Manor Lords Ultimate Guide - Perfect City Shield Design Roads

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  • เผยแพร่เมื่อ 26 ม.ค. 2025

ความคิดเห็น • 128

  • @TacticatGaming
    @TacticatGaming  8 หลายเดือนก่อน +15

    ** Small correction - normal berry deposit proc 40, so you don’t need the skill - just get 6 on there and you’ll get about 400 berries which will still be enough for this build- sorry this is one of those back door patches- I’m half sure this will change again

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน +2

      1920 food per year needed - we’re making over 2k
      400 berries
      400 meat
      400 apples
      400 veggies
      400 eggs
      Note you will go over 500 on some foods with this build - it’s a tad overkill - so 400 berries is just enough

    • @Muenni
      @Muenni 7 หลายเดือนก่อน +3

      Actually 440 berries, I was mistaken earlier.
      (Apparently, it's actually +5 per bush per uptick, with 8 bushes on regular patches, and 8 berries capacity per bush, which has to be completely emptied before workers move on to the next bush, which can cause losses even if you never reach the shown total capacity...)

    • @TacticatGaming
      @TacticatGaming  6 หลายเดือนก่อน +1

      @@Muenni yep you're right - it's 440 on normal and 880 on rich

  • @mohamadelsawaf
    @mohamadelsawaf 8 หลายเดือนก่อน +50

    My lord, The new family that just moved in are asking why do we have so many corpse pits O.o

    • @LowHangingFruitForest
      @LowHangingFruitForest 8 หลายเดือนก่อน +6

      See all the corpse pits? That’s your future home hahahaha… No. Really.

    • @krisshaver1250
      @krisshaver1250 7 หลายเดือนก่อน +2

      Grandma, what big teeth you have...

    • @manuelkong10
      @manuelkong10 6 หลายเดือนก่อน +1

      "Honey, ask him how the corpse pits are in this town"

    • @RJTAYLER
      @RJTAYLER 2 หลายเดือนก่อน

      Well it lowers the rates and/or rent bills.

  • @WavePotter
    @WavePotter 8 หลายเดือนก่อน +10

    Greg: Manor Lords will have no grid system.
    TactiCat: Hold my ale.

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน +3

      Unfortunately In games with numbers grids are always optimal no matter the intent - if the game mechanics favored organic builds then I wouldn’t have to do this lol

    • @WavePotter
      @WavePotter 8 หลายเดือนก่อน +1

      @@TacticatGaming Thanks for the guide man! I appreciate it. That field around the berries trick is super helpful.

  • @bryanmyers9977
    @bryanmyers9977 8 หลายเดือนก่อน +26

    I'm kind of moving away from the geometric designs. They're great for learning game mechanics... But I think in the end it's more fun to adapt to whatever roll you get in the map generation.
    Location of resources and soil fertility and topography, and defensible areas now dictate how my towns develop.. but always keeping in mind what I learned about efficiency.

    • @WallmartSupport
      @WallmartSupport 7 หลายเดือนก่อน +5

      70% city builder players are chronic OCD. Efficiency is #1 priority.

  • @Marshal_Dunnik
    @Marshal_Dunnik 6 หลายเดือนก่อน +7

    “And what does our lord wish us to build first?”
    “Sixty four corpse pits.”
    😮

  • @rolandpenhall4526
    @rolandpenhall4526 7 หลายเดือนก่อน +2

    I had heard previously about using the size of corpse pits to measure the size of vege plots and Apple Orchards, never tried it, but after watching this, I am now prepared to give it a go👍
    So many thanks for this extremely useful layout design. I find watching an explanation so much easier to understand than reading or being told.
    So thanks again.

  • @qd5683
    @qd5683 7 หลายเดือนก่อน +3

    Lovely clean design TC. A+. Just completed the final achievement - mercenary captain. Feeling prrreeetttyy good...

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      I haven’t even touched the harder achievements yet lol

    • @qd5683
      @qd5683 7 หลายเดือนก่อน

      @@TacticatGaming You should do a video where you try to get “Challenge accepted”, “Mercenary Captain” , and “The Merchant” all in the same run. I’d bet you could do it without too much bother, with your level of knowledge. I’d imagine that would be a very popular video because most people haven’t got those 3 yet and so would be looking for tips and encouragement.

