'Dev Diary': Yields
Yields are abstract values representing what is created inside your empire by your citizens per turn. There are two main sources of yields: Tiles, and Buildings;
All tiles have a base amount of yields, depending on terrain and features present on the tile. These yields can be increased by building structures called 'Tile Improvements' on the tiles. There are two ways to obtain tile yields:
- Coring the tile. This allows the city to collect 50% of the local yields present on the tile. Fractioned yields are collected once every two turns.
- Assigning a
Population to the tile. A group of Population in service to the City will start collecting the resources for your empire, delivering 100% of the tiles Yields to the city.
Note that
City Efficiency can also influence the amount of yields received from tiles, if the value is above or below 100.
Buildings are the other source of Yields, being constructed inside the City's Districts. Buildings provide yields passively, but have a maintenance cost associated with them. Constructing a Building therefore increases one yield, but reduces another (usually
Coin) by a set amount. Populations can be tasked to Building like they can be to tiles, by working the Specialist slot of the Building. This gives a set amount of yields and
Great Person Points. The
exact yield and Great Person combination depends on the Specialist slot worked.
We distinguish two types of true yields:
Local Yields: Yields that are used by your cities to produce new things, and can be stored locally, in limited capacity. These are
Food and
Production. Unworked Cores give 50% of their Food and Prod to the city.
Global Yields: Yields that are can be stored indefinitely, with the purpose of spending them as payment. These are
Coin,
Culture,
Faith,
Knowledge and
Prestige. The output of these yields is wasted on Unworked Cores.
Example of how Yields are collected on the map. Cored tiles are coloured Purple, Districts are coloured black:
Three of the tiles above are worked by Populations. These tiles generate 7 Food and 4 Production from the city. The two unworked cores still provide half of their collective Food and Production output (1.5 Food and 0.5 Prod total). The two Prestige on the unworked Core tile are wasted, as is the 2 Food on the unworked Claim.
Pseudo-Yields exist as well. These are Values that can be accumulated like yields (via buildings and working tiles) but don't function as Yields. They cannot be spent like currency, don't help you create new things. Accumulating them gives passive benefits though. These include:
Fortification, which determines the City's defensive strength, a portion of which is given to the units garissoned inside.
Tourism, which helps attract Tourists to the city
Appeal, which increases Tourism of nearby structures.
Housing, which determines how many Residences will be physically built by your Population.
Energy, which enhances the base Yield of high tier buildings when supplied.
- and more!
This 'Dev Diary' will focus on the seven main yields, and their related keywords:
Food, which represents nutrition, manpower and birth rate.
Production, which represents industry, labor and material supplies
Coin, which represents commerce, money and wealth
Culture, which represents the empire's identity, influence and uniqueness
Faith, which represents the empire morale, zeal and general ethics
Knowledge, which represents the empire's education, curiosity and innovation
Prestige, which represents the empire's legislation, authority and international reputation.
Food
Symbol: A stalk of wheat harvested by a sicle.
Associated colours: Light Green, Dark Green
Hexcode: #B0FF61
Food is one of two
local Yields, meaning that it is collected by your cities and then consumed locally. It is not immediately stockpiled by your Cities, and there is no way to store it globally.
Food, which represents your city's ability to feed itself, is used to create new
Population for your City. This process is similar to how one would recruit a unit, but is initated automatically in cities. Each new Population has a scaling Food cost, and by default all of the City's Food output will go towards this cost. The act of assigning Food towards getting your next Population is called '
Growth'.
Any bonuses that mention 'Growth'
specifically affect the amount of Food generated towards new Populations, rather than raw Food output.
Note: on higher difficulties, the cost increase for new Populations is more exponential, severely increasing the Food cost for new Populations in the endgame.
Food also serves as a
consumption cost for your already existing Populations. This cost is
2 Units of Food per turn. Some factors however, can decrease the Food consumption cost of Populations:
- The first Population in a City always consumes one unit of Food (except on Deity)
- Fresh Water allows additional Populations to consume only one unit of Food. (Scales with difficulty. It's 6 Pop on Settler and 2 Pop on Deity)
- Locally improved Food resources allow one additional Population to consume just one unit of Food. (once per locally improved copy.)
