the *World Map*. They are claimed and settled by players in the game.

For more information on Territories, their types, and their various attributes, refer to the Territory atricle.
Diplomatic Treaties

30Knowledge2000Required Work70DifficultyResearchers8 OfficialsMaintenance10
Cost
 Other

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

## Writen deals

*Developping the practice of formally writting all agreements with foreigen states, allowing us to conclude deal of much greater complexity with terms described in great details. This will reduce the risk of future misunderstandings and make it harder for any party to deny the agreed terms of the treaty .*

## Potential Requirements

* having the council reform
* ???
Washhouse

The Washhouse is a Bronze Age Building. It becomes available after the Stonecutting and Water reservoirs Knowledges are researched.

The Washhouse is an unmanned building that uses Water to produces the Laundry resource, which provides a Health bonus to the population.

Water reservoirs
5 Clay
5 Wood
3 Stoneblocs
Stone building

12Knowledge100Required Work30DifficultyResearchers5 Inactives
Cost
 Buildings
 •  House 2 (with Mud building, Metallurgy)
 •  Large House (with Property)
 •  Stonecutter Camp
 •  Forum
 •  Cobblestone Wall (with Mud Building)Production

## Stacking stones

*Stone is solid and available everywhere. If we could master the technique to make buildings by stacking them together, we could improve our constructions and make great things.*

## Potential Requirements

* There is a possibility that you may need stone available on your map for this to appear.
* There is a possibility that you may need many flint collector
Topilli

A **Topilli** is the polearm form of a Macana or macuahuitl. It consists of a wooden shaft with sharp wooden head, with Obsidian inserts to improve cutting ability.

Topilli are a type of Resource necessary to recruit Pitsotl. Topilli become available upon researching the Obsidian weaponry Knowledge, together with the Macana.
Spears

Spears

Details

TypeResourceProduced byWeapon MakerUsed byUnits
A **Spear** is a long pointed weapon, allowing one to do thrusting attacks from a significant range. They are among the most effective weapons for fighting in formation.

Spears are unlocked by the Spear knowledge this knowledge comes around in Copper age.

Troops that can be trained with spears:

* Snout
* Spearpig
* Immortal
* Hoglite
* Horsepig
* Camelpig
* Cataphract
* Camephract
* Pig-at-arms
* Stomper
* Cubiphant
* Crusher

## Production

To make 1 Spear you need 0.5 Wood and 0.5 Copper or 0.2 Bronze or 0.2 Iron or 0.1 Steel.
Water Collector

The **Water Collector** is a Building available at the start of the game.

The Water collector collects Water to fulfill the water Vital Need and to use in certain industries.

Water collectors can be placed next to any body of water found above ground. Each Water Collector needs to be at least 25 tiles away from any other building that produces water.

If the existing water sources are are not enough to fulfill the need for water, Wells can be used after researching Well Digging.
Warhammer

60Knowledge1000Required Work50DifficultyResearchers5 Blacksmiths
Cost

Prerequisite(s)
 Production

## Countering steel armors

*As enemies now face us with armors stronger than ever made of hardened steel, blades tend to ricochet on their surface. We need a new weapon able to deliver blows with full force that no metallic armor would be able to withstand: some weaponsmiths propose to create thin hammers mounted on long poles that could inflict damage even without piercing the armor itself but simply by the force of impact!*
Wheat

Wheat

Details

TypeResourceFound inArid, Continental, Mediterranean, and OceanicProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed forFlourUsed inBreadUsed byPopulation, Mill
**Wheat** is a Crop and a Resource. It can be found and grown in Arid, Continental, Mediterranean, and Oceanic Climates.

*Wheat* can be consumed to fulfill the Food Vital need. It can also be processed into Flour by the Mill, and then into Bread by the Bakery, starting in the Bronze Age.

Like all food crops, *Wheat* 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.

*Wheat* is the most versatile crop, being able to grow in four different Climates.

## Gather yield

The gather yield of a single tile of wild wheat can vary between 0.01 and 0.02 per tile, depending on Fertility.

The gather yield of a wheat Field can vary between 0.1 and 0.2 per Field, depending on Fertility.

Both wild crops and fields can be improved to yield more wheat by investing extra Culture Points into wheat production.
Taxation

Taxation

Details

Policy TypeEconomic PolicyUnlocked ByTreasury

Policy Requirements

* Requires policy Treasury

Policy Effects

* X% Income Tax
Where X is tax percentage, capped at 75%.
* -10% Privileges tolerance

Upkeep

0 Coins5 State Power

Taxation is an Economic Policy available in the Bronze Age. It is unlocked by researching Treasury.

