recursal/Fanatic-Fandom huggingface dataset:
Capitulation

Capitulation happens in a war when one side willingly decides to admit defeat.

The effect of capitulation is similar to War Morale falling to 0, and triggers the auto-resolution of the war applying all the war effects of the victorious side.

Any belligerent may capitulate at any time, with the exception of wars with no victory such as the raiding campaigns.

If the State capitulating is a main belligerent, the war itself will end. If it's a co-belligerent, the war will continue while the co-belligerent is out of it counting as defeated and therefore might have to pay war reparations if his side ends up losing.
Horseback riding

70Knowledge1000Required Work80DifficultyResearchers8 FarmersMaintenance5
Cost
 Buildings

## Travelling on animals

*Some animals are strong enough to carry heavy loads on their backs, so why not us? If we can select the most adapted and docile breeds to do so, and how to teach them to obey our orders, we could travel directly on their backs instead of using carts and heavy chariots attached on their backs. It would make travelling on it more practical and fast, and it would open new perspectives for warfare as well!*

## Potential Requirements

* Unlocks almost as soon as you acquire horses;
* It's possible that Animal breeding is needed to unlock the idea.
* Might required Paddock 2 with Horses inside (Animal Husbandry)
Captive sow

A scout of the expedition 'Name' just reported the presence of a warrior band in the region. According to him, judging by their encampment, they are nomads who are only passing.

At the center of their bivouac, the scout has spotted a large cage of wood, fill with Sow in captivity. Impossible to know the intentions of the warriors, neither the circumstance in which those Sow was captured, but their fate seems to be grim, without any doubts.

## Options

* "Fight the kidnappers to free the Sow" - *The formation is attack by 10 primitives units. 16 Sows are added to the formation.*

* "Don't get involved" - *No effect*
Rum

Rum is a Resource available in the Copper age. It is unlocked by researching the Rum Knowledge.

Rum is one of the types of Alcohol used to satisfy the alcohol Population needs. It is the alcoholic drink of the Tropical climate.

Rum is made from Sugarcane, Water and Pottery in the Rumery. It can also be used to provide alcohol for the Tavern building, at the lowest unit per Social cost of all alcohols.

## Production

 **Rum** Production Chain

Sugarcane

Water

Wood
OR
Charcoal
OR
Coke

Clay

Water

Potter

Pottery

Rumery

**Rum**
Education

70Knowledge500Required Work50DifficultyResearchers5 Scribes
Cost
 Buildings
 •  School 3Production

## Passing the knowledge

*Teaching our culture, rules, traditions and knowledges to the new generations is important. We could organize a new cast of people specialized in teaching the new generations.*

## Potential Requirements

* Pictogram writting
* Have Scribes
* Currently unknown if more exist
Deer

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

## Description

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

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

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

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

## Location

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

* Continental
* Oceanic
* Mediterranean

## 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.

**Deer** can not be bred.
Flax

Flax

Details

TypeResourceFound inArid, Desert, MediterraneanProduced byGathering Camp or FarmMade fromNatural patches and FieldsUsed forTextilesUsed inCloth, Rugs, Padded ArmorUsed byWeaver
**Flax** is a Crop and a Resource. It can be found and grown in Arid, Desert, and Mediterranean Climates.

*Flax* is used by the Weaver to make Textiles.

Textiles are then used to make Cloth in a Cloth Maker, Rugs in a Carpet Maker, or Padded Armor in a Weapon Maker.
Barter (Policy)

Barter

Details

Policy TypeEconomic PolicyUnlocked ByBarter

Policy Requirements

* Replaces Gift Economy

Policy Requirements

* +40 Conflict
* -20 Loyalty

Policy Effects

* +20% Building Efficiency
* -20% Population Conflict
* -5% Waste
* +5 Territory Administration
* +1 Expansion Point

Upkeep

0 Coins0 State Power
*Immediate and reciprocal exchange of goods and services of equivalent value.*

## Details

**Barter** is a Economic Policy. It is unlocked by researching Barter.
Longbow

80Knowledge800Required Work80DifficultyResearchers5 ArtisansMaintenance10
Cost
 Rewards
 •  6 LongbowsBuildings
 •  Hunter 4 (with Horseback riding, Iron working, Spear) •  Stone Tower 3 (with Guards, Iron working, Construction planning) •  Heavy Tower 4 (with Guards, Plaster, Iron working, Construction planning)Production
 •  Longbows (at Weapon Maker)Units
 •  Longbowpig (with Padded armor)Other

## Long range murdering

The bigger and stronger the bow, the more powerful becomes its release. It could fire arrows at higher ranges and deal more damage, but it will also be harder to master and require much more training.