- Imported Food resources do the same, but each Resource can apply this effect only once.
Food consumption costs are substracted from your base Food generation when calculating how much Food is spent towards Growth. A city that yields10 Food per turn and consumes 5 Food per turn, has a Growth output of +5 per turn.
Cities also have a
Growth Rate, which multiplies the Food generated towards Growth by itself. A city with a
Growth Rate of 150% will convert 10
Food into +15
Growth.
Cities that have a Food
deficit consume Food from the collected Growth towards the next Population. If the Growth drops below 0, one Population is removed from the City. Negative Growth is called
Starvation.
Cities with a
Granary building will have the possibility to set a percentage of their Food aside in a
local stockpile. This is done by selecting the Granary in the City Menu and using a slider to select the ratio between Stockpile and Growth. Stockpiled Food can then be shipped to
connected Cities via Trade Routes.
Cities with a
Mess Hall building will have the possibility to use Food on unit Recruitment if their Food output is greater than their Production output. Right-clicking on a unit in the recruitment menu will allow you to select 'Recruit with Food' to accomplish this. The city will stop accumulating Growth until the unit is fully Recruited. Settler units will ALWAYS be Recruited with Food by default.
If the City is at its

PopCap (the hard limit of the amount of Population it can accomodate per level), any surplus Food will be stockpiled automatically inside the city's Granary. If the City doesn't have Granaries, or has a full Food stockpile, the Food will be convered into Coin, at a rate of 2

Food for 1

Coin.
To gather
Food, build improvements such as Farms and Fisheries and work Open tiles. Buildings of the Medical and Maritime Subtypes also tend to have Food as a base yield.
Civ specific interactions:
- Cleopatra is able to spend stockpiled Food for Diplomatic actions. The pool of Food she is able to spend is taken from all her local stockpiles, and is spent evenly. It is therefore advised to build Granaries in every Ptolemaic City, and to play her wide, rather than tall.
- The Andean Civilization increases the Food output in their cities based on the amount of Food they have stockpiled (by default: +5 Food per turn for every 100 Food inside the Granary.)
Related Keywords:
- Consumption: Upkeep cost for Population. Every unit of Population living in a city consumes 2 units of Food per turn. (except for the first Population, which consumes only one.)
- Growth: All Food used to grow your next Population.
- Starvation: Occurs when the city has a Food deficit: It reduces the amount of Food set aside for Growth, and can result in Population loss.
- Growth Rate: this is a percentage that increases the amount of
Food the City generates towards Growth. It is influenced by City Health and Pollution.
Production
Symbol: Three spinning cogs
Associated colours: Orange, Peach, Brown.
Hexcode: #FF9933
As the name implies, Production represents your people's overal industry and labor. It is used by Cities to create new things.
Like Food, Production is a local yield, which means that it can only a limited amount can be stored inside cities, as long as the city has a Warehouse. Like Food, Production can be shipped to connected Cities via Trade Routes, to give them either a trickle of extra Production or a large burst on the next turn.
Production has two main uses:
Recruitment and
Construction.
Recruitment is all Production consumed by the City towards producing
Units. Recruitment can also be used to 'Retrain' obselete garissoned units, which upgrades them without having to spend Coin, at the expense of Production and time.
Construction is all Production consumed by the City towards producing
Structures. 'Structures' is the catch-all term for Buildings, Infrastructure, Improvements and Wonders. ('Constructibles' in Civ7) that a city could produce manually. Construction is also used to upgrade structures, primarily buildings into a higher tier, at the cost of time and District space.
Unlike in previous games, you can Recruit and Construct AT THE SAME TIME in the same City. That's right, cities can work two projects at once, as long as it is one Recruitment and one Construction project.
However, simultaneous Recruitment and Construction comes at a cost: your Production will be split evenly between the two projects. An example for a city with a a base Production of 100
As with Food and the Growth Rate, there is a Recruitment Rate and Construction Rate in Timeline, which can increase or decrease the amount of Production used towards Recruitment and Construction respectively. This rate is calculated after the base Production is assigned to either Recruitment or Construction, or both.