  • @rodmucio255
    @rodmucio255 8 หลายเดือนก่อน +3

    Loving the efficiency of this design. Will follow suit, thanks for this brilliant strategy Tacticat!

  • @christianhorniman4044
    @christianhorniman4044 7 หลายเดือนก่อน +1

    Keep up the great work mate! Your videos are so much better than others!!! By far

  • @justinsellers9402
    @justinsellers9402 7 หลายเดือนก่อน +1

    Moving the animal herd like that is amazing. Good job. Thank you.

  • @kofiokine1620
    @kofiokine1620 8 หลายเดือนก่อน +2

    just finished building my road system. My body is ready

  • @mohanhegde
    @mohanhegde 7 หลายเดือนก่อน +6

    You're the official Lord "Corpse Pit" 👍💀⚰️
    Lord "Undertaker" 🤪

  • @WallmartSupport
    @WallmartSupport 7 หลายเดือนก่อน +1

    I love your channel so much. Please don't die.

  • @lymeregis4354
    @lymeregis4354 8 หลายเดือนก่อน +7

    The Romans would be proud of your design!

    • @RJA68
      @RJA68 7 หลายเดือนก่อน +1

      What have the Romans ever done for us?

    • @KingBanana898
      @KingBanana898 5 หลายเดือนก่อน +1

      Well the Bridges, education, health, safety. But other than that what have the Romans every done for us

  •  8 หลายเดือนก่อน +12

    The min/maxing that people go for nowadays in games is crazy. Hats off to you for figuring stuff out, but I do hope most of this stuff will be fixed, because for example placing a field over berries to protect them has nothing to do with realism..is a glitch.. and moving wild animals around like that is also. Kind of breaks the immersion of the game for me by doing stuff like this. So, I hope the dev fixes these, but nonetheless, impressive work you've done to experiment and share this info!

    • @untitledpnk
      @untitledpnk 8 หลายเดือนก่อน +7

      Moving wild animals around not being realistic doesn't compute. What would prevent humans from moving the grazing grounds of wild animals by disturbing them? It happens in the real world all the time.

    • @patrickkelly6691
      @patrickkelly6691 8 หลายเดือนก่อน

      @@untitledpnk I think if we had a nice deer spot and built a corpse pit there, they would move somewhere else, this just is how ML does the mechanics of that 🙂👍

    • @untitledpnk
      @untitledpnk 8 หลายเดือนก่อน

      @@patrickkelly6691 Not sure why you're telling me that, but okay.

    • @Muenni
      @Muenni 8 หลายเดือนก่อน

      The deer spawns are abstractions, the rest of the woods aren't empty. I very much doubt it was intended for the player to move the spawn around like this (though I've been doing the same since my first game, admittedly). Otherwise, Greg could've just allowed the player to manually place the spawn instead of placing a million overlapping hunting grounds to get it to where you want it. I agree with OP, it's rather immersion breaking (and I should stop doing it).

    • @Chupogi
      @Chupogi 8 หลายเดือนก่อน

      Just don't do it if it bothers you. It's not a problem that needs fixing

  • @taktak31
    @taktak31 8 หลายเดือนก่อน +1

    this is what I was waiting for. nice!

  • @j.elizabeth4621
    @j.elizabeth4621 6 หลายเดือนก่อน +1

    I really hope they give us the chance to eventually unlock every perk.

  • @ambarsoman6819
    @ambarsoman6819 8 หลายเดือนก่อน +3

    Super Work! Thanks! One question: where would the trade building go?

  • @QuinlanCathal
    @QuinlanCathal 7 หลายเดือนก่อน +1

    Can you make a savegame available for this build? I'm finding it impossible to roll Zweiau with the berries where you've got them. Thank you for the amazing guide!

