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Ymir

Cheat Codes:
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Submitted by: David K.

Where do I find my savegames?:
------------------------------
Ymir Savegames can be found here:
C:\Users\(Username)\AppData\Roaming\local\ymir\save


Barter Guide:
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Written by Dundin

As i've had some independant success in breaking down the systems used in YMIR, i have 
been asked to write down my understanding of Barter in YMIR. This guide to cover barter 
in YMIR at a a detailed level to help people understand the factors that increase your 
income as a player and what drains it in the early game.

-=Technology Required
Fair Exchange: The tech that actually gives you barter.
Privileges: This tech isn't needed to activate barter, but the policy it will be your 
primary source of income for your leader which you will need to make any form of income.
Leadership: This tech also isn't needed to activate barter, but applies a means of using 
your leader's wealth to generate income for your state.
Governace: This technology will allow a policy that will increase your administration 
in your cities, which will reduce your waste. Unlike the others on this list, is it not 
fully required, but it is still very useful.

-=How You Make Your Money
Establishing the framework for your income

Leader's Privileges draws wealth directly from your cities and provides it to your leader, 
so to start you'll want to maximize the value on this policy as you enact it (25%).

Leadership has among it's other effects a value called "leader's contribution percentage."
 This is a percent of how much of your leader's wealth that he gives directly to the 
government, the higher it is, the more income you will have. Place this percent as high 
as you can afford to maintain stability (reasons to lower it will be discussed later).

The game at this stage will also have a rudimentary form of tax that is called 
"Voluntary contributions." This is effectively a 20% tax on your population that you 
have no control over [yet] but will provide a useful supplement to your income, though 
less than it may seem otherwise that i will discuss with Waste.

-=Raising Your Income
You now make most of your income through wealth generated in your territories. Any 
action you can perform to have your territories generate more wealth will benefit your 
income. This goes from anything between just placing more farms or creating more 
industry. I would recommend creating as much industry as your state can support that 
will involve your porcos selling goods to one another, as alongside a modest bonus to 
your population's intelligence from the population having more goods to buy, the 
buildings that produce these goods will generate wealth, raising your income.

-=Reducing Your Involuntary Expenses
Idle buildings which were once useful to have pre-barter to cycle active population 
between various jobs are now detrimental instead of useful to you as an inactive 
building will now drain your income by 1c each per turn. Unless a building that you 
use infrequently is absolutely vital or very expensive to rebuild, I would suggest to 
either destroy it or set it to low priority and eject the population from the structure 
instead of just deactivating it. 

You will also find that you have a penalty to your income called "waste." This is a loss 
of tax [voluntary contribution] from inefficient administration. There is little you can 
do to reduce this easily, though it is generated from 2 factors, State Power less than 
10 (though less than 0 is when it gets significant) and low administration in your cities.
 Leadership will make your capital more efficient, which keeps your capital important as 
a location to focus your industry in, if possible. If you have Governace, the Local 
Authorities policy will be useful in reducing the waste in your cities as well, alongside 
other policies that could raise your State Power if it's causing a penalty to your income.

-=Managing Your Voluntary Expenses, and State Owned Resources
If you look at your resource stockpile you will now see a new option. State Resources. 
If a resource is listed as a state resource, you buy it as it's produced. This has several 
uses, one of which being that many industries suffer a penalty to production if they don't
 have someone immediately buying the goods they produce as they produce it. Industry that 
provide goods bought by your Porcos will not have this problem (pottery, for example) as 
your population will buy the goods. What i feel the most important part of state resources 
though is that this expendature will bypass any markup from waste in the territory, 
providing you a means of acquiring things in advance that later you will appreciate having 
been effectively cheaper. Use this on resources that you plan to ship between your cities 
or use yourself as a leader (construction and army production).

Another thing to take note of is that you now have to pay an upkeep for your armies and 
some buildings. While your economy is still young, you may want to reduce the volume of 
troops in your armies or reduce them to Militia to keep them from burning a hole in your 
wallet. Many structures will provide an uncomfortable drain on your economy (walls and 
forums, for example) Having natural terrain used in the form of your wall will help reduce 
the expenses of fortifications if they are necessary, where as the forum will also provide 
a resource (which sales will be taxed) and wealth (which will also be taxed) so many 
buildings that have an upkeep may happen to actually result in a net profit.
 

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