recursal/Fanatic-Fandom huggingface dataset:
Sawmill

The **Sawmill** is an advanced-settlement production building that converts Wood into Planks for construction purposes. Although no Bronze is required to construct them, Sawmills only become available once players have completed the Bronze Working research.

## Buildings

4 Wood
4 Wood

## 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
Padded armors

**Padded armor,** also known as a gambeson or aketon, is protective armor made of thick quilted cloth. It is lightweight and flexible, while still offering moderate protection. It serves as the underlayer of most other forms of armor. It is a type of Resource used to train certain units.

Due to its many uses it is wise to have a small stock of this resource in case of war.

Padded armour is made by the Weapon maker.

Textiles and Leather is used to make padded armour.

Units that require Padded armour in order to be recruited

* Spearpig
* Swordpig
* Battleswine
* Baconeer
* Voulger
* Warhog
* Martelsnout
* Longbowpig
* Horsepig
* Camelpig
* Camelbow
* Horsebow
* Stomper
* Crusher
Population needs

In Ymir, Porcos have various needs organized into 4 priority tiers. Satisfied needs increase the Life Quality of your Porcos.

Every need, except for water, can be satisfied by multiple consumable resources. Every resource used to satisfy the same need increases Life Quality, and decreases the amount of other resources needed to fully satisfy that same need. For example, providing enough Meat to satisfy 100% of ideal demand will fully satisfy the food need and provide a Life Quality bonus of 1. Adding access to a second food, such as Wheat, will provide further Life Quality (up to a bonus of 1 if the ideal demand for wheat is also met) as well as reduce the amount of meat demanded to fully satisfy the food need.

The highest priority category is called Vital needs and is composed of the needs required for basic survival: food and water. Vital needs are a critical factor in influencing population Growth and also increase Health, further increasing growth by decreasing deaths to sickness.

Lower priority needs require more expensive resources but provide more Life Quality. Each need provides the same amount of Life Quality as its priority tier number when fully met.

Satisfying the needs of a lesser priority category when a higher priority category is not fully met will cause a penalty to the life quality increase of the lower priority needs, increasing the less the higher priority needs are met. For example, if the tier 3 luxury foods need is met at 100%, but the tier 2 furnishing need is met at 0%, the life quality gain from luxury foods will be lowered by a large percentage.
Sheep

**Sheep** are a wooly animals and a source of meat, leather and wool.

## Description

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

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

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

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

Woolly animals also produce wool along with meat and leather and can be used to build a wool pasture, an annex of the cattle farm, dedicated to producing wool only.

## Location

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

* Nordic
* Continental
* Oceanic

## Breeding

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

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

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

**Sheep** can be bred and raised for wool in the following climates :

* Nordic
* Oceanic
Plaster

Plaster is a Resource available in the Iron Age. It is unlocked by researching the Plaster Knowledge.

Plaster is used in the construction of many Iron Age Buildings, as well as the Academia and the Doctor (Building) upgrade in the Bronze Age.

Plaster is produced by the Kiln and requires Limestone and either Charcoal or Coke, as well as manually unlocking plaster production in Cultural Traits.
Dome building

100Knowledge2000Required Work100DifficultyResearchers5 ArchitectsMaintenance30
Cost

Prerequisite(s)
Treadwheel crane

## Indoor sky

*Using our knowledges of arch building and cranes allowing us to build taller structures, what if we tried to combines arches to create an indoor sky, a semi-spherical roof that would allow us to build glorious and impressive monuments with an indoor space so tall and so vast it would feel like having the sky above you!*
Porcopedia/Section 2/de

Content

* Einheiten
* Tiere
* Gebäude
* Pflanzen

* Ressourcen
* Terrain
* Spielmechaniken

News

**The Casus-belli update - Ronchiporc - 2022/06/14 14:53**

It’s been a while since the last update. Indeed, as the game moves closer to “release”, I’m trying to favor less frequent updates with more content and hopefully more stable instead of faster paced mo...

**The Research overhaul update - Ronchiporc - 2021/10/01 14:51**

This update is an overhaul of research and knowledge mechanics, adding the ability to speed-up projects with Research Points, innovation projects to trigger new ideas, diplomatic knowledge transfers (...

**The early Incomes update - Ronchiporc - 2021/07/29 13:48**

  This update focuses on modifying the mechanics of early income sources. Privileges Notably, Privileges have been completely changed as it was at the center of too many exploits: instead of generatin...

**The biggest update - Ronchiporc - 2021/06/21 15:10**

This update is the biggest update since the early access release that cumulates more than 9 months of features, exploit-fixes and bug-fixes! Capital buildings This update adds capital buildings: some...

More news...
Porcopedia/Section 2/RU

Reason: "*Russian language*"

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

Содержание

* Свиночелы
* Животные
* Строения
* Сельское хозяйство

* Ресурсы
* Местность
* Игровые механники

Новости

**The Casus-belli update - Ronchiporc - 2022/06/14 14:53**

It’s been a while since the last update. Indeed, as the game moves closer to “release”, I’m trying to favor less frequent updates with more content and hopefully more stable instead of faster paced mo...

