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Stellaris Dev Diary #346 - 3.12.3 Released and a Small Peek at the Future

Hi everyone!

The 3.12.3 “Andromeda” patch was released this week, with the following changes:

Feature​

  • Added tradition agendas for Modularity, Nanotech and Virtuality
  • Some megastructures (mostly kilostructures) can now be dismantled if you have the technology to build them and are not at war.
  • Solar system tooltips now show the arc furnace and habitat potential of a system, if you meet the construction requirements for the megastructures

Improvement​

  • Added heir titles to Mortal Empire and Bandit Kingdom governments
  • Added missing heir titles for Imperial governments
  • Added more character names to the Cyberpunk list
  • Added tooltips to the Transformation situation to summarize the different ascension paths in the event that you make a choice of which path to select.
  • Awakened fallen empires now can use the daedalus seal relic.
  • Completing the Synthetic Fertility event chain will now grant additional robot modification trait points and picks and award a unique trait for your synths
  • Cybernetic Creed pops can now be modified
  • Democratic Crusaders no longer hate Worker Coops for being Oligarchies
  • Non-Spiritualist pops in a Cybernetic Creed empire now only have the Cybernetic Creed traits removed instead of all Cyborg traits
  • Redesigned top-menu resource tooltips for clarity
  • Robots Pops are now called Machine or Mechanical Pops in most places
  • Scavenger civics now have 10% of the base cost of buildings, districts and megastructures refunded upon dismantling them
  • Selecting a Cybernetic Creed as your sole Spiritualist faction no longer forces a template onto your species
  • The Commodities Consolidation situation will now show if you are on track to produce enough consumer goods or if you do not have enough storage space to the quota. Thanks to SirBlackAxe for the improvement suggestions!
  • Your choice in the Virtual Salvation event now influences the Synthetic Society Shift in the Digital Refactoring event chain

Balance​

  • Added Election Term Variance (Years): +5 to the Shadow Council civic. This means that each election will have a term length equal to that of the authority +/- a random number of years between -5 and +5.
  • Added Election Term Length (Years): -50% to the Worker Cooperative civic, giving empires with this civic the same term length as the democratic authority.
  • All Virtual empires (either Machines that take Virtuality traditions or Organic empires that adopt a Virtual government after completing Synthetic Ascension) now get access to the Virtual Economic Policy
  • Buffed the Mutual Aid trade policy to also provide unity
  • Cosmogenesis Battlecruiser and Titans now use reactors one class above theirs, and should now provide ample power for modules.
  • Dark Matter Engine effects reduced from +60% to +40%
  • Increased the effects of the modifier nerfing FE against Cetana.
  • Machine World planet designation now increases the output of all jobs by 5% instead of only simple drones and increases the build speed of all resource districts by 25%
  • Made Rogue Servitors slightly more likely to build organic sanctuaries and their upgrades
  • Reduced the time needed to complete the special projects "The Queen's Databank" and "Cetana: Race The Tempest"
  • "Selecting a Cybernetic Creed as your sole Spiritualist faction now awards a country modifier for that Creed these modifiers are:
    • The Fellowship of the Hammer, Elevated Fellowship, +1 Biological Trait Points, +1 Biological Trait Picks, -10% Building and District Upkeep, -10% Megastructure Upkeep
    • The Templars of Steel, Elevated Templars, +1 Biological Trait Points, +1 Biological Trait Picks, +5% Naval Capacity
    • The Choir of the Mind, Elevated Choir, +1 Biological Trait Points, +1 Biological Trait Picks, +5% Research Speed, +5% Researcher Upkeep
    • The Commune of Toil, Elevated Commune, +1 Biological Trait Points, +1 Biological Trait Picks, +10% Cyborg Happiness
    • The United Creeds has their modifier changed to +2 Biological Trait Points, +1 Biological Trait Picks"
  • Selecting a Cybernetic Creed as your sole Spiritualist faction now gives +10% Faction Approval for the Creed
  • Selecting the physical path for Synthetic Ascension now unlocks the advanced traits from Modularity
  • Shielded Components points cost reduced from 4 to 3
  • Synthetic Imperial authorities no longer have -10% pop assembly speed
  • Synthetic Oligarchic authorities now have Enforcer provide +10% Resources from Ruler Jobs instead of +5%
  • Synthetic Physical Corporate government now gives +5% Trade Value
  • Synthetic Physical Imperial government now gives +2 leader starting level and +10% leader XP gain
  • Synthetic Virtual Corporate government now gives +1 Codebreaking
  • The additional trait picks and points awarded by Cybernetic Creed now only apply to biological species
  • The Augmentations of the Commune now gives +20% Worker Output, but no longer gives +20% Worker Happiness
  • The Bot Lord destiny trait is now available for all leader classes and now instead increases the production and decreases the upkeep of both robots and cyborgs. It is twice as likely to show up if you are an individual machine or have synthetic or cybernetic ascension.
  • The Computation Core Focus policy for Synthetic MegaCorps no longer removes the +1% Trade Value modifier from Clerks and the Production Streamlining option now also increases Consumer Goods production in addition to alloys.
  • The Nanotech World designation now also affects agri-drones if you build hydroponic farms on the planet
  • The Shroud Preacher and Truth Seeker destiny traits are now blocked if you have undertaken another a non-psionic path. They are twice as likely to show up if you have psionic ascension. The traits no longer require spiritualist ethics
  • Virtuality Adoptions grants a -15% metallurgist and artisan production
  • Virtuality Policy now grants +80%/-50%, down from +100%/-40%

