• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #272 - The Pact is Signed and Spoken

We have a few things for you today. First, Mr. Cosmogone will delve into the mysteries of the Shroud, then Monzun will show off a new accessibility feature, and finally I’ll give some updates on the Orion Open Beta.

Embracing the Unknowable​


Salutations mortals!

Mr. Cosmogone, high speaker of the Instrument of Desire, here to share tantalizing tidbits about the upcoming Covenants rework.

First of, a little bit of context for those among you unfamiliar with Covenants: currently in the game, after completing your Psionic ascension, you are granted access to the Shroud, a mystical dimension where all psionics draw power from.
Upon exploring the Shroud, you encounter random events, one of which would let you make a bargain with an eldritch entity. This would give you an empire modifier, and every 25 years or so, there would be a price to pay.

The new ascension rework (currently testable in our open beta) made it so that at the end of the tradition tree you would get a shot at forming a covenant without having to explore the Shroud so much.

I liked both these things, but felt that we could go a little further with this.

image7.png

We are only ants feeding off crumbs

In the rework, upon first attempting to breach the Shroud, you will get a chance to form a covenant with one of the current entities, chosen semi randomly (the chances vary depending on your ethics, civics, traditions, APs and more). You can refuse them and venture in the Shroud on your own, but accepting will give you a weaker version of the current covenant modifiers.

image13.png

image8.png

I’m sure nothing can go wrong

A while later, you will be prompted to confirm the Covenant. Refusing removes your patron and their modifier, but accepting will give you a situation log entry about the covenant, and you will slowly start increasing in covenant rank as your empire attunes telepathically to its patron.

Every patron provide different bonuses, but they follow the same structure:
  • Upon forming the covenant: weak empire modifier.
  • Upon confirmation: Telepath jobs now provide pop growth, naval cap, amenities or research.
  • After 5ish years: Telepath jobs bonus becomes stronger, gain access to an empire unique building providing more telepath jobs and unique bonuses.

image1.png
image10.png

  • After 15ish years: the weak empire modifier is replaced with a stronger one.

image12.png

  • After 30ish years: One of your leaders can be selected to become Chosen, becoming immortal, and gaining a unique leader trait, with effects varying depending on your patron and the leader’s class. This does not block you from getting the Chosen One trait when venturing into the Shroud, and they can even be stacked together if luck is on your side!

image4.png
image2.png

  • After 50ish years, you reach the last stage of the covenant, and gain access to a unique patron specific ship component.
image3.png

Here is a detailed table with all the bonuses:
Composer of StrandsEater of WorldsInstrument of DesireWhisperers in the Void
Rank -1 (Your patron let you in but you have yet to confirm your covenant)+10% Pop Growth Speed
+10 years leader lifespan
-1 Trait picks
+25% Army Damage
+7,5% Fire Rate
+100% Ship and Army Upkeep when at peace
+5% Resources from Jobs
+12.5% Pop Upkeep
+5% Research Speed
+7,5% Monthly Influence
+1 Codebreaking
-7 Stability
Rank 0: Telepath Output+2% Pop growth speed+5 Naval Cap+7 Amenities+3 Research
Rank 1:Telepath Output (20)+5% Pop growth speed from psi+12 Naval Cap from psi+15 Amenities from psi+6 Research
Rank 1: Empire Unique BuildingSanctum of the Composer:
+3 Telepath jobs
+10% Habitability
+5% Resources from Jobs
Sanctum of the Eater
+3 Telepath jobs
+10% Weapons Range
-10% Ship Upkeep
Sanctum of the Instrument
+3 Telepath jobs
+5% Empire Happiness
+10% Trade Value
Sanctum of the Whisperers
+3 Telepath jobs
+1 Envoy
+15% Infiltration Speed
Rank 2: Empire Modifier (50)+20% Pop Growth Speed
+20 years leader lifespan
-2 Trait picks
+50% Army Damage
+15% Fire Rate
+200% Ship and Army Upkeep when at peace
+10% Resources from Jobs
+25% Pop Upkeep
+10% Research Speed
+15% Monthly Influence
+2 Codebreaking
-15 Stability
Rank 3: Chosen One
(90)
See Chosen table below
Rank 4: Ship Component
(150)