  • @Aspectivate
    @Aspectivate 5 หลายเดือนก่อน +1

    Great videos, learned so much from you. Thank you. Bit late to the party of viewing this and giving it a go, but was just wondering as I'm early in the build and worrying about it. How does one brewery (I've read somewhere they produce around 13 ale/month/brewery plot) keep 80 tier 3 families happy, consuming c. 80 barrels/month? Also, how many morgens of rotated barley production would be needed to keep up? Also, in the build, you have 55 tier 3 plots (110 families) on chicken burgages. You mention above this build produces 400 eggs. Doesn't each family produce enough eggs to sustain itself (i.e. each family produces 1 egg per month, so is self-sufficient on a no-maintenance plot - the beauty of having a chicken plot)?

    • @TacticatGaming
      @TacticatGaming  5 หลายเดือนก่อน +1

      I’d watch my perfect start guide for these answers as it’s technical - you can use a drip system to get 100%. Booze

    • @Aspectivate
      @Aspectivate 5 หลายเดือนก่อน

      @@TacticatGaming Thank you!

  • @Sparticulous
    @Sparticulous 8 หลายเดือนก่อน +5

    Awesome, thank you!

  • @Grimtorn1983
    @Grimtorn1983 8 หลายเดือนก่อน +2

    On my last game i noticed my berries only increasing by 40 per tick. Normal deposit on the beta patch before the one out now without the perk to double it.
    Is the 80 per tick related to the capacity of the deposit like the perk or a rich deposit?
    4 families in 3 huts managed to pull them out at a decent amount.
    Around 380 pop, 150plots(not all filled).
    I still traded berries off past 500.
    Hat a normal hunting ground without perks, usual food mix without honey but lots of chicken added.
    I had the impression i could easily go past 500 pop with importing some meat to offset the increase in consumption.
    Eggs barely kept up, but it was not a very efficient laid out town. So this was kindoff expected

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน

      I’d have to retest it - but we should be good - last patch it was still 80

    • @burcuo9690
      @burcuo9690 8 หลายเดือนก่อน +2

      @@TacticatGaming according to my test today, berries grows 40 per tick with or without the perk so this makes the perk useless, unless you have a rich deposit then, it goes to 80 per tick.

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน +2

      Interesting. I’ll probably give it another go for testing once patch is official - but this is something I can look at in live stream - 400 a year is good enough for the build

    • @burcuo9690
      @burcuo9690 8 หลายเดือนก่อน

      @@TacticatGaming Twice a month from March to June 4x2x40= 320 berries a year

    • @Muenni
      @Muenni 8 หลายเดือนก่อน +2

      @@burcuo9690 You get 40 every 10 days, from the beginning of March (so 40 on the 10th) for 11 times. The 12th tick only removes the 'growing' label) at the end of June. It's 440 berries in total, 880 on a rich node, and yeah, the perk is pretty useless.

  • @johnnymclemore8255
    @johnnymclemore8255 8 หลายเดือนก่อน +1

    Great video, going to check this design out in my current conquer game.

  • @ardbug9577
    @ardbug9577 8 หลายเดือนก่อน +4

    I have only played a minimum amount of time cause I didnt want to play prior to all the first patches, so I have a single question, all those hitching posts are they for oxen or for horses ?
    Mindblowingly tight video though, I will definitely use these ideas :)

  • @babaavi4997
    @babaavi4997 8 หลายเดือนก่อน +1

    How many farmhouse or family do you use per 1 morgen of farmland? If i have 10 morgen fl then 10 family with 2 farmhouse or 10 family with 10 farmhouse which one is better ?

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน

      Depends on if you use ox ploughing - but roughly 1 per .75

  • @ExperimentN1987
    @ExperimentN1987 8 หลายเดือนก่อน +4

    Developer: Makes tools for randomize and beautify cities, gamers should love it.
    Gamers: Go Anno style!

    • @Grimtorn1983
      @Grimtorn1983 8 หลายเดือนก่อน +1

      If you make the game around travel times mattering, straight lines are the simple solution 😉

    • @ExperimentN1987
      @ExperimentN1987 8 หลายเดือนก่อน +2

      @@Grimtorn1983 I mean the effectiveness not so important. The game itself is not so hard to run everything with maximum efficiency. But again it's just a joke) Averyone play as one likes most.

