Right now, your tech gain is average or above average including Runa. Until you start to hit more advanced levels of tech, don't expect tons of innovation and even once you hit bronze and iron, still don't expect a ton of innovations with every turn.
Which is why I voted to supplement our innovations rolls with some Study actions. Our minion states sure won't.
 
On trying to hold the mainland...I think its mostly going to be an expensive action sink OR if we succeed, we'd wind up splintering eventually, since the route is really hard to project authority over the coast long term.
So I'd personally treat the mainland ambitions as unimportant, focus on our island first.
 
On trying to hold the mainland...I think its mostly going to be an expensive action sink OR if we succeed, we'd wind up splintering eventually, since the route is really hard to project authority over the coast long term.
So I'd personally treat the mainland ambitions as unimportant, focus on our island first.
Because constantly ignoring the demands of one faction won't lead us to splinter.... And they will want us to spend resources on this for a long, long time.

There's too much wealth and glory to be found on the mainland for us to ignore it in favor of only "building up" our island.
 
Last edited:
Because constantly ignoring the demands of one faction won't lead us to splinter.... And they will want us to spend resources on this for a long, long time.

There's too much wealth and glory to be found on the mainland for us to ignore it in favor of only "building up" our island.
Oh no, not ignoring it, just that they're going to pursue it a lot on their own, they're going to bloody their nose over it pretty regularly and theres no reason to be too fussed about it as long as we keep our domestic economy wholesome.
 
Vote is closed.
Vote Tally : Chronicles of History - Civ Quest - Original | Page 21 | Sufficient Velocity [Posts: 503-579]
##### NetTally 1.9.7
Task: MAIN
[X][MAIN] Diplomatic Expedition = Sunset Clans
No. of Votes: 17
[X][MAIN] Trade Expedition = Sunset Clans
No. of Votes: 2

——————————————————————————————————————————————Task: SEC
[X][SEC] Create New Trails = (Northern Newshore Plains)
No. of Votes: 10
[X][SEC] Settle Land = Midland Coast
No. of Votes: 6
[X][SEC] Study Nature
No. of Votes: 3
[X][SEC] Diplomatic Expedition = Sunset Clans
No. of Votes: 2
[X][SEC] Settle Land = Southern Newshore Forest
No. of Votes: 2
[X][SEC] Raiding Party = Oldlanders
No. of Votes: 1
[X][SEC] Settle Land = Midland Coast (0/8)
No. of Votes: 1
Total No. of Voters: 20
 
Diplomatic Outreaches
[X] [MAIN] Diplomatic Expedition = Sunset Clans
[X] [SEC] Create New Trails = (Northern Newshore Plains)

Provinces = [SEC] Diplomatic Expedition = Oldlanders, [SEC] Create New Trails = (Northern Newshore Plains), [SEC] More Hunting, [SEC] Settle Land = Northern Oldshore, [SEC] Raiding Party = Stormfolk, [SEC] Study Magic, [SEC] Build Boats,

While many were eager for war to force the Sunset Clans to trade once more and to take their divine magic for the Nersondur Republics, the peace proved to be the path that the united Nersondur front took.

It was pointed out that the Nersondur Republics had already embroiled themselves in a conflict with the Stormfolk on the mainland. The islanders couldn't afford to wage a war with the Sunset Clans whilst also fighting with the Stormfolk.

The end result was that while the Nersondur Republics committed more resources and fighters to the mainland, they would take a peaceful approach with the Sunset Clans at first. Only should that diplomatic approach fail would the Nersonduran Republics resort to violence and warfare.

While they were united enough to agree to a common cause and how to approach it, the Nersondur Republics weren't united enough to send their expeditions together. Each republic sends its own diplomatic expedition.

At first the Sunset Clans just turn away the Nersondurans, but even that is a good sign as it isn't the violence that the mainlanders had once threatened them with last couple of generations.

Over time, the Nersondur Republics wear down the stubborn refusal of the Sunset Clans as they keep sending more and more diplomatic overtures. While some of the clans continue their staunch refusal to talk beyond ordering the Nersondurans away, others being to open up conversation with the islander diplomats.