## Potential Requirements

* Produce bows AND having bowmen
* Have between 20-40 bowmen.
Court

Court

Details

Policy TypeState Power PolicyUnlocked ByCourt (Knowledge)

Policy Requirements

* Ministry policy active
* Great Hall 3 in Capital

Policy Effects

* +8 Leader Superiority
* +4 Oligarchy's Support
* - 50% Subordinates Maintenance

Upkeep

400 Coins20 State Power
*The constitution of a Court hosting and entertaining subordinates and vassals directly in the capital to better control and manage them.*

## Details

Court is a State Power Policy. It becomes available after researching the Court (Knowledge) Knowledge.
Market (Knowledge)

35Knowledge500Required Work50DifficultyResearchers5 Traders
Cost

Corequisite
 Buildings
 •  Market 1Production

## A place for exchanges

*To facilitate exchanges with other foreign cities, we could create a special place for traders to gather and store goods meants to be exported. These specialized traders would continuously travel and keep contact with other cities to know what they have to buy and sell at which prices. This would allow us to directly buy and sell resources with our partner cities with currency.*
Pickaxes

The **Pickaxe** is a Steel age Resource. Pickaxes become available after researching the Pickaxe (Knowledge) Knowledge.

A pickaxe is a tool consisting of an axe-like head and a sharp point, used for breaking up hard earth and stone. Pickaxes are used in the construction of higher-level buildings and Annexes like Mining Shafts and Quarries.

Pickaxes are produced by the Tool maker and require Steel.

Note: Pickaxes may require the lvl 4 Tool maker building, which requires Bellows knowledge.
Cattleliers

30Knowledge1500Required Work50DifficultyResearchers5 Farmers
Cost
 Buildings

## Horseback management

*Cattle can spread over large areas and herds can become pretty difficult to manage. Higher up on horseback, it would be more convenient to move around and keep an eye on the herds than walking on foot below! Horses could become the essential companion to cattle raisers, making it easier to pursue and lead larger herds and managing bigger pastures. They would just need to get used to it...*
Crusher

Crusher83Strength48.8Upkeep13Toughness0.3 - 0.3ArmorMelee7-2.518(x6)8.5Rangedn/aOther Stats2.41009115Costx1Porcos483CoinsMammothSpearx10LeatherPadded ArmorLight Helmet
The Crusher is a Cavalry Unit. It becomes available in the Copper Age.

It requires the following equipment for each unit: 1 Mammoth, 1 Spears, 1 Light helmets, 1 Padded armor, and 10 Leather.

## Requirements

Stompers require the Elephant riding Knowledge before they can be recruited.
Grapes

Grapes

Details

TypeResource, Luxury goodFound inContinental and MediterraneanProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed forWineUsed byVineyard
**Grapes** are a Crop and a resource. It can be rarely found and grown in Continental and Mediterranean Climates.

*Grapes* can be used to fulfill the Pleasure Foods Need, or processed into Wine by the Vineyard to fulfill the Alcohol Need.

A Civilization Point in  Cultural Customs is required for your population to consume *Grapes*, and another point in  Cultural Skills in order to be grown in fields at Gathering Camps or Farms. It can always be gathered from wild crops without requiring a point investment into  Cultural Skills.

Using *Grapes* to produce Wine requires Wine (Knowledge) to be researched before it can be produced/consumed.

## Gathering

The natural patches seem to be quite loose but still more densely packed then Apples, and a typical patch can be fully exploited by a single gathering camp.

The gather rate for natural patches lies between XX and XX

The Gather rate for fields lies between 0.1 and 0.2 the gather rates seem to match the gather rates for other crops found in the chart of Field

The fields however are exploited more efficiently by the Gathering camp compared to food crops, allowing twice as many fields.

## Production Chain

 Wine Production Chain

**Grapes**

Wood
OR
Charcoal
OR
Coke

Clay

Water

Potter

Pottery

Wine Cellar

Wine
Democracy (Knowledge)

150Knowledge7500Required Work130DifficultyResearchers20 Philosophers
Cost
 Buildings
 •  Agora 3Policies

## Governing by the people

*Organizing a new form of government fit for a City-State where the city is to be considered a public property: it belongs to all its citizens, as opposed to beign the private property of a few individuals. The power of property must be limited, and the only legitiamte source of power is its people. There can no longer be any formal Leader or priviledge nobility: all the decisions of the city must be taken by direct vote of all its free citizens and decided by the majority, with every citizen's vote counting equally.*

## Requirements

Philosophy (Knowledge)

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

**Heavy Shields** are an Iron Age Resource used to recruit certain Units. They are unlocked after researching the Heavy shield Knowledge.

Heavy shields are large, wooden, rectangular shield, with a center boss and a curved shape. They closely resembles Roman scutum shields.

Heavy shields are produced at the Weapon maker and require Wood, Leather, and Iron or Steel.

To make 1 Heavy shield you need 1.5 Wood, 1.5 Leather and 1 Iron or 0.5 Steel.
Shells

To see shells and pearls deposits, you need the idea "Jewelry" triggered or researched.

Shells are a naturally occurring resource in Ymir. Shell Deposits are rare and occur along bodies of water, or rarely in mountains and deserts.

Shells are gathered by flint collector, from Porkoderthalian warriors or events.