Bugfix​

  • Added a homeworld or planet preference to multiple event species, mainly machines
  • Added a plural version of the loc for synaptic lathe districts
  • Added a warning to Synthetic Age that it will not grant a new tradition if you have no tradition slots left
  • Added military academy to shattered ring and habitat
  • Added more checks to prevent Worker Coops from using banned trade policies
  • Assembly tooltip will now combine empire wide add modifiers into the same category.
  • Becoming a machine removes the brain slug trait from leaders
  • Blocked parades and deficits from targeting the synaptic lathe
  • Cetana's fleets now begin at 1st
  • Changed resilience bonus for immortal leaders
  • Changed Synthetic Dawn machine empire gender to indeterminable.
  • Changed the cost of the Integrated Mega Construction edict so it wouldn't break the UI
  • Clarified the loc of the AI policy and machine Citizenships
  • Colony ships for Synthetic Fertility now use energy instead of food or minerals
  • Completely new fleet will be able to accept more than the default 20 ships by forcing an early modifier update.
  • Corrected icons for Zero Waste Protocols and Diplomatic Protocols
  • Corrected the highlighting on the Free at Last concept tooltip
  • Corrected the names of some gestalt agendas
  • create_species effect can no longer create species without habitability traits
  • Cyberization can handle multiple species templates
  • Defenders of the galaxy can not become a crisis anymore
  • Destroyed orbital rings are no longer duplicated
  • Dyson Swarm's stage name 1 is now properly displayed in Russian
  • election_term_variance values for government authorities now behave as expected and go negative.
  • First contract breakthrough chance is now affected by encryption.
  • Fixed a bug where players would occasionally not receive the "Mysterious Tempest" special project needed to declare war to Cetana
  • Fixed a bunch of typos reported on the forums
  • Fixed a couple of issues with coordinator districts and virtuality traditions
  • Fixed a crash when switching between countries while in observer mode with the Leader View open.
  • Fixed a number of capital buildings checking for the wrong synthetics tradition to add roboticist jobs
  • Fixed an issue that allowed you to keep playing after Cetana won
  • Fixed an issue with the Mother Knows Best achievement being incorrectly configured for some storefronts
  • Fixed Archaeology and Astral Rift exploration failure probability sometimes showing nonsense values
  • Fixed building type AI weight calculations again
  • Fixed cloaking effect for Enigma Battlecruiser and Paradox Titan
  • Fixed Clone Army and Natural Design not being mutually exclusive
  • Fixed Cybernetic Creed pops sometimes not growing if there were robots present on the planet
  • Fixed job weights for Resort Workers
  • Fixed leaders undergoing synthetic ascension not changing age correctly
  • Fixed Natural Design civics sometimes starting with more buildings than the capital could support
  • Fixed some errors in the calculations for merc enclave dividend payout frequency
  • Fixed some minor typos with traditions
  • Fixed the "Mass Graves" blocker not having a description.
  • Fixed the additional priest jobs from Virtuality traditions not actually checking for the tradition
  • Fixed the extra clerk jobs from Virtuality traditions granting the wrong number of jobs
  • Fixed the habitability for secondary species for Driven Assimilators and Rogue Servitors with some origins
  • Fixed the Rulerchip being reset whenever you gain a new relic
  • Fixed unlocalized string for the machine ring world habitability trait
  • Fixes issues with modification of uplifted species
  • Fruitful Partnership Origin: stopped critters from leaving seeds on artificial worlds and habitats
  • Full citizenship for robots requires tech Artificial Administration
  • Gave the machine fallen empire ring world preference
  • High-Level Enhancements now provides +1 Unity from Bio-Trophies for Rogue Servitors
  • Hiveminds can now purge hiveminds again
  • Keep the Transformation deposits when terraforming into a Machine World
  • Landing armies on the synaptic lathe is forbidden