**The Research overhaul update - Ronchiporc - 2021/10/01 14:51**

This update is an overhaul of research and knowledge mechanics, adding the ability to speed-up projects with Research Points, innovation projects to trigger new ideas, diplomatic knowledge transfers (...

**The early Incomes update - Ronchiporc - 2021/07/29 13:48**

  This update focuses on modifying the mechanics of early income sources. Privileges Notably, Privileges have been completely changed as it was at the center of too many exploits: instead of generatin...

**The biggest update - Ronchiporc - 2021/06/21 15:10**

This update is the biggest update since the early access release that cumulates more than 9 months of features, exploit-fixes and bug-fixes! Capital buildings This update adds capital buildings: some...

Больше новостей...
Padded armor

*Padded armor*
 Padded Armor
 30Knowledge800Required Work80DifficultyResearchers4 Artisans
Cost
 Rewards
 •  5 Padded armorsProduction

## Wearable mattresses

*Leather is well resistant to cutting, but not really efficient in cushionning blows. Some artisans propose to create a thicker type of armor designed to cushion enemy blows by using cotton and 'quilting': sewing several layers of fabric together. They claim such armor, even by itself could prove far more efficient than expected while only using cheap materials. It could also be used in addition to other types of armor worn above it.*

## Potential Requirements

* Triggers when an army contains previous tier units of padded armor troops (Having an army of bowpigs will trigger padded armor for longbowpigs)
* The weapon for the padded armor unit might need to be unlocked first.
* Having a city with at least 4+ weavers/clothing makers might be required (Level rquirement unknown, but consider using the highest level available and keeping their workforce usage high)

## Info

Padded armor is a Knowledge in YMIR. It allows the ability to field more protected units, outfitted in Padded armors.
Scientific Innovation

0Knowledge5200Required WorkVariableDifficultyResearchers10 Philosopher
Cost

Corequisite
Academia

## Innovations

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

## Info

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

A **Plough** is a tool used for churning the earth, to prepare it for planting seeds. It is a type of Resource.

Like the saw, the plough is a tool of the Iron Age. It is used only in the construction of the higher-level farmhouses.

Ploughs are first made with iron, but can also be made with steel once that alloy becomes available.

it takes 3 units of Iron to make one unit of ploughs.

It takes 1.5 units of steel to make one plough.

NOTE: Ploughs does NOT require the Lvl 4 tool maker building, which requires Bellows knowledge.
Immortal

ImmortalBasic Unit21Strength1.1Upkeep4Toughness3 - 4ArmorMelee2.4-3.23(x0.9)3.5Rangedn/aOther Stats1.71213Costx1Porcos6CoinsSpearWooden ShieldScale ArmorLight Helmet
The Immortal is a well armored spear wielding unit. It is a balanced unit, with average damage and good defensive capabilities when compared to other Bronze Age infantry such as the Swordpig and Hoglite.

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

30Knowledge1000Required Work100DifficultyResearchers5 Builders
Cost

Corequisite
 Buildings

## Pushing heavy weights

*Using wooden sledges sliding on greased rails, we could easily move really heavy things such as stone, improving the efficiency and speed of our builders.*

Prerequisite for Stonecutting

## Potential Requirements

* Having more than one Builders building is NOT needed, got the tech with 1 builder throughout the run.
Water

**Water** is the most important Resource for a population's Vital Needs.

Water is collected by the Water Collector from water like rivers or lakes in territories. After the Well Digging Knowledge is researched, it can also be gathered from underground sources by the Well.

Water is vital to a territory's growth. Lack of water will impose a penalty on Porcos' health, scaling up to -100% if no water is available. A territory lacking access to water will have its population die off over time.

Water can also used by certain industries such as the Potter, or the Laundry.

After Fair Exchange is enacted, water is the only distributable resource that does not require a Market stand or a Merchant in order to be distributed.
Territory budget

The budget balance of your territory is the result of all incomes and expenses specific to this territory such as taxes, alaries and maintenance costs.

Budget can also be negatively affected by Waste. It represents incomes lost to tax fraud, bad management, corruption and 'black economy'.

## Economy

### Taxe incomes

Tax Incomes- "Total amount of tax generated from the sales of goods and services."

The ability to modify taxes comes with the Tributes knowledge. The default tax % is 20%, this is the figure used to calculate 'voluntary contributions' that appear when first enacting barter. For every 5% after 25% tax a loyalty penalty of 10 is incurred upon all territories. Taxation may be increased up to 90% but it is recommended to stay within 50-60%, otherwise goods and services may become unaffordable and consumption will drop.

**Territory Tax Modifier:**

* City (No modification)

* -75% Colony
* -100% Outpost
* -100% Occupied Territory

### Waste

Waste - "a result of low territory administration. It represents incomes lost to tax fraud, bad management, corruption and 'black economy'."

