Fief Governance (Bannerlord)

For information on Governors and their perks see their respective article. TaxesTown ProsperityHearths And Village ProductionFood BonusesConstruction BonusesSecurity BonusesLoyalty BonusesMilitia Bonuses Type Source Details Mixed Prosperity STEP 1. 35% of settlement's Prosperity is converted into taxes daily (e.g. 10000 Prosperity => 3500 Taxes). STEP 2. The following Kingdom Policies reduce taxes for both towns and castles (usually additively with each other, but multiplicatively with the base sum of taxes): Council of the Commons: -5% (multiplicatively) Magistrates: -5% Bailiffs: -5% Tribunes of the People: -5% Cantons: -10% STEP 3. The following Governor's Perks increase this sum (additively with each other, but multiplicatively with penalties from kingdom policies): Quick Draw (Bow 250, +5%) Logistician (Steward 125, +10%) Desert Born (Scouting 75, +2.5%, towns only) Price of Loyalty (Steward 275, +0.5% for each Steward skill point after 200, towns only) STEP 3. Culture: Khuzait culture decreases taxes from towns by 20% (multiplicatively with other penalties but additevely with bonuses from perks). STEP 3. Security (multiplicatively with policy penalties but additevely with bonuses from perks and Khuzait culture penalty) +(Security - 75)/5 if Security > 75 (i.e. up to +5%) -(50 - Security)/5 if Security < 50 (i.e. up to -10%) STEP 3. Loyalty (multiplicatively with policy penalties but additevely with bonuses from perks, Security and Khuzait culture penalty) +(Loyalty - 75)/1.25 if Loyalty > 75 (i.e. up to +20%) -(50 - Loyalty)*2 if Loyalty < 50 (i.e. up to -100%) STEP 3. Projects (multiplicatively with policy penalties but additevely with bonuses from perks, Security, Loyalty and Khuzait culture penalty) Marketplace (+15%, building, towns) - up to +19.5% with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Toll Collector (+30%, building, castles) - up to +39% with Contractors (Steward 200) and Master of Planning (Steward 250) Perks A practical illustration: 1. A town has 11429 Prosperity, so it generates 4000 Taxes. 2.1. All policies are active. Council of the Commons reduces this sum (4000) by 5% (200 gold) so 4000 becomes 3800. 2.2. The remaining policies reduce the remaing sum (3800) by 5 + 5 + 5 + 10 = 25% (950 gold), so 3800 becomes 2850. 3.1. Governor has all the perks and together they boost the taxes (2850) by 5 + 10 + 2.5 + 47.5 = 65%. 3.2. Khuzait culture additively reduces those 65% by 20 so +65% turns into +45%. 3.3. Maximum (100) Security grants additive +5% bonus so +45% turns into +50%. 3.4. Maximum (100) Loyalty grants additive +20% bonus so +50% turns into +70%. 3.5. Marketplace with both perks grants additive +19.5% bonus so +70% turns into +89.5%. And as such the final sum of taxes is 2850 * 1.895 = ~5400. Type Source Details Bonuses Surplus Food: +10% of positive Food's Expected Change is added as Prosperity bonus as long as the the fief's FoodStock is full.Foodstock Max Size = 100 (if Town) or 250 (if Castle) + Granary + GovernorPerksSo e.g. if current Food's Expected Change is +50, the bonus to Prosperity is +5. Goods From Market: 10% of the total amount of certain 'BonusToProsperity' type of goods bought/consumed by the town is converted into Prosperity bonus. Those goods include Pack Mounts, regular Mounts (not Noble or War Mounts) and Fur. Governor's Perks Pristine Streets (Medicine 150, +1) Apprenticeship (Engineering 200, +1% per building, i.e. up to +12%) Clean Infrastructure (Medicine 200, +1 for Aqueducts and Granary each, i.e. up to +2) Trickle Down (Trade 275, +2 while builing a project) Projects(up to +2.6 total) Aqueducts (+1, building) - up to +1.3 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Housing (+1, continuous project) - up to +1.3 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Kingdom Policies