  • Leaders in empires with Feudal Society now correctly require upkeep
  • Limited the first contact breakthrough and insight gain percentages to values between 0 and 100 percent.
  • Loading a save should now unassign scientists from the pre-3.8 research areas.
  • Machines with the Shattered Ring origin now require robomodding techs in order to modify their machine species
  • Made AI realize it can not take FEs with 10k fleetpower
  • Made explosion after cracking lathe/habitat/ringworld stick until it has played thru.
  • Made the language used for trait points and trait picks modifiers consistent
  • Make sure planet jobs are properly refreshed upon building/district build queue actions finishes.
  • Ministry of Acquisition now correctly produces Consumer Goods if the overlord uses them
  • Moved warning text for virtuality into tradition adoption effect instead of widely available trait
  • Moving the capital destroys the old Cyberdome building
  • Opinion modifiers of Interstellar Assemblies now stacks for each owned Assembly
  • Other Crises should no longer be allowed to spawn while the Synth Queen is ongoing
  • Pops on the lathe can not be assimilated
  • Pops that are turned Virtual while on the Lathe, will have their Virtuality trait quietly removed
  • Progenitor hives now receive the correct jobs from the Fallen Empire clinic buildings.
  • Reduced the likelihood of designation switching for foundry and factory worlds
  • Refugees won't willingly resettle to the Synaptic Lathe anymore
  • Removed mentions of stockpiles from the Delete Sector tooltip
  • Removed the formless from the end-game crisis list, which might have caused some issues regarding crisis spawning
  • Removed the reference to the Server Load Reduction decision, since it is no longer available
  • Removed useless "go to" camera button in the "No Response" event
  • Show disabled crisis button on Synaptic Lathe view in case another empire takes it over.
  • Show large weapon slot and hangars as separate entries for sections in ship designer
  • Special project names in tooltips are now highlighted in yellow
  • Special projects to raid outposts should now get properly cleared after failing a raid and new projects should display the proper location instead of the empire name.
  • Subsuming a planet into a nanite world now correctly removes planetary modifiers and features
  • Synthetic Fertility gets access to edicts Subsidized Identity Backups and Optimized Identity Creation
  • Synthetic Fertility should now always have access to the AI right policy
  • Synthetic Fertility: Keep the organic species portrait in the Identity Repository and Robot Surrogates are now non-holographic
  • Terraforming planets related to Keides event chain now removes their unique features
  • The Artifact Exhibition planetary decision is now available for Haruspex jobs
  • The brainmines now require a minimum sapience
  • The Determined Exterminator civic no longer mentions that you start on a tomb world
  • The FE robot assembly building should no longer be automatically destroyed after being built.
  • The Grand Battlements of Steel and Aegis Complex now provide FTL inhibitors
  • The limit on the number of built Dyson Swarm and Arc Furnaces now correctly includes structures under construction
  • The modifiers from the Rulerchip are now listed in the same order as leader classes in the leader UI
  • The Nanotech World designation now requires the Unbridled Consumption tradition
  • The United Creeds now have their unique faction icon
  • Unique planetary features added through the Transformation situation and Genesis Guides civics are now kept when restoring a shattered ringworld or turning a planet into an ecumenopolis
  • Updated Archaeological Site Excavation failure probability to show accurate number on the tooltip.
  • Updated Astral Rift Exploration failure probability to show accurate number on the tooltip.
  • Virtual Pops are now properly blocked from resettling on the lathe
  • Wrecked Fleet event only fires once afterwards, notifications are given
  • You can now only trade one leader at a time
  • Initial election for countries now takes into account modifiers to election term length