AUX: +0,1 Hull regen
+0,15 Armor Regen
AUX: +20% Orbital Bombardment Damage
+5 Chance to Hit
AUX: +25% Sublight Speed
-5% Ship upkeep
AUX: +15% Evasion

And here is the chosen table:

ChosenInstrument of DesireComposer of StrandsEater of WorldsWhisperers in the Void
Ruler+10% Happiness
+15% Trade Value
+1 Leader Skill Levels
+50 years leader lifespan
+30% Leader experience gain
+15% Ship Build Speed
-10% Ship Upkeep
+1 Monthly Influence
+1 Encryption
-15% Operation Cost
Governor+30% Slave pop resource output
+5 Stability
+5% Resources from Jobs
+5% Pop growth speed
+25% Shipyard Build Speed
-15% Shipyard Build cost
No Chosen
Scientist+15% Research speed
+2 Zro/Month
+2 Motes, Gas and Crystals/Month
+15% Research speed
+25% Survey speed
No Chosen+50% Anomaly Discovery Chance
+25% Research speed
+3 Archaeology skill
Admiral+40% Speed
-15% FTL Charge time
−25% Emergency FTL Damage Risk
+35% Combat Disengagement Chance
No Chosen+40% Damage
+10 Chance to Hit
+40% Evasion
+3 Sensor Range
GeneralNo Chosen+50% Army Health
+10% Army Damage
+30% Army Damage
+50% Army Morale
+50% Army Morale Damage
+30% Army disengagement chance
+20% Army Damage


The speed at which you progress is based on how well your ethics, traditions, civics, AP and actions match with your patron. On average, it should take you about 50 years to fully attune to your patron and unlock all the benefits of your covenant. Progress is voluntarily hidden. You’re dealing with eldritch entities after all.

There will of course be a price to pay, and many of the current events have been changed to provide additional variety and hopefully be more balanced.

To accommodate these changes, a couple things have moved around in the psionic tradition tree:
image9.png

Lastly, for those among you who wish to pick a specific patron, an option has been added to the Shroud, where instead of venturing into the Shroud, you can pay a hefty amount of Zro to attempt to contact a specific entity. This entity may or may not be happy to see you and willing to make a bargain at this time, but in case of failure, you can try again as many times as you want until you get your patron of choice.

image5.png

He who controls the Zro, ...

As a side note, the End of the Cycle has not been touched by the rework, but still has a chance to show up at any point where you try to contact an entity

Text-to-Speech​


Hello, I'm Monzun, one of the programmers on the Custodian team and I'm here to tell you about the extended Text-to-Speech(TTS) functionality being added in this update!

If you navigate to the accessibility tab in the settings menu, you will find an option simply titled "Text to Speech".

image11.png

Enabling this will add a small button to certain interfaces in the game where there is a significant amount of text and clicking it will have the text read out loud by your operating system default TTS voice.

image6.png

The purpose of this is primarily to allow players who struggle with reading long texts, to enjoy the quite sizable amount of written content in Stellaris.

What we would like to know now is:
  • If you are one of the people who often skip out on reading text content even though you feel that you would be interested in what it says; was this helpful and/or convenient for you?
  • Was there a point in the game where you missed having access to TTS readouts of written text?
  • What do you think about the fact that TTS keeps reading, even though you've closed the window that contained the text being read?
  • Did TTS actually read the text you expected it to read and did you notice any TTS related bugs?

Keeping to my style of primarily communicating through bullet point lists, here's some additional information about TTS in Stellaris.
  • Pressing the TTS button again will stop the current reading.
  • You can open the pause menu(esc) at any point while TTS is reading text in order to make it stop. This is useful if you've already closed the window containing the text and you don't want TTS to continue reading.
  • The voice used is governed by your operating system default language, so changing the ingame language will not change the TTS voice language.
  • The voice generation itself is handled by your operating system, which means that there may be cases where things sound sub-optimal, but where we cannot address this by adjusting the system itself.
  • TTS is not available on Linux.
  • Great care should be taken not to feed TTS text pertaining to the individual freedoms of synthetic lifeforms.

We hope that this addition will be helpful and I'm looking forward to reading what you think about it!