The Nersondur Republics quickly discover that the reason the Sunset Clans all suddenly stopped all foreign relations and contact was a divine command by their goddess Kharolind. Why the goddess gave that command, only Kharolind knows as not even the Sunset Clans know why the command was given, only that their ancestors obeyed.

Despite being wary of potentially disobeying their goddess, the Sunset Clans begin to cautious reopen lines of communication with the Nersondur Republics and then the Forest Priests.

Eager at this development, the traders and shamans are found to be very eager to get what they wanted from the Sunset Clans. Unfortunately for them, the Sunset Clans were willingly to bend on the old command of their goddess, but not entirely.

They offered a choice of either reopening trade with the Nersondur Republics and the Forest Priests or letting Nersonduran shamans come to their lands to learn about the divine magic of Kharolind. It was a choice of one or the other unless the Nersondur Republics could fulfil a request of the Sunset Clans.

Some Sunset Clans had indicated that if the Nersondur Republics were willingly to provide them with storm mage slaves to give them access to the storm magic of the Stormfolk, they would both reopen trade and let the shamans come to learn the magic of their goddess.

For the shamans, it was a doable thing as while none of their number were willingly to let themselves be enslaved, the Nersondur Republics had enslaved enough Stormfolk slaves to meet the demands of the Sunset Clans.

Of course, the Nersondur Republics could just attack the Sunset Clans and take what they wanted. The mainlanders lacked the skill of the islands when it came to battle and raiding and they would be easy prey for the Nersonduran hunters.

[] [Sunset] Accept the reopening of trade instead of getting access to their divine magic. (-1 Stability, ???)
[] [Sunset] Get access to the divine magic of the Sunset Clans, but do not reopen trade. (-1 Stability, ???)
[] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[] [Sunset] Take what you want with force as your hunters are far superior to their own defenders. (+1 Temp Martial, ???)

Diplomatic overtures to the Sunset Clans weren't the mainland ventures of the Nersondur Republics. Championed by the Sunset Forest Republic, a coalition of Nersondur Republics decided to strengthen their grip on the mainland.

They had nominal control over several Stormfolk settlements along the coastline, but that control was tenuous and the villagers held no loyalty to the oversea Nersondurans. The Nersondur Republics sort to change this situation via two things.

The first was to found their own settlements on the mainland. There were still several good spots on the coastline for the Nersondurans to found their own villages and they did so. Small in size, it would take time for these settlements to grow, but they would grow even if it took generations.

The Nersondur Republics also co-opted some of the smallest Stormfolk settlements for their own people. With only a few dozen villagers, the Nersondurans threw the native Stormfolk into slavery, shipping them off to Newshore whilst shipping in their own replacement settlers.

The second thing that the Nersondur Republics did was launch more attacks against the Stormfolk to weaken their enemy's hold on the coastline while strengthening their own. The Stormfolk didn't go gently and their hunters launched their own attacks.

Yet despite the best efforts of the Stormfolk hunters, the Nersondur Republics emerge victorious in the fighting as their numerous and experienced hunters repeatedly crushed their counterparts in battle. The Stormfolk weren't without their own victories, but for every battle they won, they lost another ten.

The new Nersonduran settlements just made the fighting worst for the Stormfolk as the Nersondur Republics had a dependable trustworthy place to operate out of. It also made capturing prisoners easier as could just take the captives back to a Nersonduran village and the loyal populace would keep an eye on the prisoners rather than help them escape. From there, it was a simple matter of shipping them back to Newshore when convenient,

This generation of conquest and warfare also proved to be a historical moment for the Nersondur Republics for it became the first time in history that the Newland Republic stopped being the most prominent and influential one. Between the extremely successful conquests and the new desire for glorious victory, the Sunset Forest Republic had become more powerful than the Newland Republic.

Value Upgraded!
Gloriosum Victoria

Fame and glory are earnt on the battlefield and therefore battle is desirable, but even more fame and glory are gained from being victorious. In order to earn that fame and glory, the Nersondurans seek out battle so they may claim victory against the enemies of the Nersondur Republics.
Pros: Better warriors, increased martial gain, greatly increased prestige and stat gain from warfare,
Cons: Warfare is seen as desirable, increased prestige and stability loss from defeat,

Despite their successes with the Sunset Clans and the Stormfolk, trouble was brewing for them elsewhere. The Newland Republic had decided to exchange diplomatic overtures to the Oldlanders out of curiosity more than anything, but it quickly proved to be a good decision in hindsight. Initially wanting to see what the Oldlanders are like and if they could be potential allies against the Stormfolk, the Newlanders found themselves locked into diplomatic warfare.

