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Dev Diary #141 – A Year in Review

Greetings!

For those of you who do not know - I am Rageair, the Game Director of Crusader Kings III, and as we’re coming up to the end of 2023 it's time to look at this year in review - and take a quick glance toward the year to come! I will share our reflections, learnings, and opinions on the content we’ve made this year, and - while this diary will not be a roadmap/floor plan per se - I’ll make sure to share as much as I can about 2024.




2023 in Review

So, what have we done in 2023? Quite a few things, it turns out!

The Community Choice Poll

We started out the year by having a Community Choice Poll for the theme of the upcoming Event Pack, where among the three themes (Wards & Wardens, Love & Lust, and Villains & Vagabonds) the winning theme was Wards & Wardens, which gained 41.5% of the over 10,000 votes.

While it was fantastic to see all the engagement, we won't be doing another poll for this year's event pack - mainly because we want something that will improve and expand upon existing content as well as content we're introducing next year, and we already have the perfect event pack for that in mind!

We will instead continue reading your discussions, thoughts, and suggestions and focus on making content for areas that you would like to see expanded - it’s a more indirect way, but remember that you still have plenty of opportunity to affect what we do by simply discussing themes, ideas, or mechanics as you do normally.

That said, it’s not impossible that we’ll have another poll in the future, especially if there’s demand for it!

Tours & Tournaments

The highlight of the year was definitely Tours & Tournaments, our second Major Expansion. It made strides to connect the characters to the map, with travel, activities, and much more - and it’s obvious that the efforts were appreciated! While the expansion and its update leaned more towards roleplaying with its centerpiece Grand Activities, it also contained plenty of systems that enhanced the game overall, such as travel, regencies, MaA Stationing, etc. This combination made it a quintessential CK3 expansion that appealed to most (if not all) of you in the community, and we’ll definitely take a lot of learnings from the things we did right when looking into what to do for the future. All in all, we consider T&T a huge success!

Of all the features we developed, travel is the one that we didn’t necessarily expect to be as fun as it turned out to actually be - we knew that it would be good, and fill a void that has existed since the early days of CK, but it turned into a very versatile system that we’re very likely to keep developing and progressively weave into as many other systems that we can. Travel also provides a great and versatile foundation for all sorts of features that may or may not appear in future updates…

The expansion itself took a lot of time and effort to develop, over 10,000 days of work from various disciplines. During, and especially towards the end of the project, we started doing parallel development in order to up our cadence of releases, something which we’re successfully carrying with us into 2024. For those of you who might not be familiar with the concept, it means that we worked on several different expansions & updates with smaller teams-in-teams, all at the same time. During 2023 we have been working on roughly three different things at once, and at certain points as many as five! With the learnings we’ve gained from T&T, we’re keeping up the momentum as we want you to have a steady stream of content to look forward to - and we always want to make sure that we can make one Major Expansion per year!

Legacy of Persia

Persia is the first region we’ve expanded that is situated outside of Europe, which was an interesting and very fun challenge! At the start of the project, we sought out anyone at Paradox who was well-versed in Iranian history (it turns out there were quite a few individuals!) and started formulating plans for what content we would focus on making. Our goal was to make the content grounded and historical, while still enabling powerful player fantasies such as reviving Zoroastrianism. We knew that we wanted a central core system to connect flavor to, which is how the Iranian Intermezzo struggle came to be. Unlike the Iberian struggle, we wanted this one to have a much wider spread of plausible alt-history paths to pursue, as the history of the region could have gone in many different ways - and this is something that we’re sure you’re experiencing when you play. You never know who will be a powerful actor, which faith will dominate, etc.

While the historical ending is the Concession timed ending, we’re very pleased with the other ways in which you can conclude the struggle - from the community-favorite Iranian Resurgence where the Persian cultural identity and ideals dominate (be it as Zoroastrian or not!) to essentially breaking the very thought of Persian independence and empowering the Caliph to create another Dar-al-Islam with the Renewed Caliphate ending. The Intermezzo really sets the scene for how the rest of the game will play with large and sweeping effects on the region and beyond. This quicker style of struggle is something we’ve noticed that you in the community seem to like, so it’s something we’ll definitely keep in mind!