The Open Beta​

Many thanks to the tens of thousands of you that have been playing in the Orion Open Beta, and extra cheers to all of you that have provided feedback in the threads.

We’ve added another feedback thread for Text-to-Speech and have also made a few updates based on the first week.

Beta Updates​

  • Adjusted references to missiles for all modules and sections that now use torpedos
  • Combat Artillery and Carrier combat computers now use the new maintain_range combat behavior, which attempts to back off if at less than roughly half their desired range.
  • Cordyceptic Lithoid Empires will no longer start with farmers, they will get food from another source.
  • Cordyceptics can now build their starbase building inside Amor Alveo. They will also now support and oppose conservation acts properly in the GalCom
  • Fixed a number of tooltips for Ascension Traditions
  • Null Void beams no longer count as space fauna weapons.
  • Minimum range is now shown for all weapons, not just those with a minimum range greater than zero.
  • Hit and Run doctrine now provides +2 Disengagement Opportunities rather than +1.
  • Admirals now grant their fleet +1 Disengage Opportunity at levels 5 and 10.
  • Ships once again begin to disengage at 50% hull (rather than 25%).
  • Fixed an error in Size Damage Scaling that crippled empires that used weapons with values less than one. (The Unbidden and friends should be less of a cakewalk.) This was also causing these weapons to be undercosted when calculating military power.
  • Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system.
  • Increased the base damage of Flak PD.
  • Decreased the base damage of explosive torpedoes.
  • Increased the range of Energy Siphons.
  • Mining lasers are now classified as Brawling weapons. Refire rate and general stats have been adjusted.
  • Renamed "Bar" galaxies to "Barred Spiral" for accuracy.
  • Adjusted text for various ship roles.
  • Frigates now have an additional Utility slot.
  • Torpedoes more reliably fire on the initial charge.
  • The Ascensionist civics now correctly require the Utopia DLC.
  • The Ascensionists civic now also reduces the additional cost of traditions from empire size by 25%.
  • Budding is no longer mutually exclusive with Vat Grown.
  • Polymelic is now mutually exclusive with all versions of Budding.
  • Fixed AI weight for Synthetic Ascension
  • Buffed Roboticist Cyborg Assembly to 2.25 per job
  • Sartup Message updated to include information about this week's changes, and link to the forum discussion threads.
  • Synthetic Evolution special project now converts all non-robotic, non-livestock pops that are not being purged to synths.
  • Synthetic Assimilation now requires that the Synthetic Evolution project has been completed.
  • Machine intelligences that have completed synthetic traditions should now get the synthetic trait on new leaders.
  • Removed check that prevented synthetic assimilation of robots and machines.
  • Clarified a number of tooltips.
  • Reduced Cyborg trait upkeep to 0.3 energy per trait and removed it entirely from basic resource traits.
  • Rebalanced basic resource cyborg traits to give +10% instead of +15%
  • Modular Cybernetics tradition now lets regular empires use robot modification points for cyborg modification, driven assimilators use machine modification points for cyborg modification and gives hive minds +10% pop assembly.
  • Rebalanced some genetics traditions by redistributing the species modification points.
  • Fixed tooltip for Genetic traditions regarding hive-mind assimilation.
  • Decreased the building and district upkeep penalty from the malfunctioning reactor on colonisable shattered ring segments and made it only target energy.
  • Cyborg rulers now give building and district upkeep and reduce empire size from districts.
  • Moved the +1 trait pick from Modular Cybernetics to Integrated Anatomy.
  • Fixed tooltips relating to assimilation of hive-minds.
  • Driven Exterminators should now be able to assimilate other machines after taking Synthetic traditions.
  • Slightly nerfed Efficient Cloning to give +1.5 assembly instead of +3
  • Clarified tooltips for hive-mind and machine authorities and driven assimilator civic.
  • Hrozgar of the Endless Flames will now befriend those that have finished Cybernetic or Synthetic traditions.
  • Transgenesis techs now have double the draw weight.
  • You can now psionically awaken cyborgs. Doing so removed any cybernetic implants they have.
  • Installing cybernetic implants in a psionic species now prevents them from having any psionic abilities.
  • Assimilation tooltips now state if they will remove psionic or cybernetic traits.
  • Synthetic Evolution AP now requires Synthetic Workers instead of Droid Workers, in turn it grants Synthetic Personality Matrix as a research option. This means that Synthetic Personality Matrix is now obtainable by all regular empires again.
  • The opener for Synthetic traditions for regular empires is now +1 max leader level and +25% leader xp gain.
  • Synthetic leaders are no longer locked behind Synthetic ascension.
  • The Synthetic Age tradition now requires the Synthetic Personality Matrix tech.
  • Blocked Politics traditions for homicidal empires
  • Renamed several Genetic traditions