Stability​

  • Adding check to start_astral_action_cooldown effect for validating that the country type can use astral actions (currently either playable or has the ai interior_minister_module) instead of potentially crashing.
  • Fixed CTD when a non playable empire decides to lock wormholes etc
  • Fixed OOS in hotjoin/resync due to clients cleaning up invalid ship components

UI/UX​

  • Added "Build Megastructure" option to fleet order context menu in galaxy view.
  • Fixed planet "Build Megastructure" command not correctly hiding unbuildable megastructures from the list.
  • Fixed some incorrect leader assignment text.
  • Fixed subscription's title not being localized in the popup when buying it through the additional content browser.
  • Fixed zoom animation not playing if you go to system view for the last system that you visited in system view.
  • Implemented unique icons for galactic focuses concerning mid-game and end-game crises
  • System megastructure selection view tooltips show detailed fail text for non-planet-specific checks.
  • The Science Nexus build tooltip no longer shows "Exists" fail text in systems without a starbase.
  • The government panel now shows your election frequency

Modding​

  • Added election_term_variance_add and election_term_variance_mult modifiers
  • Adding the ability to dismantle megastructures, see megastructure documentation
  • Readding support for appending portrait sets and implementing it for portrait categories
  • Removed obsolete is_researching_area and research_leader triggers.
  • Renamed government_election_years_add and government_election_years_mult to election_term_years_add and election_term_years_mult

EDIT: Our filter script missed some fixes, here are the missed notes:

Balance​

  • Virtual pops are no longer allowed to work as neural chips.
  • Halved the base production of adv logic from neural chips. Their research production was adjusted from 1 to 0.75. Districts now use the same numbers, but the overclocker was left untouched in that regard.
  • The overclocker building now only adds 75% purge speed instead of 100%.
  • The lathe now only purges pops if there is more than 40. This should prevent cases of decolonization, even with overclockers built.
  • Neural chips should now get purged twice as fast as before, and their energy upkeep now also increases nonlinearly with the number of pops.
  • Neural Chip base upkeep was reduced from 5 to 4.
  • The capital buildings for the Synaptic Lathe now provide increasing (15/25/40) stability.

Bugfix​

  • Added a failsafe event in case the last pop on the Lathe gets purges, so you won't have to colonize it again.
  • Blocked parades and deficit events from picking the Lathe as a target planet.
  • The FE robot assembly building should no longer be automatically destroyed after being built.
  • Fixed duplicated synth opinion modifiers in the case of spiritualist indie machines.
  • Changed the cost of the Integrated Mega Construction edict so it wouldn't break the UI.
  • The head of Zarqlan should no longer generate non spiritualist FE ships.

We’re currently working on 3.12.4 which will likely be the last patch in the 3.12 “Andromeda” cycle. Summer approaches, and with it, team vacations.

A Storm is Brewing​

Winds in the fall will bring us the 3.13 “Vela” update, and with it, Cosmic Storms.

Vela is the constellation representing the sails of the Argo Navis, the ship on which Jason and the Argonauts sailed to get the Golden Fleece. We thought it a fitting name for an expansion relating to galactic weather.

As a bit of a sneak peek, I’ll show you some screenshots from the game I’m currently playing.

Note: I cranked up the frequency and intensity of storms up to the absolute max for this run, so a normal galaxy should be a bit more chill.

1716993392678.png

The storm map mode will make it easier to see what systems are under the effects of storms.

1716993404849.png

In system view, you’ll see the glowies.

1716993418423.png

Prediction technologies can help you figure out where the storms may be going.

1716993428932.png

That’s probably the path it will take, if nothing interferes with it. I wonder if Teersonia will be hit?

What’s Next (in the Short Term)​

Next week is Sweden’s National Day, so our next dev diary will be June 13th, which I’m currently penciling in as a possible 3.12.4 release date.

See you in two weeks!
 
