recursal/Fanatic-Fandom huggingface dataset:
Saws

Saws are a Resource and the main tool of the Iron Age. Saws become available after researching the Iron working Knowledge.

A saw is a tool with many sharp teeth in a line, used for cutting wood. Saws are used for constructing Buildings in the Iron Age and Steel Age.

Saws are produced by the Tool maker and require Iron or Steel.
Hammers

**Hammers** are a Resource and the main tool of the Stone Age. They are available from the start of the game.

Hammers are used to construct a variety of buildings throughout all ages. Because of their use in the construction of many early game buildings, Hammers may become an early-game bottleneck for players in Climates with few Gravel tiles, such as the Oceanic climate.

Hammers are produced by the Tool maker and require Flint, Copper, Bronze, Iron or Steel. Due to the relative low cost and high abundance of Flint, using other materials to produce Hammers is not advised, as the cost will likely be higher.
10.8

**Released** January 11, 2019

* Claim Flag Settings have now been enabled
* Taxing Resources now affect crops
* Tax Bank will stack items similar to a Crew Resource Box
* Tax Bank will no longer allow you to drag item's into the inventory, so to prevent items from being taxed, they must be dragged from within the Tax Bank itself to the ignore folder.
* Cost of Drake Token has been reduced to 20,000 Gold Coins and is now available for purchase at the cosmetic vendor in freeports.
* 25% buff to explosives against stone structures
Herbalism

30Knowledge600Required Work50DifficultyResearchers5 Farmers
Cost
 Buildings
 •  Doctor 1 (with Stone building)Production
 •  Doctor (at Doctor)Other

## Knowing the plants

*"Nature created many different plants, fruits and roots. If we take time to study their effects, we could get new knowledges on how to cure some of the afflictions our people suffers.*

## Potential Requirements

* Does not require agriculture
* Might trigger from lower than average health
* Unknown at this time.
Heavy helmets

The **Heavy Armour Helmet** resembles a Greek Corinthian helm. It is constructed from bronze and offers good head and face protection, with some obstruction to vision, breathing, and speech. It is a Resource used to train certain units.

Heavy helmets are unlocked by the Heavy helmet knowledge, this knowledge comes around in Bronze age.

To make one Heavy helmet you need 0.5 Leather and 1.2 Bronze or 1.2 Iron or 0.4 Steel.

Units that require Heavy helmets in order to be recruited

* Hoplite
* Swordboar
* Saladin

**This page references the object Heavy helmets. For the Knowledge required to create heavy helmets, please see Heavy helmet.**
Nation leader

A Nation leader is the State (Player) leading a Nation, to whom all other members are subordinates directly or indirectly.

The name of the Nation is always the name of the Nation leader's State.

The Nation leader can create and control the rank settings of the Nation, and name other members army Marshalls.
Porcopedia/Section 2

Content

* Game concepts
* Buildings
* Units
* Resources
* Knowledges
* Policies

News

Ymir "New Dawn": new engine overview - 2023/09/05 16:40
After many months of work on Ymir "New Dawn", the basics of the new engine and graphics framework are now completed and I can finally share all my progress and more details about the new coming features.New dawn First of all, what does Ymir "New Dawn" refers to exactly? More than just an update to...

Ymir: A new dawn - 2023/04/26 12:50
As those who follow news on the Ymir discord probably already know, since the beginning of this year I've been focused on upgrading the game to a newer version of the engine (gms2). Yes, it is still Gamemaker but this newer version opens up much more possibilities (such as finally 64bit builds remov...

The Map editor update - 2023/02/24 14:38
This update adds a new map editor to create custom maps and also include the first official custom map: a giant map of Earth. It also contains world map display optimizations (already patched in a while ago).Map editorThe new map editor allows you to create custom world maps. You can also preview th...

The Farming QOL update - 2023/02/02 19:04
This first "Quality of Life" update is focused on farming with a set of features to make fields management easier and more time efficient.It notably allows to create fields of custom dimensions which also ignore map borders and river tiles. Fields now include cosmetic fences like pastures, and refle...

The Battles update - 2022/10/29 16:37
This update is focused on bringing a second batch of improvements on the new war mechanics while also focusing on battles. For the occasion of the new update, Server 4 is being restarted with a fresh new game starting today.War escalationAn important feature missing in the casus-belli update was a w...

Patches - 2022/08/17 13:32
Today's patch includes multiple fixes and war mechanic modifications and improvements, following the big Casus-Belli update.It also includes at the bottom of the changelogs all the cumulated previous smaller hotfixes and patches that have been applied since the last news which have focused mostly on...
Mill

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

The Mill produces Flour from either Wheat, Corn or Rice. Flour is used by the Bakery to produce Bread. Bread is a more efficient food source than any of the resources used to create it.

The Windwheel is an Annex for the Mill and must be place adjacent to it. Make sure to plan accordingly when building your mill.

## Buildings

2 Hammers
4 Wood
2 Stoneblocs
3 Planks
3 Stoneblocs
2 Iron
(4+)
4 Planks
3 Textiles
1 Iron
Longswords

A **Longsword** is a sword designed for use with two hands. It is a type of Resource used to train certain Units.