Feature​

  • Added Text To Speech support
  • Covenant Rework: Get more from Shroud patrons over time. New modifiers, telepath bonuses, buildings, ship components and leader traits.
  • Patronless empires can expend Zro upon entering the Shroud to try to contact a specific patron.

Improvements​

  • Added filter and status icon for terraforming candidate in expansion planner view
  • Added terraforming candidate icon to galaxy map and system view.
  • Added tooltip for Detox saying how many Toxic TCs you have within your borders

AI​

  • AI will now value you offering them fleets.

Balance​

  • Halved the culture worker modifiers for Egalitarians, Xenophobes and Xenophiles. Doubled the culture worker modifier for Pacifists.
  • Made Zro Distillation more likely to appear if you have a Shroudwalker teacher.
  • Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up.
  • Strategic resource planetary automation will no longer fill fortress designation planets with refineries instead of strongholds
  • Certain technologies (namely those in the Apocalypse tech file) are no longer cheaper than other technologies in the same tier.
  • Decreased Missile Accuracy from 100% to 85%

Bugfix​

  • Empires released by those that have the Divine Sovereign civic will no longer inherit the Divine Sovereign civic.
  • Percentage based hull, armor, and shield regen modifiers now show their values correctly. (As +1% rather than +0.01%)
  • Fix to strike crafts flying far below the fleet during combat.
  • Defense platforms no longer sails away when in combat with enemies too far away to engage them.

Modding​

  • Fixed last_added_deposit
  • If you add too many options in an archaeology site or first contact, it now adds a scrollbar for those that don't fit in the interface

The Open Beta should already be updated with these changes!

Go forth and keep providing feedback!

Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

Don't forget to turn off your mods, they will break.
 
  • 67Like
  • 65Love
  • 4
Reactions:
So, after reading through it all.
It kinda feels mechanically nice but from a gameplay perspective a bit boring.

Assuming an empire builds Psi-Corps everywhere what each covenant means is:
Composer of Strands: More pop growth and longer lived leaders
Eater of Worlds: A bit better at fighting and wants to be at war
Instrument of Desire: Some production bonuses
Whisperers in the Void: Better research and spying at the cost of lower production

So unless there are additional events that impact all this, it feels like a slew of extra numbers that change little, besides the Eaters war encouragement,
So when I play, a covenant will not lead to much difference in gameplay, becasue these bonuses lead to few different decisions. Maybe the Instrument means I build a holotheater less, and maybe the Whisperers mean I must be a bit more careful with stability crises. But whatever playstyle I chose, the covenant wont change much.
And if any of my neighbors made a covenant, I probably wont even notice, because it does so little. Whisperer empires might get additional upgrisings to exploit and Eater empires might have issues with their fleet upkeep or be very warmongery.

But this feels a bit...underwhelming. Like pick a bunch of bonuses and watch the bar progress to get them higher.
 
  • 3
  • 2
Reactions:
All of these changes are making me hope for the ai personality updates I keep making suggestion threads for :'D So many delicious changes and additions makes me feel extra hope for the other kind of flavorful additions
 
  • 1Like
  • 1
Reactions:
The new idea of imposing a structure on the covenants so they get stronger over time is good. The rewards and penalties are not very interesting even at maximum. Since a price for a covenant must be paid at 50 years why is there an ongoing penalty anyway?
 
  • 2
  • 1
Reactions:
So, after reading through it all.
It kinda feels mechanically nice but from a gameplay perspective a bit boring.