Waste is a % taken from tax incomes based on waste sources

**Sources of Waste:**

* **Local administration:** Having a value of less than 100 for your administration will create waste. The amount of waste generated on positive administration is negilible while negative administration generates much more waste. Therefore at minimum at least have positive administration in all cities. Note that the administration produced in a city from any source is reduced by **amount of tiles away from capital** \* 10%.
* **State's corruption:** Waste created by weak or negative state power.
* **Population's corruption:** Waste created based on population. Population also reduces the amount of administration generated by a flat amount / population.

**Combatting Waste:**

* **Waste Reduction Services:** By using the  Tax Collector you can gain up to 30% waste reduction. Waste ranges from 0-100%, fulfilling tax collection need prevents waste from ever reaching >70%.

```
Bonus = 30 * Population access %

```

* **Scribes:** Scribes are the only method of generating administration in a city beyond policies.
* **<4-5 Tiles Distance from Capital:** 40% administration reduction makes it extremely difficult to maintain positive administration even with scribes. So to make as much money as possible, maintain a core of cities close to your capital.

### City upkeep

#### Buildings upkeep

Cost of upkeep for all building with an upkeep cost.

### Trading balance

Each Item to be imported will be buy by the state at the price where it was exported, and then be sold at the price of the imported place
Light helmets

A **Light Armour Helmet** is a steel kettle hat. It offers protection to the head without obstructing vision, breathing, or speech. It is a Resource used to train certain units.

Due to its many uses it is advised to keep a small stock of light helmets in case of war

Light helmets are unlocked by the Helmet knowledge this knowledge comes around in the Copper age.

To make 1 Light helmet you need 0.3 Leather and 1.5 Copper or 0.3 Bronze or 0.3 Iron or 0.1 Steel

Units that require Light helmets in order to be recruited

* Axepig
* Immortal
* Spearpig
* Swordpig
* Porcus
* Battleswine
* Voulger
* Longbowpig
* Crossbowpig
* Horsepig
* Cataphract
* Horsebow
* Camelpig
* Camephract
* Camelbow
* Stomper
* Cubiphant
* Crusher
* Megaphant
Porcopedia/RU

Reason: "*Russian language*"

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

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...]

Reason: "*Russian language*"

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

Содержание

* Свиночелы
* Животные
* Строения
* Сельское хозяйство

* Ресурсы
* Местность
* Игровые механники

Новости

**The Casus-belli update - Ronchiporc - 2022/06/14 14:53**

It’s been a while since the last update. Indeed, as the game moves closer to “release”, I’m trying to favor less frequent updates with more content and hopefully more stable instead of faster paced mo...

**The Research overhaul update - Ronchiporc - 2021/10/01 14:51**

This update is an overhaul of research and knowledge mechanics, adding the ability to speed-up projects with Research Points, innovation projects to trigger new ideas, diplomatic knowledge transfers (...

**The early Incomes update - Ronchiporc - 2021/07/29 13:48**

  This update focuses on modifying the mechanics of early income sources. Privileges Notably, Privileges have been completely changed as it was at the center of too many exploits: instead of generatin...

**The biggest update - Ronchiporc - 2021/06/21 15:10**

This update is the biggest update since the early access release that cumulates more than 9 months of features, exploit-fixes and bug-fixes! Capital buildings This update adds capital buildings: some...

Больше новостей...

Reason: "*Russian language*"

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

Руководства

* Руководство по обороне в Ymir
* Как играть в Ymir
* Системные требования
* Дата выхода
* Планируемые фичи

Видео

*Смотреть больше видео*

Избранные изображения

mw.loader.load('ext.slideboxlightshow');

Reason: "*Russian language*"

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

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Guarding

Towers provide the Resource "Guarding". Guarding is helping you to raise your Loyalty. If you have 5 Guarding "Points" then you get 5 Loyalty so its a ratio of 1:1.
There are 2 types of towers. The First Tower you get is the "Primitive Tower" and its the only tower you can build directly on the Ground. The other 4 towers cant be build directly on the ground. You need to build Platforms and build them on these Platforms.

Resource :
We have tamed some wild " Animals " in " City "

Some wild " Animals " have been wandering around the village of " City " lately. These animals seem friendly, and one villager managed to attract them in a small closed paddock to make sure they dont[sic] leave. We should keep them until we need fresh meat, its[sic] always good to have food stocks!

#### Notes

The wild animals in this event are always animals that can be hunted in the city. The event continues to happen even after the animals despawn after the city reaches 800 population.
Ventilation Shafts

120Knowledge1000Required Work70DifficultyResearchers5 Miners
Cost

Corequisite
 Buildings

## Digging deeper

The deeper our mining tunnels go, the hotter it gets and the less air there is for the miners. By creating a system of air shafts and Planned ventilation, we could improve the conditions and efficiency of our underground mines, allowing them to go deeper and exploit more ores.