Imperial Towns (+1 for ruler clan's towns) Issues Army of Poachers (+0,2) Maluses Kingdom Policies Crown Duty (-1) War Tax (-1) Road Tolls (-0,2) Food Shortage: -FoodMalus/2 if the settlement is starving (e.g. if Food's Expected Change is -60, it will cause -30 Prosperity malus). Also some of Prosperity bonuses are suppressed if Food's Expected Change is negative (even if the settlement is not starving yet). Issues Merchant Needs Help With Brigands (-0,2) Artisans Can't Sell their Products in Town (-0,2) Bandit Base near Village/Town (-0.2) Deliver the Herd to Town (-0.2) Landowner Needs Help With Brigands (-0,2) Village Needs Grain Seeds (-0,2) Caravan Ambush (-0,3) Escort Merchant Caravan (-0,4) Overpriced Raw Materials in Town (-0.4) Extortion by Deserters (-1) Mixed Housing Costs (Towns Only) +6 if Prosperity < 250 +5 if 250 <= Prosperity < 500 +4 if 500 <= Prosperity < 750 +3 if 750 <= Prosperity < 1000 +2 if 1000 <= Prosperity < 1250 +1 if 1250 <= Prosperity < 1500 -1 if 6000 < Prosperity <= 9000 -2 if 9000 < Prosperity <= 12000 -3 if 12000 < Prosperity <= 15000 -4 if 15000 < Prosperity <= 18000 -5 if 18000 < Prosperity <= 21000 -6 if 21000 < Prosperity Loyalty +0.5 if settlement's Loyalty > 75 -1 if settlement's Loyalty < 25 Other ways to get Prosperity as 1-time bonus: Doing the following quests: Army of Poachers (+50), Artisans Can't Sell their Products in Town (+20), Escort Merchant Caravan (+10), Merchant Needs Help With Brigands (+5), Overpriced Raw Materials in Town (+30), Bandit Base near Village/Town (+10), Deliver the Herd to Town (+50), Extortion by Deserters (+100), The Spy Among Us (+5). Type Source Details Mixed Base +0.6 for villages with Hearths < 300 +0.4 for villages with 300 <= Hearths < 600 +0.2 for villages with Hearths >= 600 -1 for raided villages (it fully suppresses all growth bonuses) Bound Town's Projects Irrigation (+1, continuous project) - up to +1.3 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Bound Town's Governor's Perks(up to +60% additively) Energetic (Athletic 175, +20%) Aid Corps: (Steward 150, +20%) Bush Doctor (Medicine 150, +20%) Culture -20% for Empire culture To sum it up, a non-Empire village with a good Governor who has all 5 perks can progress at the speed of 0.2+1.3+0.3+0.3+0.3=+2.4 Hearth per day even after reaching 600 Hearth. Doing the following quests can give additional 1-time bonuses to Hearth: Deliver the Herd to Town (+50), Village Needs Draught Animals (+30-80 but is only given by low-Hearth villages), Village Needs Tools (+20-50 but is only given by low-Hearth villages). A single raid can lower a village's Hearth by a few hundred points followed by several weaks of "Raided" state during which it doesn't grow and instead deteriorates further. Whenever a "Villagers of X" party gets defeated, the next time a village decides to send a party it has to form a new one at the cost of Hearth: -(Villagers+1)/2 Hearth, i.e. for a party of 29 villagers it's -15 Hearth. Village Production[] Base daily village production rates: Grain Village: +50 Grain, +0.8 Hog, +0.4 Sheep, +0.2 Cow Horse Villages: an assortment of horses depending on culture (from +0.05 per day for high-tier ones to +2.5 per day for low-tier ones) Cattle Village: +2 Cow, +4 Butter, +4 Cheese Sheep Village: +4 Sheep, +6 Wool, +2 Butter, +2 Cheese Hog Village: +8 Hog, +2 Butter, +2 Cheese Fish Village: +28 Fish Hardwood Village: +18 Hardwood Flax Village: +18 Flax Salt Village: +15 Salt Olives Village: +12 Olives Grape Village: +11 Grape Clay Village: +10 Clay Iron Village: +10 Iron Dates Village: +8 Dates Silk Village: +8 Silk Silver Village: +3 Silver Fur Village: +1.4 Fur All non-grain villages also produce 3 units of grain per day. A village with Hearth >= 600 is considered highly prosperous (Tier 2), a village with 200 <= Hearth < 600 is considered moderately