Longswords are unlocked by the Longsword knowledge, the knowledge comes around in Steel age.

To make a Longsword you need 0.2 Leather and 1.6 Iron or 1 Steel.

Longswords are used to recruit:

* Battleswine
* Baconeer
Jewelry (Knowledge)

10Knowledge70Required Work38DifficultyResearchers5 Artisans
Cost
 Rewards
 •  10 JewelryBuildings
 •  Jewelry Maker 1Production
 •  Shells (at Flint collector) •  Pearls (at Fisherpig) •  Adornments (at Jewelry Maker)Reveals

## Wearing adornments

*Porcos have been attracted by shiny things and wearing them since the dawn of time. But with a growing community comes and increasing need to better stand out with more unique pieces made with ever increasing craftmanship and rarer materials.*

*To complete this project we will first need to collect precious shells for our artisans to practice on. These are rare and found only on the coast. If we fail to find any, rumors are that Porcoderthal tribes tradionally hoard them. Hunting these tribes if there is still any roaming nearby could be a good way to get them.*

## Requirements

* Completing the mission Thriving Agriculture will give the idea for this knowledge as a reward.
* This idea can also potentially trigger before completing the mission.

## Notes

* Having the knowledge is enough to reveal Pearls and Shells, it is not necessary to research it.
* Researching this knowledge provides 8 Adornments.
Porcopedia/Section 3

Latest Update

Find out more about the game.
Look here to see mission tips, how to play guides, tips and tricks, and more!
Look here for info on how to setup a dedicated server.
Check out upcoming features in the game.
Join the community on Discord.

Guides

* Creating a server
* Defense Guide for Ymir
* How to play guide for Ymir
* System requirements
* Release date
* Planned Features

*See more guides*

Videos

*See more videos*

Featured images
Raiding campaign

The raiding campaign is the lightest form of war, motivated only by the greed of looting resources and coins off another State.

## Casus-belli

Raiding campaigns do not require any particular casus-belli, and can therefore be started at any time. It costs 50 Politics Points to de be declared, but it is highly affected by the distance of the target.

## War goals

There are no war goals for the raider other than being able to launch "Raid" actions against the enemy to loot resources and coins. Therefore there are no victory objectives, and no auto-resolution: the defenders do not have a War morale and will not auto capitulate and the raider can only perform Raid actions (it is not possible to occupy territories).

The defenders however can win to force the raiding campaign to end: they are not affected by battle war morale results but the raiders are. They can also sack or occupy the raider's territories to further reduce its morale until it is forced to give up.

## Special properties

* It is not possible to escalate another war to a Raiding campaign.
* The defenders cannot auto-lose and have no War Morale.
* The raider can instantly escalate to another war.

## Effects

The raider cannot "win" the raiding campaign and there are therefore no winning effects. The defender will gain a war reparations treaty if he wins.
Herd

A herd is an animal army formation.

They can be found on the world map.

A herd is neutral unless you deside to attack the herd by selecting capture or hunt when moving an formation into to the same tile as the herd.

de size of herds can varie between a few animals or a lot. It's important to note that herds grow trough time.

Herds can consist out of these animals

* Bear
* Buffalo
* Cow
* Chicken
* Deer
* Elephant
* Goat
* Horse
* Llama
* Rabbit
* Sheep
* Wolf
Potatoes

Potatoes

Details

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

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

Like all food crops, *Potatoes* 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.

*Potatoes* are one of ten food Crops that can only be grown in one specific Climate (The others being Bananas, Beans, Chickpeas, Corn, Dates, Figs, Rice, Tomatoes, and Turnips).

# Gather rate

The normal gather rate for potato fields on a 3 fertility soil is 0.15 Potatoes per field annex.

Potato field annexes can be placed on fertilities ranging from 0 to 3 it is advisable to place field annexes on the highest possible fertility to get the greatest yield.

The yield can additionally be improved further by spending more Culture Points in potato production.

The yield of a single field annex on 3 fertility soil can be brought up to 0.45 potatoes per field when maxing out the cultural production skill for potatoes (as of v0.3.1.x)
Rum (Knowledge)

30Knowledge1000Required Work50DifficultyResearchers5 Artisans
Cost
 Buildings
 •  Rumery 2Production

## Yarr!

*In the woods grow a special kind of thin wood that smells and tastes really nice and sweet. It wasnt long before some experimented extracting juice out of it to make a tasty beverage out of it. But after experimenting with a few pots that had been left out for too long in the heat, some Porcos noticed how different it tasted, and how much more intoxicating it was. We should experiment more with this special wood and find a way to reproduce and improve these tasty beverages that make Porcos feel happier.*
Oligarchy

Oligarchs are wealthy and powerful members of the Region, appointed by the leader for a position of influence.

They are very important to maintain the stability of your nation, as one can easily reach 50 Oligarchy Support, which increases Legitimacy by a 1:1 ratio.