Shells are required to complete certain quests and researches and can be used to make Adornments.
Rabbits

**Rabbits** are small mammals, and are a type of Animal in YMIR. They are a source of  meat.

## Description

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

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

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

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

## Location

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

* Oceanic
* Nordic

## 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.

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

* Oceanic
* Nordic

Rabbits do not produce leather when butchered.
Portage

5Knowledge100Required Work30DifficultyResearchers5 traders

## Carrying goods

*We could have people specialized in carrying goods between territories, who would ensure a constant transfer of resources making sure it never runs out, instead of relying on manual one-time caravans.*

## Potential Requirements

* Currently unknown. Almost sure that two or more territories are needed.
* Longer distance from capital might increase chance of it appearing.
Efficiency

Efficiency is a modifier that affects the productivity of a Porco working in a building. A higher efficiency modifier will allow each Porco to do more work, either by working more natural resource tiles, operating more annexes (excluding the Market stand), or processing more raw materials into processed goods at a time.

Efficiency will not cause a building to produce extra goods from input materials, but rather cause the building to consume more input materials to create more goods at the same ratio as before. Likewise, higher efficiency will not increase yields from natural resources or annexes, but rather allow more of them to be operated at full productivity by a single Porco.

Efficiency is primarily affected on each building by building level, and nationwide by economic policies such as Gift economy or Fair Exchange. The effects of each modifier will stack, but certain policies are incompatible with each other.

## List of policies that modify efficiency

* Community Work: -15%

* Gift economy: -20%

* Food Rationing: -25%

* Coinage: +10%

* Currency: +20%

* Fair Exchange: +20%
Humiliation war

Only available against a rival, whomever loses ends up suffering the effects of humiliation:

* You lose 50% of your Victory Points.
* You get a penalty of -30 Legitimacy for the duration of the Humiliation effect.
* You cannot start a Humiliation war yourself.

These effects are not stackable: if a player is already under the effect of Humiliation, any further one is ignored.

The Humiliation effect takes the form of a game event of limited duration (one week in persistent mode). The effects disappear once the event expires, except for the loss of Victory Points.
Marshalls

Marshall is a special title that can be given to a Nation member by the Nation leader, allowing it to control all the nation-controllable formations of all the members of the Nation regardless of their hierarchical relations with the Marshall.

Marshalls, as Nation generals, can therefore greatly help coordinate military actions of larger Nations during a war.
Pulley

30Knowledge600Required Work60DifficultyResearchers5 ArchitectsMaintenance10
Cost
600 Coins15 Wood8 Textiles

## Levers with wheels

*Using the principle of the lever and combining it with wheels and ropes, we could create a new simple machine that allows us to lift heavy weights vertically and in a much simplier, space efficient, and convenient way than using levers.*
Library

The Library Stores Knowledge. It creates the resource "Library" that is used to store Knowledge. For every 1 "point" of the Library resource you get 1000 (Ratio of 1:1000) knowledge that you can use to research more Techs.

The library points also appear to generate state culture (1 library point = 1 state culture)

The library points also produce Research Points (Ratio 1:1)

Resource :

20 Stone
15 Planks
10 Stoneblocs
100 Clay
10 Stoneblocs
15 Planks
100 Paper
Representative money

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

Representative Money is an Economic Policy. It becomes available after researching the Coinage Knowledge.

*A currency representing a claim on a commodity instead of being a commodity itself.*

## Effects of Representative Money

* Enables Wealth from precious metals: increases the wealth of all territories by a % based on the number of gold and silver bars stored in Warehouses.

The wealth of all controlled territories is raised by 1% for every 10 Gold bars or every 40 Silver bars stored in warehouses.
Sedentism

Buildings

## Sedentary life

*On one evening by the tribe's camp fire, Grooeky Lazysnout spoke in these words:*

<<*We have everything we need here! What if we stopped moving around like the ancients and stayed for good in this territory? I am tired of mountain and dismounting these tents every day! By staying in the same place we could accumulate more tools and more things without having to worry about carrying them!* >>

## Potential Requirements

* Progressing through the starting missions in the game, guarantees this knowledge to pop up.
House

**Housing** forms the heart of any settlement, providing the porcos who live and work there a place to rest comfortably and avoid illnesses as they go about their lives. Although the number of options can be daunting at first, all Houses function in roughly the same way by providing better (or worse) living conditions for a single resident family.

Each Building Level offers up to four House types:

* **Slum**

* **Rustic House**

* **Comfortable (Large) House**

* **Apartment**

## Population Effects

When players invest in better Housing for their porcos, it has three primary effects on the population:

* **Maximum Population Boost:** More porcos will be available to work in the city, and their increased population needs provide opportunities for more State income through Privileges, Taxation, or Trade Routes *(with Barter)*.

* **Faster Population Growth:** Growth at each population level will be higher, allowing you to recruit Units more quickly and support more of them at once. The softcap for "maximum population" is reached whenever growth drops to **+/- 0 Actives per generation**.

* **Extra Intelligence:** Your porcos will become smarter, encouraging the discovery of new Ideas and improving their success rate at researching new Knowledges. However, each increase in Intelligence lowers your maximum population slightly.

These effects make House construction one of the most important aspects of advancing your civilization. However, it will often be a slow, expensive process due to the large amount of resources you need to collect for it and the absence of any rent mechanics to directly recoup your costs.