*Taxation* allows you to gernate income by taking a percentage cut of a buildings income (Sales - Production Cost). The remainder of the income is given to the buildings workers as income. The highest amount you can tax is 75%.

*Taxation* also generates a Loyalty penalty the higher you increase it. At 75% taxation, each Territory will lose 69 *Loyalty*.

Note: Raising *Taxation* above a certain threshold will also generate an immediate Loyalty cost when trying to raise it. This is a once off cost that is applied when the change is submitted.
Surviving orphans

Our expedition 'Name' spotted a large column of smoke in the horizon darkening the sky. Our Porcos approached carefully the origine of the fire and discover smoking ruins filled with the stench of death : lifeless bodies littered the ground around, stripped of valuables goods. Even the livestock had not been spared.

Night fall and the members of the expédition did not intend to spend another moment in the middle of this macabre scene. But, when they where leaving, their attension where drawn but hundreds of small green light, twirling, at the edge of a neighboring forest : Fireflies. But something just had disrupt all those insect in the thickets.

By looking closer, our Porcos had find dozens of childrens hiding here, in the vegetation : they all appear to be very week and traumatized, traumatize without doubts to the village now in ruins. If no one come to help them, there is little chance they can survive by themself.

##### Choice

Adopt orphans piglets = expedition is joined by 10 piglets

Leave the piglets and go on our way = nothing
Wolves

**Wolves** are medium-sized, predatory mammals, that live and hunt in packs. They are a type of Animal in YMIR, and are a source of meat and leather. They can be domesticated and used to train special Units.

They are found in all Climates.

 Mass | 20

The Wolves is a Infantry Unit.
It becomes available in the 1 - Stone age.

It requires the following equipment for each unit: 1 Wolf.
Steel shields

**Steel shields** are a Steel Age Resource used to train certain units. They become available after researching the Steel shield Knowledge.

A Steel Shield is a heater shield constructed from steel.

Steel shields are produced by the Weapon maker and require Wood, Leather and Steel.

## Units that require Steel Shields

* Martelsnout
* Pig-at-arms

**This page references the object Steel shields. For the Knowledge required to create Steel shields, please see Steel shield.**
Subvention

Subvention is a Social Policy. It becomes available after researching the Governance Knowledge.

Subvention pays every member of a specified worker class a flat wage. This can be used to pay workers whose buildings do not provide profits, like most State workers, or it can be used to increase the income of particularly poor classes in order to increase their access to goods. Subvention may be activated multiple times to subsidize multiple worker classes.

Note that due to the State Power maintenance cost of this policy, it may cost less State Power to enact Civil Servant Wages instead if more than 2 classes of state workers are being subsidized, at the cost of more classes being subsidized.

## Effects of Subvention

* All members of a worker class in every territory receive X coins.

## Maintenance costs

* -X coins per member of the specified worker class in every territory.
Treasury (Policy)

Treasury

Details

Policy TypePower PolicyUnlocked ByTreasury

Policy Requirements

* Government Salaries policy active.
* Treasury building in capital.

Policy Effects

* Enables separation of funds

Upkeep

10 Coins0 State Power
*The separation of the Leader and the Government's finances, the treasury manages the finances of the Government.*

## Details

Treasury is a Power Policy.

To enable this policy, you must have the Government Salaries policy active, and the Treasury building in your capital.
Shield

20Knowledge80Required Work20DifficultyResearchers5 Artisans
Cost

Corequisite
 Production
 •  Wooden shieldUnits

## Countering blows

*To protect ourselves in hand to hand combat or against enemies throwing javelins, arrows, we could try to craft light armors of wood and strong leather that soldiers would carry on one arm to counter blows.*

## Potential Requirements

* Obsidian Weaponry or Archery is a likely demand. It can be reached in Stoneage pre-leadership without Spears at all.
* Maybe having an army with at least 1 ranged unit (Had situations where shield didn't trigger for a long time when no ranged units were in army) or simply having an army somewhere.
Steel

**Steel** is a Resource and the final metal that can be acquired. It becomes available after researching the Steel knowledge Knowledge.

Steel is an alloy consisting primarily of iron and carbon, with other trace elements. It is produced in the Steel mill and requires Iron and Charcoal or Coke. It can be used as a replacement for all other metals used to produce resources, at a relatively low steel cost per unit produced.

Steel is produced relatively slowly in the steel mill, at a rate of about .1 steel per steel mill.
Strength

The military **Strength** score is an estimate of the overall military power of a unit. Its calculation is based on all the combat stats of the unit.