Simultaneous production isn't mandatory, and switched off by default. There is a box in the City Menu that will allow you to enable it.
Finally, Production
can be a
maintenance yield, primarily for some Mercantile, Military and Law Enforcement buildings. If you run out of
Coin for building maintenance, the buildings will consume Production instead, potentially crippling your cities.
If your City isn't using its Production for anything (for instance: it's recruiting a Settler and not constructing a building), then all accrued Production will be stored inside the Warehouse. If the City doesn't have Warehouses or the Warehouse is at full capacity, the Production will be converted into
Coin, at a 1:1 ratio.
To gather
Production, build improvements like mines and lumber camps, and work Rough tiles. Buildings of the Workshop and Military subtypes tend to give bonuses to Production.
Civ Specific Mechanics:
- Livia has an ability that affects Recruitment and Construction Rates in her cities depending on whether her empire is at war or at peace. This also affects the splits.
I'll include a few graphs because it's easier to understand with visuals:
If Livia is engaged in Simultaneous Production, the splits are 62.5/50 in her Capital and 50/55 in her other cities.
- Liu Bang's specialists consume 1 unit of
Production, instead of the usual
Coin maintenance.
Related Keywords:
- Maintenance: Upkeep cost for Structures. Production can serve as the Maintenance yield for buildings that produce Coin, as well as some Legislative and Militaristic buildings.
- Recruitment: All Production used to create and upgrade units.
- Construction: All Production used to create and upgrade Building, and other Structures such as World Wonders.
- Simultaneous Production: Cities are able to construct Structures and build Units at the same time. This splits the City's base Production yield between the two projects.
- Recruitment/Construction Rate: this is a percentage that increases the amount of
Production the City generates towards Recruitment/Construction. It is influenced by City Happiness and Civil Unrest.
Coin
Symbol: two stacks of coins
Associated colours: Yellow, Gold, Black.
Hexcode: #FFFF66
Civilization has always had a main form of currency. It is called '
Coin' in Timeline to avoid confusion with Gold, which is a Resource.
Coin is a global resource, meaning that the Coin output in all owned Cities is added to an empire-wide stockpile. The amount of Coin a player can have at any given time is theoretically unlimited. However, Coin stockpile buildings such as Banks can be constructed to safeguard a portion of the Coin reserve from theft and pillaging. In otherwise, while stockpiles for Food and Production were City-only and are necessary to prevent waste, Coin stockpiles prevent other players from getting your Coin via pillaging structures, raiding Trade Routes or syphoning funds via espionage.
Coin represents the empire's raw financial income through taxation, commerce and tribute. Its main purpose is to stored as a
reserve and then spent whenever necessary to get something more quickly.
There no true purchasing in Timeline however. If you commission something (a building or a unit) with Coin, you'll have to wait until the next turn to get it. Instead, the game has a
Rush mechanic: Whenever you are Recruiting or Constructing something, you have the opportunity to pay for the remaining Production with your Coin reserves. A pop-up menu will allow the player to choose how much Coin they want to spend - they can type in the amount manually, use a slider or click a button that automatically spends the maximum amount.
Rushing doesn't immediately give you the object you were constructing or recruiting. You will get the item on the your turn. There are ways to obtain units immediately (= on the same turn), but Rushing is NOT one of them.
The second main purpose of Coin is
upkeep. Most
buildings in the game -except for buildings with a base Coin yield, and some Military buildings- will cost Coin to
maintain in pristine condition. Military units expect to be paid, and their
wages are usually paid for in Coin.
Treaties, such as Trade Treaties and Research Agreements have an upfront Coin upkeep cost, as both players involved make a financial investment to set-up and maintain conditions of the Treaty.
Coin is also a lingua franca in Diplomatic interactions and can be freely given to other players (in lump sums or as a per turn trickle) to increase the value of a deal. Several Diplomatic interactions, such as requests, bribery, tributes and blackmail directly involve Coin being given from one player to another.