## Buildings

1 Leather
Mud Building
Property
2 Wood
2 Leather
2 Mud
Level 2+
Stone Building
Mud Building
1 Mudbricks
1 Wood
1 Stone
Builders
Mud Bricks
Property
2 Mud Bricks
2 Stone
1 Planks
Level 3+
Masonry
2 Bricks
2 Planks
Stonecutting
Plaster
1 Plaster
1 Stoneblocks
3 Planks
Level 4+
Construction Foremanship
Masonry
Plaster
Architects
2 Plaster
2 Bricks
2 Planks
Iron Working
Architects
Masonry
Plaster
4 Plaster
4 Stoneblocks
4 Planks
Iron Working
Quarrying
3 Plaster
5 Stoneblocks
5 Planks

## Capacity

To determine how many Houses you need for a city, divide each population by the capacity for that type. Use the highest resulting number from that. Alternatively, you can count the number of Slums **()** that self-build to reach the same amount.
Renounce Control

## Purpose

Taking this action will abandon control of the territory while leaving the entire population and buildings intact. You lose control of all stockpiles held within the territory including State Resources *(with Barter)*. The territory will then enter Rebellion status, but no Rebel units are created in the transition.

Unlike Evacuate, this city action can be used immediately after taking Occupied Territory status. However, be aware that AP regen for encamped Armies on the tile will be substantially lower after you renounce control.

## Requirements

**40 Loyalty** or higher in territory *(unconfirmed)*

**0 Resistance** in territory *(unconfirmed)*
Rotational grazing

30Knowledge800Required Work50DifficultyResearchers5 Farmers
Cost
 Buildings

## Leave the pastures alone!

*The idea would be to have herds graze one portion of pasture, or a paddock, while allowing the others to recover. It might feel like a waste of space and resources, but resting grazed lands could allow the vegetation to renew and rebuild while providing younger tender plant stems of better quality for the grazers when they're back, giving them more nutricious food than if it had been continuously exploited. We just need to sort out the proper way to organize the rotation of pastures in the most efficient way possible and how to manage moving the animals.*

## Potential Requirements

* Potentially have at least 3 Cattle farms working at least 50% of it's workforce
* Potentially having at least 5+ paddocks with animals in them
* Potentially both at once in the same city
* Bronze Working
* Unknown at the moment.
Prospecting

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

Prospecting is a Game Mechanic that was introduced in The Biggest Update, it enables to you survey what Resources a Territory has without having to enter the Territory and explore it.

Prospected territories can than be Scavenged for resources that were revealed.

## Notes

1. ↑ https://ymir-online.com/the-biggest-update/
Population auto-defense

During Battles, the population of a territory may spontaneously take arms to help defend it. This process is automatic and not under the control of players.

## Auto-defense conditions

Auto-defense can only happen in settled territories with a population. It happens automatically if the 2 conditions are met:

1. the military Strength score of all the defending formations in the battle is below 50% that of the attackers
2. the military Strength score of all the defenders + the potential popular auto-defense is superior or equal that of the attackers.

## Auto-defense content

The size of the auto-defense is based on the territory's total population: if triggered, it is about 75% of the number of active population in the territory, minus the amount of any existing Militia.

The unit types are simple Warriors for stone-age territories, upgraded to Peons for any later period. Peons are similar to Snouts but with less reach and less melee skills.

## Deployment and behavior

Auto-defense forces will deploy randomly next to houses of the settlement, and will move to actively engage enemies.

The auto-defense troops spawn as a separate battle-temporary formation similar to fortification towers. It only exists for the duration of the battle and it disappears after it's ended regardless of the outcome. The units do not drop any equipment, and the formation cannot move nor retreat.

```
Although unrealistic, unlike with a Militia losses suffered by the auto-defense formation will not deplete the actual active population of the territory.

```
Mining camp

The **Mining Camp** is an early-settlement gathering building that enables harvesting for a variety of Ore tiles, such as Copper Ore or Iron Ore. While any kind of Ore tile can be mined with a Level 1 Mining Camp, most do not become useful until the accompanying processing knowledges (like Bronze Working) are unlocked at the Foundry and Tool Maker.

Due to the vital role of metals in advancing to new eras, it's common for players to explore their region extensively in search of the best deposits to claim with a City or Outpost. Territories can spawn with up to 4 types of Ore or Quarry tiles, but it's more typical to find 1 - 2 Ores or none at all. Deposits of Tin, Silver, and Gold are considered especially hard to find and often only appear in small quantities.

## Buildings

1 Wood
1 Leather
2 Stone
2 Wood
3 Leather
3 Stone
(2+)
8 Planks
5 Stone
4 Planks
3 Stone
(3+)
5 Stone
8 Planks
5 Planks
4 Stoneblocks

## Rarity

The following appearance rates are based on player estimates from carefully exploring standard multiplayer maps and a longtime study on another. Since maps differ in their terrain composition the basic % will only serve as a basic average. Terrain has a huge impact on ore distribution and has to be accounted for. Up to 5 Ore deposits can appear in any territory, including multiples of the same type and excluding climate specific stones. Otherwise it would be 6.

