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[MODMOD] Elohim, guardians of the holy places

Pazyryk

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Joined
Jun 13, 2008
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Current version is Guardians 0.34 (for Orbis 0.24 H). It’s XML and python only.

Please enjoy!

Elohim, guardians of the holy places.

This mod was inspired by one of Kael’s posts, I think in the Lore thread, but I haven’t been able to find it again. The basic idea (or my memory of it) is that Elohim would be found near holy places, acting as caretakers, and would not have a centralized empire in the normal sense. He didn’t think this could be implemented in Civ, which got me thinking...

Basics. Elohim do not form a centralized Empire, nor even a coherent race, but their cities and towns are found throughout Erebus protecting the sacred shrines, honoring the holy places, or standing guard over the unholiest gates of hell. Elohim cities gain special benefits from holy (and unholy) places, especially for trade-connected cities. Holy places also underlie the strength of the Elohim’s most important unit, the monk, which is unlike any other unit in Erebus. Monks are present from the beginning of the game (acting as protectors for those who settle near and care for the holy places) and remain significant and formidable even in late game. Monks gain strength from the number of holy places controlled (irrespective of trade routes) and have access to special promotions (gained for free at each level-up) that culminate in Perfect Self: one who is not human (or elf or dwarf) but Other…

Details:

New settler mechanism. Elohim are not expansive by nature and can’t build settlers. Instead, new adherents to the Elohim way are called to service from other civilizations. Occasionally, a settler and an escorting monk will appear next to or near a unique map feature. The chance of this happening is related to the size of other empires (which provide new followers) and can be increased by building religious buildings (especially monasteries and cathedrals), by maintaining peace with other civs, and by causing reductions in Armageddon counter (see full calculations below).

New assimilation implementation. New cities take on aspect of nearby empire. City conquest is not required for this effect. However, if Elohim have good alignment, new cities will not take on aspect of Sheiam or Infernal. (If evil, new cities will not take on aspect of Murcurians.)

Ki (bonus). Ki provides combat strength to monks (+1 affinity), and 1 Ki is present in the capital for each unique feature within Elohim cultural borders (irrespective of trade routes).

Reliquary change and Holy Relics (bonus). Reliquaries have all stats as in base Orbis (tech requirement, priest GPP, etc.), except they are buildable in any Elohim city irrespective of assimilation, and they also can provide zero, one or more Holy Relics. Every owned unique feature allows one Holy Relic at the nearest city, but only after a Reliquary has been built. Holy relics provide a one-time +1 happiness effect and a cumulative +.75 food, +.75 production, +.75 commerce, +1.5 culture effect for each holy artifact available (including via trade routes). It is important to connect cities via trade route to receive the full cumulative effect of Holy Relics.

Housekeeping stuff. Elohim-only civic, corporation and tech (needed for various game mechanics): Guardians of the Holy Places (starting government civic). No distance to capital costs; +50% war wariness; +2 culture per specialist; unlimited priests; +1 happy for monastery. Guardians of the Holy Places (corp). Present in all Elohim cities when built or acquired (lost if acquired by another civ). No headquarters. No maintenance cost. Provides cumulative Holy Relic benefits (see above). Secrets of the Holy Places (tech). Reveals Ki and Holy Relic. Allows monk (with Monasticism) and Reliquary (with Way of the Wise). Other changes. Assimilation is now part of the Elohim civ trait, Peacekeeper, which also provides city garrison promotion and +30% to gold and culture to all cities when at peace.

Monk. Disciple unit; movement 1; strength 3, +1 affinity for Ki (one per holy place controlled); -50% city attack. Elohim start with 2 monks and gain 1 (as escort) with each settler produced. Monks can be built with Monasticism and Secrets of the Holy Places (cost 240). They are no longer Elohim “unique” units, so they can be built in any Elohim city irrespective of city racial/ethnic identity (resulting from Tolerant trait). Monks will take racial promotions from city of origin. Monks have special promotion progression (below) and can upgrade to any high priest, paladin, eidolin, druid or immortal; monks with Perfect Self cannot be upgraded.

Monk Promotion Progression. These promotions are gained automatically on level-up (in addition to normal promotions gained by xp). Monk promotions are retained if upgraded to different unit, but no additional monk promotions will be gained.