Upon approaching the Oldlanders, the Newlanders soon discover the presences of Elsa, a storm mage from the Stormfolk posing as the Oldlander goddess Trincic. Hailing from a village that was conquered when she had just entered adulthood, Elsa seeks to reclaim her home and cast out the Nersonduran conquerors.

Despite looking nothing like the chief goddess of the Oldlanders, Elsa is able to pass herself off as the Goddess of Medicine, Lust and Mountains to her fellow mainlanders. The shamans find this most troubling when it is reported to them. Either the goddess doesn't exist, something that the shamans consider unlikely, or she doesn't mind having an non-believing mortal pretend to be her.

Regardless of what the case is, Trincic doesn't expose Elsa as the fraud that she is and some of the shamans even fear that the goddess might be supporting Elsa as Trincic is known for her scheming and the occasional support for the wicked schemes of an ambitious mortal.

The Nersondurans don't let her efforts go uncontested as they leverage their own influence with the Oldlanders to break up Elsa's fledgling coalition. It goes surprisingly well despite the lack of prior diplomatic relations as the Oldlanders respect the strength and wealth of the Nersondur Republics. They have seen the glory of the Nersondur Republics and watched them repeatedly crush their long-time enemies, the Stormfolk. Should it become between choosing between the Stormfolk or the Nersondur Republics, the Oldlander tribes will choose the islanders over their fellow mainlanders every time.

Unfortunately for the Nersondur Republics, Elsa does not come to the Oldlanders as one of the Stormfolk, but as their goddess in mortal form. With powerful magics and a bewitching tongue, she is able to rally many Oldlander tribes and what few Stormfolk fighters there are left to her cause, putting together a coalition that gives even the Sunset Republic pause.

To the surprise of the Nersondur Republics as they begin to prepare themselves for a fight, Elsa comes to them with an offer of peace rather than an act of war. The self-proclaimed mortal avatar of Trincic offers to make peace with the Nersondur Republics if they return their captured settlements back to them.

The reaction is mixed. Some suggest they accept it as they are wary of the Oldlander coalition that Elsa has put together and argue that the demands are not unreasonable as the Nersondur Republics get to keep their spoils and new Nersonduran settlements. Others suggest accepting it, but refusing to return the demanded villages or looting them of anything of value first.

More Nersondurans argue for rejecting the peace and raiding the Stormfolk for more storm mages to enslave and pass over to the Sunset Clans. Others claim that the Stormfolk are beaten for now and the Nersondur Republics should attack the Oldlanders, striking them before the mainlanders can make the first move.

[] [Storm] Accept peace with the Stormfolk and return the conquered settlements. (Give up land, -1 Prestige, ???)
[] [Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
[] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
[] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
[] [Storm] Reject the peace and make a pre-emptive strike at the Oldlanders. (+1 Temp Martial, ???)

Newland Republic (4) = Mood: Desperate, Ability: Add half of faction power to Wealth, Objective: Reopen trade with the Sunset Clans, Success/Failure: Free Trade Expedition/-
Sunset Forest Republic (5) = Mood: Proud, Ability: Add half of faction power to Martial, Objective: Keep your mainland holdings, Success/Failure: Free Create New Trails/-
Hot Hills Republic (2) = Mood: Ambitious, Ability: Add half of faction power to Culture, Objective: Acquire the divine magic of the Sunset Clans, Success/Failure: +1 Mystic/-
Arkjara Republic (3) = Mood: Desperate, Ability: Add half of faction power to Diplo, Objective: Reopen trade with the Sunset Clans, Success/Failure: +1 Temp Econ/-
Balfell Republic (2) = Mood: Ambitious, Ability: Add half of faction power to Mystic, Objective: Acquire the divine magic of the Sunset Clans, Success/Failure: Free Mystic Innovation/-
Lesser Republics (2) = Mood: Pleased, Ability: Add half of faction power to Econ, Objective: Build another Shrine, Success/Failure: +1 Temp Econ/-

***​

Okay late update. Stormfolk got a diplo hero who put together an Oldlander coalition to defeat you while you have continue to get excellent rolls on your mainland conquests and fighting. The Sunset Clans are willingly to give you what your people want, but not without price.