### Estimates

 Copper | 20%
 Coal | 15%
 Limestone\*
 Tin | 5%
 Gold | 2%
 Ash | 2%

### Long Term Study

* Terrain spawnchance, ore per terrain and overall chance

***\*** Excluding Mediterranean climates, where Limestone can appear as terrain feature instead of Ore tiles.*

## Gathering

Level
 Coal | 1
 Copper | 1
 Tin | 1
 Iron | 1
 Silver | 1
 Gold | 1

## Annexes

Once unlocked, **Mineshafts** greatly increase the yield per tile that can be achieved by **Level 2+** Mining Camp. However, they can only be constructed on flat, uninterrupted regions of Ore that meet the space and buffer requirements.

 Coal | 10.0
 Copper | 2.5
 Tin | 2.5
 Iron | 2.5
 Silver | 1.5
 Gold | 1.0

## Conversion Table

The following table shows how many Ore tiles are required for **Mining Camps** to support a production rate of 1.0 Bars per tick at the Foundry. During smelting, production may pause if you have less than 0.1 Bars worth of resources available (Gold in particular tends to have this issue at less than 16 Ore tiles).
Lawmaking (Policy)

Lawmaking

Details

Policy TypePower PolicyUnlocked ByLawmaking

Policy Requirements

* Ministry policy active
* Lawmaker's House 3 in Capital

Policy Effects

* +5 State Power
* -6 Leader Superiority
* +10 Representative's Support
* +4 Oligarchy's Support
* +8 Capital Oligarchs

Upkeep

40 Coins0 State Power
*An institution of Civil Servants specialized in Lawmaking.*

## Details

Lawmaking is a Power Policy.

To enable this policy, you must have the Ministry policy active, and have the Lawmaker's House 3 building in your Capital.
Innovation Project

VariesKnowledgeVariesRequired WorkVariesDifficultyResearchersVaries
Cost
 Other

**Innovation Projects** are research projects that can potentially grant you a random Idea in the projects domain.

The cost of this project varies depending upon how many existing Knowledges you have unlocked.

Most of these projects are unlocked after obtaining the Academia knowledge.

## Project Types

The following research projects are available.
Heavy lifting

60Knowledge1000Required Work100DifficultyResearchers5 Builders
Cost

Prerequisite(s)
 Buildings

## Moving heavier things

Using pulleys and tradewheel cranes, we can lift and move heavier weights. Applying these to warehouses we could store even bigger bulks of goods on small spaces while still beeing able to manage and move them.
Hops

90Knowledge1000Required Work100DifficultyResearchers5 Artisans
Cost
 Buildings

## A new beer flavor

*Some brewers propose to replace the mix of herbs and spices used traditionally to balance the sweet malt flavors in beer by a new plant's flower called 'hops'. This heresy is supported by the claim that on top of adding a nice pleasuring flavor to beer, it would also increase its preservation making it storable for a longer time. That's been a major issue of beer making and improving its shelf life would greatly improve the industry's production by reducing waste.*
Paper

Paper is a Resource available in the Bronze Age. It is unlocked by researching the Paper Knowledge.

Paper is produced in the Paper mill from Papyrus or Wood.

Paper can be used as a replacement for Clay for services that require writing. These services are usually in government buildings, which provide an administrative benefit to the territory, and education buildings, which provide an intelligence bonus to the population.
Ideas

Ideas are the precursors to Knowledge.

Knowledges begin as ideas thought up by the population. Ideas require certain conditions to be met before the population can come up with them. For example, a territory that is experiencing a water shortage after having exhausted Water Collector placement may come up with the Well Digging idea. Some ideas require certain buildings to built. Cast nets for example require 2 Fisherpigs to be built. Most military ideas require you to have a number of precursor units recruited, for example, Archery requires around 30 Javelineers.

Outside of rewards from completing early game missions, ideas always happen automatically. Ideas have a random chance to be thought up once conditions are met. This chance is higher for porcos with higher intelligence, and some ideas will not occur if your porcos' intelligence is too low.

Once an idea is researched it becomes a Knowledge. After a knowledge is acquired, it can be traded to other players as an idea. Ideas traded this way allow players to research knowledges even if they don't meet the conditions to come up with the idea themselves. Players can also spend Research Points in order to gift knowledges directly, skipping the need for the receiver to research it themselves, although only knowledges which have all their prerequisites met can be traded in this way.

It is very likely that ideas like Bronze working and Iron working are time gated in persistent servers to allow for enough play time for each age.
Porcopedia/Section 1/de

Wilkommen zur offiziellen PorcopediaWilkommen in der offiziellen Porcopedia
Der YMIR Leitfaden für Schweinemenschen, Ressourcen, Gebäuden und mehr von Spielern verfasst und instand gehalten.
Gerne könnt Ihr euch mit dem Erstellen neuer Artikel und der Bearbeitung der bereits Bestehenden mit einbringen.

Über YMIR

*Ymir* ist ein 4X Multiplayer-Strategiespiel in Kombination mit einem City-Builder, bei dem jeder Spieler eine Zivilisation von Schweinemenschen ab der Steinzeit entwickelt. [Lest mehr...]
Resources ownership

In Ymir, resources can be either **State owned** or **privately owned**.

This mechanic only becomes relevant after gift-economy, as in gift economy there is no ownership of resources.