**MECHANICS**

They are firstly enabled by Leadership, creating 3 "Oligarch" jobs with a base wealth of 5 and setting their importance to 1. Leadership also brings many Policies that can help you increase their support, them being: Political bribes, Nepotism and Delegated forced labor.

In bronze age (Bronze working), new policies appear to give more options in how you will deal with oligarchs, them being (list incomplete):

* Council
* Aristocracy
* For the Elites
* Regional Administration

**DEALING WITH THEM**

You can "ignore" (give them just enough bribes to not be unhappy) them, or pay them bribes and shower them with privileges. The more relative Wealth and Life quality they have compared to other porcos, the higher their support will be.

If you want to rely on them to maintain loyalty, choose a healthy combination of policies that empowers them:

* Ministry
* Council
* Lawmaking
* Republic
* Aristocracy
* For the Elites
Merchant

The **Merchant** is a Building available upon researching the Barter Knowledge. It provides a dedicated building for distributing Resources to the population.

While production buildings can use the Market stands Annex to distribute products, this reduces the workers ability to actually make the product. The Merchant provides a way to avoid this loss of productivity, by using a dedicated Trader in the Merchant to handle distribution.

In exchange for its service, the Trader takes a part of the product's profit for themselves.

The Merchant is the only way to distribute a Resource which was not produced locally, i.e. any resource kept in the resource inventory of a city.

To Know when to use a Merchant in favour of Market stands, a good rule of thumb is to look at the amount of resources that is being produced by a single building. If this amounts to less than half of what a Merchant would distribute, a Merchant would be more efficient, provided you have at least two production buildings.

## Buildings

1 Leather
3 Wood
*(Bronze Working)*
2 Planks
3 Stone
*(Iron Working)*
3 Planks
2 Textiles
Scribe

**Scribes** are an advanced governmental building which generates the Scribe () resource and increases your territory's Administration () by an equal amount. As the only scaling source of Administration outside of Policies, this makes them invaluable for Claiming territories and maintaining existing Claims as your capital city grows.

As a note, Scribes are paid as state workers but due to the building having to buy clay or paper as a resource, the position may not be profitable. If this is the case, you may need to enable Subvention to cover the additional cost. This is a more cost effective way than buying the Scribe () resource.

## State Income

Indirectly, Scribes can also provide a substantial boost to Tax Revenues in any territory two possible ways:

* Under -, each point of Administration reduces waste by **1.25%** in the territory (gained directly as State income)

* Under +, each point of Administration reduces waste by **0.25%** in the territory (gained directly as State income). With enough Scribes employed, this benefit maxes out completely at **100** but you can continue accumulating Administration past that point.

You should examine the Tax Revenue generated in a territory before considering whether to build Scribes there, as this will determine whether the resulting percentage gain in Coins will outweigh the flat Coins cost of employing them.

## Buildings

Bronze Working
8 Hammers
15 Stone
Phonetic Writting
Stonecutting
5 Stoneblocs
5 Planks
5 Plaster

*\* For unknown reasons, the Scribe 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
Plaster (Knowledge)

40Knowledge600Required Work75DifficultyResearchers5 BuildersMaintenance10
Cost

Corequisite
 Production
 •  Plaster (at Kiln)
 •  Large House 3
 •  Tavern 4
 •  Tax Collector 4

## Plaster

*A building material used for the protective or decorative coating of walls and ceilings made by heating Lime at a high temperature.*

## Potential Requirements

* Limestone (only having a deposit is fine)
* A kiln (almost certainly a requirement)
* High builder intelligence (55 is not enough, 70 is)
* 2-3 builder buildings
Resources

Resources are items that are consumed by the population of territories to fulfill their needs, or by buildings to function, or by States to build new structures.

Resources are local to the territory where they are located, they can be physical goods or immaterial services. Physical goods are stored in buildings and structures of the territory.

## Resource concepts

 Alcohols Animals Coins Distributable resources Resources ownership
Porcopedia/Top section

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
UnitsAnimalsBuildingsResourcesTerrainTerrain tiles
Rivalry

Rivalry is a special diplomatic status between 2 States in Ymir.

It can be one-sided or mutual.

Players can designate manually up to one other State as a rival, provided that it meets the requirements:

* the score of the declared rival cannot be less than 80% of your score.

#### Forced rivalry

The Nation leaders of the Nations of rank 2 to 5 (per Victory Points) have a special "forced" rivalry with the leader of the Nation above them in rank. The forced rivalry is automatic and cannot be cancelled, and it comes on top of any normal rivalry the players might have chosen himself. Therefore in their case it means they can have up to 2 different rivals instead of being limited to 1.

The forced-rivalry updates (or disappears when becoming 1st) if the Nation of the player overtakes the one of its rival in rank.

#### Rivalry effects

* diplomatic relations with a rival impact Legitimacy negatively (right of passage, trading) or positively (if at war).
* gives an initial +10 war morale bonus when entering a war where the rival is the main enemy belligerent.
* gives special "humiliation" casus-belli against the rival.
* gives immunity against "subjugation" casus belli from rival.
* gives a resistance bonus in territories occupied by rival during wars.
* forbids joining the nation of the rival.
* -25% Politics Points cost for fabricating territorial claims of the rival's territories.
* -25% Politics Points cost for declaring war.