General Improvements

As some of you may remember, we have an ambition to continually update and change parts of the game to make them better over time - and in 2023 we managed to do a lot. While we did an absolute ton of stuff, such as adding a nickname system, rebalancing domain limits, changing how building slots are gained, added vassal stances, etc, etc, etc - we also got to some of the general areas that we outlined in the floorplan, so let's take an extra look at those!

Clans

In Legacy of Persia we got around to making Clans unique; previously they worked almost identically to how the Feudal government worked in CK2 - heavily opinion based, with angry vassals paying you nothing and happy ones giving you a lot. Now the economy of clans is heavily inspired by the Iqta system, with Tax Collectors assigned to Tax Jurisdictions, taxing them based on various Tax Decrees. Managing a Clan realm well gives you very clear advantages, and with the addition of House Unity you can also draw significant benefits from good old-fashioned nepotism!

House Unity, fundamentally a part of Clans, brings a chaotic and character-driven element to the stability of clans. If your family is Harmonious you will enjoy a period of peace and stability, while an Antagonistic family is driven to expand and compete. This makes Clans ebb and flow in power, with the potential to rise quickly, and fall as quickly - simulating how many of the areas dominated by Clans in-game behaved historically.

With these changes we feel like Clans are truly distinct from their Feudal counterparts, and playing them is an entirely different type of challenge. Feudal realms are generally more stable, while Clan realms have a much higher maximum potential.

Modifier Stacking

With the building slot rework followed Men-at-Arms Stationing, which aimed to curb the mono-unit type armies that dominated previously because buildings gave global bonuses to MaA types. This caused battles to be completely trivialized as long as the player started optimizing their buildings even a little bit - and this is obviously not fun. You want to be able to defeat the AI by putting in time and effort, you don’t want them to just roll over. With these changes the AI can now also field incredibly powerful units, and they will also tend to buy significantly more MaA overall than they used to - especially if they are Warmongers.

For next year we will aim to continually improve the game. In fact, we’ve set up a massive sheet internally where we detail areas of the game that are in need of balancing or reworking. Exactly what we’ll be tackling is still up in the air, but know that we still aim to continually improve the game!




What’s happening in 2024?

And now for the perhaps extra interesting bit of the Dev Diary - what have we got cooking for 2024? Also quite a bit, it turns out!

A New Experiment

At the beginning of next year, we’ve got another small experiment lined up. While I cannot go into detail about what it is, I can say that it has something to do with the game directly and that involves something we’ve never done before. We are very excited about it, and we hope you will be too - the idea for it actually came directly from the community itself, during a PDXCon where the Crusader Kings III team got to interact with some of you!

You will be able to get your hands on this experiment very early next year, before the release of the new chapter! Speaking of:

Chapter III

We will indeed be having another Chapter next year! Similar to this year the chapter will include four items, including one Major Expansion. One difference from Chapter II is that we have swapped out the Flavor Pack in favor of a larger type of expansion that we call a Core Expansion - I will clear up what this means in just a bit! Other than that, there will be an instant unlock to start Chapter III off, and an event pack to close the package.

So what is the difference between a Major Expansion and a Core Expansion? The new Core Expansion format refers to the core gameplay loop: it focuses on adding, changing, or updating mechanics that are applicable for most rulers and/or high-impact systems that affect large parts of the game world, unlike Flavor Packs which are strictly regional in nature. Major Expansions are ‘wider’, and will either apply sweeping updates to the world, give you new ways of playing the game (such as new playstyles), or both!

This means that Core Expansions are scoped in between Flavor Packs and Major Expansions. They are bigger and more impactful than Flavor Packs, but smaller with fewer sweeping changes than Major Expansions. Seeing how we want to shift towards more high-impact content that appeals to a majority of the community, we decided to up our pace and make a Core Expansion instead of a Flavor pack next year.

That said, I want to emphasize how excited we are for next year, and though I really want to tell you what we’re working on I must limit myself to obscure hints and extremely non-telling images for now…

Instant Unlock

The instant unlock will be similar to Elegance of the Empire, the one we had for Chapter II. This time we’re also aiming to make clothes that embody the very essence of royalty. Inspired by the couture of the French, they will be gilded and lavish - and as with all assets we make - they are real, well-researched, and historical! Here’s a little peek of a crown:

image-01.png

The gilded angel is a personal highlight.