This stat does not affect the combat capabilities of a unit. As an indicator of the strength of an army, it can condition some behaviors such as for the Patrol action. It also affects the authority power provided by the unit for maintaining loyalty when standing in a territory, and it affects the global military score and the Legitimacy from military strength.
Taking Leadership

The tribe is currently led informally by various influent members of different families in the community without any form of official hierarchy, leading to constant shifts of power and generating many conflicts. Such form of organic governance becomes increasingly unstable as the size of the community increases, and the need for a more organized and official leadership becomes a growing necessity.

Establishing your undisputed leadership over your people will not be easy. Ruling requires strength and you will need better warriors to secure your rule and crush any attempt from opponents. But strength alone isn't enough, and you will need to persuade other influent members of the tribe to support your claim and pledge loyalty and obedience to your family. Surely, not everyone will agree to this and you must prepare to face unrest once your coup is initiated.

## Mission Conditions

* Have 25  *Large Houses* buildings in your Territory
* Pay 20 Adornments
* Have at least 20 Javelineers in your *Territory*

## Mission Rewards

* Leadership knowledge
* Completing this mission will trigger a Rebellion in the territory
* -40 Loyalty in the *Territory* (As a *State Event*)

## Primary Outcomes

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

80Knowledge1200Required Work120DifficultyResearchers5 WoodcuttersMaintenance20
Cost
 Rewards
 •  16 Leather ClothesBuildings

## Using tannins

*One autumn, a busy and inexperienced tanner had left and forgotten a stack of cleaned hides outside near his house, under a grove of trees. The hides remained there for weeks and hadn't been properly packed: they soaked with water from the humid ground and constant rains of autumn, covered and surrounded by fallen twigs and leaves from the nearby trees. When the tanner realized his mistake, he was quite surprised to find the hides in such good condition: not only had they resisted putrefaction from the humidity, but they looked more flexible than the ones usually processed through drying and smoking. What was the cause of this miracle? Looking at the brown water from the decaying leaves and wood in which the hides had soaked all that time, the tanner felt he already knew the answer to that.*
Spear fishing

5Knowledge60Required Work30DifficultyResearchers5 Hunters
Cost
 Rewards
 •  15 FishBuildings
 •  FisherpigProduction
 •  FishOther

## Do you like fish sticks?

*Strange animals live in the water. Tasty ones, if we managed to catch them for they move too swiftly for our piggy hands. Maybe we could throw sticks like we hunt beasts in the wilderness to catch them, if we can master this skill!*

## Potential Requirements

* You'll likely get it if you have a river or shoreline on the map of one of your cities.
* Triggers even if the map has no fish on it but has water.
* Can potentially trigger before javelin's are unlocked.
Underground mining

80Knowledge1000Required Work50DifficultyResearchers5 Miners
Cost

Corequisite
 Buildings

## Digging underground

*There's a limit to how much ore is available directly on the surface. It keeps going underground like rivers of rock, and we have to learn how to follow it. We could start digging tunnels completely underground to follow and exploit the ore!*
Tribal Craftsmanship

...

## Mission Conditions

* Territory total population greater than 200.
* Production of at least 2 Pottery in *Territory*.
* Production of at least 1 Leather in 'Territory*.*

## Mission Rewards

* 2 Civilization Points
* 5 Families arrive in the Territory
* Receive a new idea Not enough food from gathering!
* Receive 20 Politics Points

## Primary Outcomes

To grow your *Territories* population and prepare them for the next few missions.
Territories

To each tile on the world map corresponds a Territory with a unique terrain containing natural resources.

By default, territories are empty and belong to nobody but they can be settled and developed by players.

Each settled territory possesses a population with one or more cultural identities and has a demographic evolution making it grow or decrease naturally based on many factors such as its Life Quality, Health, or fulfillment of Vital Needs.

Groups of territories can form regions.

## Territories concepts

  Population  Territorial status Administration Conflict Growth Loyalty Population Rebellion Regional center Regional transfers Regions Sub-territory Territorial status Territory budget Territory culture Wealth
Ymir Hotfix 1

## Notes

WARNING: this hotfix will temporary mess up existing cultural balance in regions

## Fixes

* fixed exploit with spawn cool-off
* fixed exploits allowing to create population
* fixed boost event not disapearing
* fixed battle errors

## Changes

* removed Elephant events from early game
* some exploration events are now affected by the distance from home (ex hostile tribes less likely close to home)
* each region can now hold up to 3 other foreign cultures instead of 1.
* rebel regions might now offer to rejoin a legitimate owner (having the highest culture influence)
* faster production cycle in persistent mode
* slowed down evolution/rebalancing of culture in region

## Added features

* added new unit of “rockthrowers”. a starting range attack unit good to defend behind palissades and gates, with really low range but decent damage and low cost.
Tavern

The Tavern is a place for social gathering to drink and party. It consumes Alcohol to produce the Tavern service, which satisfies the Social access need.