Level 1, Unarmed Strike: +30% vs. melee
Level 2, Deflect Arrows: +30% vs. archer
Level 3, Still Mind: +10% magic resistance; immune to fear, charm, crazed and enraged
Level 4, Quick: +1 movement
Level 5, Purity of Body: +10% heal; +30% resistance to poison and unholy; immune to disease (diseased, plagued and rabies)
Level 6, Ki Strike: +1 attack strength; +1 first strike; +20% vs. melee; +20% defensive strike chance and damage; +50% vs. demons
Level 7, Wholeness of Body: +20% heal; heal while moving; +30% resistance to death; immune to weakness, mutation(*works???) and unwholesome addiction
Level 8, Tongue of Moon and Sun: Can enter rival territory; can cast Tongue of Moon and Sun one time
Level 9, Diamond Body: +1 defense strength; +20% vs. melee; +20% resistance to all elemental (cold, fire, lightning); immune to poison, first strikes and defensive strikes; double fortify bonus
Level 10, Abundant Step: +1 movement; no terrain movement costs; can move through mountains; +20% evasion; +20% withdrawal; +20% vs. archer; immune to slow, held and burrs; cannot be caged
Level 11, Diamond Soul: +20% magic resistance; immune to capture and madness; if Elohim are good, any evil religion (OO, CoE, AV) removed from unit and -1 to Armageddon (converse if Elohim are evil)
Level 12, Quivering Palm: +1 attack strength; +1 first strike
Level 13, Timeless Body: +30% magic resistance; immune to wither
Level 14, Empty Body: ignores city defense modifier; walk on water; no water crossing penalty (amphibious); can disappear (same as hide) and travel through ether (teleport caster only)
Level 15, Perfect Self: If Elohim are good, any evil religion removed from unit and -3 to Armageddon (converse if Elohim are evil); monk looses existing racial promotions and becomes an Angel (if good or neutral), Demon (if evil) or Dragon (if unit was previously lizardman or had CoD religion, regardless of alignment).

Note: All monk “spells” are treated as abilities.


Tongue of Moon and Sun (ability). Ability raises relation with one other civ by +6. Must be cast in city of another civilization that does not have opposing alignment. Each 8th or higher level monk can cast spell once only.

Monastic Training. Non-monk units can enter the monastery for a period and receive some of the training normally reserved for monks. This ability can be used by any non-monk disciple, arcane, melee, archer, mounted or recon unit that is in a city with a monastery. The unit will receive promotions from the monk progression (above) based on the unit's current level, up to a maximum of level 3 (for non-disciple units) or level 7 (for disciple units).

Here are the settler/monk spawning calculations:
Spoiler :

iTargetNumCities = the average number of cities in all other (alive) civilizations (not counting barbarians).

iTargetNumCities is increased 1% for every temple (pagan or other) and chancel of guardians owned, and 3% for every monastery and cathedral owned (all except chancel based on building class).

iTargetNumCities is adjusted +5% when at peace with all non-barb civs; -5% when at war.

iTargetNumCities is adjusted +1% for each point reduction in Armageddon caused by Elohim (or -1% for each point increase). This effect is negated if Elohim are evil.

iTargetNumCities is adjusted +5% (-5%) to target city number for each difficulty step below (above) Prince. Converse if Elohim played by AI.

iCitiesPlusSettlers = number of Elohim cities plus settlers

Spawning is possible if iCitiesPlusSettlers < 15.

If spawning possible,
iSpawnPercent = 3 + 10 * (iTargetNumCities - iCitiesPlusSettlers) / iTargetNumCities.

iSpawnPercent is adjusted to iMinPercent or iMaxPercent if necessary:
iMinPercent = 0.5
iMaxPercent = 10

Chance is always 3.0% if at target. Some other examples,
cities#, target#, chance
2, 1, 0.5%
1, 1.5 , 6.3%
2, 1.5 , 0.5%
1, 2, 8.0%
1, 3, 9.7%
2, 3, 6.3%
4, 3, 0.5%
2, 5, 9.0%
4, 5, 5.0%
6, 5, 1.0%
5, 10, 8.0%
7, 10, 6.0%
12, 10, 1.0%

Chance starts at 3% per turn (all civs have 1 city). Assuming 10 other civs and another civ builds a 2nd city first, the chance will increase to 3.91%.