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Not happy to already see nerfs to virtuality. Hopefully that is the last and not the first of many. I haven't even had a chance for a full play through with that ascension yet, guess I'm glad we can roll back.

I can kind of understand the nerf to the lathe, that thing was insane, but then again, it's a crisis, it should be insane......if an AI empire picks it, it should make them tough to beat. Instead of nerfing the lathe, they should ramp up the negative opinion of other empires (including fallen ones) for using it. Ramping up the costs was a good change.

One thought, if the lathe no longer purges pops below 40, that is actually a benefit to some empires who want to get some use out of it but not get genocide penalties. Using it should give negative opinion whether purging or not.
 
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Natural Design is very weak for ordinary organics. It blocks all possible elevations. Almost all elevations give bonuses in addition to gigantic growth, there is also a bonus to production. Natural Design has only 10 percent, however elevations are gives 100 percent and above bonuses. Natural Design has a mechanic that for each ascension perk, our doctors receive one unity. This is very small and in no way comparable to those bonuses that we have to give up. I suggest that in addition to one unity for each ascension perk, we should receive +5% to production from all types of work. This at least somehow equaled them someday in perspective, But now it is simply incongruous with what we are being offered to give up
 
I was really excited for the worker coop buff until I saw what it actually was.

They added +0.1 unity to the trade policy but took away 0.1 energy. If we go by the convention of 1 advanced resource = 2 basic resource, this comes out to an efficiency of 0.8, vs 1 for the standard policies and 1.3 for trade leagues.

It's technically a buff (0.7 to 0,8) but I do not understand why they so desperately want this civic to suck. It's worse than the default policy, and that's not even getting into how bad the living standard and job swaps are.

EDIT: They also "fixed" the bug where the civic let you take the trade policies that are actually good.
 
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Natural Design is very weak for ordinary organics. It blocks all possible elevations. Almost all elevations give bonuses in addition to gigantic growth, there is also a bonus to production. Natural Design has only 10 percent, however elevations are gives 100 percent and above bonuses. Natural Design has a mechanic that for each ascension perk, our doctors receive one unity. This is very small and in no way comparable to those bonuses that we have to give up. I suggest that in addition to one unity for each ascension perk, we should receive +5% to production from all types of work. This at least somehow equaled them someday in perspective, But now it is simply incongruous with what we are being offered to give up
Natural Design seems like it was balanced for pre-3.12 ascensions, back when ascensions gave you 20%ish on average (with Psionic giving more in exchange for no growth).

It gives half the power of an ascension up front, and you get an extra AP/tradition tree to try to make up the difference.

It would make sense if some of the power creep were reined in.
 
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It's also absurdly overpowered, as with most things, on Hives. The current multiplayer meta is innate design progenitor hive with invasive species and a boatload of negative traits for maximum pop growth and habitability. By the time the usual peace periods are up, these builds have triple+ the pops of anyone else and tons of fully developed worlds pumping out an absurd amount of resources. It's completely broken and managed to displace virtual rushers somehow as the most dime-a-dozen cookie cutter every lobby has 4+ of these every game build.
 
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I only hope the Cosmic Storms is not some annoying and redundent feature in the game. Current version storm event cause -50% sublight speed is the most unpleasant event in my opinion
 
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Not happy to already see nerfs to virtuality. Hopefully that is the last and not the first of many. I haven't even had a chance for a full play through with that ascension yet, guess I'm glad we can roll back.

I can kind of understand the nerf to the lathe, that thing was insane, but then again, it's a crisis, it should be insane......if an AI empire picks it, it should make them tough to beat. Instead of nerfing the lathe, they should ramp up the negative opinion of other empires (including fallen ones) for using it. Ramping up the costs was a good change.

One thought, if the lathe no longer purges pops below 40, that is actually a benefit to some empires who want to get some use out of it but not get genocide penalties. Using it should give negative opinion whether purging or not.
I actually love the nerf to the lathe because they didn't Just straight up nerf it, but normalized it.
The "nihilistic vacuum cleaner"- Empire will still get much more out of it than a peaceful "oh you are unemployed? I think you've earned a vacation..."-Empire but both extremes got closer together while reducing the overall powerlevel.