Tavern Resource :

(with Fermentation, Barter)
5 Wood
5 Mud
5 Pottery
(with Fermentation, Currency, Bronze working)
5 Mud
3 Planks
4 Furniture
(with Fermentation, Coinage, Iron Working, Plaster)
4 Plaster
3 Planks
4 Furniture

## 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
Sword

60Knowledge500Required Work40DifficultyResearchers5 Blacksmiths
Cost

Unlocks
Longsword, Helbard

Corequisite
 Production

## Long battle knives

*What if instead of fixing a knife at the end of a stick, we made a knife with a blade long enough that you could use it directly into battle? What used to be impossible with mere stone tools now is with metal. It's heavier than wood, but its also more resistent. Sure it wouldnt be as long as a spear, but it would be able to cut enemies at any point of it lenght while still beeing able to thrust like a spear. This would open up more fighting techniques for skilled soldiers and would make for a great melee weapon, lighter and less encumbrant than spears.*
Wheel

3Knowledge30Required Work10DifficultyResearchers3 Artisans
Cost
5 Wood

## It spins!

*Trunks can roll, making them easier to move around. But they're too long... what if we cut one into a shorter slice and found a way to attach things to it while it spins? We could move stuff around in a much easier way!*

## Potential Requirements

* You'll likely get this within a short time after starting out, without having to do anything to get it.
Treadwheel crane

80Knowledge1000Required Work100DifficultyResearchers5 Architects
Cost

Prerequisite(s)
Engineering

Unlocks
 Buildings

## A machine to lift things

*Using our knowledge of mechanics, what if instead of relying on simple levers and pulleys installed when we need them we tried to design and build a machine specialized in moving, rotating and lifting weights, improving further more the speed and capacity to move things using only a few workers? Such machine could improve our capacity to build more impressive monuments or help improve our storage and docks!*
Shovels

Shovels are a Resource and the main tool of the Bronze Age. They become available after researching the Bronze working Knowledge.

A Shovel is a tool with a broad, flat head, used to cut and move earth. Shovels are used for constructing Buildings in the Bronze Age and beyond. They are also to raise and lower terrain in the process of Terraforming.

Shovels are produced by the Tool maker and require Bronze, Iron, or Steel.
Warehouse

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

The Warehouse is a Building in YMIR. Warehouses can store all types of basic materials. They are guarded and can store much more resources than ground storages. Another reason to use them over regular ground storage is that resources storred in warehouses also generate additional wealth.

## Buildings

1 Wood
1 Stone
(8 slots for 40 units)
4 Planks
2 Stone
(8 slots for 80 units)
5 Stoneblocs
1 Planks
(8 slots for 160 units)
Weaver

The **Weaver** is a Building available upon researching the Knowledge Weaving.
It allows the production of Textiles using either Wool, Cotton, or Flax.

Textiles are an intermediary product, primarily intended for further refinement by a Cloth maker into Cloth.

Note that although the building creates a Market stand upon enabling Fair Exchange, this is unnecessary as the population does not demand Textiles, but Cloth.

## Buildings

1 Wood
*(Metallurgy)*
3 Wood
3 Planks
2 Planks
2 Stoneblocs

## 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

\* There seems to be an update to have changed that. Needs confirmation.
Workforce

**Workforce** represents the total amount of work a Building can do.

The workforce of a building is calculated by the equation below.

```
Workers * Efficiency

```

Increasing Efficiency by upgrading a building or adopting policies that increase it will increase workforce and allow buildings to produce more product per worker in the same amount of time.

Every resource has a workforce requirement. A resource requiring 1 workforce will produce 1 resource per workforce per tick, so a building with 6 workforce will produce 6 of that resource per tick. At the same time, a resource requiring 5 workforce will produce .2 resource per workforce per tick.
Transaction tracking

60Knowledge800Required Work55DifficultyResearchers10 Officials
Cost

Corequisite
 Buildings

*We could try to create a system of making marks with special meanings on things like clay to keep track of transactions and payments, to make sure nothing gets forgotten and that everyone does what they're supposed to.*
Update 0.0.9.x

## Notes:

The treaty renegociation update
Added missing diplomatic tools for treaties allowing to renegociate, modify, and ending them. Rebalanced life-quality bonuses.