prosperous (Tier 1), a village with Hearth < 200 is poor (Tier 0). Base production multiplier is (HearthTier+1)/2, therefore Tier 0 villages produce half of goods, Tier 1 villages produce normal amount of goods and Tier 2 villages produce 1.5x amount of goods daily. Production is further boosted by the perks of a Governor of the settlement the village is bound to: Breeder (Riding 75): +5% for all goods Steady (Athletics 200): +10% for all trade goods (i.e. all except animals) Granary Accountant (Trade 200): +20% production of grain, olives, fish, dates Tradeyard Foreman (Trade 200): +20% production of clay, iron, cotton, silver Perfect Health (Medicine 175): +10% for animals Khuzait culture also boosts production of horses, cows and sheep by +25%. Type Source Details Bonuses Inside Production: +15 for towns and +10 for castles as long as the settlement is not under siege. Bound Villages: +6*HearthTier for each non-raided bound village as long as the fief is not under siege (i.e. up to +18 max per village) Food All 9 types of food that the town buys from its market daily are added as bonuses to its Food (e.g. if the town buy 100 Grain, it's +100 Food). Having all types of food on the market in large amounts helps accelerate this process, increasing both Food gain and Prosperity gain via "Food Surplus" mechanic. Projects Orchards (+18, building, towns) - up to +23.4 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Gardens (+9, building, castles) - up to +11.7 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Kingdom Policies Hunting Rights (+2) Governor's Perks Dirthy Fighting (Roguery 225, +2 when the fief is under siege) Maluses Prosperity: -2.5% of fief's current Prosperity is subtracted from Food reserves daily (so e.g. 10 000 Prosperity => -250 Food) Master of Warcraft (Steward 250) Governor perk decreases this number by 5% (so e.g. -250 Food penalty becomes -237.5) Triage Tent (Medicine 50) Governor perk decreases this number by another 5% while the fief is under siege Garrison: -5% of fief's Garrison (not including militia) is subtracted from Food reserves daily (so e.g. 200-men Garrison => -10 Food) Master of Warcraft (Steward 250) Governor perk decreases this number by 5% Triage Tent (Medicine 50, 5%) and Gourmet (Steward 175, 10%) decrease it further when the fief is under siege Maximum Food Storage size: 100 (Town) / 250 (Castle) Base (Towns) +600 for Tier 3 Granary building and another +210 with Contractors (Steward 200, +70) and Master of Planning (Steward 250) Perks (Castles) +200 for Tier 3 Granary building and another +70 with Contractors (Steward 200, +70) and Master of Planning (Steward 250) Perks +100 for Governor with Battlements (Engineering 175) perk Bear in mind that increasing the size of food storage delays the point where it becomes full and therefore makes it harder to get the Prosperity bonus from Food Surplus. Daily food demand of a town is calculated according to the following formula = 0.001 * (BaseDemand * Prosperity + LuxuryDemand * Max(Prosperity - 3000)). Base and Luxury demand of different types of food is the following: Grain: 140 and 0 (for 10k Prosperity town daily demand = 1400) Fish: 15 and 15 (for 10k Prosperity town daily demand = 255) Meat: 19 and 50 (for 10k Prosperity town daily demand = 540) Cheese: 10 and 20 (for 10k Prosperity town daily demand = 240) Butter: 10 and 25 (for 10k Prosperity town daily demand = 275) Grape: 5 and 20 (for 10k Prosperity town daily demand = 190) Olives: 5 and 20 (for 10k Prosperity town daily demand = 190) Dates: 7 and 32 (for 10k Prosperity town daily demand = 294) Beer: 23 and 20 (for 10k Prosperity town daily demand = 370) Those numbers are not absolute values but rather a general indication of what goods are the most popular. The actual amount of consumed goods also depends on the price of those goods in