About the genocidality (?) of the lathe: It so wierd anyways...
Murdering Sentient, Feeling, Individualist Robots?
Don't worry it's Just a scrap yard :)

Ending the last few reactions of a rotting, nerve stapled corpse?
You monster!!! :mad:

I would love to see a lathe Policy which describes who, why & when Pops are resettled to the lathe and if it's considered genocide instead of a simple everyone can freely resettle mechanic, which is always genocide...
E.G.:
Authoritarians have access to forced resettlement (Like now - considered to be genocide by all) or resettlement as punishment for most crimes, resulting in the inability to freely resettle (to/from the lathe), but adds some periodic Auto resettling and reducing crime by a lot. Maybe this is considered genocide just in the eyes of egalitarians.

Egalitarians on the other hand could have a "for the Common good" - forced resettlement, which would be considered genocide by all, or some very depressing kind of lottery wich would probably not be considered genocide but also blocks you from freely resettling.

At least a "soft" and a "hard" Version of resettlement and therefore if it's considered genocide might add some nice flavour!
 
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About the genocidality (?) of the lathe: It so wierd anyways...
Murdering Sentient, Feeling, Individualist Robots?
Don't worry it's Just a scrap yard :)

Ending the last few reactions of a rotting, nerve stapled corpse?
You monster!!! :mad:

In my current game, I conquered a gestalt empire and moved the pops into the lathe. My leaders justified it by saying the pops would die without the hive anyway, this way they would at least still be linked with each other in the lathe and even live a little longer. It was seen as more humane than just letting them waste away all alone.....why would anyone consider that genocide. Yes there was talk that we could assimilate those pops away from being hive mind by using cybernetics but that's just not how our faith works. You have to believe in the faith to get the implants, not get the implants to believe in the faith. Silly non-believers.

I heard a rumor than you do not suffer genocide penalties for putting fanatical purifiers in the lathe. Not sure if that is true, but I'm about to find out.
 
Wouldn't it be cool if storms could affect the hyperlane network somehow? Like, maybe, certain nodes are too weak to be traversed during certain storms or maybe a special kind of storm would temporarily create additional connections. That would make predicting their paths and effects a potentially huge strategic advantage and I feel that if you want to create a more diverse space-landscape (which I believe was the original idea behind space storms) then doing something with hyperlanes seems like the most effective way to go. Just a thought.
 
Interested to see what they come up with for the storm effects.

It's difficult to predict where battles will take place years in advance, so I think most players will just ignore them. Dynamically changing sublight speed will make it more taxing for the game to calculate arrival time to destinations.

Maybe if the storms are huge and buff explosive/energy/kinetic weapons or shields/armor/hull in your sector of the galaxy for a while, then it would be worth it to refit your ships.

Or if you know that you can create storms that buff certain type of planet production, it might be worth it to worry about them. But if planet buffs are migrating storms, then players will just ignore them, because you can't build for that.
 
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Why purge them when you can assimilate them?
I had a recent game where a machinist empire took over one of my habitats in a total war. I managed to retake the planet but not before they added the Exotic Fuel Consumption trait to 3 of my pops. I didn't have gas extraction tech to pay for the upkeep or robo modding to remove the trait, and I couldn't purge because they were my own species. I think avoiding a shortage is a fine reason to want to purge pops whose upkeep you can't pay and traits you can't modify.
 
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I had a recent game where a machinist empire took over one of my habitats in a total war. I managed to retake the planet but not before they added the Exotic Fuel Consumption trait to 3 of my pops. I didn't have gas extraction tech to pay for the upkeep or robo modding to remove the trait, and I couldn't purge because they were my own species. I think avoiding a shortage is a fine reason to want to purge pops whose upkeep you can't pay and traits you can't modify.
If you set that template to assimilate, it will revert back to your primary template for your main species. Every empire that has a robotic (machine or synth) main species has access to assimilation of other robots.

Why purge them when you can assimilate them?
 
Just a note, the mouse over system identifying number of nodes for an Arc Furnace / Habitats is well and nice but to be honest not all that useful in that we still have to look at ever system individually. Can we have a tab in expansion planner or similar that we can sort? Right now I use a very nice add on named Arc Furnace Locator + that not only lists systems by name and their values but takes you there
 
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