After Mercantilism, Coin can be used to
purchase Cores. (before Mercantilism ONLY Prestige can be used).
Coin can be used to
Integrate Economic Techs you know instead of Knowledge. It can however not be used to Discover them, and the Coin cost for Integration is greater than the Knowledge cost is.
To gather
Coin, start Trade Routes, as every Resource traded on the Route will give Coin in the city that improved the Resource (scaling with every other City on the route that doesn't have this resource in range.) or build Trading Post and Hamlet improvements. Trading Posts are limited to one per City you have already, while Hamlets can only be placed once on the territory of a City for every Urban Level that City has.
Mercantile, Maritime and
Recreation buildings also tend to provide Coin. '
Trade Agreements' are the Treaty associated with Coin.
Specific Keywords:
- Maintenance: Upkeep for Buildings.
- Wages: Upkeep for military units
- Rush: Speed up Construction or Recruitment by spending Coin
- Mercenaries: Units that can be hired by spending a large amount of Coin.
Culture
Symbol: A collumn
Associated Colours: Pink, Magenta, Red
Hexcode: #FF99CC
Culture represents your empire's customs, traditions and influence. It is that what makes your Civilization intriguing and memorable to the outside world. It is one of the five Global yields, meaning that it is stored in an empire-wide, infinite stockpile.
Culture, Faith, Knowledge and Prestige have two important uses each: the first is a passive (local) effect in the City that gathers it, based on the accumulated output that City has produced since its foundation. The other use is as currency to specific activities.
For
Culture, the passive local effect is extending the City's
Sphere of Influence and
Cultural Pressure, which determines what tiles are claimed by the City's borders. Pressure is exerted from the City's urban tiles, but the pressure is the strongest in the City Centre. It diminishes the further away it is from the urban tiles. Tile ownership is determined by
Culture, as it has been since Civ3. The more total Culture the city has accumulated in its lifetime, the further it extends.
As a currency,
Culture is tied to Tourism. Stored Culture is spent to promote
Cultural Heritage, a mechanic that improves all structures with Cultural outputs, Industries and Uniques your Civilization has built since the start of the game. Boosting
Cultural Heritage greatly increases the
Tourism rating of the affected Structure, and is a mandatory part of the Tourism variant of Culture Victory.
Culture can also be used to research and integrate
Social and
Artistic Technologies instead of Knowledge, albeit at a more expensive rate.
Finally,
Culture is the yield associated with the
Bard Civil Servant, and is used to Recruit, Rush and Maintain units of this type. Bards can work as
Heralds,
Minstrels or
Jesters, spreading word of your deeds or making mischief as you see fit.
Future Idea: the general idea will be to expand the role of Culture in future Xpacs, specifically as a yield that attracts foreign Populations to your cities (ie: Migration) and helps to integrate all foreign populations into your society.
To gather
Culture, construct World Wonders and Buildings of the Recreation and Environmental subtypes. The Statue improvement also has Culture as its base yield, though only one can be erected by your Workers for every City you own. 'Cultural Exchange Programs' are the Treaty associated with Culture.
Specific Keywords:
- Cultural Pressure: The amount of Culture your City has generated over time, spread over all tiles within its Sphere of Influence.
- Claimed Land: All tiles within your borders that aren't Cores.
- Sphere of Influence: The range at which a City can claim land or exert Cultural Pressure.
- Cultural Heritage: Enhances the yields and Tourism of Industries, Uniques and Structures with a Culture Yield.
- Tourism: A rating Structures can accumulate over time to attract Visitors.
- Bard: The Civil Servant tied to Culture and its related mechanics.
Faith
Symbol: three stars
Associated colours: White, Teal, Cyan.
Hexcode: #009999
Faith represents your empire's spirituality, outlook on life and general ethics. It is the game's
Religious yield, but it can secularly represent values found in philosophy and ideology. It is 'belief', in all possible meanings of the word.
Faith's main use in Timeline however, is tied to
Religion and its mechanics. Its local passive effect is to Cities their Pantheon once they're accumulated enough Faith. Once the Pantheon has been established in a City, the City will gradually develop their Pantheon into a sophisticated Cult, strengthening the patron deity's designated Festival.