the current town (each type of goods has its own "budget" to be spent). Grain is the cheapest and the most popular by far and is consumed in large amounts, resulting in it being the main source of Food & Prosperity growth. Fish is also dirt cheap in most towns and despite having low popularity is consumed in large amounts because of low price. Meat and Beer are generally moderately or highly expensive which reduces their consumption despite high demand and they're overshadowed by, say, cheese and butter. But if in a certain town prices of meat, beer, cheese and butter happen to be the same, then meat will be consumed in larger amounts than butter and cheese. Type Source Details Bonuses Prosperity: 1% of settlement's Prosperity is added to its Construction (e.g. 10000 Prosperity => +100 Construction). Boost +50 for towns (at the cost of 500 denars daily) - up to +60 with Governor's Clockwork (Engineering 250) perk +20 for towns (at the cost of 250 denars daily) +20% with Governor's Spring of Gold (Trade 250) and Relocation (Steward 150) perks each (multiplicatively with Clockwork), i.e. up to +84 for towns and +28 for castles Governor Engineering skill (+25% of Governor's Engineering skill, i.e. 200 Engineering => +50% Bonus) Forced Labor (Steward 200, +1% per 3 prisoners) - additively Carpenters (Engineering 75, +12% for towns) - additively Military Planner (Engineering 75, +25% for castles) - additively Stonecutters (Engineering 150, +30% for fortifications, barracks, aqueducts) - additively Confidence (Two Handed 125, +30% for military-related buildings) - additively Self-made Man (Trade 225, +30% for marketplace, aqueducts, workshops ('kilns')) - additively Construction from Market: +1/4 of the amount of Tools consumed by the town this day (e.g. a town consumes 2 Tools => +0.5 Production) Projects Workshop (+9, building) - up to +11.7 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks or +3 and up to +3.9 witk perks for castles Maluses Culture: -10% Construction (multiplicatively with all other effects) for Battanians (affects both towns and castles) Mixed Loyalty Loyalty effect is multiplicative with other bonuses and can either heavily increase Construction speed or turn it into 0 +(Loyalty - 75)/1.25 if Loyalty > 75 (i.e. up to +20%) -(50 - Loyalty)*4 if Security < 50 (i.e. up to -100%) Castle Charters kingdom policy reduces buildings' Contrustion cost for both towns and castles by 20%. Building Effect Tier Tier Bonus Tier Construction Cost Fortifications (Town)Wall (Castle) Higher walls Garrison Size ++ I +25 0 0 II +50 8000 (T) 2500 (C) III +100 16000 (T) 5000 (C) Garrison Barracks (Town)Barracks (Castle) Garrison Size ++ I +30 2000 (T) 500 (C) II +60 3000 (T) 1000 (C) III +100 4000 (T) 1500 (C) Training Fields (Town/Castle) Garrisoned Units XP ++ (Daily) I +1 2000 (T) 500 (C) II +2 3000 (T) 1000 (C) III +3 4000 (T) 1500 (C) Fairgrounds (Town/Castle) Loyalty ++ (Daily) I +0.5 2000 (T) 500 (C) II +1 3000 (T) 750 (C) III +1.5 4000 (T) 1000 (C) Marketplace (Town)Toll Collector (Castle) Taxes ++ I +5% (T) +10% (C) 2000 (T) 500 (C) II +10% (T) +20% (C) 3000 (T) 750 (C) III +15% (T) +30% (C) 4000 (T) 1000 (C) Granary (Town/Castle) Max Food Capacity ++ I +200 (T) +100 (C) 1000 (T) 500 (C) II +400 (T) +150 (C) 1500 (T) 1000 (C) III +600 (T) +200 (C) 2000 (T) 1500 (C) Orchards (Town)Gardens (Castle) Food Production ++ (Daily) I +6 (T) +3 (C) 2000 (T) 500 (C) II +12 (T) +6 (C) 3000 (T) 750 (C) III +18 (T) +9 (C) 4000 (T) 1000 (C) Militia Grounds (Town/Castle) Militia ++ (Daily) I +0.5 (T) +1 (C) 2000 (T) 500 (C) II +1 (T) +2 (C) 3000 (T) 750 (C) III +1.5 (T) +3 (C) 4000 (T) 1000 (C) Aqueducts (Town) Prosperity ++ (Daily) I +0.3 - 2000 - II +0.6 - 3000 - III +1 - 4000 - Forum (Town) Influence ++ (Daily) I +0.5 - 2000 - II +1 - 3000 - III +1.5 - 4000 - Siege Workshop (Town/Castle) Wall