Other stuff, but it is late now so I will mention them tomorrow in addition to correcting any mistakes tomorrow.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

Nersondur
Early Ancient Tribal Petty Republics
Upper Centralization Limit: 2
Lower Centralization Limit: -10
Admin Strain Free Provinces: 10
Penalty Accumulation: Reduces Upper Centralisation limit by 1 per 1 Province
Player Actions: 2 Secondary Actions +1 Secondary Action per 3 Provinces
Province Actions: 2 Secondary Action per 1 Province
Subordinates: 3
Special: +1 Random Temp Stat each turn per 1 Province
Special: Democratic Traditions influence Legitimacy and Stability

Early Ancient Market Economy
Temp Econ Damage: Event +1 per Province & -1 per 3 Centralisation
Wealth Generation: 3 per Dominant, 1 per Leading & Significant,
Passive Policies: N/A
Additional Actions: +1 Secondary Province Action per 3 Provinces
Special: Low Wealth can cause loss of Legitimacy and Stability,
Special: Overcentralisation Penalties Doubled,

Stats
Diplo
: 3 (8) (+1)
Econ: 25 (14)
Martial: 3 (2)
Mystic: 3 (7)
Culture: 2 (3)
Tech: 0 (0)
Wealth: 16 (16)

Legitimacy: 3/3
Stability: 3/3
Centralisation: -5
Hierarchy: 4
Prestige: 10

Statuses
King of the Hill: +1 Temp Diplo at the start of each turn,
Trade Dominance (Obsidian): +12 Wealth
Trade Significant (Alcohol): +2 Wealth

Diplomatic Relations
Miscellaneous Relations
Your opinion/Their opinion/Frequency of Contact
Stormfolk = Hostile/Hostile/Border Raids
Oldlanders = Neutral/Neutral/Border Raids
Sunset Clans = Neutral/Neutral/???
Forest Priests = Friendly/Friendly/Medium

Subordinates
Type/Loyalty/Dependence
None

Religion
None

Values & Legacies

Individual Freedom
Each individual and their choices are valuable. It is up to each person to make their own choices to decide their own future and perhaps the futures of others around them.
Pros: Increased social mobility, Bonus to one roll per province each turn,
Cons: Reduced central authority,

Gloriosum Victoria
Fame and glory are earnt on the battlefield and therefore battle is desirable, but even more fame and glory are gained from being victorious. In order to earn that fame and glory, the Nersondurans seek out battle so they may claim victory against the enemies of the Nersondur Republics.
Pros: Better warriors, increased martial gain, greatly increased prestige and stat gain from warfare,
Cons: Warfare is seen as desirable, increased prestige and stability loss from defeat,

Centre of Trade
Newshore is a centre of trade as people come from all over to trade at the island of the Nersondur. The end result is that the Nersondur make much wealth and riches from trade and they seek to keep things that way.
Pros: Increased wealth gained from trade dominance, Increased wealth gained from trade expeditions,
Cons: Losing trade dominance can cause loss of Legitimacy and Stability,

None

Technologies
Carts
Hot Springs
Rope
Wheel

Agriculture
Orchards

Animals
Fowls

Construction
Mortar
Fired Bricks

Fishing & Boats
Canoes
Fishing Nets
Rafts
Sails
Waterproofing

Hunting
Ambush

Materials
Bone
Furs
Hide
Leather
Obsidian
Reeds
Stone
Straw
Sulphur
Wood

Medicine
Herbalism
Administration
Tally Marks
Stone Record Keeping

Arts
Earthenware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Bribery
Expeditions
Gifting
Negotiations
Trade

Leadership
Direct Democracy
Elders
Elective Succession
Representative Democracy
Shamans