#### Ending rivalry

Rivalry can be ended in 2 different ways:

* it is auto-cancelled if the rival falls under 50% of the score of the player (unless it's a forced rivalry)
* non forced rivalry can be simply cancelled at the cost of Politics Points.
Loyalty

Loyalty is a number that varies between 0-100 and is present in every city. (at least, the player's city[to confirm]). Its change is measured in social cycles (4 hours), with incremental changes.

The more it is, the better it will be.But, if your Loyalty drops below 30 you may have a Rebellion and lose the city if you fail to defend it.

## Loyalty

### Population

* Cultural Balance - Based on the cities current Culture level.

```
% state culture - % local culture - % foreign culture = +/- Cultural Balance

```

* Territorial status
	+ City +0
	+ Outpost +75
	+ Colony +75

### State

* Legitimacy - Refers directly to the legitimacy of your government
* State power - Is equal to half the state power of your government, or if it is negative, directly that value.
* High taxes - Any tax rate over 25 will cause increasing negative loyalty.
* Privileges - A negative value directly related to the value of Privileges set for your leader.

### Authority

* State troops - Positive value based on the strength of the army in this territory
* Guards - Positive value which is equal to the amount of Guarding resource produced by the territory.
* Local garrison - Negative value based on the strength of the local militia
* Amount of population - Negative value = 10% of Active Population.
* Conflict - Negative value = to current territory conflict.

### Events

* Revolts - Positive value received after suppressing a revolt
* State events - Recent events effecting the territory. Such as changing to an outpost.
* Resistance! - Negative value directly related to the current resistance of the territory.
Legitimacy

Legitimacy is how much the people recognizes the right of your state's claims to authority which are defined by your active Legitimacy policies. These affect the positive or negative influence of all different legitimacy factors.

Legitimacy is affected by

* Honor
* Military strenght [sic]
* leader superiority
* Oligarchy support
* People religiosity
* Parliament power
* Senate power
* People approval
* Ministry power

Each point of legitimacy increases every settlements stability by 1
Public baths

**Public Baths** is a cultural building that produces the Baths Resource. It becomes available for building upon research Baths.

One *Public Bath* can provide 2000 porcos with access to the Baths resource.

At 100% consumption by the population, Baths gives +5 Health to the Territory it's placed in.

## Production

Level
 Baths | 4
Knowledges and Ideas Guide

This guide is directed for intermediate players, who have a firm grasp of basic game concepts, in solo games, where ideas and knowledges are generally scarcer. This guide provides a few generalized steps you can take to troubleshoot why you aren't getting certain ideas.

## General Tips for Getting Ideas

*or: Help! I can't get idea XYZ*

Ideas are generated by your porcos under certain requirements. Although not transparent (where's the fun in that?) to the player, they seem to be context sensitive. One of the first things you may have noticed is that if you have a deficit water supply, you'll quickly get the idea for Well, whereas on some starts, say next to a coast or river, it may be a long time before the idea of digging for water occurs to your porcos when they can just get it for free from the surface.

However, that principle is not always applicable to all ideas. Ideas are also locked behind certain gates. For example, Mud Building requires your population to have an intelligence of 20 (a population's base intelligence is 10). When in doubt, raise your porc's intelligence through improving their life quality, culture, and total knowledges. In the mid-late game, there are also services like School and Academia which raises intelligence proportionate to consumption, although life in quality is generally the preferred method of raising intelligence. In order of significance, that means building enough Houses for all of your porcos, supplying their Needs, and ensuring you don't have any Policies which lower it.

Military ideas tend to be gate-keeped against two additional things: units and production. Thus, Archery needs javalineers (aim for 30) AND a production of javalins. To get each successive idea (ie: padded armour->scale armour->cuirass->laminar...), have a decent number of the current highest tier armour units and be producing it in a high Life Quality city.

Certain ideas also require you to build more than one building. Furniture 3's Glue for example definitely requires 2 furniture makers, and Plaster needs 2 builders.

Lastly, if you've fulfilled all these requirements and still don't see an idea pop up, give it some time. Certain ideas (ie padded armour) have a very slight chance of popping up. Ensure you have all the right requirements, keep having the correct pop type employed (pop classes that disappear and reappear lose all their intelligence and it takes a long time to bring them back up to speed),

TODO: Metallurgy, Agriculture

## Knowledges and Research

TODO

It is unclear how the new research mechanics work; it is possible to research a 0% project and have it succeed occasionally, but very occasionally (as in, after a few hours in single player at 20x speed). Most innovations are a money sink, so only start those projects if you can afford to keep them going indefinitely.
Property

2Knowledge80Required Work10DifficultyResearchers10 Farmers
Cost
 Buildings

## This is mine

*This tribe is now growing bigger and, since we decided to settle down, we now have many objects and tools: much more than what the ancients used to have in their nomadic lives! But a strange thing is happening as this abundance of things seems to be creating tensions amongst us. Some porcos who spent a lot of time crafting things resent having to share them with others they dont feel are doing as much as them.*

*One Porco is proposing that we all agree not to take things from another family without their permission. A strange concept... but these are strange times.*
Laminar armors

**Laminar Armour** consists of overlapping horizontal bands of metal. It is a type of Resource used to train certain Units.