The formula was devised in part to avoid or reduce a “free monk spawning exploit”. I.e., you can spawn extra monks by disbanding new settlers rather than settling. As I have it now working, you would have to keep number of cities at half of target to get 8% free monk spawning chance (which seems like a poor tradeoff in any situation).

Also, this makes it near-impossible for Elohim to dominate in city number through peaceful means. They can, of course, go on a conquest spree, but that will make settler spawns (plus free monks) very rare. On the other hand, it is very difficult to eliminate all Elohim cities from the map.

Balance
Please give me feedback on balance. There is a large dependence on map size and configuration -- e.g., will you need Optics to connect all your cities? My own preference is playing on large maps (Perfect World is my favorite) and I'm aiming for this to be quite a challenge with the modded Elohim.

Known issue
AC changes due to razing Stigmata of Unborn and Prophecy of Ragnarok are not credited to player. Most other AC effects are credited properly (please let me know if you find any that aren't).

Other things to do
Racial versions for monks! (dwarf monk, ha!) Unfortunately, I'm no artist.

Credits to Wizards of the Coast, Rystic, Opera and others for overlapping or outright stolen ideas.

Installation suggestion. Copy the Orbis folder (correct version!) and rename. Extract Guardians 0.xx.zip from within this folder. It will overwrite existing XML and python files.
 

Attachments

Changelog 0.34 (works with 0.33)
  1. I hated the city found function (for locating ideal city placement) so I built my own (only effects Elohim)
  2. Fixed a couple potential out of range errors (reading off the map boundary)


Changelog 0.33 (will break saves)
  1. Update to Orbis 24H
  2. [XML] Peacekeeper trait looses +30 research when at peace (following Opera)
  3. [py] Reliquary and Holy Relic change: Reliquary now needs to be built. It has all stats and tech requirement (cost, GP points, unhealth, Way of the Wise, etc.) as in base Orbis, plus it will also provide Holy Relics as I've already modded (i.e., 1 for each owned UF that is nearest to that city). The only other difference is that it is linked to Elohim-specific tech, rather than Elohim unique building, so it is buildable in any Elohim city. I did this partly as a nerf (so you need to tech and build reliquary before the HR bonus) and partly because I liked the original Reliquary text so much that I wanted to keep it. (It still python swaps as before to give different HR bonuses, similar to Khazak vault, but you need to build one in a city first.)
  4. [XML] Many Civpedia text updates throughout
  5. [py,XML] Python code overrides map script for Elohim starting location. Finds best of all map tiles that would have UF in fat cross. Based on tile "found" value with river modifier (x1.3) and distance to other units modifier (for anything closer than 10 tiles)
  6. [py] Spawning occurs at best tile near UF, rather than nearest valid tile. Best is based on found value modified by river (x1.3).
  7. [py] If AI plays Elohim, no settler spawns or starting settler. Instead, a new city is automatically founded in the tile where settler would appear. (I gave up on making the AI settle.)

Changelog 0.30 (works with 0.28 and after)

1. Fixed bug introduced in 0.29: won't assimilate barbarians anymore

Previous changelogs:
Spoiler :

Changelog 0.29 (works with 0.28)

1. Removed awful python code for assimilation and replaced with setCivilizationType (Thanks Opera!). You will no longer see the option to raze a city right after you build it. Should help AI play Elohim better. Also, the function is linked to Peacekeeper trait (rather than civ), so any leader with this trait will have new cities that assimilate nearby civ types (not just conquered cities).

Changelog 0.28 (will break saves)

1. Updated to Orbis 0.24F (new Elohim unit graphics!)
2. Elohim palace no longer has no civic anger effect


Changelog 0.27 (will break saves)

  1. [XML, py] Added Monastic Training: This ability can be used by any non-monk unit (with unitcombat: melee, archer, adept, recon, mounted or disciple) in any city with a monastery (or national versions of monastery). The unit will receive monk level promotions in accordance with the unit's level, but only up to level 3 (for non-disciple units) or level 7 (for disciple units).
  2. [XML] Warriors can upgrade to monks (with tech prereqs of course)

Changelog 0.26 (will break saves)