Philosophy
Democracy

Religion
Offerings
Shamans
Shrines
Defences


Personal Protection

Hide Shields
Wicker Shields
Wood Shields

Organisation
Hunters

Theory


Weapons

Bows & Arrows
Javelins
Slings
Spears
General
Contract Magic
Spirits

Lesser Spirit Familiar (Basic)
Minor Spirit Familiar (Limited)
Spirit Binding (Basic)
Spirit Offerings (Basic)
Lightning Bolt (Basic)
Rain Protection (Limited)
Storm Calling (Limited)
Weather Prediction (Limited)
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
[X] [Storm] Reject the peace and make a pre-emptive strike at the Oldlanders. (+1 Temp Martial, ???)
 
Last edited:
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
[] [Storm] Accept peace with the Stormfolk and return the conquered settlements. (Give up land, -1 Prestige, ???)

Going to tentatively say continuing this war benefits us more, partly because our provinces did the unthinkable and actually did diplomacy, which seems to have taken some of the wind out of Elsa's Oldlanders push. If she had rallied them harder, peace might be better, but tbh, even losing the war wouldn't be that painful to us.

Like, we could take a hit in the prestige department, as well as suffer some economic hits, but this war is far enough away from the republics that even a loss wouldn't be horrible. A win, on the other hand, would be pretty nice.

Edit: going to vote because I'm feeling indecisive.
 
Last edited:
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)

[X] [Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
 

[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)

[X] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
 
[X] [Sunset] Accept the reopening of trade instead of getting access to their divine magic. (-1 Stability, ???)

[X] [Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)

[X] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)

At least this way we can say we tried to make peaceful overtures.
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)

I wouldn't actually mind losing all our mainland holdings in the event we lose the war, so meh.
 
...actually

[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)

Weird option, but I think with what we know about the Oldlanders, this might be the correct move.

This essentially allows us to play at being benevolent while also being firm. The Oldlanders have been shown to appreciate our strength and wealth. If we go for peace, but do it with a firm hand, not giving in to provocation or ignoring them, I think we might be able to get the Oldlanders to stop at this.

After all, they don't particularly care one way or another about the Stormfolk, and us declaring peace on our terms means that Elsa would be using the Oldlanders to pursue her own vendetta using the blood of the Oldlanders, all without an actual cause to rally the Oldlanders behind. We wouldn't be attacking after all, and backing off would be showing weakness, so as far as the Oldlanders would be concerned, we'd be pretty reasonable here.
 
I'll switch

[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
 
Admittedly, I could be over complicating this, and straight up war prep would be better. But I think it's worth a try at least.
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
 
[X] [Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
[X] [Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
 
[X] [Sunset] Take what you want with force as your hunters are far superior to their own defenders. (+1 Temp Martial, ???)
[X] [Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)

I think keeping our people in a state of constant low warfare and raiding is desirable, and we know the Sunset Clans suck at fighting. Let the Stormfolk recover a bit so we can raid them even harder later, and hit up another soft target instead.
 
Vote is still open.
Vote Tally : Chronicles of History - Civ Quest - Original | Page 24 | Sufficient Velocity [Posts: 583-599]
##### NetTally 1.9.7
Task: Sunset
[X][Sunset] Both reopen trade and get their divine magic by providing the Sunset Clans with storm mage slaves. (-2 or -3 Temp Mystic, ???)
No. of Votes: 12
[X][Sunset] Accept the reopening of trade instead of getting access to their divine magic. (-1 Stability, ???)
No. of Votes: 1
[X][Sunset] Take what you want with force as your hunters are far superior to their own defenders. (+1 Temp Martial, ???)
No. of Votes: 1

——————————————————————————————————————————————Task: Storm
[X][Storm] Reject the peace and continue to raid the Stormfolk for more mages to enslave. (+1 Temp Martial, ???)
No. of Votes: 6
[X][Storm] Accept peace with the Stormfolk, but keep all of conquered territory. (???)
No. of Votes: 6
[X][Storm] Accept peace with the Stormfolk and return the conquered settlements, but strip of them of valuables first. (Give up land, +1 Temp Econ, +1 Temp Mystic, +1 Temp Wealth, -1 Prestige, ???)
No. of Votes: 2
Total No. of Voters: 14
 
Back
Top