  • @tdotfun
    @tdotfun 8 หลายเดือนก่อน +2

    Cheers! I've been using a similar layout and it works great (not that specific in terms of placement/corpse pit, but the general logistics/flow)
    I was under the impression (and my last couple of playthroughs), Berries 1 is 40 per tick, and Berries 2 is 80 tick. You mention berry 1 is 80 per tick? Is that only with the perk? I don't take the perk and my berry 1 was 40 per tick and berry 2 was 80 tick, which matched with what I've read.
    Maybe the tick rate is based on total berry capacity - so taking the perk helps both?

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน

      It’s 80 on both types - you need the perk of it’s not rich unless they changed it recently

    • @Grimtorn1983
      @Grimtorn1983 8 หลายเดือนก่อน +1

      I should have read this before my post 😉
      Will test this tonight on my new game on the latest patch.
      Didnt test it prior but the 40 rick was my observation aswell on a normal deposit

    • @Muenni
      @Muenni 8 หลายเดือนก่อน +3

      It's 400 (9x40+2x20) for normal nodes, 800 (9x80+2x40) for rich nodes on the current beta patch. The perk is irrelevant, because capacity only matters if you don't harvest fast enough.

  • @Retrovertigo313
    @Retrovertigo313 8 หลายเดือนก่อน +1

    So is the corner to corner plot (with the road) better than the other 2x3 plot in terms of output?

  • @rolandpenhall4526
    @rolandpenhall4526 7 หลายเดือนก่อน +1

    Where do you recommend I should place the Tannery in your design?
    also the Dye making outfit?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      Industry area

    • @rolandpenhall4526
      @rolandpenhall4526 7 หลายเดือนก่อน +1

      @@TacticatGaming Oh, I had thought that maybe it would have been close to the "Hunters Camp" and the other near the "Foragers Hut".
      I will take your advice. 👍 Thanks

  • @fergiepicachew
    @fergiepicachew 8 หลายเดือนก่อน +2

    Hey Tacticat, could you please TEST :
    hunting station with trapping perk by setting its area on a RANDOM part of forest NOT withing the wild anima deposit zone
    I saw my hunters setting trap all over forest and was wondering if the trap also passively give meat even when outside wild animal zone. Or should traps be only setup within wild animal zone to proc passive meat?

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน +1

      They kinda just go where they need to and lay em all over

    • @fergiepicachew
      @fergiepicachew 8 หลายเดือนก่อน +1

      @@TacticatGaming hmm...but can one limit the work area for these?. So I was curious if I can set very small work areas very near the camp ( area in forest, not within the wild animal zone) and get the passive meat efficiently without hunters wasting time roaming all over

    • @fergiepicachew
      @fergiepicachew 8 หลายเดือนก่อน +2

      @@TacticatGaming am thinking this as I imagine the passive trapping perk seems very much like the apiary perk.

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน +1

      It’s a bit weird I’ve caught them gallivanting around prior patches - it’s a bit of a mystery but it provides something passive I think

    • @Muenni
      @Muenni 7 หลายเดือนก่อน +2

      To answer the question: As long as the deer limit is not reached, hunters will go trapping. Since the limit is irrelevant for deer respawn rate, set it as low as possible without risking extinction. Now you can build an infinite number of camps, set the working radius away from the deer and the limit low, and they will go trapping all year. This does however only net around 16.25 meat per year and family/camp (and probably half that in hides with the other perk), so those trapping is only attractive if you got looooads of surplus workers.

  • @Rhyn0Man
    @Rhyn0Man 7 หลายเดือนก่อน +2

    by 6 corpse pits then 2 then 2 then 2 then 6, I think you meant 3 instead of 6

  • @DTk5584
    @DTk5584 6 หลายเดือนก่อน +1

    What is your thought process for not doing deep mining and armor with a rich iron deposit?