Laminar armour is unlocked by the knowledge Laminar armor this knowledge comes around Iron age.

To make oen unit of Laminar armour you need 1 Leather and 2 Iron or 1 Steel.

Units that require Laminar armour to be recruited:

* Porcus

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

40Knowledge600Required Work60DifficultyResearchers5 Blacksmiths
Cost

Corequisite
 Production
 •  Light HelmetsUnits
 •  Axepig (with Battleaxe and Padded armor)
 •  Spearpig (with Spear, Shield and Padded armor)
 •  Swordpig (with Sword, Shield and Padded armor)

## Metallic Hats

*"Most fatal blows for warriors are to the head. With our new knowledge of metallurgy we can shape something solid into anything we want. We should make hats made of hard metal, that would greatly improve the protection of our warriors."*

## Info

Helmet is a knowledge that unlocks the production of Light Helmets via Weapon Makers which are key to training copper and early-bronze age military units.

### Allows

#### **New Formations:**

* Axepig *(with Battleaxes and Padded Armors)*
* Spearpig *(with Spears, Shield, and Padded Armors)*
* Swordpig *(with Swords, Shield, and Padded Armors)*
* Longbowpig *(with Longbow and Padded Armors)*
Postal Office

Planned Content
This article refers to planned content; it is currently not available in game, or is in-game, but not fully implemented.

The **Postal Office** is a Building that becomes avaialbe once the Knowledge Postal Service is unlocked.

Once implemented, the building will take Paper and Horses and produce the resource Postage.
Currently, it produces the resource (which currently doesn't do anything), along with Leather as a byproduct.
Pearls

Pearls are a Resource in YMIR.

You will only be able to see Pearls after triggering or researching the Jewelry (Knowledge).

Pearls can be found alongside beaches and rivers, and tend to be more common in Tropical climates.

Pearls are gathered with the Fisherpig.

Pearls are used in the production of Jewelry (Resource)

Pearls can also be used in the production of Adornments, but are not a requirement.
Quarry

The Quarry is an annex of the Stonecutter camp. It becomes available after researching the Stonecutting Knowledge and requires a level 2 or higher Stonecutter Camp.

Quarries can only be placed on a 2x2 level surface that contains only one type of stone.

## Usage

Quarries can be placed on several types of stone. Building a quarry costs 5 Axes and 5 Planks regardless of the type of stone it is built on. Quarries can always gather Stoneblocs from any stone, but Culture Points can be used to unlock other types of stone gathering.

### Stoneblocs

Stoneblocs can be gathered from any type of stone by selecting the stoneblocs option when building the quarry from the Stonecutter camp.

### Slate

Building a quarry on slate will make the Stonecutter camp produce Slate.

### Limestone

Building a quarry on limestone will make the Stonecutter camp produce Limestone.

### Marble

Building a quarry on marble rock will make the Stonecutter camp produce Marble.

### Granite

Building a quarry on granite rock will make the Stonecutter camp produce Granite.

### Sandstone

Building a quarry on sandstone will make the Stonecutter camp produce Sandstone.
Political bribes

Forced Labor

Details

Policy TypePower Policy

Policy Requirements

* Leadership policy active
* Chief's Hut 1 in Capital

Policy Effects

* Enables Bribes
Bribes per Oligarch: Any value between 1 and 999
* +2 Oligarchy Support
* -10 Representative's Support
* -10 People's Approval

Upkeep

0 Coins3 State Power
*Offering gifts and payments to gain political support from influent Oligarchs*

## Details

**Political Bribes** is a policy in the Power tab, it is avaliable after Leadership.

*Political Bribes* is a must have policy, as it is your main tool to get Oligarchy's Support and is necessary to complete a mission in the game.

The way *Political Bribes* works is by paying x value to **each Oligarch in your nation**, increasing their individual wealth, which increases their average wealth. See Oligarchy to know how they function.
Heavy shield

60Knowledge1000Required Work100DifficultyResearchers5 Blacksmiths
Cost
 Production

## Bigger shields

*What if we made shields larger and tall enough to stand directly on the ground and wide enough for the soldier to be fully protected behind it? It would allow units to withstand heavy charges by taking support on the shields. These heavy items would however slow down troops and limit their movements, reducing their combat skill.*
Mining tools

50Knowledge1000Required Work40DifficultyResearchers5 Blacksmiths
Cost

Prerequisite(s)
 Buildings

## Improving ore extraction

*Using our new knowledges of metallurgy we can now produce better tools. Its time to design proper tools specialized into mining operations, which would greatly improve the speed of ore extraction instead of simply relying on lighting fires waiting for the rock to crack!*