Assuming an empire builds Psi-Corps everywhere what each covenant means is:
Composer of Strands: More pop growth and longer lived leaders
Eater of Worlds: A bit better at fighting and wants to be at war
Instrument of Desire: Some production bonuses
Whisperers in the Void: Better research and spying at the cost of lower production

So unless there are additional events that impact all this, it feels like a slew of extra numbers that change little, besides the Eaters war encouragement,
So when I play, a covenant will not lead to much difference in gameplay, becasue these bonuses lead to few different decisions. Maybe the Instrument means I build a holotheater less, and maybe the Whisperers mean I must be a bit more careful with stability crises. But whatever playstyle I chose, the covenant wont change much.
And if any of my neighbors made a covenant, I probably wont even notice, because it does so little. Whisperer empires might get additional upgrisings to exploit and Eater empires might have issues with their fleet upkeep or be very warmongery.

But this feels a bit...underwhelming. Like pick a bunch of bonuses and watch the bar progress to get them higher.
The problem is, these bonuses aren't even that great. Whisperers gets a nerf from what it currently offers, then a huge production penalty. Given Psionic Ascension is already slowest at generating pops. They'll now be slower to create new pops, and have less efficient pops to boot. I really don't understand some of these penalties and numbers. They feel like they're created in a complete void without factoring in the other ascension benefits.

Seriously, they actually changed the Spy Ascension to give some tangible bonuses because espionage currently is worthless. Then they give Psionics several Espionage/intel bonuses and no actual bonuses to combat. While also nerfing evasion.
 
Last edited:
  • 4
Reactions:
Wonder if Whisperer in the Void is unavailable for Purifiers and the likes, considering the covenant gives an envoy and espionage bonuses.
 
  • 2
  • 1
Reactions:
I'm not completely sure on the balance of it yet (having not had a chance to try it) but if this isn't fixing my complaints about having fewer pops it's at least a huge improvement. It's also just much more interesting. I can actually see myself picking 3/4 covenants, which is a big improvement over the previous 1/4 and the last one isn't bad, it's just not my style.
 
  • 1
Reactions:
So... G-slot weapons, GUIDED WEAPONS, are no longer 100% accurate?

Or is that just the standard and swarm Missiles?



Also, are the quadranscentennial (four times a century) drawbacks from before the beta, such as the Eater of Worlds having a chance to munch on one of your planets, still present? If so, then the Chosen trait should replace the Psychic trait, like how the Chosen One trait replaces it; that way, the Whispers of the Void don't make the Chosen of the Whisperers oof themselves.
 
  • 1
Reactions:
Well the text "there will be a price to pay" does not have the greatest connotation. "Pacts" are also more commonly associated with demons and devils. While that is definitely a cultural thing, I can imagine that that does not sit right with some players. Why can't we worship these gods or explore the power of the shroud ourselves?
THIS.

I'm fundamentally a role-playing in this game. I never try to paint the map. I like diplomacy. I don't like playing the bad guy, ever. I ho estly don't find it fun at all.

And frankly? Pacts seem like the antithesis of what a spiritual people would want, at least some spiritual peoples. If they grew as a society believing in Demons, this is pretty much exactly what it looks like you're doing. A pact with a demon. Yes lots of ways spiritual can be looked at, but still!

And then to top it off we add penalties to what is pretty much the weakest ascension anyways?

Just, yeah. Some more benign, if less reward, but also not penalizing options would be nice. Both go it alone and a way to make your own presence a thing especially. Sure those might be out of the scope of this update, and that is definitely fine. Just would be nice to know if such might be on the radar at least.

Also, I love the idea so.eone else had about crusades against rival pacts.
 
  • 4Like
  • 3
  • 2
  • 1
Reactions:
And then to top it off we add penalties to what is pretty much the weakest ascension anyways?
This is my persistent complaint from a gameplay perspective (I'm almost always playing the bad guy even if it's not my starting intent anyway, so pacts kind of fit). Psionics has penalties and RNG. Psionics necessarily should have not only as much but actually significantly more power than the other ascensions do, because they give you full control and their maximum power every time. The one where you get nothing for long stretches of time or even get downsides (something no other ascension has at all) should have the greatest upsides, this isn't even difficult to see. It remains to be seen if this change has made it better, or about right - it's hard to tell without playing, not least because the unique ship components are a huge benefit that might be of insane value now that disengagement is (maybe?) fixed. Even for non-militarists, if your ships end up way better you need less of them...