Repair Speed +50% (all tiers) Siege Engine Production Speed ++ I +30% 1000 (T) 500 (C) II +60% 1500 (T) 750 (C) III +100% 2000 (T) 1000 (C) Workshops (Town/Castle) Construction ++ (Daily) I +3 (T) +1 (C) 2000 (T) 500 (C) II +6 (T) +2 (C) 3000 (T) 750 (C) III +9 (T) +3 (C) 4000 (T) 1000 (C) Castellan's Office (Castle) Garrison Wage -- I - -10% - 500 II - -20% - 750 III - -30% - 1000 The maximum is 100. Type Source Details Bonuses Garrison(up to +XX) The largest effect on Security of a town is provided by its garrisoned troops and depends on troops' strength. A unit's strength equals to ((2+tier)*(10+tier))/50. Mounted troops get 20% bonus on top of that. 1/100 of garrisoned units' total strength is converted into Security bonus. Authority (Leadership 75) and Stand United (One Handed 175) increase this bonus by 20% and 30% respectively (multiplicatively). Relief Force (Riding 125) increases bonus from cavalry by 20%. Mounted Archery (Bow 100, +20%), Renowned Marksmen (Crossbow 100, +30%) and Ranger's Swiftness (Bow 250, +20%) increase bonus from ranged units (multiplicatively). As a result of all these multiplications, horse archers can potentially provide over 2 times bigger bonus to Security than infantry of the same tier (5 Imperial Legionaries => +0,16 Security, 5 Imperial Bucellariii => +0,39 Security) despite having the same upkeep by default. Moreover, Cavalry Tactics (Riding 225) can decrease mounted units' upkeep by 50%, while the best discount that infantry units can get is -20% from Standard Bearer (Polearm 175). Other Governor's Perks(up to +4.5 total) To be Blunt (One Handed 50, +0,5) Skewer (Polearm 150, +1) Focus (Throwing 150, +1) Gens d'armes (Tactics 250, +1) Know-How (Roguery 75, +1) Kingdom Policies(up to +3 total) Serfdom (+1 for towns) Bailiffs (+1) Magistrates (+1) Issues Bounty Hunters (+1) Fencing Stolen Goods (+1) Gang Leader Needs Weapons (+1) Gang Leader Needs Special Weapons (+0.5) Presence (Leadership 125 perk, Party Leader only): +5 while waiting in settlements (works on any walled fief, owned or not) Maluses Prosperity: -X where X is 0,05% of town's Prosperity but no more than 5 Nearby Hideout: -2 if there is a bandit hideout in the vicinity (40 distance units) Looted Villages: -2 if at least 1 bound village is looted, not cumulative in case of multiple looted villages Under Siege: -3 as long as the settlement is under siege Kingdom Policies Trial by Jury (-0.2) Issues The Spy Among Us (-2) Poachers (-1) Caravan Ambush (-1) Help with Brigands (-1) Bandit Base near Village/Town (-1) Extortion by Deserters (-1) Family Feud (-1) Landowner Needs Access to the Commons (-1) Train The Troops (-1) Conquest of Town (-1) Rival Gang (-0.5) Snare the Wealthy (-0,5) Lord Needs Garrison Troops at Castle (-0,5). Mixed Security Drift: -(Security-50)/15 i.e. from -3.33 at max Security to +3.33 at 0 Security Other ways to get Security as 1-time bonus: Clearing a Hideout within 100-unit radius from a fief adds +6 to its Security. Doing the following quests: Betting Fraud (+10-15 for CounterOffer or Failure), Merchant Needs Help With Brigands (+5), Extortion by Deserters (+10), Family Feud (+10), Landowner Needs Help With Brigands (+5), Landowner wants his Daughter Found (+10), Conquest of Town (+10). Having 75+ Security results in a 5% daily chance of boosting relations between clan's leader and merchants & artisans. Having less than 50 Security has a chance to decrease it. The maximum is 100. Type Source Details Bonuses Governor's Perks(up to +4.5 total) Discipline (Bow 150, +1) Well Strapped (Riding 50, +0.5) Durable (Athletics 175, +1) Heroic Leader (Leadership 75, +1) Physician of People (Medicine 200, +1) Projects(up to +6.15 total) Fairgrounds (+1,5, building) - up to +1.95 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Festivals and Games (+3, continuous project) - up