## Potential Requirements

* Mining Camp 1 (not just miners) in a city (can't be an outpost or territory).
* Lower bound on miner intelligence is either 35 or 45
Porcopedia/Section 4

Wiki Community

We are currently maintaining 2,699 pages (761 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to YMIR Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.
Mud building

15Knowledge150Required Work40DifficultyResearchers5 Artisans
Cost
 Buildings

## Using dirt

 *Sometimes mud dries under the sun and becomes really hard and solid. What if we used mud to cover and isolate our huts ? We could maker bigger and more solid huts just out of dirt!*

## Potential Requirements

* Like many technologies, there is an minimum intelligence requirement, around 20
	+ Fulfill their wants (in the beginning, pottery, clothes, and alcohol) and make sure all families are housed in order to raise their life quality and thus their intelligence.
	+ If you're stuck on not getting any other technology, this method also tends to work *ceteris parabis*.
Paid researchers

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

Paid researchers is a Policy in YMIR.

*Project researchers get paid by the state proportionally to their current wealth and no longer reduce the workforce of the buildings in which they work.*

Maintenance costs

* 2 State Power

Note- there is a coin cost to pay researchers when researching new ideas. The cost is equal to the wage of the researching profession.
Iron

Iron is a Resource and the main metal of the Iron Age. It is always present on the map but becomes visible once the Iron working Idea is obtained, and smelting becomes possible after research of the Knowledge is completed.

Iron ore can be mined from somewhat commonly found iron deposits on the ground by the Mining camp. Iron can also be mined from mineshaft Annexes but only after Iron working is researched. It can be turned into iron bars (referred to as Iron in game) by the Foundry, using Charcoal or Coke as fuel.

Iron is primarily used to produce Saws, the main tool of the Iron Age, as well as a variety of weapons and armor. It is also needed to produce Steel, the most advanced metal. Iron can be used to replace Bronze, Copper or Flint in any production.
Phonetic writting

Corequisite
 Buildings
 •  Library 4 •  Theater 4Production

## Writting sounds

*Instead of having one sign for each object or idea, we could have signs that represent sounds... similar to how people speak. This way, with fewer signs we could writte everything as we speak! This would make writting much faster and easier to learn and transmit.*

## Potential Requirements

* Pictogram writting
* Currently unknown if more exist
Leadership

Leadership

Details

Policy TypeState Power PolicyUnlocked ByLeadership

Policy Effects

* + 20 State power
* + 10 Leader Superiority
* + 1 Importance of Oligarchy
* + 1 Leader
* + 3 Capital Oligarchs
* + 2 Expansion Points

Upkeep

0 Coins0 State Power
Leadership is a Power Policy. It is a replacement for the policy Band Society and becomes available after researching the Leadership Knowledge.

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

Enacting the Leadership policy is a major milestone in the game and is invaluable for expanding beyond your original city after researching Agriculture.

## Instructions on how to enact a policy

Leadership can be activated in the Power tab of the Government screen. Press the + sign underneath **Band Society** to bring up Leadership, press ADD IN REFORM, and then click APPLY REFORM to activate it.
Olive oil (Knowledge)

20Knowledge1000Required Work30DifficultyResearchers5 Artisans
Cost
 Buildings
 •  Olive press 2Production

## New berries

*On knotted-trunk trees grow small berries some pigs enjoy eating. That is, until someone took them all and squeezed them to get juice. They produced an oily liquid that tastes really nice with other foods, and that also has many other uses, such as a snout moisturizer, or to keep a pig's hair shiny. We should learn to cultivate these trees and how to efficiently press the berries to start producing more of this precious oil.*

## Potential Requirements

* You'll likely need Olives on the map for this to show up.
* There should be a few olives in stock in the Mediterranean climate
How to play guide for YMIR

Testing

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

This page will serve as a basic **how to play guide for *YMIR***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Guides

* Settling Your First City
* Defense Guide for Ymir
* Exploration and Mapping
* Finances and organization
* Knowledges and Ideas Guide

## Tips and tricks

* Be careful not to overextend your resources when trying to accomplish something. If you spread yourself too thin, you may end up with less than you started with.
* You should have a copper source in your second city if your first one did not have any.

## See also

* Release date
* System requirements
Market

**Market** is a building that is unlocked with Market knowledge. It is used to sell resources on a public market. Produces the Trading resource.

Note: There are several options when initiating a trading order:

* **Recurring** means that the "buy" or "sell" order will repeatedly trigger whenever condition is met in the location containing the market. This is great for automating a trade route, such as moving raw resources from one city into your capital.
* **Internal** means that only markets in your cities and countrysides (but not in those of other players) will see this buy or sell order. Additionally, only those buy or sell orders in your markets with the internal option selected will buy or sell the goods of another internal order. In other words, **internal orders only buy or sell with other internal orders**.