## Ventilation Shafts

*How to improve and manage the air ventilation of mining galleries, allowing for deeper and more productive mines.*
Thriving Agriculture

## Mission Conditions

* Have 50 Fields in your Territory
* Have 3 Granaries in your *Territory*
* Have 6 Pasture fields in your *Territory*

## Mission Rewards

* 2 Civilization Points
* 5 families arrive in the *Territory*
* New Idea: Jewelry
* New Idea: *One Porco to rule them all* (Leadership)

## Primary Outcomes

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

## Tips

### Field Placement

Fields can be of any size, provided that you have enough resources to build them. The only condition is that the top-most tile of the initial 3x3 must be above water and not outside of the bounds of the map.

See below for an example of placing fields with different starting positions:
Life Quality

Life quality is an abstract value for the well-being and comfort of the population. It directly affects the intelligence(inteligence bonus = 0.75 Life quality) of the Porcos.
The life quality is mainly defined by housing and the satisfaction of their needs.
The needs are satisfied by consumer goods and are divided into four different levels, each one of them has to be supplied by specific goods and generates different amounts of life quality, population's access to the good(that goes from 0 to 100%) defines the level of satisfaction which determines the quality of life generated by that good.
Every need (except water) can be supplied with different products, each divergent product supplying the same need increases the life quality generated by that need. The amount generated varies depending on the level of nescessity and the percentage being supplied.

Needs are divided into four different priorities,the lower the level the higher the priority, and each level has to be supplied by specific goods:
LQ= life quality

1. Vital needs:
	* Water - 100% = 1 LQ. A tip: never supply them less than 100%, water is the most important and basic vital good, without it everybody dies.
	* Food - Each type of food 100% suplied give 1 LQ, with 14 types of edible Crops plus meat, fish and bread totaling 16 types of food, it would be possible to generate up to 16 LQ
2. Secondary needs:
	* clothing - Cloth and leathercloth. 100% = 2 LQ, up to 4 LQ
	* Furniture - Pottery, furniture and carpet. 100% = 2 LQ, up to 6 LQ
	* social - Community(forum) and Tavern(Tavern). 100% = 2 LQ, up to 4 LQ
3. Tertiary needs:
	* alcoholics - Beer, wine, rum and cider. 100% = 3 LQ, up to 12 LQ
	* Entertainment - Theater(Theater). 100% = 3LQ
4. Quaternary Needs:
	* luxurys -Adornments, Jewelry and Olive oill. 100% = 4, up to 12
	* luxury foods - Grapes, Olives and Truffles. 100% = 4, up to 12

By clicking on a specific good in the region inventory you can check the information about the the population's access to the good(population access), quantities needed to supply the entire population(ideally needed), the portion of the population that can buy(demand), the quantity produced(production) and the quantity sold for the population(sold). Note that in order for the population to satisfy itself completely with a good, the demand must equal the ideal demand, but the price may prevent a portion of its population from being able to satisfy its needs of a good. that is why even if the supply is much higher than the ideal demand, the price can prevent complete satisfaction.
Longsword

60Knowledge1200Required Work50DifficultyResearchers5 BlacksmithsMaintenance20
Cost

Prerequisite(s)
 Rewards
 •  6 LongswordsProduction

## Double handed swords

*Using our new forging techniques, we could now attempt to create longer and lighter swords. Such formidable weapons would require 2 hands to be manipulated, forbidding the ability to combine it with shields, but a skilled warrior would be unstopable and nothing would be able to withstand its blows!*

## Potential Requirements

* Possibly Sword
* Requires Forging
Protector of the people

Protector of the People

Details

Policy TypeLegitimacy PolicyUnlocked ByLeadership

Policy Effects

* +1 Importance of the Military
* -5 Oligarchy's Support

Upkeep

10 Coins5 State Power
*I rule because I am in charge of protecting the people.*

## Details

Protector of the People is a Legitimacy Policy. It becomes available after researching the Leadership Knowledge.
Hunter

The **Hunter** is a gathering building available from the start of the game. It will harvest any Herd tiles *(but not Animal units)* within its radius to produce Meat and Leather. When building a Hunter, all Herd tiles in your territory will be marked with a waypoint to help with placement. The type of animals shown does not affect gathering performance.

When settling your first City, you **must** select a territory with at least 1 Herd tile available in order to complete the starting Tutorial. Without that, you will not be able to learn Sedentism or begin researching any technologies.

Unlike most gathering buildings, level upgrades for the Hunter only reduce the number of Workers required and have very little effect on how much Meat and Leather you can gather from each Herd tile. As a result, Hunter output will generally only increase when you make Policy changes that improve the efficiency of all buildings (such as revoking Food Rationing or adopting Barter).

For similar reasons, you should avoid building Meat Market stands *(with Barter)* since they have a negative impact on Hunter output. Meat Merchants can be used to sell the same goods for no penalty, along with any stockpiles you've gathered from other sources.