## Fixes

* cannot recruit new troops in a formation if outside home region
* fixed misc issues and bugs
* fixed missing cider mills buildings
* fixed problems with the ‘truffles’ resource
* tiles covered by buildings can no longer be exploited for resources ( –> trees covered by fields will no longer be exploitable by woodcutters )
* fixed a pathfinding fatal error
* treaty breaking close of “coins penalty” is now a % of GDP instead of a fixed amount of coins.
* fixed the non-working treaty counter-proposal option

## Changes

* increased efficiency from 1 to 1.2 of woodcutter 1, and added +2 to its range.
* hammers and axes less expensive in higher tier metals
* increased life quality bonuses of all houses.
* increased life quality bonuses of satisfied higher level needs
* richer classes are no longer served first for resources equally affordable by poorer classes.
* improved “first builder” victory mission procedural objectives

## Added features

* added terrain tile infos when holding right clic on the terrain
* added server.bat in game folder allowing to start server directly
* added game loading and creation UIs on the server allowing to create new games directly from the server
* it is now possible to terminate treaties without breaking closes if both parties agree on it
* it is now possible to renegociate existing treaties if both parties agree to a modification
Unit battle examples

This is a database of unit type vs unit type battles to get a better idea of how unit types perform against other types.

### Snouts

* snouts strong vs horsepigs
	+ WIN
* shielded snouts strong vs horsepigs
	+ WIN

### Spearpigs

* good vs archers (siege assaults)
* spearpigs moderate vs horsepigs
	+ WIN
	+ LOST
	+ LOST

### Axepigs

* strong vs swordpigs
	+ WIN
* moderate vs spearpigs
	+ WIN
	+ LOST
	+ LOST

### Swordpigs

* strong vs spearpig
	+ WIN
	+ WIN
* strong vs hoglites
	+ WIN

### Horsepigs

* very strong vs axepigs
	+ WIN
	+ WIN
* very strong vs swordpigs
	+ WIN

### Hoglites

* strong vs archers (siege assaults)
* strong vs horsepigs
	+ WIN
* strong vs cataphracts
	+ WIN

### Camelpigs

* moderate vs horsepigs
	+ WIN
	+ LOST
Social classes

In Ymir, population is divided in social classes aggregating individuals with a similar economic activity.

Every Active belongs to a social class. By default, every new Active starts as belonging to the Jobless class and is converted to a different class when becoming employed, defined by the building's type: a jobless Porco finding work into a Farm will be converted to the Farmers social class.

For the simulation's convenience, the stats of individual Porcos in a social class are the average of all the members of their social class in the same territory: the income of a Farmer is therefore the average income of all the Farmers in that territory.
Trading-agreements

A trading-agreement allows one State to access another State's commercial offers on the Markets and thus making it part of your trading network. These agreements are one-sided by default, but most players will usually sign a Treaty with a mutual trade agreements allowing each side to access the markets of the other.

Trading-agreements are initially unavailable in gift-economy and only become available after barter.

Nations include an invisible and automatic trading agreement between all its members.
Warehouses

20Knowledge160Required Work30DifficultyResearchers6 Traders
Cost

Prerequisite(s)
Barter, Priviledges

Corequisite
 Buildings

## Improving storage

*We could improve the storage of common resources by building a proper warehouse with employees to help managing and moving its inventory. This would allow us to store more goods on smaller surfaces.*

## Potential Requirements

* Barter and Privileges both appear to be necessary to get this technology, especially since Traders are needed.
Warp weighted loom

40Knowledge150Required Work90DifficultyResearchers5 Artisans
Cost

Prerequisite(s)
Weaving

Unlocks
 Buildings

## A machine to help weaving

*Instead of manually weaving cloth which takes a very long time, maybe we could build some sort of structure helping the artisans in the process of weaving and sorting all the different threads required. That could really increase the speed at which our weavers can produce textile!*

## Potential Requirements

* Filling demand for cloth **could** be a requirement.
* At least 2 weavers

## Info

**Warp weighted loom** is a knowledge that gives you access to the level 2 versions of Weaver and Clothesmaker.
States

Every player in Ymir is a State entity.

Each State possesses a capital where sits its government, sets is own Policies, has Knowledges, a budget balance, and has its own Culture entity, all of which defines the identity of State (and the player).

Each State is associated with a Character, acting as its Leader and as the player's avatar.

## State concepts

 Expansion Points Government Government budget Legitimacy Policies Politics Points State Power
Stonecutting

25Knowledge300Required Work30DifficultyResearchers5 Miners
Cost

Corequisite
 Buildings

## Shaping the stones

*Instead of assembling and stacking random stones of various size and shapes, we should master the technique of shapping and cutting them into cubes like bricks, using our new tools of metal. It would allow to construct things more easily, more solid, and more efficiently.*
Warriors wish to join us!