6 Wood
6 Stone
5 Clay
6 Stone
6 Planks
5 Clay
Kiln (Knowledge)

20Knowledge800Required Work60DifficultyResearchers5 Artisans
Cost

Prerequisite(s)
 Buildings

## Building large ovens

*Instead of using temporary one-time-use ovens covered with clay to bake charcoal or pottery, we could try to build bigger solid reusable ovens that would increase the quality and production speed of our baking operations, built with heat resistant bricks. That would benefit our potters but also the production of charcoal!*
Priviledges

## Priviledges Policy

* enables Leader's and officials' privileges
* up to 25% each territory wealth will be distributed equaly among representatives of given class in given territory, if that territory does not have any representatives of that class, then the wealth is lost
* +20% population conflict
* loyalty is reduced proportionally to % of total wealth sized
* Hidden effect: city and formation upkeep is refunded by 2x leader's priviledges % until you separate founds with Treasury policy

## Hints

* Apply official's priviledges early in the game up to even 25%, it will greatly reduce waste in your capital
* Remove official's priviledges when you are rich enough to pay them using State salaries
* When you have to pay for huge army and fortifications leader's priviledge will help you cover that until you separate founds
* Leader's priviledges synergies with Superior Leader policy
* Maintaining this policy costs a lot in loyalty, wealth and increases conflict
* The earliest time when you can get rid of it is when you introduce Currency, introduction of City State is very good time to do it
Ministry

Ministry

Details

Policy TypeState Power PolicyUnlocked ByGovernance

Policy Requirements

* Leadership policy active.
* Treasury policy active.
* Ministry 3 in Capital

Policy Effects

* + 5 State Power
* - 4 Leader Superiority
* + 4 Oligarchy's Support
* + 5 Capital Oligarchs
* - 15% Subordinates Maintenance
* + 1 Expansion Points

Upkeep

20 Coins0 State Power
*A group of statespigs holding significant public offices making and implementing decisions in conjunction with one another.*

## Details

Ministry is a State Power Policy. It becomes available after researching the Governance Knowledge.
Metal casting

70Knowledge700Required Work40DifficultyResearchers5 Blacksmith
Cost

Corequisite
 Buildings

## Liquid Metals

*Metals become soft and maleable when heated in large fires. The hotter, the more maleable and soft they seem to become... So what if we improved our furnaces to heat them so much they would become temporarly as liquid as fresh water? We could litteraly pour the metal into holes with the desired shape right away instead of having to work it with manual hammering. If we can master this technique, that would allow us to mass produce items and weapons at a much higher speed and with a much more consistent quality!*
Handloom

50Knowledge1000Required Work90DifficultyResearchers5 ArtisansMaintenance4
Cost

Prerequisite(s)

## Improving looms

*Vetical warp-weighted looms are primitive and impractical to use. With the increased experience of our weavers and our better woodworking tools, some propose to research an improved design of handlooms that would increase their productivity and comfort.*

## Potential Requirements

-Bronze Working

-Having at least 4+ weaver's and cloth makers at level 2 fully staffed with good workforce seems to trigger it (Workforce usage requires resources for them to work with, simply having them work but produce nothing doesn't count.)
Salt

5Knowledge60Required Work30DifficultyResearchers5 Artisans
Cost
 Buildings

## Food conservation

Porcos have been enjoying the taste of some special rocks since the dawn of times. White, friable, and soluble, they can be found directly on some rare places often near water and it's common practice to collect them and keep them as tasty treats. One porco who particularly enjoyed it once got too enthusiastic and covered meat with it and noticed it then laster [sic] for much longer before spoiling. A truely magical substance!
Rock Thrower

Rock Thrower4Strength0.5Upkeep2Toughness0 - 0ArmorMelee1-12.5(x1)1Ranged25(x1)4Other Stats1703Costx1Porcos?CoinsStone
The **Rock Thrower** is a Ranged Infantry Unit. It becomes available in the Stone age.

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

**Rock throwers** are the first available ranged unit, requiring no knowledge and just Stone to recruit.
When placed behind a Palisade a troop of rock throwers can successfully defend from early barbarian raids.

Their short range and slow speed makes them an overall poor unit. They become obsolete once the Javelineer becomes available after researching the Javelin knowledge.
Lawmaker's House

The Lawmaker's House is a Building available upon researching the Lawmaking Knowledge. It provides the State Power resource when populated.

Building Icon:

## Senate

The Senate is an upgrade/downgrade of the *Lawmaker's House*. It is both upgradable from the Lawmaker's House building, and the obsolete version of the *Lawmaker's House* through the build menu.

Visually, the *Senate* building looks identical to the *Lawmaker's House*.

## Buildings

40 Planks
20 Marble
30 Bricks
3000 Money
 *Senate* | 3
50 Planks
30 Marble
40 Bricks
4000 Money
Polar

Planned Content
This article refers to planned content; it is currently not available in game, or is in-game, but not fully implemented.

Polar climate is not implemented yet. Its empty!

Territories settled on *Polar* have the following effects:

* -25 Population Health

Fish, Limestone, and (rarely) ores (Copper, Tin, Gold, Silver, Iron, and Coal) can be found on *Polar* tiles.

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

Regional transfers are a special mechanic specific to the relationship between a regional center and its territories in regions.