    • @TacticatGaming
      @TacticatGaming  6 หลายเดือนก่อน

      This video is more focused on food

  • @goonitup6588
    @goonitup6588 8 หลายเดือนก่อน +1

    You are the best!! Where do you find all the time to work on these designs...Thank you for all you do!

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน

      Honestly I don’t know. This is one I was drafting in my head. Sometimes a design will just come to me. But every time I make a new design I think I’m out of ideas lol

    • @goonitup6588
      @goonitup6588 8 หลายเดือนก่อน +1

      @@TacticatGaming well im going to try this one tonight

  • @emanuelnisotakis
    @emanuelnisotakis 4 หลายเดือนก่อน +1

    Everytime I unlock the trapper perk my hunters stop hunting completely and “waiting” i play on game pass, have any suggestions? Is it a bug?

    • @TacticatGaming
      @TacticatGaming  4 หลายเดือนก่อน +1

      Bug - they are trying to fix it

  • @elsaham12
    @elsaham12 7 หลายเดือนก่อน +1

    Is it a problem if the Iron, Stone and Clay deposit are on the left of the whole base instead of down? The workers will have a longer walk but that's all right ?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      Should be fine

    • @elsaham12
      @elsaham12 7 หลายเดือนก่อน

      And also what to do if the terrain is to steep? Shall I just re-roll?

  • @gundarvarr1024
    @gundarvarr1024 8 หลายเดือนก่อน +3

    Put Tavern beside a Church is crossing the line I guess. -5 legitimacy per month I say.

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน +1

      Lol

    • @Muenni
      @Muenni 8 หลายเดือนก่อน +4

      One for ale and beer, the other for wine. As God intended.

  • @DanFrench369
    @DanFrench369 8 หลายเดือนก่อน +2

    perfect - thank you very much ;) !

  • @lv6807
    @lv6807 8 หลายเดือนก่อน +1

    How in the world do you get 800 berries? Most I’ve seen in a plush berry site (with the berry perk enabled) is 280

    • @lv6807
      @lv6807 8 หลายเดือนก่อน +1

      lol never mind. I see you explained it in the first minute and a half. 😂. Thanks dude!

  • @alvexman
    @alvexman 8 หลายเดือนก่อน +1

    i use tiny fields to move the animals

  • @cappuchino3031
    @cappuchino3031 8 หลายเดือนก่อน +1

    Thanks for uploading, The google sheet image seems to be broken? The link itself is fine but there's no image in the sheet. Thanks

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน

      Weird I’ll look at it after work

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน

      I see the image fine you might need to try a different browser

    • @cappuchino3031
      @cappuchino3031 8 หลายเดือนก่อน

      @@TacticatGaming It works fine now! thanks

  • @Kurze0
    @Kurze0 8 หลายเดือนก่อน +2

    Not sure if I missed it, but why single burgage chickens? Eggs are consumed 1 per burgage, but produced 1 per family. You should double burgage chickens.

    • @Muenni
      @Muenni 8 หลายเดือนก่อน +2

      What? It's the other way around!
      Food is consumed one per family. Maybe you're mistaking it with supply at the market? You may need to supply one unit of each food type per burgage at the market, but only one random unit of food per family per month is actually consumed.
      And AFAIK extensions like chicken coops produce one unit per burgage per month, regardless of how many families live there.

    • @Kurze0
      @Kurze0 8 หลายเดือนก่อน

      @@Muenni Everything I have read has said the opposite. Eggs are produced 1 per family. This is the first time I've seen someone say its once per burgage

    • @StefanInOz
      @StefanInOz 8 หลายเดือนก่อน

      @@Kurze0 TactiCat plays the 0.7.965 Beta patch which hasn't been released yet. That might be the reason for the difference, although based on my experience with ML I believe it has been always like TactiCat is saying.
      He likes to extensively test everything himself and confers with other players doing the same, such as StratGaming and MeowBeep. He was able to figure out things that others missed and therefore spread wrong information and he also was wrong with some of his conclusions but has always admitted and corrected it once it was pointed out and he re-tested it. He also listens to what other players point out during his live plays and does test it straight away if possible.
      I'm following his channel for almost two years now, mainly watching his Farthest Frontier gameplays and he's usually spot on.
      We should not forget that ML is a work in progress and there have been and will be backdoor patches making things work differently from one day to another during beta patch testing.

