New Ideas and Knowledges

Occasionally, Porcos of our tribe will get new ideas about how to improve our society and techniques. Ideas from other tribes might reach us as well. These ideas unlock 'projects' we can complete to unlock and master new knowledge.

While we cannot directly control the appearance of new ideas - though a population with high quality of life and intelligence will favor it - we can choose to either invest or not in the projects they unlock. In order to start them, projects need researchers assigned to them and might also need things like resources and money. Depending on the number of intelligence of the researchers and the work required, the project will take some time to be completed. If it's successfully completed it will unlock its rewards, usually including a new knowedge.

Knowledge often enables new buildings, policies, or resources and allows your society to evolve. They require a certain amount of 'knowledge space' - the ability of your society to store knowledge - which you will get only through culture at first: for each 10 points of culture you get 1 point of knowledge space. In early game, the best way to increase your culture is simply to increase your total population.

Our tribe just had one of its first ideas: settling down and becoming sedentary. Let's turn this idea into practice by completing its project!

## Mission Rewards

* Receive 5 Hammers
* Receive 20 Wood
* Receive 5 Leather

## Primary Outcomes

To gain the knowledge *Sedentism*, which will allow you to build basic housing.

## Tips

In Ymir, over time you will gain new ideas which are used to reveal new resources on the map, unlock new production chains, and unlock new buildings with which to produce those resources. These ideas generally will either come to you over time if your population has their needs satisfied, and they hare housed in suitable housing.

Another way to get ideas for *Knowledge* is to have it traded from another player. They can either outright give you the knowledge (this costs Research Points), or can give you the idea for the knowledge.

You can also potentially get ideas from other nearby players over time, though you won't get an idea from them unless they have researched the idea themselves, which potentially can put you behind if the research time for the project is long or costly.

### New Ideas

As you get new ideas, they will appear in the top center of the game window to the right of the Territory name:

### Viewing Ideas

If the idea is still visible in your list of notifications, you can simply click on it to view the idea and it's progress. Though once clicked on it will disappear from the list.

If the idea is dismissed from here, you can go to the *Knowledges Tab* in the *Government Menu*, which can be accessed by clicking on the crown in the top left corner of the screen next to your characters profile picture.

In this window, click on the Knowledge tab, you should see something like the following:

From here, we can see the following information.

On the left, we can see our Research Points, and our Knowledge Capacity. Research Points can be used to accelerate projects that are underway, thereby reducing the amount of time it takes to complete a project. *Knowledge Capacity* is how much space you have left for new ideas. If you don't have enough capacity, you aren't able to start new projects, and if you lose capacity some already unlocked *Knowledge* may stop working until more capacity is made available.

*Knowledge Capacity* can be increased by building an *Elder's Circle* (Library).

In the middle, you have a two lists of *Projects*, one for currently researching projects, and another for all of the projects that you haven't started yet. Clicking on a project in this list will change what's shown on the right.

And on the right hand side, you have information about the currently selected project. In our case, it should be about Sedentism since it should be the only project we have at this stage. This information is what shows up if you click on a new idea notification in the notification bar.

Here, at the top we have information about the project. Underneath this we have information about what rewards we will get from the project when completed. Some projects will give additional rewards for completing them.
Most projects will reward you with the discovery of some knowledge. Hovering over the *Discovery of:* message will show you a list of what you will unlock by completing the project.

Underneath this, we have the project's requirements for completion.

Every project requires a certain amount of work to be completed. This can be accelerated using any Research Points that you have accumulated over time.

Some projects require a monetary upkeep while completing the project. Once the project is finished this stops being paid.

Each project has a certain amount of difficulty, higher difficulty requires porcos with higher Intelligence in order to complete it successfully. The success odds reflect the difficulty of the project, the number of researchers assigned to the project, and the amount of Intelligence of the porcos that you are using.

To the right of this, you are able to allocate "researchers" to the project.

#### Researchers and Production

Something to be mindful of is that in the early game starting projects will take workers away from production of resources, so if a project would take a long time to complete, make sure you have enough resources stockpiled before attempting the project.

An early trap here is allocating too many Farmers to a project and not having enough food, or later on allocating too many Miners and not producing enough Clay for maintaining the upkeep of your government buildings, causing a collapse in State Power or Administration.

#### Starting a Project

To start a project, you need to allocate workers of a certain type to the project. For *Sedentism*, we need to allocate 5 Farmers. To do this, click on the plus next to the "0/5 Farmers" text, and allocate some Farmers. Ideally you want 5 in order to get the highest possible success chance, but if you don't have enough and can't allocate more to the project, less will work (Just with a lower success chance).

You can also allocate more to the project as well to complete it faster, but after you meet the required number of Farmers you'll get less value out of them.

Once you've allocated enough workers, click on Start Project to start it.

Once the research project finishes, you will gain the knowledge Sedentism, and can continue onto the next mission, Build Your First Houses.