Core Expansion

The Core Expansion will, among other features, introduce something that has been frequently requested by you in the community. Without saying too much, it will definitely make the game more challenging - and we’ve spent a lot of time making sure that it’s as dynamic and immersive as possible, while also presenting you with new ways to strategize. We’re also going to introduce a feature dripping with medieval flavor, a system that can be used by clever players to really make their mark on the world. All in all, this expansion will lean more towards the systemic side of the game.

image-02.gif


Major Expansion

As with the Core Expansion, the Major Expansion will focus on several things that have been requested by you in the community for ages - some of what we’re choosing to do has been asked for since the early days of Crusader Kings as a game series. One of the feature sets comes up very frequently when we see you discuss what you’d like to see in expansions - and another is brought up now-and-again as a powerful player fantasy. No matter what, we promise that this expansion will provide several new and fresh perspectives, and should please you regardless of which style of expansion you prefer, systemic or roleplay-focused. We can barely wait until you get your hands on this one, and personally, I can say that it’s one of the expansions I’ve been wanting to make since my early days working on CK2 - its time will soon come!

image-03.gif


Event Pack

As mentioned above, this time there will be no poll about the theme. Instead, we’ve been seeing an overwhelming amount of discussions about a certain well-liked feature for months. We’ve chosen to expand that feature with more things to do and experience, and this time we’ll be focusing on highly visible content!

image-04.gif




That’s it for this year! We’ll be back in early 2024 with more updates, but until then we wish you all a fantastic winter holiday season, and a God Jul!
 
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I am guessing the experiment will be in path 1.11.4 released in late January or early February. The next DLC will be officially unveiled on March 5, preorders of Chapter III will be open a little over a month later, and a targeted release date of mid May.
 
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Please take a look at my suggestions.
 
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Something which will make the game more challenging, requested by the community, has never been done in CK and impacts the entire game? Are we getting diplo-plays? Like "oh, the Duke of Swabia is attcking the count of Sundgau, I don't like that so I'll back the count despite not being allied."

Only other thing I can imagine is something changing inheritance.
I think youre playing a bit too much Victoria. These are the Medival ages
 
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I think youre playing a bit too much Victoria. These are the Medival ages
Sure, but the player can already do this often. How many times have you seen a neighbour being attacked and decided to ally them just to prevent the war goal from being enforced? Enshrining something like that into a game mechanic that AI can interact with would be good for balance.
 
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Sure, but the player can already do this often. How many times have you seen a neighbour being attacked and decided to ally them just to prevent the war goal from being enforced? Enshrining something like that into a game mechanic that AI can interact with would be good for balance.
I would like a perk to have added the contract assistance that the opportunity phase of the Iberian struggle allows. That way you can join the war…if they are willing to pay for your help.
 
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Awesome as always from my favorite game ever!

Honestly I was just thinking about this the other day. Like someone said unlanded characters (that would totally trump ROTk in my eyes), but I say why not take it a step further.. playing as a mercenary band as well??

Short term money, swelling the band earning prestige, and more money. The long term goal establing a good reputation (or treacherous) and leveraging that power to rip the crown from some poor souls gory head (ala Conan the Cimmerian)

Oh h.e. double hockey sticks a guy could dream..
 
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Awesome as always from my favorite game ever!

Honestly I was just thinking about this the other day. Like someone said unlanded characters (that would totally trump ROTk in my eyes), but I say why not take it a step further.. playing as a mercenary band as well??

Short term money, swelling the band earning prestige, and more money. The long term goal establing a good reputation (or treacherous) and leveraging that power to rip the crown from some poor souls gory head (ala Conan the Cimmerian)

Oh h.e. double hockey sticks a guy could dream..
Interesting idea. My only concern would be that I see a lot of potential for that to become horribly unbalanced very quickly.
 
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Greetings!

For those of you who do not know - I am Rageair, the Game Director of Crusader Kings III, and as we’re coming up to the end of 2023 it's time to look at this year in review - and take a quick glance toward the year to come! I will share our reflections, learnings, and opinions on the content we’ve made this year, and - while this diary will not be a roadmap/floor plan per se - I’ll make sure to share as much as I can about 2024.