They allow to setup automatic transfers of production from the sub-territory to its regional center for free and as a constant flux transfer instead of through trading events.

Regional transfer only become available after Barter.

These transfers are one-way only: from sub-territory to center. To transfer non-building-materials the other way, the sub-territory will need wither 1. supplies by army; 2. own Market and purchase goods from the region center through normal trading (usually with internal orders) or 3. with portage.
Longbows

A **Longbow** is a powerful wooden bow, with a draw weight upwards of 100 pounds. It is as tall as or taller than its user. it is a type of Resource used to train certain units.

The Longbow is unlocked by the Longbow knowledge this knowledge comes around after Archery knowledge.

To make one Longbow you need 0.8 Wood and 0.3 Leather.

Longbows are used to train:

* Longbowpig

Longbows can also be used in the construction of Tower lvl 4 and Hunter lvl 4
Outpost

An outpost is a Territorial Status that can be assigned to a territory. Outposts are unlocked by the Territorial Control knowledge.

Unlike a colony, an outpost is permanently owned by its ruler, and can not be used as a spawn location for new players joining the server. However, outposts have a very high risk of revolt even at relatively low populations. Buildings built in outposts are also extremely expensive to maintain.

Features:

* No administration distance penalty.
* Has an upkeep of 5 State Power
* State culture -50%.
* Population conflict +400%.
* Loyalty +75.
* No Tax Income.
* Cannot own sub-territories.
* -20 loyalty event on changing.
* Cannot overdraft.
* +3 buildings upkeep (does not apply to infrastructure, like walls, nor ground storages, nor houses).

Avoiding Revolt:

* Even -1 State Culture/+1 Local Culture will slowly result in a revolt.
* Ensure that you've added a forum/tavern to the outpost.
* Ensure that you're adding guard towers to the outpost.
* Only allow the population to grow if it means staying positive with State Culture, and higher than 30 Loyalty.

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

Nations can be either an individual State (player) or a group of States organized in a hierarchy of subordinates serving under a unique Nation leader.

The game victory is Nation based: the first Nation to reach 1000 Victory Points is declared the winner. The leaders of the top 5 Nations in terms of Victory Points are subject to forced-rivalry.

A Nation always has a unique leader but may include multiple ranks below him whose properties are controlled by the Nation Leader.

Players join other player's Nations through diplomatic Treaties.

## Nation effects

Nation members automatically share a state of trading-agreement and right-of-passage.

Nation members also form an automatic defensive-pact between all members regardless of their hierarchical relations: any attack on a Nation member trigger the automatic entry of all Nation members in the war as allied co-belligerents.

Nation members contribute to the total score and Victory Points of their Nation.

## Nation concepts

 Marshalls Nation leader Nation subordinates
Honor

Honor is a value that represents your honor as a ruler. Any dishonorable actions have a negative impact on your honor, which means that your legitimacy will decrease. 1 point of honor increases your legitimacy by 1.

At very low honor, random events can trigger, which have a variety of extremely negative consequences.

### Changing Honor

Honor can be decreased by:

* Losing control of an occupied territory to rebels (small)
* Losing control of a city, capital, outpost or colony to rebels (very large)
* Breaking some trade deals with other players (5-50 honor)
* Losing control of a claimed territory (2 honor no matter the method: gaining negative administration, conquest, or renouncing the claim with an army)
* Drift towards zero over time (requires positive honor) - Approximately one point every generation.
* Random events

Honor can be increased by:

* Drift towards zero over time (requires negative honor) - Approximately one point every generation.
* Random events
Loading Screens

## Current loading screens art and creator.

These are all the current game loading screens, for legacy check Legacy Ymir Loading Screens.

They were made by MidnattThol, a quite prolific artist that made a few pieces of fanart and got their rights of usage bought by Ronchiporc with a few additional commissions. As of this moment we have no artist comments about any of the pieces.

If you want to use them as wallpapers, open up each image individually and save them at full resolution.
Porcopedia/Section 1/RU

Reason: "*Russian language*"

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

Добро пожаловать на официальную ПоркопедиюДобро пожаловать на официальную Поркопедию
Рукодство по игре YMIR расскажет про Свиночелов, Ресурсы, Строения и многое другое. Руководство подготовлено и развивается силами игроков.
Не стесняйтесь вносить свой вклад в создание новых и расширение существующих статей.

О YMIR

*Ymir* это стратегия включающая в себя элементы сити-билдера с мультиплеером до 4Х игроков, где каждый развивает свою цивилизацию Свиночелов начиная с каменного века.[Читать далее...]
Rice

Rice

Details

TypeResourceFound inTropicalProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed forFlourUsed inBreadUsed byPopulation, Mill
**Rice** are a Crop and a Resource. It can be found and grown in the Tropical Climate.

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

Like all food crops, *Rice* 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.

*Rice* are one of ten food Crops that can only be grown in one specific Climate (The others being Bananas, Beans, Chickpeas, Corn, Dates, Figs, Potatoes, Tomatoes, and Turnips).

## Gather Yield

The gather yield of a single tile of wild rice crops is 0.015.

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 rice production.