  1. [XML, py] Changes to monk promotion progression:
    • Removed Flurry of Blows, Evasion and Advanced Evasion (so now Perfect Self is reached at level 15 rather than 18)
    • Moved Tongue of Moon and Sun to come after Wholeness of Body and before Diamond Body (now level 8).
    • Purity of Body gets +30% resistance to poison
    • +1 attack for Ki Strike
    • +1 defense for Diamond Body
    • +1 attack for Quivering Palm (removed +1 defense for this promo)
  2. [py] Added alternate outcomes to dungeon/lair exploration based on promotion (bad option may trigger, but no ill effect and alternate message appears):
    • Still Mind: can't be crazed, enraged or demon possessed.
    • Purity of Body: can't be diseased.
    • Wholeness of Body: can't be mutated.
    • Diamond Body: can't be poisoned.
    • Abundant Step: can't be caged.
    • Timeless Body: can't be withered.
  3. [XML] Additions to Guardians of Holy Places civic:
    • changed AI weight to 300 (this seems to keep AI in this civic)
    • +50% war wariness
    • +2 culture per specialist
    • unlimited priest specialists
    • +1 happy for monastery
    (This may be too much, but I'm trying to make it a viable choice. Otherwise, I find myself always taking Aristocracy in preference to the -100% distance cost.)
  4. [XML] Changed DefaultUnitAI for monk to UNITAI_CITY_DEFENSE (I'm not sure, but I think this helps AI use monk as settler escort when they spawn)
  5. [py] Fixed Tongue of Moon and Sun so it isn't castable in one's own city
  6. [XML] Fixed text key for Peacekeeper (Peacekeeper was in but text still indicated Tolerant)
  7. [XML] Reliquary buildings don't give prophet GP points or culture anymore. Now only gives Holy Relic bonus(es) and Spirit Guide promo. (I thought the priest and culture was redundant with Guardian civic and corp bonuses from Holy Relic)
  8. [py] Tweaked settler/monk spawning again (changes are to encourage aggressive UF claiming). Can occur near UF if all of the following are true:
    • UF is >4 tile rings (500 culture radius) from any Elohim city
    • If UF is owned, owning civ's closest city is >2 tile rings (10 culture radius) away
    • If water UF, there must be passable, unowned land within 4 tile rings

Changelog 0.25 (will break saves)

1. Updated for Orbis 0.24 C
2. [py] Armageddon changes due to civ elimination are credited to active player (this is in addition to Orbis 0.24C AC credit fixes for spells).
3. [py] Spawn rate affected by Elohim contribution to AC (-1 contribution = +1% to target city number). This effect is negated if Elohim are evil.
4. [py] Big code cleanup and optimization: python check of every map tile for unique feature ownership only occurs once per turn, rather than every time screen updates (it's pretty fast but I think it was happening dozens of times per turn).
5. [py] Removed previous spawning cap based on available UFs. Spawning now stops if cities plus settlers > 14.
6. [py] Spawning can now occur near owned UFs (owned by anyone) if they are >3 tiles from any city (i.e., normal 100 culture radius). Allows spawning at fort-owned UFs and may allow cultural stealing of UFs.
7. [py] Spawning can occur on available land if < 4 tiles from water UF.
8. [XML] Added Opera's Peacekeeper trait (takes place of Tolarant civ trait). In addition to assimilation: +30/30/30 commerce modifier when at peace, city garrison 1 for archers, melee and disciples.
9. [py] Spawning rate adjusted for peace with all non-barb civs (+5% to target city number if at peace; -5% if at war).
10. [py] Spawning rate adjustment for difficulty. For human Elohim: +5%/-5% to target city number for each difficulty step below/above Prince. Converse for Elohim played by AI.
11. [py] Fixed base Orbis 0.24C error for AC adjustment for spellPeace and spellPeaceSevenPines

Changelog 0.24 (works with 0.23)

1. [py] Removed BUILDING_RELIQUARY from list of buildings affecting spawn rate. (This should have been crash bug for 0.23, since there is no BUILDING_RELIQUARY. It wasn't and I'm not sure why.)