A resource that is privately owned belongs to private citizens (usually referred to as *local producers*) of the State and therefore not to the "player" who acts as the State. To use a private resource, the State must therefore purchase it first at it's wholesale price.

State owned resources are the resources who already belong to the State and therefore using those as a player doesn't require purchasing them.

* State ownership is stored as a percentage per resource type and per territory which can be monitored on the resource menu of every resource.
* When the State consumes a resource, it takes in priority any State owned units before resorting to buy private ones.
* Once a resource is State owned, it cannot become privately owned again.

## How to State own resources

By default, every newly produced resource is privately owned.

A resource can become State owned in different ways:

* loading the resources in a formation automatically purchases it to the local producers. Unloading it back will unload is State owned.
* goods purchased by market orders are State owned.
* goods in regional transfers arrive State owned in the importing territory, as they are purchased to their local producers from the exporting one.
* agricultural levies policy makes a percentage of agricultural goods automatically State owned when produced, as a form of taxation.
* when activating barter, all pre-existing goods start as State owned.
Marble

Marble is a Resource available in the Bronze Age. It is unlocked by researching the Stonecutting Knowledge.

Marble is a rare resource, rarely found in the mediterranean climate only. Like Stone blocks, it requires a stonecutter's annex, the quarry, to gather. Stonecutters can also gather Stone, and stone blocks from marble.

Marble is a vital late game resource. It is needed for most Iron Age government buildings, including the City Hall. 30 Marble is needed for each building, so securing a source or trading rights with a nation with a source is vital for advanced civilizations.
Leathercloth

Leather cloth is cloth not made from wool or cotton like Cloth but from the leather from animals.

Leather cloth is used to fulfill the clothing need of your Pig's.

Leather cloth is made by the Tanner.

It takes one unit of Leather to make one unit of Leathercloth.

Leathercloth is important as a clothing need for your population but also as a resource needed to recruit: Snout, Eagle Warrior, Pitsotl, Axepig and Bowpig. These units are all found during the stone to copper age. and having a stach of leathercloth ready to recruit an army will never hurt in turbulent times.
Punishment war

The punishment war is the most definitive form of war in the game which results in the definitive elimination of a player if it is won, and can only be started after major betrayals.

## Casus-belli

The Punishment war requires a Punishment casus-belli that only happens if the other State broke an active treaty with the "Punishment" breaking clause, which is one of the most serious breaking clauses used by important treaties such as automatic war armistices after an annexation war or a subjugation.

This casus-belli represents the fact that the government of the other State has betrayed its word in such a way that it is no longer considered worthy of negotiation and must be purged and replaced by a puppet new government.

## War goals

Both sides are affected by battle war morale results, territory occupations, and capital occupations. The attacker however has a passive of -1 War morale.

Both sides can occupy, sack, and raid.

## Effects

This war -if won- results in the extermination of the defending main-belligerent's government and dynasty. This is translated as the definitive elimination of its character, as it is effectively killed off the game.

The State of the killed character becomes owned by a new Inactive Character subjugated to the winning State, representing its *puppet State* nature. This inactive can eventually become eligible as a new player spawn as a succession.
Potter

The **Potter** is an early-settlement production building for the Pottery resource, which satisfies the Tier 2 population need for Furnishings and becomes an important industrial input for Tier 3 Alcohol production in later eras.

Each level upgrade for the Potter increases its base efficiency, allowing for a higher volume of production per building (at the same cost per unit). Due to the high Wood consumption for this production, advancing to Charcoal or Coke fuel sources is strongly recommended once they become available.

## Buildings

1 Wood
1 Wood
1 Leather
Bronze Working
3 Hammers
2 Stone
Bronze Working
2 Stone
2 Planks

## 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
 Pottery | 1
Papyrus

Papyrus

Details

TypeResourceFound inArid and DesertProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed forPaperUsed byPaper Mill
**Papyrus** is a Crop and a Resource. It can be found in Arid and Desert Climates, but only grown in the Desert Climate.

*Papyrus* is used to make Paper at the Paper Mill.
Market stand

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

The Market stand is a building Annex that distributes goods from that building to the public.

Each market stand linked to a building uses .5 workforce. The market stand cuts out the middle man, the Merchant, and allows for greater profit for the producer, but the loss of .5 workforce makes the building less productive. Each good produced by a building requires a market stand to be available for the public, so market stands are not recommended for distributing goods from a farm that produces multiple types of crops.
Halberds

A Halberd is a polearm weapon, with great reach, and the ability to cut, chop, and stab. They are a very effective formation weapon. They are a type of Resource used to train units.

The halberd is unlocked by the knowledge Helbard this knowledge comes around in Steel age.

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

Units you can make with a Halberd

* Voulger
* Warhog
Raid

Raid is an action your armies take on the campaign map against hostile settlements. You must first Declare War against the target settlement and its owner (unless it's an NPC barbarian tribe).

Raiding is an action mostly used to acquire resources from a damaged or defeated settlement. The amount of resources you are able to steal is dependent on the total storage capacity of the raiding army.
Porcus

PorcusBasic Unit29Strength1.5Upkeep4.5Toughness6 - 8ArmorMelee3.6-7.33.5(x1.3)1Rangedn/aOther Stats1.31483Costx1Porcos7CoinsShort SwordHeavy ShieldLaminar ArmorLight Helmet
The Porcus is a Infantry Unit. It becomes available in the Classical Era.