to +4.2 with Contractors (Steward 200), Master of Planning (Steward 250) and Public Speaker (Charm 225) Perks Parade (Charm 225 perk, any party member): +5 while waiting in the settlement (works on clan-owned settlements only; works for governor, works for any heroes waiting in the settlement, works for heroes left in the settlement via "+" button) - cumulative, i.e. adds up for all heroes who have it. Kingdom Policies(up to +5 total) Forgiveness of Debts (+2) Tribunes of the People (+1) Imperial Towns (+1 for ruler clan's towns) Trial by Jury (+0,5) Citizenship (+0,5 for towns of the same culture) Maluses Owner's Culture: -3 if the clan that owns the settlements is of different culture Kingdom Policies Debasement of the Currency (-1) Citizenship (-0,5 for towns of different culture) Grazing Rights (-0,5) Imperial Towns (-0,3 for non-ruler clan's towns) Hunting Rights (-0,2) Starving: -1 if the settlement is starving, another -1 if it has been starving for the last 14 days (i.e. up to +2 total) Issues Snare the Wealthy (-0.1) Army of Poachers (-0,2) Lady's Knight Out (-0,2) Extortion by Deserters (-0,5) Village Needs Grain Seeds (-0,5) The Spy Among Us (-0,5) Conquest of Town (-1) Mixed Governor's Culture +1 if the governor is of the same culture -1 if the governor is of different culture Security +(Security - 50)/50 if Security > 50 (i.e. up to +1) -(50 - Security)/25 if Security < 50 (i.e. up to -2) Notable Relations: +0.5 for every town notable who is a Supporter of fief owner's clan. -0.5 for every notable who is a Supporter of a clan that fief owner is at war with. Loyalty Drift: -(Loyalty-50)/10 i.e. from -5 at max Loyalty to +5 at 0 Loyalty Other ways to get Loyalty as 1-time bonus: Clearing a Hideout next to your settlement while having Effort For The People (Charm 150) perk: +1. Doing the following quests: Inn and Out (+5), Conquest of Town (+10). Having less than 25 Loyalty results in a daily 25% chance for rebellion. Supporters are notables who have 50+ relations with you and chose to became your Supporter (small random chance), they can be found on Clan => Supporters tab. Type Source Details Bonuses Base: +2 Militia is the base spawn rate Prosperity: +Prosperity/1000 Militia spawn rate for walled fiefs Hearths: +Hearths/400 Militia spawn rate for villages Governor's Perks(up to +7-9 total) Swift Strike (One Handed 50, +1) Keep at Bay (Polearm 50, +1) Drills (Polearm 200, +1) Merry Men (Bow 100, +1) Long Shots (Crossbow 200, +1) Throwing Competitions (Throwing 175, +1) Seven Veterans (Steward 50, +1) Arms Dealer (Roguery 225, +2 when under siege) Projects(up to +5.85 total) Militia Grounds (+1,5, building) - up to +1.95 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks ...or +3 and up to +3.9 with perks in case of castles Train Militia (+3, continuous project) - up to +3.9 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Kingdom Policies(up to +2 total) Cantons (+1) Citizenship (+1 for towns of the same culture) Culture: +1 for Battanian culture Weapons from Market: In theory, whenever the town buys items from the market that have a "BonusToMilitia" property, their number*0.2 should be converted into Militia and tagged as "Weapons From Market" bonus but whether this is actually implemented requires more research. Maluses Retirement: 2.5% of current militia retire every day (i.e. -2.5 for 100 militia or -25 for 1000 militia) Kingdom Policies Serfdom (-1 for towns) Citizenship (-1 for towns of different culture) Ranged and melee militia spawn with 50/50 chance. Governor with Citizen Militia (Leadership 150) Perk allows for elite militia to spawn with 20% chance. Without the perk, it's 0%. Militia requires no upkeep and has no effect on town's food consumption or any other characteristics (Loyalty, Security, etc.). Its one and only benefit is being "free garrison".