## Buildings

2 Wood
Domestic Dog
2 Wood
3 Javelins
Archery
Spear
3 Bows
3 Spears
3 Planks
Longbow
Horseback riding
Spear
3 Longbows
3 Planks
3 Spears

## Gathering

Level
 Meat | 1
 Leather | 1

***\*** Each Herd tile has a theoretical capacity of 6.0 Meat and 2.0 Leather per tick, assuming you could generate enough Workforce. Gathering from tiles does not consume them over time; but all animals on the tile despawn once the population reaches 800.*
Leather

**Leather** is a resource commonly available in the stone age. Gathered from *Hunters* and *Butcheries* as a byproduct from Meat production.

Leather can also be gatherd from hunting or capturing Animals.

Leather requires no tech to unlock but the buildings that produce leather may need to be unlocked by a tech.

Leather is usualy a bottle neck in the early game since basic buildings like Houses require leather to be built and the gather rate of leather from buildings such as the Hunter are usualy to low. It is advisable to supplement you leather storage (and food storage) with hunting animal formations that are found on the world map.

Leather is used as a building material for many of the *Stone Age Buildings*

Leather is also used by the Tannery to make Leathercloth. Leather is also used for the production of Bows.
and in the production of *Leathercloth* at the *Tannery* or in the production of *Bows* at the *Weapon maker*.

Your main source of Leather in the early game will usualy be from hunters. but since hunting spots will disapear from your settlements after 800 population is reached you need to quickly switch over to animal farms.

## Gather rate

* Hunter lvl 1 -
* Hunter lvl 2 - 0.5
* Hunter lvl 3 -
* Hunter lvl 4 - 0.93

(Note that gather rates vary due to state policies and resource avalability what is given here is the base gather rate of the hunter)

## Uses

* Tannery -> Leathercloth
* Weapon maker -> certain weapons like Bows, Swords and Armour
Unadministered territory

Unadministered is a special "void" territorial status that represents the absence of any territorial status.

The territory is in a state of anarchy and has no administrative organization. It is meant to be a temporary state while waiting to be reorganized with a proper status.

Unadministered territories are very similar to Occupied territories as in that they offer no access to the territory: it is not possible access buildings, resources or trading, build or recruit. They cost no Expansion Points, but however each territory generates a penalty of -30% Politics Points generation.
Paper (Knowledge)

20Knowledge1000Required Work100DifficultyResearchers5 Artisans
Cost

Corequisite
 Buildings
 •  Paper mill 3Production
 •  Paper (at Paper mill) •  Papyrus (at Gathering Camp/Farm)Reveals

## Sheets of wood

*Wood is abundant and readily available. It is possible to write on tablets of wood, but it is heavy and hard to transport or store... But maybe we could try to find a way to grind it into a paste and dry it into fine sheets we could store and carry more easily!*

## Potential Requirements

Build two furniture makers in capital.

Pictogram Writing

Glue

Conjecture: Large (20+?) local production of wood

Conjecture: Hunters may be needed;

Optional: A territory or claim that has papyrus.

## Civilization Point

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

**Laundry** is a service provided by the Washhouse building. It provides a Health bonus for the territory's population.

The production of Laundry is unlocked by the Water reservoirs knowledge, but it can't be used until the Washhouse building is unlocked through the Stonecutting knowledge.

Laundry also needs to be adopted in  Cultural Customs before it can be utilized by the population.

Resource :
Heaumes

**Heaumes** are a Steel Age Resource used to train certain Units. They are unlocked after researching the Plate armor Knowledge.

Heaumes, or Great Helms, are a large helmet that is worn over a chainmail coif or smaller helmet. They offer great protection, at the cost of weight, breathing, and vision.

Heaumes are produced by the Weapon maker and require Leather and Steel.

## Units that require Heaumes

* Baconeer
* Warhog
* Martelsnout
* Pig-at-arms
Turnips

Turnips

Details

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

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

Like all food crops, *Turnips* 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.
Warhammers

A **Warhammer** is one-handed weapon, with a hammer head as the striking face. Opposite the hammer head is a spike. It is a type of Resource used to train certain Units.

Warhammers are unlocked by the Warhammer knowledge, this knowledge coems around in Steel age.

To make one Warhammer you need 1 Wood and 1 Steel.

Units that can be trained with Warhammers:

* Martelsnout
Republic

Republic

Details

Policy TypePower PolicyUnlocked ByRepublic

Policy Requirements

* Lawmaking policy active
* Senate 3 in Capital

Policy Requirements

* +25 Conflict

Policy Effects

* +40 Representative's Support
* +15 People's Approval
* +5 Capital Oligarchs
* +15% Population's Culture
* +3 Expansion Points

Upkeep

100 Coins0 State Power
*Governance as a republic where statepigs rule in the name of the people.*

## Details

Republic is a Policy.

To enable this policy, you must have the Lawmaking policy active, and have the Senate 3 building in your Capital.

Removing this policy once activated will generate +25 Conflict.
Smelting

50Knowledge600Required Work40DifficultyResearchers5 Metallurgist
Cost
 Buildings
 •  Foundry 2Reveals

## Hidden Metals

*Some metals appear to be hidden and invisible inside regular rocks that look nowhere near them. But they seem to be there, mixed inside the rocks themselves: by placing these rocks in large fire, we can reveal them. If we can master how to make larger and hotter fires, we could extract these metals from rocks at a much faster rate!*

## Potential Requirements

* Requires at least 1 Foundry.
* Seems to requiere 2 Foundry.

## Info

Smelting is a Knowledge in YMIR. It leads to more efficient smelting of ores in the foundry building.
Hoglite

Hoglite26Strength1.2Upkeep3Toughness5.5 - 6.5ArmorMelee1.9-3.33(x0.8)3.5Rangedn/aOther Stats1.41503Costx1Porcos10CoinsSpearMetal ShieldCuirassHeavy Helmet
The Hoglite is a Infantry Unit. It becomes available in the Bronze age.

It requires the following equipment for each unit: 1 Spears, 1 Metal shields, 1 Cuirasses, and 1 Heavy helmets.

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

## What is the port used by the game?

The default used port is **TCP 14804.** You need to have it forwarded to your machine if you want other players to be able to join your game.

## I can't connect to a LAN game

First thing's first; try to ping the host. Assuming that works, temporarily disable the host machine's firewall, and if that works, re-enable the firewall and add a rule for the port used.

If you can't even ping the other device, the response being either "destination host unreachable" and "request timed out", then try to reset your ip.

On windows, go to cmd and enter "ipconfig/release" then "ipconfig/renew". You should be at least able to ping the other device now.

## When i start my own game, nothing happens and i get a 'connection fail after 3 attempts'.

When you click to start a game, it auto-launches a server and attempts to connect you to it.

The server is a different program and a different window will popup.

* If you see the server start but connection fails, you likely have a local issue with anti-viruses or firewalls.
* If you don't see the server start it means the "auto launch" does not work on your machine.

You will have to launch the server manually from the game files and then connect to it by

going in "join game", direct IP, and typing "localhost" as the IP and 14804 as the port.

This will connect you to your own server.

## I'm getting lots of "out of memory" errors every few minuts!

Make sure to launch the game in administrator mode.

## I'm stuck at the tutorial.

If for some reason your tutorial bugged or you got stuck, you can disable it.

Go into %LocalAppData%\local\ymir open config.ini.

Put the startup tutorial value to 0 to disable it:

`startup_tutorial="0.000000"`

Put the enable tutorial to 0 to disable ALL turorials.

`enable_tutorial="0.000000"`

## Where do i report bugs, issues and suggestions?

You can report these in the Ymir reddit here

* **Please make sure to select the appropriate flair after posting your message**.
* **Do not report "one time bugs". If the issue only happens once randomly and is gone when restarting the game , do not report it!**

## I am randomly getting disconnected with 'ping timeout' errors.

You can check the quality of your connection to the server by putting the mouse over the round light button on top right of the screen.

It tells you your ping, and % of network packets lost . It turns orange if the connection gets too unstable.
Tropical

A warm humid land found near the equator. The average fertility of tropical regions is 2. Tropical tiles on average are highly forested and can give a lot of Wood.

**Tropical** tiles have a innate -5 Health debuff.

Tropical regions are the only regions in the game that can grow four different food types. All of the food types that can be grown in tropical regions are also specific to the tropical climate and cannot be grown in any other climate. Besides the 4 food crops there is Sugarcane, a crop specifically for Alcohol production. The *Tropical* region lacks a Crop to make Cloth, and instead relies on Llamas.

Crops:

* Bananas
* Beans
* Corn
* Rice

Resource crops:

* Sugarcane

Animals:

* Capybaras
* Chicken
* Buffalo
* Llama

## Strategy

Tropical is considered to be the toughest start in the game because of its -5 Health. This makes it hard to build up a sizable population early game. To combat this it is highly advised to gather all 4 food crops this biome has to offer and provide them at a high satisfaction % most often you will also have acces to fish this is a great boon in the early game since a single fish tile can give up to 6.8 Fish (in the late game), it is also highly recomended you house your entire population in the most modern houses giving you a health bonus.

The health debuff is mostly negated by the Doctor (Building) after Herbalism comes in. you will stil have a smaller population then your non-tropical counterparts and thus can field a smaller army then them you will need to be mindfull of this before and after a war erupts.

The tropical tiles are able to grow Buffalo wich are considerd to be the strongest animals grown for food the food they produce is on par with any other animal but the Leather they produce is substantialy higher then any other animal. this will allow you to satisfy the Clothing need with Leathercloth (This is to comensate the lack of any Textile/Cloth crop). With the Leathercloth you can make Eagle Warrior and Pitsotl if you have acces to Obsidian.
Wooden shields

A **Wooden Shield** is a shield constructed from wood with a metal band around the outside edge. It has a grip at the center of the shield, covered by a metal boss to protect the hand.

The Wooden Shield is a type of Resource necessary to recruit Pitsotl. It becomes available upon researching the Shield Knowledge.

Units that require Wooden shileds in order to be trained

* Pitsotl
* Immortal
* Spearpig
* Swordpig
* Swordboar
* Horsepig
* Camelpig
Metallurgic Innovation

0Knowledge3900Required WorkVariableDifficultyResearchers10 Metallurgists
Cost

Corequisite
Academia

## Innovations

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

## Info

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

Buildings

## From cast iron to steel

*Cast Iron isn't really usefull by itself: it's very strong but also very brittle and you cannot work with it. We can produce it easily but its saturated with carbon... Meanwhile, steel is also iron, but with less carbon in it. Currenlty we are making steel by taking pure iron and adding carbon to it with charcoal but its slower to produce and requires a lot of manual forging to produce while Cast Iron can be mass produced with blast furnaces. Therefore it would make steel production much easier if we could master a way to make steel out of Cast Iron by removing the extra carbon instead of making it by adding carbon to pure iron.*
Update 0.0.11.8

## Fixes

* fixed an issue with wrong culture types increasing
* fixed an issue with battles in abandonned regions

## Changes

* melee skill for units is now separated into 2 : attack skill and defense skill ( not in UI yet )
* increased reach bonus vs larger units ( bonus of spear vs cavalry )
* educed skill malus of armors
* units equiped with shields have a defensive skill bonus
State workers

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

State Workers are workers that are directly employed by the state for government purposes. They are employed in the buildings under the Government tab in the building menu.

For the most part, state workers do not earn money for the services they provide unless the service is set as a State Resource. State workers may also be paid by enabling the Civil Servant Wages Policy. Enabling Civil Servant Wages causes state workers to be paid directly from the treasury, rather than requiring state buying of the service they produce. Paying certain state workers a flat wage rather than state buying their service may be cheaper at larger quantities of service produced, while other state workers like Teachers already make a profit on their services and do not necessarily require state wages.

## List of State Workers

* Guards
* Scribes
* Officials
* Oligarchs
* Builders
* Philosophers
* Teachers
* Architects
The remains of the tribe

Our explorer of 'Name' have trippedover the remains of a small group of unfortunate nomands. Ostensibly, they have died long ago in circumstances that the group could not understand. All their stuff appear to be still intact next to them.

### Choice

Recover their rest to recover what we can = Get 15 loots

Give them a proper burial = get 2 Honor
Theater

The Theater is a Building available in the Iron Age. It is unlocked by researching the Phonetic writting Knowledge.

Theaters provides the Theater Resource which counts as entertainment and satisfies one of the Tier 3 Population needs.

Note that the *Theater resource* consumption must be unlocked separately by using a Civilization Point.
Wood

Wood

Details

TypeResourceProduced byWoodcutterMade fromNatural patchesUsed for • Building Construction
 •  Charcoal
 •  Fuel (Potter, Foundry, Bakery)
 •  PlanksUsed by •  Units
 •  Pottery
 •  Charcoal clamp
 •  Foundry
 •  Sawmill
*Wood* is a important Resource in the game YMIR. It does not require a Knowledge to be unlocked and is available from the start of the game, nor does it require a Civilization Point in  Cultural Skills to be produced.

*Wood* is gathered by the Woodcutter.

*Wood* is used as a building material in the very early game, becoming much more important as the game progresses beyond the most basic technology. Some buildings only require wood to be built, such as the Palisade and Wooden gate.

*Wood* can also be used as a fuel for buildings like the Potter and the Foundry. Wood can later on be replaced by more efficent fuels like Charcoal and Cokes.

*Wood* is also used by Warrior, Wolf Warrior, and Bearserker units as a weapon.

## Gather rate

Wood is gathered at 0.01 or 0.02 wood pertree (depending on whether it is rounded up or down). The Woodcutter does not differentiate between trees; all trees produce the same amount per tree.

Wood cannot be gathered from Farm annexes like the Apple tree and the Date Trees.

Wood can also not be gathered from bushes and or shrubbery.

Gather rates in total:

* Woodcutter lvl 1 -
* Woodcutter lvl 2 - 1.5

(Note rates may vary due to state policies)

## Used in

* Construction (mainly)

-Palisade

-Wooden gate

* Fuels

-Potter

-Foundry
Stonecutter camp

The **Stonecutter Camp** is a Building available upon researching the Stone building Knowledge. It extracts the resource Stone from many types of Stone tile deposits.

Stone is an important resource for structures requiring a foundation. It also has a use in defensive structures like the Cobblestone wall.

Stoneblocs
Slate
Limestone
Marble
Granit
Sandstone
2x Wood
1x Leather
Stoneblocs
Slate
Limestone
Marble
Granit
Sandstone
2x Planks
Stoneblocs
Slate
Limestone
Marble
Granit
Sandstone
2 Planks
Wolf Warrior

Wolf Warrior23Strength0.7Upkeep3Toughness2 - 2ArmorMelee6.5-5.25(x3)1Rangedn/aOther Stats3723Costx1Porcos2CoinsWoodFlintWolf
The **Wolf Warriror** is an Infantry Unit. It becomes available in the stone age after researching Elite Warriors.