    • @Kurze0
      @Kurze0 8 หลายเดือนก่อน +1

      @@StefanInOz I also playt on the beta patch and I just tested it and indeed get 1 egg per family.

    • @Muenni
      @Muenni 7 หลายเดือนก่อน +1

      @@Kurze0 Are you sure you didn't make a mistake? It's 1 egg per coop every 30 days, so depending on when it was built, harvest times change. There's also no version since release where double plots produced double the amount of eggs, and no version where double plots didn't consume one food per family, not plot (though originally it wasn't random which food type was consumed).

  • @CarlWicker
    @CarlWicker 8 หลายเดือนก่อน +2

    You sure know how to take the fun out of a game.

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน +2

      I’m sorry my video ruined your life

    • @CarlWicker
      @CarlWicker 8 หลายเดือนก่อน +3

      @@TacticatGaming It's OK, it was ruined years ago :D

  • @hugochung8436
    @hugochung8436 6 หลายเดือนก่อน +1

    do you have a discord server ?

  • @bryanmyers9977
    @bryanmyers9977 8 หลายเดือนก่อน +3

    Necromancy confirmed

  • @leoashura8086
    @leoashura8086 8 หลายเดือนก่อน +1

    I wanna try this but I got a new job and have no time to play😢

    • @TacticatGaming
      @TacticatGaming  8 หลายเดือนก่อน

      There will be future times

    • @WallmartSupport
      @WallmartSupport 7 หลายเดือนก่อน

      Job is temporary. Manor Lords is permanent.

  • @kofiokine1620
    @kofiokine1620 8 หลายเดือนก่อน +4

    Omg I won’t get any work done today 😀

    • @matthew_jw1318
      @matthew_jw1318 8 หลายเดือนก่อน +1

      I had to pause it as I stopped working.

    • @WallmartSupport
      @WallmartSupport 7 หลายเดือนก่อน

      13 mins video. 6 hours consequences.

  • @DavidKnight33
    @DavidKnight33 8 หลายเดือนก่อน +2

    Hahaha fun time happy pit.

    • @WallmartSupport
      @WallmartSupport 7 หลายเดือนก่อน

      Hahaha I had a big laugh. Thanks TactiCat

  • @jacobhealy8376
    @jacobhealy8376 หลายเดือนก่อน +1

    why isnt there just a grid system so we can build how ever we want....i hate when devs make you play the way they want to play

  • @alanburns8616
    @alanburns8616 8 หลายเดือนก่อน +1

    All these builds so cool but they haunted 👻 they built on grave yards !!!

  • @enfergard1984
    @enfergard1984 8 หลายเดือนก่อน +1

    Ma perché costruisco una casa singola che mi occupa spazio, piuttosto che costruire una casa doppia risparmiando spazio?🤷🏻‍♂️

    • @Muenni
      @Muenni 8 หลายเดือนก่อน +2

      Double burgages do not produce twice as many eggs or hides from extensions, but each family consumes one food per month, not matter how many families live on the same plot. For large veggie gardens a second family can be useful, but you could also simply make the veggie gardens half as large and use single houses. It's just sometimes tricky to get the larger plot shape you want without it turning into a double burgage automatically. TactiCat shows how those double plots get the most gardening area and least housing area, but otherwise densely placed single burgages seem to take less space, not more.

  • @manuelkong10
    @manuelkong10 6 หลายเดือนก่อน +1

    in human history, settlements are Always on a river because people's #1 need is water, for themselves, for cattle, for crops....WATER is THE foundation...but not in this game lol
    WELLS are even too boring to be taken into serious account.

  • @cole8834
    @cole8834 7 หลายเดือนก่อน +1

    this shit ruins the game, damn.
    but at least the developer can see all this and prune it while it's still early access.

    • @WallmartSupport
      @WallmartSupport 7 หลายเดือนก่อน

      A good sandbox games should allow what players do as they desire, not dictate them.