Changelog 0.23 (breaks saved games)

1. [py] Fixed so that Elohim can't build setter in any city regardless of culture (Opera)
2. [XML] Removed unnecessary Elohim-specific settler unit
3. [py] Elohim now spawn normal settler; Starting Settler promo added to spawned settlers
4. [py] Elohim can't build palace in cities with other civ's culture (Opera)
5. [XML] Removed Reliquary building (from BuildingInfos and CivilizationsInfos)
6. [XML,py] Added Reliquary buildings and building classes. Same as before except:
  • no unhealth
  • not buildable
  • each owned UF provides 1 Holy Relic to nearest Elohim city (up to 5 maximum per city)
7. [XML,py] Removed previous XML and py that added Holy Relic to UFs (reverted to Orbis original CIV4ImprovementInfos.xml)
8. [py] Added Aifon Isle, Aifon Isle explored, and Maelstrom to list of UFs tested (unlikely but possible for these to be in borders)

Changelog 0.21 (does not break 0.20, will break 0.11)

1. [py] Fixed bug that made spawning stop before all unique features owned

Changelog 0.20 (will break saves):

1. [XMLs] New unit Guardian Aspirant added, UNITCLASS_SETTLER, UNIT_GUARDIAN_ASPIRANT; same as settler but requires TECH_NEVER and given Starting Settler promotion (I don't really like this name so they are still "settler" in game.
2. [XML] Added Guardian Aspirant to Elohim CivInfos.xml unique units
3. [py] Moved settler/monk spawn code from EventManager (was onUnitBuilt) to CustomFunction (random spawn now)
4. [py] Added doChanceElohimSpawn() to calculate spawn odds as indicated above
3. [py] Added code to MainInterface to show settler spawn chance (copied from Scions)

Changelog 0.11:

1. Elohim now get credit/blame for Armageddon effects related to monk promotions
2. Found/fixed code error where Empyrean religion wouldn't be stripped from monk (for evil Elohim)

Changelog 0.10:

1. Modified Elohim civ: start with 2 monks; start with Secrets of the Holy Places (tech); start with Guardians civic
2. Added Guardians civic (government): -100 distance penalty, AI weight set to 100 (does this do anything?)
3. Modified Elohim palace to provide no Civic Anger
4. Added code triggered when Elohim settler built:
  • checks for un-owned (land) unique feature. If any, do the following:
  • settler moved to random unique feature;
  • settler moved to valid plot (jumpToNearestValidPlot());
  • settler given Starting Settler promotion;
  • monk escort created at settler coordinates
5. Added code triggered when Elohim setter settles (this is a horrible kludge but it allows my expanded Tolerant implementation in python only, and it works!)
  • look for closest owned tile out to 21 tiles. If found, do the following:
  • remember name of city
  • look for nearby (1 tile) Elohim units and remembered x,y position
  • kill city
  • make new city owned by nearby civ
  • transfer city ownership to Elohim (and restore name)
  • restore unit positions(they may have been kicked out)
6. Modified above code to ignore Elohim tiles, Sheiam and Infernal tiles (if Elohim good) and Mercurian tiles (if Elohim evil)
7. Added Secrets of the Holy Places (tech): Elohim only; reveals/enables Holy Relics and Ki
8. Added Ki and Holy Relic bonuses. Holy Relic is +1 happy, +1/1/1 yield
9. Added code to place one Holy Relic at each unique feature on land (including explored versions)
10. Modified all unique features (really improvements) to provide access to Holy Relic at that plot
11. Added Guardians corp: +0.75 food, +0.75 hammer, +0.75 commerce, +1.5 culture per Holy Relic (not sure if these numbers are correct)
12. Added code to add Guardians corp to any Elohim city (on build or acquire) and remove if acquired by another
13. Added code and buildings to provide 1 Ki at capital for each unique feature within Elohim cultural borders
14. Added MONK_NOVICE unit and unitclasses (txt_key is simply “monk”):
  • Attack/defence 3, +1 Ki affinity
  • Move 1
  • Removed healing and demon slaying promotions
  • Requires Secrets of the Holy Places (Elohim only) and Monasticism
  • Removed unique unit tag and removed monk from Elohim CivInfos
(Can now be built in any Elohim city regardless of Tolerant)
15. Modified MONK unit: same as above but can move in rival territory, some xp changes, tier 3, and is unbuildable by anyone (Mazatle Dragon Guard should be OK because UNITCLASS_MONK is unchanged.)
16. Added MONK_PERFECTED units and unitclasses (unbuildable).
(All of these are called “monk” and only MONK_NOVICE is visible in pedia)
17. Added Monk Promotions: one for each level, auto-acquire
18. Added onUnitPromoted code to cause invisible automatic unit upgrades at level 12 (monk_novice->monk) and level 18 (monk->monk_perfected)
19. Added Tongue of Moon and Sun promotion and spell (one-time use by each 12th or higher level monk)
20. Added spells: Disappear (identical to hide) and Move though Ether (uses teleport code but is caster only; and yes, a Perfect Self Dragon can use it!)
21. 3 monk spells changed to abilities
22. Various text additions
 