2023 in Review

So, what have we done in 2023? Quite a few things, it turns out!

The Community Choice Poll

We started out the year by having a Community Choice Poll for the theme of the upcoming Event Pack, where among the three themes (Wards & Wardens, Love & Lust, and Villains & Vagabonds) the winning theme was Wards & Wardens, which gained 41.5% of the over 10,000 votes.

While it was fantastic to see all the engagement, we won't be doing another poll for this year's event pack - mainly because we want something that will improve and expand upon existing content as well as content we're introducing next year, and we already have the perfect event pack for that in mind!

We will instead continue reading your discussions, thoughts, and suggestions and focus on making content for areas that you would like to see expanded - it’s a more indirect way, but remember that you still have plenty of opportunity to affect what we do by simply discussing themes, ideas, or mechanics as you do normally.

That said, it’s not impossible that we’ll have another poll in the future, especially if there’s demand for it!

Tours & Tournaments

The highlight of the year was definitely Tours & Tournaments, our second Major Expansion. It made strides to connect the characters to the map, with travel, activities, and much more - and it’s obvious that the efforts were appreciated! While the expansion and its update leaned more towards roleplaying with its centerpiece Grand Activities, it also contained plenty of systems that enhanced the game overall, such as travel, regencies, MaA Stationing, etc. This combination made it a quintessential CK3 expansion that appealed to most (if not all) of you in the community, and we’ll definitely take a lot of learnings from the things we did right when looking into what to do for the future. All in all, we consider T&T a huge success!

Of all the features we developed, travel is the one that we didn’t necessarily expect to be as fun as it turned out to actually be - we knew that it would be good, and fill a void that has existed since the early days of CK, but it turned into a very versatile system that we’re very likely to keep developing and progressively weave into as many other systems that we can. Travel also provides a great and versatile foundation for all sorts of features that may or may not appear in future updates…

The expansion itself took a lot of time and effort to develop, over 10,000 days of work from various disciplines. During, and especially towards the end of the project, we started doing parallel development in order to up our cadence of releases, something which we’re successfully carrying with us into 2024. For those of you who might not be familiar with the concept, it means that we worked on several different expansions & updates with smaller teams-in-teams, all at the same time. During 2023 we have been working on roughly three different things at once, and at certain points as many as five! With the learnings we’ve gained from T&T, we’re keeping up the momentum as we want you to have a steady stream of content to look forward to - and we always want to make sure that we can make one Major Expansion per year!

Legacy of Persia

Persia is the first region we’ve expanded that is situated outside of Europe, which was an interesting and very fun challenge! At the start of the project, we sought out anyone at Paradox who was well-versed in Iranian history (it turns out there were quite a few individuals!) and started formulating plans for what content we would focus on making. Our goal was to make the content grounded and historical, while still enabling powerful player fantasies such as reviving Zoroastrianism. We knew that we wanted a central core system to connect flavor to, which is how the Iranian Intermezzo struggle came to be. Unlike the Iberian struggle, we wanted this one to have a much wider spread of plausible alt-history paths to pursue, as the history of the region could have gone in many different ways - and this is something that we’re sure you’re experiencing when you play. You never know who will be a powerful actor, which faith will dominate, etc.

While the historical ending is the Concession timed ending, we’re very pleased with the other ways in which you can conclude the struggle - from the community-favorite Iranian Resurgence where the Persian cultural identity and ideals dominate (be it as Zoroastrian or not!) to essentially breaking the very thought of Persian independence and empowering the Caliph to create another Dar-al-Islam with the Renewed Caliphate ending. The Intermezzo really sets the scene for how the rest of the game will play with large and sweeping effects on the region and beyond. This quicker style of struggle is something we’ve noticed that you in the community seem to like, so it’s something we’ll definitely keep in mind!

General Improvements

As some of you may remember, we have an ambition to continually update and change parts of the game to make them better over time - and in 2023 we managed to do a lot. While we did an absolute ton of stuff, such as adding a nickname system, rebalancing domain limits, changing how building slots are gained, added vassal stances, etc, etc, etc - we also got to some of the general areas that we outlined in the floorplan, so let's take an extra look at those!