It requires the following equipment for each unit: 1 Shortsword, 1 Heavy shield, 1 Laminar armor, and 1 Light helmets.

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

Limestone is a Resource commonly found in the Mediterranean biome, and rarely in other biomes. It is always visible on the map but becomes available for gathering after researching the Stonecutting Knowledge.

Limestone is used by the Kiln to produce Plaster. It can only be gathered by building a Quarry Annex in the Stonecutter camp. The quarry must be placed on top of a 2x2 limestone area.
Obsidian weaponry

4Knowledge70Required Work30DifficultyResearchers5 Artisans
Cost
 Production

## Shiny black stones

*The weaponmakers of the tribe noticed that this special shiny black stone called obsidian is much better than regular flint: when broken, it is sharper than anything they've ever seen and it can cut through anything. What if we tried to make deadly weapons out of it? Now the stones are usually small, but one craftpig had this idea: what if we inserted several of them into wooden poles to create a longer continuous blade in the shape that we want?*

## Potential Requirements

* You do not need to have a specific amount of obsidian, nor do you need to have claimed land which contains obsidian for the technology to become available.

## Info

Obsidian weaponry is a Knowledge in YMIR. Obsidian weaponry gives access to special weapons.
Priviledges (Knowledge)

8Knowledge125Required Work45DifficultyResearchers8 Officials
Cost

Corequisite
 Policies

## I deserve retribution!

*The tribe is growing and as its dominant leader you now spend a lot of your time managing things and discussing matters of the tribe, with less and less time to participate in lower tasks and work like any other tribespig.*

*And what would the tribe become without your benevolent work ? Don't you deserve to be rewarded and assisted for your hard work ? And how can you earn the respect of the tribe if you just appear to be their equal? Then some will always try to contest your legitimacy as a ruler!*

## Potential Requirements

* Currently Unknown. Leadership policy seem to be a requirement.
Hoes

Hoes are a tool in *YMIR*, made by the *Tool maker*, and unlocked with the discovery of Agriculture.

Hoes are a crucial resource, as it is used to make farmland this is curcial for the growth of your settlement.

Hoes are used to build Farm annexes. Each *Farm Annex* requires one *Hoe* and one *crop* to build.

To build a Hoe the Tool maker can use: Flint, Copper, Bronze, Iron and Steel. with flints being the most used in early game.

## Production rate

* Tool maker lvl 1 -
* Tool maker lvl 2 - 1.3

(Note rates may vary due to state policies)
Guards

22Knowledge800Required Work50DifficultyResearchers8 Officials
Cost
 Buildings
 •  Primitive tower 1 (with Javelin)
 •  Watchtower 1 (with Archery, Bronze working, Construction foremanship)
 •  Wooden tower 2 (with Archery, Bronze working, Construction foremanship)Production

## Guards

*Who is going to ensure everyone pays their due ? Who is going to go shake the sows and piglets so that a stubborn Porco reveals the precious wares he was hidding burried under his hut's floor and refusing to pay as tribute to your highness ?*

*Surely the officials of the government shouldnt belittle themselves in doing such tasks. Plus most of them are not exactly in shape to impress hardened peasants... However what if we used some of these tributes to pay strong Porcos of to escort the officials and do the dirty work? The people would think twice before contesting our authority!*

## Possible Requirements

* Leadership
* Javelin

It has been confirmed by Ronchi himself on Discord, that loyalty plays no role in the discovery of the guard technology.
Politics Points

Politics Points is a Government stat that represents political influence and support, which allows a leader to gain support and legitimize its political actions.

They are continuously generated at a rate based on the current Legitimacy (excluding any "political debts" factor): the higher your Legitimacy, the more Political Points are generated.

It is possible to go below 0 Politics Points, but it then starts to negatively affect Legitimacy as "political debts".

Politics Points are used for many different actions:

* fabricating a territorial claim
* declaring a war
* signing some treaties that include specific terms such as joining a Nation
Laminar armor

80Knowledge2500Required Work100DifficultyResearchers7 BlacksmithsMaintenance20
Cost
 Rewards
 •  5 Laminar armorsProduction

## A flexible cuirass

*Designing a new type of armor using the flexibility of iron and steel made of overlapping strips that provide more mobility compared to a solid one-piece breastplate.*

## Potential Requirements

* Forging knowledge.
* Cuirass knowledge.
* Possibly producing Cuirasses.

**This page references the Knowledge Laminar armor. For the object created, please see Laminar armors.**
Production

**~WORK IN PROGRESS~** **(v0.6.0.53)**

## Building Efficiency

Efficiency is a modifier that affects the productivity of a Porco working in a building. A higher efficiency modifier will allow each Porco to do more work, either by working more natural resource tiles, operating more annexes (excluding the Market stand), or processing more raw materials into processed goods at a time.

Efficiency will not cause a building to produce extra goods from input materials, but rather cause the building to consume more input materials to create more goods at the same ratio as before. Likewise, higher efficiency will not increase yields from natural resources or annexes, but rather allow more of them to be operated at full productivity by a single Porco.