It requires the following equipment for each unit:

* 1 Wood
* 1 Flint
* 1 Wolf

## Tips

* Something to be mindful of is the units high move speed compared to other stone age units. This high movement speed will cause the unit to run ahead of other units in battle.

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

WarriorBasic Unit8Strength0.6Upkeep2Toughness0 - 0ArmorMelee3-2.74(x1)1Rangedn/aOther Stats2723Costx1Porcos2CoinsWood
Warriors are Porcos simply equipped with a wooden cudgel. They are the earliest and most basic military unit, and are unlocked from the beginning. They simply require regular wood to recruit, as their cudgel is not an actual resource needing to be crafted with a weapon maker.

## Requirements

As one of the starting units of the game, the warrior does not require any particular knowledges and is available at all times.
Urine unhairing

40Knowledge700Required Work100DifficultyResearchers5 ArtisansMaintenance10
Cost

Corequisite
 Buildings

## Improving Tanning

*Removing the hair out of the hides is a really labor intensive process that requires a lot of time but is necessary to process the hides into more durable leather. But some tanners with questionable hobbies advanced that by using urine and soaking the hides for a long time in it, which makes the hair removing much easier afterwards. This nasty process could greatly improve the efficiency of our tanneries, but it's definitely not going to improve the problem of their smell...*

## Game Description

*Who thought urine could be useful: soaking the pelts in it for days facilitates the laborious process of unhairing them, improving the production of leather.*

## Potential Requirements

* Tanning
* 3 Tanneries
Societal Innovation

0Knowledge5200Required WorkVariableDifficultyResearchers10 Philosopher
Cost

Corequisite
Academia

## Innovations

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

## Info

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

Vital needs are the category of population needs of the highest priority. They are composed of primary needs required for basic survival: food access and water access.

Without vital needs satisfied, not only will the fulfillment of needs of higher priorities be useless, but your population will die of starvation and stop breeding piglets resulting in a negative Growth and population decay.

Maintaining a good % of vital needs satisfaction is one of the first and most critical tasks to manage your territories.
Tribal Council (Knowledge)

12Knowledge20Required Work30DifficultyResearchers5 Farmers
Cost
 Buildings
 •  Tribal Council 1Production
 •  Tribal CouncilPolicies

## Solving conflict

*A lot of conflicts could be avoided if the elders of each family of the tribe talked with each other more ofthen, for the oldpigs are wise and have the respect of their families. Also it would give them someting to do besides pestering the youngsters of the tribe...
If we can convince them to talk to each other, which will not be easy, we could build a spacial large hut for them to meet and talk about issues of the tribe. I am sure the rest of the tribe would abide to their judgements and decisions.*

*A council of elders of every family of the tribe that gather to resolve issues and conflicts within the tribe: wise oldpigs who managed to stay alive this far sure deserve some respect and are worth hearing.*

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

With the leadership within our tribe now established, it is time to consider expanding to new territories so that our people can grow further and access more resources and control more lands.

If they are successful, they can start exploring land around the village and our people will grow bigger and more powerful.

## Mission Conditions

* Control 1 or more Territory with the type Countryside.
* Total population in all of your Territories at least 500.

## Mission Rewards

* 1 Civilization Point
* New Idea: A Shiny Stone (Metallurgy)

## Primary Outcomes

### Countrysides

The main goal of this mission is to get you to setup a new countryside for your capital, so that you can exploit Resources that are not in your capital, or to improve your resource production to provide more resources that you're already producing.

### Settlers

This mission makes use of settlers, which were unlocked by obtaining Leadership from the Taking Leadership mission.

## Tips

### Food/Water for Population

Remember to provide your new territory with food and water. Water can't be transported, so you must build either a Water Collector or a Well. Food can either be gathered from local resources, or transported by one of your Formations.

### Countryside Production Building Limits

You are limited to 5 production buildings in your countryside.

### Countryside Resource Access

Countrysides can access resources from the Territory that it's owned by, making it easier to build Buildings (You don't need to take resources with you when settling the tile).

### Sending Resources Back

Once Barter has been researched, and the Gift Economy policy is not active, you gain the ability to send resources back to the regional center.

When in the countryside, or if the countryside is clicked on the map, go to the Resource list for the territory, there should be a *Regional transfers* icon  that can be clicked.

From here, you can send resources back using the *New Transfer* section at the bottom. You can also see your existing transfers and adjust them from here as well.

Once a *Regional Transfer* is setup, it can also be adjusted from the regional center as well.
Steel shield

80Knowledge1000Required Work100DifficultyResearchers5 Blacksmiths
Cost
 Production

## Updating shields

*Steel is stronger, lighter and more flexible than any other metals we've ever had. We could use it to improve our shields for our elite units, combining lightweightness and resistance by reinforcing wood and leather with a thin sheet of steel.*

Shield reinforced with steel for additional resistance while remaining lighter than other metallic shields.

## Potential Requirements

Making Heavy shields while in steel age, at least 4+ production seem to be required.