A group of 10 warriors had been wandering the lands for many moons before arriving in our tribe. They are friendly and wish to join us: they offer to help us to hunt herds and explore the world if we welcome them among us.

## Options

* "Yes, let us welcome them!" - *Receive 12 Warrior units in a regular army that is supported by the targeted city*

* "No, we cannot support new people right now" - *No effect*

#### Note:

Even though the event text specifies 10 warriors, it actually spawns 12 warriors for the player.
Wealth

Wealth is the result of productive work and time.

>
> *An amphora has wealth because it is the result of a miner collecting clay for an hour, a woodcutter gathering wood and converting it to charcoal, and a potter building it for 6 hours from these materials: the sum of this collective work and time constitutes the wealth of the Amphora.*
>
>
>
>

In Ymir, for the convenience of the simulation, it is an absolute and objective unit as opposed to the subjective valuation of things by societies through money.

## Territory Wealth

Wealth in a territory can come from 2 things: the value of productive work being currently done in the territory and the wealth value of goods currently stored in the territory.

## Population Wealth level

Each social class in a territory possesses a **Wealth level**, which determines the overall purchasing power of each individual member of that class.

>
> * A Porco with a Wealth level of 2 can purchase fill at 100% its needs for goods priced at 2 monnies or less.
> * A Porco with a Wealth level of 2 can purchase fill at 50% its needs for goods priced at 4 monnies.
> * A Porco with a Wealth level of 2 can purchase fill at 25% its needs for goods priced at 8 monnies.
>
>
>
War reparations

War reparations may happen as an automatic consequence of losing a War.

They take the form of an automatic treaty involving the losing character and the main belligerent of the opposing side in the war, with the following terms:

* engagement period: 7 days
* breaking clauses for the loser: 200 Politics Points + casus-belli
* breaking clauses for the main belligerent: 200 Politics Points
* cease-fire for both sides
* 10% income tax paid by loser to the main belligerent.

Note: income taxes in treaties apply to a government's gross incomes before all expenses, not the final budget balance.
Truffles

Truffles

Details

TypeResourceFound inMediterraneanProduced byGathering camp or FarmMade fromNatural patchesUsed byPopulation
**Truffles** are a Crop and a Resource. It can be *very rarely* gathered from the Mediterranean Climate. They cannot be grown from a Field.

*Truffles* fulfill your Pig's Pleasure food needs.

Since *Truffles* are very rare it is common for them to sell at prices between 50 and 300 coins per unit of truffles. Providing truffles to your city can be quite lucrative due to this price point.
Tool maker

The **Tool-maker** is a production building available from the start of the game that uses resources like Flint to produce Hammers or Copper to produce Axes. Different tools are used throughout the eras of the game and they are all essential when constructing buildings.

Some tools are only available to produce once the corresponding Knowledge has been researched, such as Metallurgy unlocking Axes. It may also be necessary to refine the input materials in a Foundry before the Tool-maker can use them (e.g. smelting Copper ore into Copper ingots).

Although there is a 'correct' and corresponding material for all tools, like Copper for Axes, it is possible to use more advanced materials to produce simpler tools (e.g. using Bronze to produce Hoes).

## Buildings

1 Stone
1 Leather
2 Planks
2 Stone
3 Stoneblocs
3 Planks

## Production

Level
 Hoe | 1
 Axe | 1
 Shovel | 1
 Saw | 3
 Plough | 4?
 Pickaxe | 4?
Territorial status

Each settled territory possesses a **territorial status** that modifies its maintenance cost and properties.

A territorial status can decide if a territory is a Regional center or a sub-territory attached to one. The territorial status also defines the cost of the territory in Expansion Points or Administration (when is a sub-territory).

## Regional centers

 Village
 Town
 • Can claim 5 territories • 30 monies of free upkeep for territory.
 City
 • Can claim 8 territories • 40 monies of free upkeep for territory.
 • To have multiple cities, you must have Regional Administration

## Sub-territories

 Countryside | Leadership |  | -10 Administration in regional center.
 • No industrial buildings
 • Resources can be auto-transferred to parent territory. When Gift Economy has been replaced by Barter.
 •  Can't do projects • Cannot be transferred
 •  Cannot recruit Militia •  Cannot recruit Army
 •  Cannot overdraft
 •  -30% breeding will

To be created, Sub-territories need to be adjacent to either 1. their parent territory or 2. two owned territories.