Nope. I thought about starting with LeadersEnhanced, but then I would have to call it an Elohim Modmodmodmod.
You know, even though you didn't use my modmod as a base, I'm pleased to see that you considered the option :)
 
It's pretty well documented if someone wants to attempt a merge. I put "# Elohim start" "# Elohim end" markers for my code in the 3 python files (only maybe 5 or 6 parts added) and there are no alterations in existing code. The XML is easy because I mostly added whole entries (usually at the end of the file), and only altered a couple (see change log). I'm not sure if any LE features will have a bad reaction with mine. Certainly it would be easiest to start with LE and add the Elohim tricks.

Unfortunately RL starts tomorrow and I won't have much time on this over the next 2 weeks (I'll try to fix bugs if there are any :lol:).
 
I will try to convert your mod to LE, if you want / don't mind, as an external plug-in. Not right now though as I'm fixing many bugs introduced by the Ngomele civilization and others I've overlooked... I'm even missing some files :rolleyes:
 
Please do. I would be honored.

You may want to wait a day or so to see if bugs crop up. There are also some balance/exploit problems I may try to fix.
 
Speaking of cannabalizing...

I'm about to upload a radical departure from 0.11. After playing though several times, I find that I can usually steamroll everyone else. The problem is that Elohim usually have the best start, and then the best 2nd city, and so forth. So I get a couple settler factories, and then the ever-more powerful monks dominate everything. Doubling settler cost didn't fix this (if you have a good starting feature; if you have a bad starting feature, then it can be crippling). While steamrolling can be fun, it isn't my intention for the Elohim. (I don't want them to be particularly easy either.)

So in version 0.20 I've cannibalized some Scion ideas and code. Now, Elohim don't build settlers at all. Instead, the new settler and monk escort spawn at unique features (with frequency I'll explain above). This is in keeping with my conception that Elohim are not expansive at all, and that their settlement populations are derived from nearby civilizations.
 
Wow, I only just tried 0.10 and now you've updated to 0.21 :O
Can't wait to try the new changes out.
 
I gave 0.11 a whirl yesterday on a huge map with all specials present and it was a bit of a steamroll as you say.

I started with building up my first city with some defenders and two workers which built a lot of farms. I could then pump out one settler every 12 turns. Around turn 200 my monks had str 12 and could pretty much kill anything.

The changes to 0.21 sound interesting, but it could end up a bit boring if you don't get any spawns I guess. And I really hope they don't spawn in the same place all the time, in my game yesterday I had three settlers in a row start in the same location and then die from the hill giants around that spot.
 
Yeah, a lot of settlers get killed on their first turn and that is just part of the experience :D.

In 0.21, I have the spawning set up so that you won't be punished (much) for this. The % will creep up to 10% and stay there. When you get a new settler, it will drop down. But if that settler gets killed (or the new city gets killed a few turns later), then the % will pop right back up to where it was. At 10%, there isn't much room for bad luck -- you will get a settler soon.
 
An interesting concept, Pazyryk. I may give this a try someday.

A couple of ideas for Opera on how to partially adapt this concept for LE or whatever it ends up being called after becoming so much more than just leaders:

1) Instead of spawning settlers at unique features, perhaps forts (and Elohim fort commanders) could spawn instead? This could simulate the Elohim taking care of the old places without greatly changing the "empire" mechanic.

2) Alternatively, give Elohim recon units (and maybe some other units such as monks) the ability to build a fort so they could protect the features upon finding them. Perhaps there's a way to require that the unit be adjacent to a unique feature before that ability could be activated, to prevent AI Elohim from having forts randomly scattered everywhere?

3) In either of the scenarios above, Elohim fort commanders near special features could have special abilities related to Pazyryk's original idea, such as ki/affinity for features, or occasionally spawning monks (held) to defend the fort and the feature.
 
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