Clans

In Legacy of Persia we got around to making Clans unique; previously they worked almost identically to how the Feudal government worked in CK2 - heavily opinion based, with angry vassals paying you nothing and happy ones giving you a lot. Now the economy of clans is heavily inspired by the Iqta system, with Tax Collectors assigned to Tax Jurisdictions, taxing them based on various Tax Decrees. Managing a Clan realm well gives you very clear advantages, and with the addition of House Unity you can also draw significant benefits from good old-fashioned nepotism!

House Unity, fundamentally a part of Clans, brings a chaotic and character-driven element to the stability of clans. If your family is Harmonious you will enjoy a period of peace and stability, while an Antagonistic family is driven to expand and compete. This makes Clans ebb and flow in power, with the potential to rise quickly, and fall as quickly - simulating how many of the areas dominated by Clans in-game behaved historically.

With these changes we feel like Clans are truly distinct from their Feudal counterparts, and playing them is an entirely different type of challenge. Feudal realms are generally more stable, while Clan realms have a much higher maximum potential.

Modifier Stacking

With the building slot rework followed Men-at-Arms Stationing, which aimed to curb the mono-unit type armies that dominated previously because buildings gave global bonuses to MaA types. This caused battles to be completely trivialized as long as the player started optimizing their buildings even a little bit - and this is obviously not fun. You want to be able to defeat the AI by putting in time and effort, you don’t want them to just roll over. With these changes the AI can now also field incredibly powerful units, and they will also tend to buy significantly more MaA overall than they used to - especially if they are Warmongers.

For next year we will aim to continually improve the game. In fact, we’ve set up a massive sheet internally where we detail areas of the game that are in need of balancing or reworking. Exactly what we’ll be tackling is still up in the air, but know that we still aim to continually improve the game!




What’s happening in 2024?

And now for the perhaps extra interesting bit of the Dev Diary - what have we got cooking for 2024? Also quite a bit, it turns out!

A New Experiment

At the beginning of next year, we’ve got another small experiment lined up. While I cannot go into detail about what it is, I can say that it has something to do with the game directly and that involves something we’ve never done before. We are very excited about it, and we hope you will be too - the idea for it actually came directly from the community itself, during a PDXCon where the Crusader Kings III team got to interact with some of you!

You will be able to get your hands on this experiment very early next year, before the release of the new chapter! Speaking of:

Chapter III

確かに来年には別の章が開催されます。今年と同様に、この章には 1 つのメジャー拡張を含む 4 つのアイテムが含まれます。Chapter II との違いの 1 つは、フレーバー パックを交換して、コア拡張と呼ばれるより大きなタイプの拡張を採用していることです。これが何を意味するのかは、後ほど説明します。それ以外には、第 III 章を開始するためのインスタント アンロックと、パッケージを閉じるためのイベント パックがあります。

では、メジャー拡張とコア拡張の違いは何でしょうか? 新しいコア拡張フォーマットは、コアゲームプレイループを指します。これは、厳密に定義されたフレーバーパックとは異なり、ほとんどのルーラーやゲーム世界の大部分に影響を与える影響の大きいシステムに適用できるメカニズムの追加、変更、更新に焦点を当てています。地域的な性質。メジャー拡張は「より広範囲」であり、世界に抜本的なアップデートを適用するか、ゲームの新しいプレイ方法 (新しいプレイスタイルなど) を提供するか、あるいはその両方になります。

これは、コア拡張がフレーバー パックとメジャー拡張の間にあることを意味します。これらはフレーバー パックよりも大きくて影響力がありますが、メジャー エクスパンションよりも小さく、大幅な変更が少なくなります。コミュニティの大多数にアピールする、より影響力の高いコンテンツにどのように移行したいかを考えて、来年はペースを上げてフレーバー パックの代わりにコア拡張を作成することにしました。

そうは言っても、私たちが来年に向けてどれほど興奮しているかを強調したいのですが、私たちが取り組んでいることを本当は 伝えたいのですが、今のところはあいまいなヒントと非常に意味不明な画像に限定する必要があります…