## Other

* No industrial buildings
* +2 maintenance per building

*Defense Building* Limits* 1 Gate
* 4 Towers
* 40 Walls
* 20 Platforms

 *Military Units** Cannot recruit Militia
* Cannot recruit Army
* Cannot overdraft

*Territory Modifiers** No *Administration Distance* penalty.
* State Culture -50%
* Population Conflict +400%
* Loyalty +75
* No *Tax Incomes*
* -30% breeding will

## Specials

* Freezes territory
 Unadministered territory | None
Swordboar

Swordboar26Strength1.2Upkeep6Toughness4.8 - 5.8ArmorMelee4.4-5.73.5(x1.4)1Rangedn/aOther Stats1.71273Costx1Porcos7CoinsShort SwordWooden ShieldChainmailHeavy Helmet
The Swordboar is a Infantry Unit. It becomes available in the Steel Age.

It requires the following equipment for each unit: 1 Shortsword, 1 Chainmails, 1 Wooden shields and 1 Heavy helmets.

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

A **Shortsword** is a sword designed to be used with one hand, leaving the other hand free to use a shield. It is a type of Resource used to train certain Units. Unlocked with Sword knowledge.

Shortswords are unlocked by the Sword knowledge, this knowledge comes around Bronze age.

To make one Shortsword you need 0.2 Leather and 0.8 Bronze or 0.8 Iron or 0.3 Steel.

Troops you can train with Shortswords:

* Swordpig
* Porcus
* Swordboar
* Saladin
Stoneblocks

Stoneblocks are a Resource available in the Bronze age. They are unlocked by researching the Stonecutting Knowledge.

Stoneblocks are used to construct a wide variety of buildings, particularly in the Iron age. They are particularly useful for constructing Stone Platforms, an upgraded version of Wooden Platforms, and Stoneblock Walls, which are the sturdiest walls.

Stoneblocks are produced by the Quarry an annex of the Stonecutter camp. The quarry for stoneblocks can be placed anywhere as long as the 2x2 spot only contains a single type of stone. Stoneblocks can also be mined out of Limestone, Marble, Sandstone, Schist and Basalt formations.
Textiles

Textiles are a Resource in YMIR.

Textiles are used by the Carpet maker to make Rugs.

Textiles can also be used byt the Cloth maker to make cloth.

Textiles are also important in making Padded armour.
This armour type is used by a lot of mid game units like the Longbowpig

Textile is made by the Weaver.

Textile can be made from Flax, Wool or Cotton.

Caution: textiles are not a population need. With Barter on, there is a bug where porcos will create a demand for it without paying. Workaround - destroy all annexes attached to a Weaver.

## Production rate

Base cost - 1.5 manhours

* Weaver lvl 1 - 1.0 building efficiency
* Weaver lvl 2 - 1.4 building efficiency

## Uses

* Carpet maker
* Cloth maker
* Weapon maker
Vermeering

80Knowledge1000Required Work100DifficultyResearchers5 Artisans
Cost
 Rewards
 •  30 FurnitureBuildings

## Gluing layers of wood

*Instead of building with solid wood that can be prone to warping and splitting, we could develop a new technique called veneering where thin layers of wood are glue together, wich would make the end result stronger than natural wood while the apparant layer could be selected for its cosmetic properties, looking as good as plain wood while consuming less material.*
Tax collector

**Tax Collectors** are an advanced governmental building which offers the Tax Collection () service to the public. The primary function of this service is to teach porcos how to properly pay their taxes and reduce the mistakes, cheating, or forgetfulness that make up "public corruption" losses in Tax Revenue.

## State Income

The total effect of Tax Collectors depends on three factors:

* % Access to the Tax Collection service

* % Waste from public corruption (increases with population)

* Tax Revenue of the territory

In most cases, the Coin income from Tax Collectors is roughly equal to all three of these factors multiplied together. However, the actual Waste reduction services are shown separately on the Economy page of each territory and can deviate depending on the Wealth distribution of the porcos purchasing its services.

It's possible for any city to reach **0% Waste from public corruption**. At 100% access, there is a -30% reduction in waste.

## Buildings

Bronze Working
10 Hammers
15 Stone
Iron working
Plaster
5 Stoneblocs
5 Planks
5 Plaster

*\* For unknown reasons, the Tax Collector building skips Level 3.*

## 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
Tanning

10Knowledge200Required Work70DifficultyResearchers5 Artisans
Cost
 Buildings

## Smoking hides

*Animal hides are smelly and they decay, harden, and rot pretty quickly. We need to find ways to improve their durability by preventing their putrefaction. To do that we should master the proper way to clean and process the hides: removing hair, scrapping all the leftover flesh, and drying them with smoke and sun in the same way we smoke meat to make it last longer.*

## Potential Requirements

Achieved with 2 tanners lv 1 and about 1 continuous production.
Silver

Silver

Details

TypeResourceValue*Silver*: 0.45
*Silver Ore*: 0.04Produced by*Silver*: Foundry
*Silver Ore*: Mining campUsed inIntimidation
JewelryUsed byBrute's hut
Jewelry Maker
**Silver** is a rare metal Resource. It is always present on the map but cannot be seen until the Metallurgy Knowledge is researched.