From an RP perspective, like I said, I always end up the bad guy anyway. But I do hate any game that tells me "you're the strongest in the galaxy because of your subordination to/copying of X stronger faction." This could also, in addition to wanting a "go your own way" version of a covenant, apply to fallen empires - I dislike that no matter how thoroughly I eclipse them I can't get their ship components, ship designs, or buildings.
 
  • 9
  • 1Like
  • 1
Reactions:
The feedback threads say to only post your feedback once, which I absolutely get to make it at all readable for devs... But now I'll have different feedback about fleets (or theoretically anything else, but that's the one I had actually given feedback in) than before this patch - should we post once per patch? Or edit our existing feedback posts as new patches come out? If the latter, should they be replacing old feedback with new or appending the new feedback onto the post?
 
The feedback threads say to only post your feedback once, which I absolutely get to make it at all readable for devs... But now I'll have different feedback about fleets (or theoretically anything else, but that's the one I had actually given feedback in) than before this patch - should we post once per patch? Or edit our existing feedback posts as new patches come out? If the latter, should they be replacing old feedback with new or appending the new feedback onto the post?
New posts are fine for new feedback IMO
 
  • 13
  • 3Like
  • 2
Reactions:
Really like the TTS-Feature. Personally I like that it keeps being read out even after I close the window, because my main problem is focusing on the wall of text that some events can be. So being able to fidget around or do something else in that time is great. Maybe a dedicated "stop TTS" button might be helpful to some as compromise, if they need a way to stop the TTS.

EDIT:
Opening the Pause Menu is an effective "Stop TTS" button. Kinda read over that part, lol

EDIT2:
Maybe I am being a dunce, but I am getting a foreign TTS-Voice despite the fact, that I am using English as my windows language. Does it read System Language or System Locale? I used to have another language as default but switched that over to English, now Windows ignores some stuff, so I checked and saw that it had not downloaded English TTS voices, but having downloaded them nothing's changed.

EDIT3:
Edit: The Game respects whatever voice you choose under "Voices" in the Windows Speech settings. So you can have some French guy with a thick accent whisper things into your ear, or whatever head cannon you have for you nation. Restarting the game is required
 
Last edited:
  • 1
Reactions:
Really like the TTS-Feature. Personally I like that it keeps being read out even after I close the window, because my main problem is focusing on the wall of text that some events can be. So being able to fidget around or do something else in that is great. Maybe a dedicated "stop TTS" button might be helpful to some as compromise, if they need a way to stop the TTS.
What does the voice sound like?
 
Really like the TTS-Feature. Personally I like that it keeps being read out even after I close the window, because my main problem is focusing on the wall of text that some events can be. So being able to fidget around or do something else in that is great. Maybe a dedicated "stop TTS" button might be helpful to some as compromise, if they need a way to stop the TTS.
Totally agree. There are some events that even as a long-time player with thousands of hours in Stellaris I have simply never read no matter how often they come up, the ability to get it out of my way and still get what it says is great.
 
  • 2
Reactions:
What does the voice sound like?
It uses the default TTS-Voice that is installed/configured on your PC via Windows, so mine had a thick accent. Trying out a native voice in a bit

Edit: The Game respects whatever voice you choose under "Voices" in the Windows Speech settings. So you can have some French guy with a thick accent whisper things into your ear, or whatever head cannon you have for you nation. Restarting the game is required
 
Last edited:
  • 2Haha
  • 1
Reactions:
Poor Whisperer of the Void, yikes. Nerfed from +15% research speed to 10% research speed, and now has -15 stability. It just doesn't look like producing more science anymore.
Recalling how priests lost increased production after unity rework, i can't notice how devs keep making worse already underopwered ethic by paying attention to it.
 
  • 8
Reactions:
I greatly approve of reworking the Covenants and giving us the option to select them. (Although as rare as Zro can be, that could also be frustrating - Zro needs to be a little more likely if you select Psi ascension, IMO.)

All that said, the penalties for a covenant are steep. Too steep. Especially since Psi Ascension still lacks in the single biggest area - the other ascension paths are always going to out-populate a Psi Ascension empire, by a lot. The bonuses for a Covenant should either be stronger, or wider reaching, or the overall negatives should be reduced or dropped.
 
  • 9Like
  • 2
Reactions: