Vanhoover Commune

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Vanhoover Commune
Vanhoover Commune.png

VAN map.png

IdeologyEquestrian Socialism.png Equestrian Socialism
Leader
Dust Hoover
Ruling partyVanhoover Socialist Party (71%)
PopulationPopulation 1,483,409
PonypowerPonypower 11,881
RacePony Pony
StabilityStability 35%
War supportWar support 52%
FactoriesFactory 6
CapitalVanhoover
ContinentSouthern Equus
DemonymVanhooverian
TagVAN
Color  #ED033E

A secessionist state that appears during the Lunar civil war, the communists of Vanhoover have rallied under Admiral Dust Hoover, breaking away from Flag of Equestria Equestria to proclaim their own commune. Held together by the sailors of Equestria, it has a strong navy for its size from defections. However, how long this dream of the Vanhoover workers lasts, remains to be seen.

Lore

While Flag of Stalliongrad Stalliongrad was the first socialist state to break away from Flag of Equestria Equestria, it was certainly not the only place with communist support. When Caramel Marks' new radical ideology spread throughout Equestria, it found a lot of supporters within the poorly treated workers of Vanhoover. While many had sympathized with the communists of Flag of Stalliongrad Stalliongrad and their ideas, most were content, enjoying the eternal peace of Equestria, and their status as an important harbor and a center of trade with the deer of Flag of Kingdom of Olenia Olenia, also being in close proximity to the Flag of Changeling Lands Changeling Lands.

But now, with the sudden appearance of Nightmare Moon and the spark of the civil war, Equestrian troops have left for the front, and disgruntled citizens are left behind supporting a war they did not want. Admiral Hoover and his supporters saw this as an excellent opportunity to take over the region seizing power by force and proclaiming the Vanhoover Commune. Now starts the march to the Mayor's office in Vanhoover, to deal with the last of the loyalist forces within the commune.

Surrounded with enemies on all sides, small and weak, Vanhoover stands alone. And they will either bring forth their very own paradise of the workers, or perish.

Gameplay and Strategy

Starting Situation

Vanhoover starts in a weak position. They have no possible paths for expansion at the start, and only start with a small army of 5 fully equipped divisions of three 10 width militia, two 12 width pegasi militia and 1 armored division. However, you also have decisions to spawn two more 6 width divisions from every state you control, including ones you can gain later. Their armed forces uses a total of 41K ponypower, with a reserve ponypower of 19.61K. Vanhoover only has a small stockpile of 20 convoys at the start.

Threats and Opportunities

Flag of Equestria Equestria - Your former overlord, Equestria, is more powerful than you in every way. Fortunately Vanhoover can expand via border wars, which are much more winnable. AI Equestria will always offer puppeting instead of annexation, so that overwhelming Equestrian force does not need to be the end.

Flag of Lunar Empire Lunar Empire - If the Lunar Empire wins, it will always attempt to annex you after it deals with its internal issues. An Equestrian victory is preferable.

Flag of Changeling Lands Changeling Lands - An inevitable threat, who will declare upon you alongside Equestria when the war comes. You will need a strong defense to hold them back, even with Equestria or the Lunar Empire's indirect aid.

Flag of Kingdom of Olenia Kingdom of Olenia - While they do not pose any direct threat to you, they can still be invaded for more land should you wish. Usually, attacking Olenia same time as the Flag of Changeling Lands Changelings might allow you to grab some of the eastern land from Olenia, provided you have sufficient war score.

Fortress Vanhoover

Vanhoover is a fortification oriented nation, needing to hold against both the Changelings and Equestria. To this end it has decisions for fort construction. At the end of the chain both Vanhoover's states will have level 2 forts and the two cities will have level 6 forts.

Forts, in conjunction with the development focuses on the industrial tree, will also allow decisions to construct off map factories - 2 military factories in Vanhoover, 1 military and 2 civil in Arcadia.

Expansion

Vanhoover after successfully completing all it's border wars.

Vanhoover receives mechanics to allow it to expand. Unfortunately, there is little industry available for the taking, however the most important regions are.

  • Tall Tale - 1 military factory, 2 civilian
  • Upper Unicorn Range - 18 steel
  • Unicorn Range - 12 steel, 6 chromium

Expansion proceeds via border wars after a political focus tree is completed, and will immediately give claims on all possible territory. If you win the border wars for them, they turn into cores.

National Focus

As the Commune raises it's head, the workers must decide upon the future of this newly formed nation.

Vanhoover Focus Tree

Starting Focuses

The first focus will grant Vanhoover a core on the state of Vanhoover, steal part of the fleet of both Equestria and the Lunar Empire, spawn your divisions and create your generals. Fate of the Mayor will deal with the former Mayor, offering mercy for stability, or a harsher punishment for political power. Capture the Countryside will core your remaining starting territory, and Ban Non-Socialist Parties gives some political power.

This leads to the Vanhoover elections and the three possible candidates: Dust Hoover, Strawberry Snowflake and Winter Turnip. The elections will matter based on the choices in events and the decisions taken in the menu, with certain options increasing the influence of different factions. Once the 35 day limit is up, you will be able to elect whoever has the most influence of the groups.

Warning: Electing Winter Turnip will result in you becoming a puppet of Stalliongrad and has no content politics-wise in the focus tree.

Empower The Communes

The first candidate is Strawberry, who desires a peaceful Vanhoover, preferring a step towards a more democratic institution than before, where the workers will be able to decide upon the matters of the commune themselves.

Her policies involves such things as: inviting the trade unions into the government, guaranteeing the worker's rights, and giving them better living standards than before. This will guarantee the loyalty of the workers, the backbone of the commune. These policies will lead the commune into a more peaceful and neutral nation, where every worker, with enough hard work, will be able to succeed. It will also force you onto the Free Trade law.

The last focus allows you to start border wars for the surrounding territory you gain claims on.

All Power To The Admiral

The second candidate is the current leader of the revolution, Admiral Dust Hoover. As a former leader of the navy, he believes that the commune is threatened by all sides, and that only a firm hoof and a strong will guarantee it's safety and continued existence. As such, he will gather more power unto himself, eventually becoming a dictator with undisputed power in the commune.

To ensure the safety of the commune, he will create various state-driven organizations, such as the National Communist Platform and promote various admirals to better organize and control the different branches of the military effectively. He will also proceed to form a well-regulated militia loyal only to the state, with high amounts of conscription.

Through extensive use of propaganda, he will eventually manage to convince the populace the commune has rightful territory beyond its current borders, giving Vanhoover claims to all its neighboring Equestrian states and unlocking the border wars.

A special decision unlocked upon his election is Operation Vacation Spot. It will allow you to seize control of and core the Spa Islands, as long as Equestria does not have a division stationed there. However, the Dragon Isles may be able to take them first, robbing you of your opportunity.

Industrial Path

After any leader for Vanhoover is elected, including Winter Turnip, the economic tree will unlock. The first step is to begin collectivization, which will temporary increase your economy at the cost of some recruitable population and stability. Once that focus is finished, you will have three options: Internal Security, which will increase all aspects of your industry, Technocratic Development, which in particular will give you an extra research slot, and Military Buildup which will focus almost entirely on military factories. While the right path may give more factories in total, the left has more positive permanent effects, so choose wisely based on how you want to play.

Army Path

The army tree will at first give a free increase to your conscription and economy law, as well as unlocking the Fortress Vanhoover decisions that will build forts all around your starting territory. Afterwards, you will be able to choose between a defensive Grand Battleplan or an offensive Mobile Warfare doctrine path. Both have a few shared focuses, such as Partisan Tactics which will increase your defense on core territory but decrease your attack on it as well.

Navy Path

This tree is fairly small, giving some naval dockyards and one-off research bonuses to most ship types as well as the Fleet in Being doctrine.

Air Force Path

The air force tree is also fairly small, with a few research bonuses for planes and some free fighters and bombers.

Technology

The technologies available at the beginning of the civil war are the same as Equestria. See Equestria#Technology

Politics

National Spirits

Fear, Uncertainty, and Doubt icon
Fear, Uncertainty, and Doubt
  • Weekly Stability: -0.20%
  • Division Recovery Rate: -10.0%
  • Division Attack: -15.00%
  • Division Defense: -15.00%
  • Construction Speed: -10.00%
  • Daily Political Power Gain: -0.25
  • Recruitable Population -1.00%
The Vanhoover Commune seems like a pipe dream to everyone involved, no one knows how long it will last.
Slumlike Living Conditions icon
Slumlike Living Conditions
  • Daily Political Power Gain: -0.20
  • Monthly Population: -5.0%
  • Stability: -20.0%
  • Production Efficiency Cap: -10.0%

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Dust Hoover
Equestrian Socialism.png
Equestrian Socialism
Communism

VSP
Vanhoover Socialist Party
Grand Admiral
  • Naval Experience Gain: +0.12
  • Naval base construction speed: +9%
  • Dockyard construction speed: +6%
None


Sunset Punch
Sunset Punch
Alicorn Rule.png
Alicorn Rule
Harmony

Celestial Loyalists
None
None


Amity Blossom
Amity Blossom
Fascism.png
Fascism
Supremacy

Lunar Loyalists
None
None


Spoiled Mane
Spoiled Mane
Despotism.png
Despotism
Non-Aligned

Mayor's Supporters
None
None


Alternate Leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
Strawberry Snowflake
Equestrian Socialism.png
Equestrian Socialism
Communism

VSP
Vanhoover Socialist Party
None


Winter Turnip
Equestrian Socialism.png
Equestrian Socialism
Communism

VSP
Vanhoover Socialist Party
Veteran Communist
  • Factory Output: +5%
  • Stability: +5%
None



Parties

Political parties
Name Ideology Leader Popularity
VSP
Vanhoover Socialist Party
Equestrian Socialism.png Equestrian Socialism
Communism
Dust Hoover 71%
Celestial Loyalists Alicorn Rule.png Alicorn Rule
Harmony
Sunset Punch 28%
Lunar Loyalists Fascism.png Fascism
Supremacy
Amity Blossom 1%
Mayor's Supporters Despotism.png Despotism
Non-Aligned
Spoiled Mane 0%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Turbine Whirl
Turbine Whirl
Military Pioneer
  • Has completed national focus TRM kolchak cap.png Promote Captain Turbine Whirl
  • Daily Political Power Gain: −0.15
  • Division Recovery Rate: +5%
  • Stability: +5%
Political Power 150
Gleb
Gleb
Marine General
  • Has completed national focus TRM kolchak cap.png Promote Captain Gleb
  • Special Forces Division training time: −10%
  • Special forces Attack: +10%
  • Special forces Defense: +10%
  • Special Forces Capacity Multiplier: +15%
Political Power 150
Generic Advisor
Generic Advisor
Ambitious Union Boss
  • Has completed national focus Focus generic treaty red.png Meet With the Unions
  • Daily Political Power Gain: +0.05
  • Factory Output: +8%
Political Power 150
Generic Advisor
Generic Advisor
Prince of Terror
  • Has completed national focus Focus generic treaty red.png Meet With the Unions
  • Non-Core Ponypower: +2%
  • Foreign subversive activities efficiency: −30%
  • Damage to Garrisons: −25%
Political Power 150
Generic Advisor
Generic Advisor
Administrative Genius
  • Has completed national focus Focus generic soviet politics.png Innovative Bureaucrats
  • Construction Speed: +5%
  • Research Speed: +5%
  • Factory Output: +5%
Political Power 150
Generic Advisor
Generic Advisor
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Generic Advisor
Generic Advisor
Fortification Engineer
None
  • Land Fort construction speed: +20%
  • Coastal Fort construction speed: +20%
  • Anti Air construction speed: +20%
Political Power 150
Generic Advisor
Generic Advisor
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Generic Advisor
Generic Advisor
Illusive Gentlebeing
  • Operative slots: +1
  • Agency upgrade time: −15%
Political Power 150
Idea slot tank manufacturer.png Tank Designers
Name Trait Requirement Effect Cost
Armor Company
Armor Company
Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Reliability: +5%
  • Armored Car:
    • Reliability: +5%
Political Power 150
Idea slot naval manufacturer.png Ship Designers
Name Trait Requirement Effect Cost
Baltimare Designs
Baltimare Designs
Celestial Sea Fleet Designer
  • Owns state Baltimare (13)
  • Naval Research Speed: +15%
  • Carrier:
    • HP: +10%
    • Armor: +50%
  • Capital Ships:
    • Armor: +10%
    • Heavy Attack: +10%
Political Power 150
Seaward Shoals Dockyard
Seaward Shoals Dockyard
Lunar Ocean Fleet Designer
  • Owns state Tall Tale (59)
  • Naval Research Speed: +15%
  • Carrier:
    • Max Range: +25%
    • Armor: −15%
    • Deck size: +100%
  • Capital Ships:
    • Max Range: +25%
  • Screens:
    • Max Range: +25%
  • Submarine:
    • Max Range: +25%
Political Power 150
Vanhoover Dockyards
Vanhoover Dockyards
Coastal Defence Fleet Designer
  • Owns state Vanhoover (14)
  • Naval Research Speed: +15%
  • Carrier:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
  • Capital Ships:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
    • Armor: −20%
    • Heavy Attack: −20%
  • Screens:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
  • Submarine:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Light Air Company
Light Air Company
Light Aircraft Designer
None
  • Air Research Speed: +15%
  • Small Airframe:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter Airframe:
    • Agility: +10%
    • Max Speed: +10%
Political Power 150
Medium Air Company
Medium Air Company
Medium Aircraft Designer
None
  • Air Research Speed: +15%
  • Heavy Fighter Airframe:
    • Reliability: +20%
  • Medium Airframe:
    • Reliability: +20%
  • Scout Plane Airframe:
    • Reliability: +20%
Political Power 150
Heavy Air Company
Heavy Air Company
Heavy Aircraft Designer
None
  • Air Research Speed: +15%
  • Large Airframe:
    • Strat. Bombing: +10%
  • Transport Plane:
    • Range: +10%
Political Power 150
Naval Air Company
Naval Air Company
Naval Aircraft Designer
None
  • Air Research Speed: +15%
  • Naval Bomber Airframe:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Naval Bomber Airframe:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Fighter Airframe:
    • Range: +10%
    • Agility: +10%
  • Carrier CAS Airframe:
    • Range: +10%
    • Naval Attack: +10%
Political Power 150
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Small Arms Company
Small Arms Company
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
Political Power 150
Artillery Company
Artillery Company
Artillery Designer
None
  • Artillery Research Speed: +15%
Political Power 150
Motorization Company
Motorization Company
Motorized Equipment Designer
None
  • Motorization Research Speed: +15%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Industrial Company
Industrial Company
Industrial Concern
None
  • Industrial Research Speed: +15%
Political Power 150
Electronics Company
Electronics Company
Electronics Concern
None
  • Electronics Research Speed: +15%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 150
Generic Advisor
Generic Advisor
Naval Theorist
None
  • Naval Doctrine Cost: −10%
Political Power 150
Generic Advisor
Generic Advisor
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 150
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Army Offense (Specialist)
None
  • Army Experience Gain: +0.20
  • Division Attack: +5%
  • AI Modifier: Focus on Offense: +15%
Political Power 50
Command power 30
Generic Advisor
Generic Advisor
Army Defense (Specialist)
None
  • Army Experience Gain: +0.20
  • Division Defense: +5%
  • AI Modifier: Focus on Defense: +15%
Political Power 50
Command power 30
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Decisive Battle (Expert)
None
  • Naval Experience Gain: +0.30
  • Capital Ship Attack: +10%
  • Capital Ship Armor: +10%
  • Screen Attack: +10%
  • Screen Defense: +10%
Political Power 100
Command power 20
Generic Advisor
Generic Advisor
Anti-Submarine (Expert)
None
  • Naval Experience Gain: +0.30
  • Submarine Detection: +15%
Political Power 100
Command power 20
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Close Air Support (Expert)
None
  • Air Experience Gain: +0.30
  • Close air support attack: +3%
  • Close air support defense: +3%
  • Close air support agility: +3%
Political Power 100
Command power 20
Generic Advisor
Generic Advisor
All-Weather (Expert)
None
  • Air Experience Gain: +0.30
  • Bad Weather Penalty: −20%
Political Power 100
Command power 20
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Artillery (Specialist)
None
  • Artillery Attack: +10%
  • Artillery Defense: +5%
Political Power 50
Command power 30
Generic Advisor
Generic Advisor
Army Logistics (Expert)
None
  • Division Attrition: −8%
Political Power 100
Command power 20
Generic Advisor
Generic Advisor
Fleet Logistics (Specialist)
None
  • Naval max range factor: +5%
Political Power 50
Command power 30
Generic Advisor
Generic Advisor
Air Combat Training (Expert)
None
  • Ace generation chance: +10%
Political Power 100
Command power 20

Military Leaders

This list includes both the starting military leaders and those that join the Vanhoover Commune after completing the first focus.

Field Marshal
Field Marshal Traits Description Skills Race
Dust Hoover
Field Marshal
Dust Hoover
Dust Hoover (advisor).png
Trait expert delegator.png Expert Delegator
The art of delegation allows this leader to efficiently command several armies.
  • General Max Army Group Size: +2
Trait naval invader.png Invader
An expert in performing naval invasions. The perfect guy for preparing an invasion of a hostile beach and carrying it out.
  • Amphibious Invasion Speed: +30%
  • Invasion Preparation Time: −30%
Trait naval liason.png Naval Liaison
A good relationship with the navy will ensure that naval fire support will be more plentiful.
  • Shore Bombardment Bonus: +25%
None
Level 3
Attack.pngAttack: 2
Defense.pngDefense: 3
Planning.pngPlanning: 2
Logistics.pngLogistics: 3
Pony.png
Pony
Generals
General Traits Description Skills Race
Moonlight Elegy
General
Moonlight Elegy
Generic Equestrian General 8 (advisor).png
Trait infantry leader.png Infantry Leader
Skilled at leading infantry in combat.
  • Infantry Division Defense: +13%
Trait winter specialist.png Winter Specialist
Possesses an intuitive understanding of the difficulties of fighting in Cold conditions.
  • Winter Attrition: −50%
None
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Pony.png
Pony
Lavender Blossom
General
Lavender Blossom
Generic Pony Admiral 7 (advisor).png
Trait harsh leader.png Harsh Leader
Discipline is necessary to lead an army, but some leaders take it a bit too far.
  • Division Recovery Rate: −10%
  • Attack: +1
Trait infantry leader.png Infantry Leader
Skilled at leading infantry in combat.
  • Infantry Division Defense: +13%
None
Level 1
Attack.pngAttack: 2
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Pony.png
Pony
Turbine Whirl
General
Turbine Whirl
Turbine Whirl (advisor).png
Trait focused.png Focused
Focusing on a small portion of the army, the general can organize and manage their divisions in the most efficient way.
  • Division Organization: +3%
  • General Max Army Size: −12
Trait media personality.png Media Personality
This general will go out of his way to talk to the media and will always try to be in the limelight.
  • Army reassignment duration: +100%
Trait naval liason.png Naval Liaison
A good relationship with the navy will ensure that naval fire support will be more plentiful.
  • Shore Bombardment Bonus: +25%
None
Level 4
Attack.pngAttack: 2
Defense.pngDefense: 3
Planning.pngPlanning: 4
Logistics.pngLogistics: 4
Pony.png
Pony
Gleb
General
Gleb
Gleb (advisor).png
Trait commando.png Commando
Skilled in Amphibious operations, Air Assaults, and Cold weather conditions - the Commando is a man of many talents.
  • Non-Combat Out of Supply Penalties: −25%
Trait infantry officer.png Infantry Officer
Trained as an infantry officer.
  • Infantry Leader experience factor: +100%
Trait naval invader.png Invader
An expert in performing naval invasions. The perfect guy for preparing an invasion of a hostile beach and carrying it out.
  • Amphibious Invasion Speed: +30%
  • Invasion Preparation Time: −30%
None
Level 3
Attack.pngAttack: 1
Defense.pngDefense: 3
Planning.pngPlanning: 3
Logistics.pngLogistics: 3
Pony.png
Pony

Flags

Flags
Flag Information
Vanhoover Commune.png
Vanhoover Commune

Equestrian Socialism.png
Vanhoover Non-Commie.png
Vanhoover Republic / Vanhooverian Empire / Vanhoover State

Alicorn Rule.pngFascism.pngDespotism.png

Economy

Laws and Development

Laws and Development
Conscription Law Trade Law Economy Law
Volunteer Only Volunteer Only
  • Recruitable Population: 1.50%
Export Focus Export Focus
  • Construction Speed: +10.00%
  • Research Speed: +5.00%
  • Factory Output: +10.00%
  • Dockyard Output: +10.00%
  • Resources to Market: +50%
  • Civilian intelligence to others: +20.0%
  • Navy intelligence to others: +10.0%
Civilian Economy Civilian Economy
  • Industrial Research Speed: +3%
  • Electronics Research Speed: +2%
  • Consumer Goods Factories: 35.0%
  • Military to Civilian Factory conversion cost: +30.00%
  • Civilian to Military Factory conversion cost: +30.00%
  • Fuel Gain per Oil: -40.00%
  • Fuel Capacity: -25.00%
  • Infrastructure construction speed: +10.00%
  • Military Factory construction speed: -30.00%
  • Civilian Factory construction speed: -30.00%
  • Refinery construction speed: +5.00%
Scientific Development Society Development Illiteracy
Developed Science Base Developed Science Base
  • No penalties
Modern Society Modern Society
  • No penalties
Negligible Illiteracy Negligible Illiteracy
  • No penalties
Poverty Race
Negligible Poverty Negligible Poverty
  • No penalties
Pony Pony
  • Uses Pony Racial Tree

Industry and Resources

Factories*
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
1 3 2 (-1) 0 0

Numbers in red indicate the number of civilian factories required to produce consumer goods, based on economy laws and the total number of military and civilian factories, rounded up.

Resources
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel icon.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
0 0 0 0 0 0 0

Numbers in red indicate how many resources are reserved for export due to trade laws.