Efficiency is primarily affected on each building by building level, and nationwide by economic policies such as Gift economy or Fair Exchange. The effects of each modifier will stack, but certain policies are incompatible with each other.

## Production Data

### Luxury

 0.1  Gold
Hostile Indigenous Attack

Bad news ! While our expedition " Name " pass through unknows lands, they suddenly got surrounded by a group of half a dozen indigenous clearly hostile, comes out of nowhere... We have probably step too much closer to their territory without knowing it, or maybe the natives just dosen't like the snout of our explorer. Before even realise what's going on the natives warrior launched an onslaught...

## Options

* "Very Well" - *The formation is attack by 15 indigenous units*

### Note

The indigenous units can be Eagle Warrior, Warrior, and potentially other Stone Age Units.
ATLAS Wiki/Top section

Welcome to the official *ATLAS* Wiki
the *ATLAS* guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About ATLAS

ATLAS is an early access pirate MMO survival game from Grapeshot Games, a studio made up of members of the ARK: Survival Evolved development team. Players team up in groups called companies to build and sail their own ships and crew them with other players or computer-controlled crewmembers, team up with or battle against other crews, earn experience and level up to unlock new skills, discover new lands, tame wild creatures, fight the Army of the Damned to claim their treasure, and much more.
[Read more...]

Quick links

* Crafting
* Skills
* Discoveries
* Farming
* Map
* NPCs
* Resources
* Ships
* Taming
* Tools
* Treasure
* Weapons
Lettuce

Lettuce

Details

TypeResourceFound inArid, DesertProduced byGathering camp or FarmMade fromNatural patches and FieldsUsed byPopulation
**Lettuce** are a food Crop and a Resource. It can be found and grown in Arid and Desert Climates. It has also been found in Tropical climates.

Lettuce can be consumed to fulfil the Food Vital Need.

Like all food crops, *Lettuce* require a Civilization Point in  Cultural Customs in order to be consumed, and at least 2 points in  Cultural Skills in order to be grown in farms. It can always be gathered from wild crops without requiring *Civilization Point* investment into  Cultural Skills.

# Gather rate

A field annex built on 3 fertility produces approximately 0.15 lettuce per tick.

This yield can be increased by adding more Civilization Points to lettuce production, if the production skill for lettuce is maxed out you can acieve a yield of 0.45 lettuce per field annex (if placed on 3 fertility)(as of v0.3.1.x)

Lettuce annexes can be placed on fertilities ranging from 0 to 6, it is highly advised to place the annexes on a as high as possible fertility. Fertility 6 can be found near sources of water in the Arid and Desert biomes.
Lost Explorer

It's is, very dangerous to travel those unknown lands with a small group.
Unfortunately, our explorer as has disappeared and we have never hear of him again...

Who know what happen to them... Maybe Should we envisage to send a much larger expedition the next time, to increase our chance of success

### Extra Info

We don't know what exactely number of unit we need to prevent that but we can speculate and say this for now :

10 units and more is preventing this event.

It seemes that 5 units just do fine
Iron working

120Knowledge1200Required Work60DifficultyResearchers5 MetallurgistsMaintenance7
Cost

Prerequisite(s)
 Buildings
 •  Large house 3 (with Masonry, Plaster (Knowledge), Property) •  Hunter 3 (with Archery, Spear) •  Tool maker 3 •  Forum 3 (with Masonry) •  Tavern 4 (with Fermentation, Coinage, Furniture making, Plaster (Knowledge)) •  Tax collector 4 (with Taxation, Plaster) •  Farm 4 (with Plough, Stonecutting) •  Scribe 4 (with Phonetic writting, Stonecutting)Production

## A new metal

*What if there is more metals we havn't discovered yet? Some red stones seem to hide a different metal we know nothing off, but that seem to be considerably harder to extract and work with. However making bronze out of Copper and the rarer Tin is a complicated process that makes us rely on 2 different metals and dependent on trade. Maybe this new metal, while harder to extract, could be an alternative to Bronze?*

## Info

**Iron working** is a late-game tech that allows you to make use of iron and enable several new buildings.
Setting up trade

**This guide is currently outdated as cargo has been removed from the game.**

### First order of biz with trading between territories

* make sure you are producing sufficient amount of the resource you want to offer **-OR-** have a big enough stockpile of extra goods
* make sure you have at least 1 unit in stock, it will help if you are working on getting things rolling
* at least one territory must have a docks or caravan setup and producing cargo

### At this point you need to go to the territory you want to import goods into and go to the trade network

* 1. Open New trade route and select your new route
* 2. Select who will host the trade route (distance is important here, you want someone as close to both locations as possible)
* 3. open trade route
Mudbricks

Mudbricks are a Resource available in the Copper Age. They become available after researching the Mud bricks Knowledge.

Mudbricks are produced in the Brickworks and require Mud and Water. Mudbricks are primarily used for constructing Copper Age Houses (both small and large tiers on the upcoming version), but are also used for constructing Kiln and Foundry Buildings

Mudbricks can also be used to build Mudbrick Walls.