**Silver Ore** is mined from silver deposits on the ground by the Mining camp. It can be turned into Silver bars (referred to as Silver in game) in the Foundry, using Wood, Charcoal or Coke as fuel.

Silver can be used to produce Jewelry by the Jewelry Maker, or to produce Intimidation in the Brute's hut.

Silver can also be found rarely in Porkoderthal formations at the start of the game in small quantities.
Spearpig

Spearpig19Strength0.9Upkeep4Toughness2 - 3ArmorMelee2.7-3.53(x0.9)3.5Rangedn/aOther Stats1.91113Costx1Porcos4CoinsSpearWooden ShieldPadded ArmorLight Helmet
The Spearpig is a Infantry Unit. It becomes available in the Copper Age.

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

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

**Walls**, **Gates**, and **Natural Barriers** are the fundamental defensive tools in Ymir and critical for protecting your settlements against Barbarians and hostile players. Although they can temporarily block the movement of enemy units, any defensive fortification can be Sieged and overcome with enough effort by attackers.

Walls and Gates are built instantly and cannot be moved once placed.

# Stats Comparison

**Defensive Stats**

* **Structure -** Equivalent to a health-pool, this determines the base time required to Siege it. Attackers usually focus on the fortifications with lowest combined Structure (which also includes natural barriers like tall cliffs and deep water).

* **Solidity -** Equivalent to armor rating, it applies a percentage slow against Siege speed.

* **Cover -** Provides Armor against Ranged Attacks for all units in the lee of a wall (this is determined by the formation leader standing within 1 tile of the wall and applies to all units following them).

An important strategic factor in defensive designs is that Cover applies to *all* units nearby, including enemies attempting to Siege the wall or use Ranged Attacks against defenders. This makes wall types with lower Cover preferable for "outer" or first-breached walls in any multi-layered defense as it leaves attackers more vulnerable to Ranged Attacks.

# Walls

Walls are the most commonly-used defensive fortification and neither friendly nor enemy units can pass through them. It's common for players to stack multiple layers of Walls for additional Structure, but attackers may change focus to weaker areas of the fortifications in response. "Maze" tactics to trick units into pathing around Walls generally do not work in Ymir.

Mud building
2 Mud

# Gates

Gates provide access to walled in areas to friendly troops, while keeping the enemy out during an attack.

While they are difficult to unlock and expensive to both build and maintain, Gates provide no Cover at all to enemy troops and allow Ranged units to decimate any formations that attempt to breach them. This makes them ideal as the primary breach point in any defensive design.

3 Planks
Iron working
3 Planks

# Natural Barriers

Every efficient defensive design tries to incorporate natural barriers where available to reduce the maintenance costs and potential directions of attack. While exact stats are not available, the Structure cost associated with each barrier provides a rough guide for when attackers will attempt to Siege terrain rather than (or in addition to) breaching multiple layers of other fortifications.

 File:Deep Water.png | Deep Water
Wool

Wool is a Resource in YMIR.

Wool needs the techs Animal capture and Animal breeding in order to be viable.

Wool is made from Sheep and Llamas by the Cattle farm.

Wool is used for the production of Textiles in the Weaver.

Wool can be used as an alternative or a supplement for making Textiles, it can be used as a replacement to Flax and Cotton.
The grieving tribe

Ours Explorer of " Name " were exploring new lands when they encounter a dozen of mourning Porcos, burying a sow and a piglet. After a heartbreaking funeral, they have tell to ours Porcos, that thet use to bellong to a much larger group, that had been slowly decimated by multiple attack of bandits and plagues. They were now running low on supplies and have lost all Hope.

### Choices

Offer them to join your expedition = Join by 2 families

Attack them and take all their supplies = Attack by 8 primitives and get 20 loots
State culture

State culture is the Culture of Porcos whose culture matches that of the state that governs them. Each percentage point of state culture above 50% increases a territory's Loyalty by 2, while each percentage point below 40% decreases that territory's loyalty by 2.

The farther a territory is from the capital, the less state culture each Porco will produce. Culture producing buildings such as the Forum produce state culture.