Faith accumulated in a City will also increase the
Religious Pressure of the Dominant Religion present in that City. Religious pressure is spread in exactly the same way Culture is spread. High Religious Pressure increases the
Conversion rates of Populations towards that Religion.
As a currency, Faith is used to
Reform your religion by adding
Tenets to your Religion. Tenets can only be discovered by a
Great Prophet, but once you have discovered any Tenet compatible with your State Religion, you may use it. Adding or changing a Tenet costs Faith, and the more Tenets you already have in place, the more expensive it is (Swapping out Tenets is permitted and costs less Faith.)
Several Tenets in the game will allow you to use Faith as a currency for other, non-religious endeavours, such as Recruitment and Construction of specific units and building types.
Faith can also be used to Research and Integrate Technologies of the
Ethics branch instead of Knowledge, but doing so is more expensive.
Finally, Faith can be used to rush the birth rate of
Great People, in the same way one would use Coin to rush Recruitment or Construction. Faith is used to buy up the missing Great Person points, who is 'born' in your City on the next turn if you fill the gauge.
The intent for the Future is to also use Faith as a
secondary currency for Government related activities, and specifically Ideologies.
The Civil Servant associated with Faith is the
Cleric, which can serve as an
Inquisitor,
Missionary or
Minister (Governor). Regarldess of what role the Cleric takes, it is always recruited, rushed and maintained with Faith.
To gather
Faith, construct Worship buildings in your cities. Environmental buildings such as Botannical Gardens also tend to provide a small trickle of Faith. Monastery and Cemetary improvements can also grant Faith if worked, but your Workers can only build one for every City that you own. '
Interfaith Conclave' is the Treaty associated with Faith.
Civilzation specific mechanics:
- Mughal cities always have the Mughal State Religion as the dominant religion long as one Follower of that religion is present in the city. As such, all Mughal cities with the Mughal State religion exert Pressure towards the State Religion equal to Population, rather than Followers.
Specific Keywords:
- Pantheon Development: The more Faith a City accumulates, the stronger the Pantheon bonuses in that City get.
- Festival: An event that can trigger in a City that gives a bonus to yields - it is tied to the City's Pantheon
- State Religion: The Religion your empire is officially observing.
- Dominant Religion: The Religion with the highest amount of Followers in any given City.
- Reformation: The act of altering or adding Tenets to your State Religion.
- Tenets: Religious Beliefs that affect how your Religion interacts with your empire.
- Conversion: the act of passively converting Populations towards your religion
- Religious Pressure: the pressure a Dominant Religion exerts upon nearby Cities.
- Great Person Birth: The event of a Great Person being 'born' in your Empire. This happens when you've accumulated sufficient points towards a Great Person type.
- Cleric: the Civil Servant related to Faith and its mechanics.
Knowledge
Symbol: a sealed scroll
Associated colours: Light Blue, Dark Blue.
Hexcode: 29C7FF
Knowledge represents your empire's education, record-keeping and general awareness of the world. It is the yield associated with Science and Education.
Knowledge's main purpose is to research new Technologies. Research will be its own Dev Diary later, so I will stick to what is relevant to its associated yield. It is conducted in two parts: the
Discovery of the Tech, and
Integration of the Tech into your realm.
Your global Knowledge per turn output determines the speed at which you
Discover Technologies, while your global Knowledge reserves act as a currency you pay to
Integrate it.
Whenever you Discover a Tech, the city that provided the last point of Knowledge required to discover it unlocks it and can start using its base effects.
ONLY the City that Discovered the Tech can use it until you've paid an upfront Knowledge cost form your reserves towards Integrate it - which passes its effects to every City in your empire and unlocks an additional
Tech Reward of choice.
Tech Integration can also be passively spread to
Connected Cities based on their passive Knowledge output. The higher it is, the more likely the effects of the Tech are going to spread, a process which also reduces the Tech's overal Integration cost. The more Cities know of the Tech, the less Knowledge you need to unlock it everywhere else.