インスタントロック解除

即時ロック解除は、第 2 章で使用した帝国の優雅さに似たものになります。今回も王室らしさを体現した服作りを目指しています。フランスのオートクチュールからインスピレーションを得たこれらのアイテムは、金メッキが施され豪華です。そして、私たちが作るすべての資産と同様に、それらは本物で、十分に研究されており、歴史的なものです。ここで王冠を少し覗いてみましょう。

View attachment 1062086
金色の天使が個人的なハイライトです。

コアの拡張

Core Expansion では、他の機能の中でも特に、コミュニティで頻繁にリクエストされていた機能が導入されます。多くを言うまでもなく、ゲームは間違いなくより挑戦的になります。そして、私たちはそれが可能な限りダイナミックで没入型であることを確認すると同時に、新しい戦略を立てる方法を提供するために多くの時間を費やしてきました。また、賢いプレイヤーが世界に名を残すために使用できるシステムである、中世の香りが滴る機能も紹介します。全体的に見て、この拡張はゲームのシステム 面により重点を置いたものになります。

View attachment 1062087

大規模な拡張

コア拡張と同様に、メジャー拡張では、コミュニティで長年にわたってリクエストされてきたいくつかのことに焦点を当てます私たちが選択している内容の一部は、ゲーム シリーズとしての Crusader Kings の初期の頃から求められていました。 。機能セットの 1 つは、拡張で何が欲しいかを議論するときに非常に頻繁に話題になりますが、もう 1 つは強力なプレイヤーの幻想として時々取り上げられます。いずれにせよ、この拡張がいくつかの新しく新鮮な視点を提供し、システム重視またはロールプレイ重視のどちらの拡張スタイルを好むかに関係なく、満足していただけるはずであることをお約束します。皆さんがこれを手に入れるのが待ちきれません。個人的には、これは私が CK2 に取り組んでいた初期の頃から作りたいと思っていた拡張機能の 1 つであると言えます。その時はすぐに来ます。

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イベントパック

前述の通り、今回はテーマに関するアンケートは実施しません。その代わりに、何か月もの間、ある人気の機能について圧倒的な量の議論が行われてきました。私たちはその機能を拡張して、できることや体験を増やすことにしました。今回は、注目度の高いコンテンツに焦点を当てます。

View attachment 1062089



今年はこれで終わりです!2024 年初頭にはまた最新情報をお届けする予定ですが、それまでは皆さんが素晴らしい冬休みシーズンを過ごし、素晴らしい 7 月を過ごせることを祈っています。
に日本語対応まだ〜?
 
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Given I've just started a new 1066 game and seen both France and the HRE be destroyed by dissolution factions, I know it's not going to happen but creating pseudo-independent realms instead of an all-powerful central emperor.
 
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Given I've just started a new 1066 game and seen both France and the HRE be destroyed by dissolution factions, I know it's not going to happen but creating pseudo-independent realms instead of an all-powerful central emperor.
I think in this situation the bigger issue might be that vassals start or join dissolution factions way too easily and often.
 
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I think in this situation the bigger issue might be that vassals start or join dissolution factions way to easily and often.
I think that they said that they were going to look at rebalancing that faction. It was originally added to simulate the dissolution of Al Andalus into the tiafas, but it got out of hand.
 
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Since earlier in the dev diaries there was a mention, that Eastern Roman empire would be a big expansion and because people ask for it since the beginning and this dev diary implies, the theme of the next big expansion would be something asked for since the Release of the game, I wonder if ERE will be the next big DLC and maybe the core expansion will be republics or some economic changes. If they release both - it would be great!

I would also be glad to sea Hoards as core expansion (since they are government type and not really region only).
 
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"Make the game more challenging" is a big thing for me. The reason why I play CK2 over CK3. Sure CK2 can get easy over time but you have to pay attention. You can die at any moment from disease, battle, assassination. In CK3, despite the harm system, its more trivial to roll over your opponents. You even make it so only person at time can plot to kill you (Which I mod out). I understand some people like these power fantasies, but I'm not interested in games that are too easy or where I have to "roleplay" in my head to make stupid decisions instead of the game encouraging me to do those roleplay decisions.
 
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