Passive Knowledge output also increases the odds of hitting a
Scientific Breakthrough. This event has a 0.1% chance to occur in a city for every point of Knowledge it has generated over the course of the game - when this happens, the Tech you are currently researching is Discovered in that city and is immediately and fully Integrated across all Cities in the empire. The next Scientific Breakthrough is 10 times less likely to occur than the previous one - the first one has a 0.1% chance per Knowledge generate, the second one a 0.01% chance and so on and so forth.
The secondary use for Knowledge is
Specialist Education: You can spend an amount of your Knowledge reserves to improve Specialist slots, increasing the yields that they give, and the amount of Great Person Points they generate.
Finally, the Civil Servant associated with Knowledge is the
Field Scientist who can work as an
Environmentalist,
Zoologist or
Archaeologist. They can discover plants and animals for your Environmental buildings, excavate Artifacts and found National Parks. Field Scientists are Recruited, Rushed and Maintained with Knowledge.
To gather
Knowledge, build
Education and
Medical buildings which typically have high Knowledge yields. The
Observation Post improvement also grants base Knowledge, but you can have only one for every City in your realm. 'Research Agreement' is the Treaty associated with Knowledge.
Civilization Specific Mechanics:
- The Greek Civ has a discount on Specialist Education, and their Specialists earn a resources called 'Skill' passively, which reduces the required Knowledge cost even further.
- The Han empire has access to a mechanic called 'Eureka!' which allows them to spend a token to instantly force a Scientific Breakthrough on their current Technology.
- One of the yet unrevealed Civs gets bonus Scientific Breakthrough points from Coin generated through Trade.
Specific Keywords:
- Technological Discovery: The act of discovering a Technology in one of your Cities.
- Technological Integration: the act of spreading a Technology you've discovered to your other Cities.
- Technological Reward: an additional reward picked up when you Integrate the Technology.
- Scientific Breakthrough: an event that immediately Discovers and Integrates the Tech you are currently researching, with all possible Rewards.
- Specialist Education: the act of 'upgrading' a Specialist Slot.
- Field Scientist: the Civil Servant related to Knowledge and its activities.
Prestige
Symbol: a crown
Associated colours: Lavender, Lilac, Purple
Hexcode: AB73D5
Prestige represents the empire's legitimacy, power and authority. It is the game's main diplomatic and legal yield, represented by both goodwill towards the emperor and administrative documentation.
The main passive use for Prestige is Tile Coring. Whenever a City exerts its Cultural Pressure, it claims nearby tiles. However, radii can overlap between cities and even between empires. Ownership of tiles can be fluid, and tiles can swap owners frequently. 'Coring' is the process of turning a claimed tile into a Core territory for you empire, locking it for the first Empire that claims it.
Cities core tiles according to their passive Prestige output, which works identically to how Culture worked in Civ5 and Civ6. The Prestige output is used to fill a gauge towards the next tile to be claimed, and once filled the tile is assigned to your Civilization. Cores may be swapped between Cities, as long as they both exert Cultural pressure on the tile.
Cores can also be purchased with Prestige by paying the upfront remaining Prestige cost form your Stockpile. The cost scales - the more Cores a City has under its control, the more expensive the next one is. After Mercantilism
Coin can also be used to Purchase Cores.
The other main use for Prestige is as a
Diplomatic Currency. Every deal you can make with an AI costs Prestige. Proposing a
Treaty, signing a
Peace Deal, Opening Borders, making a Promise or a Plegde, declaring Friendship or Rivalry, even declaring War! Your Prestige reserves are
allowed to drop into the negatives to help seal the deal, but as long as they remain negative no tiles will be Cored and no more deals can be signed. Your Agents will be dormant as well.
Prestige is also used in
Espionage to pay for Spy Missions. Paying
Prestige for a Mission is optional; It is recommended however because doing so increases the chance of success and decreases the time needed for the Agent to conduct the Mission.
The Civil Servant associated with Prestige is the
Agent, who can take on the roles of
Ambassador,
Spy and
Counterintelligence Operative. In these roles, the Agent can work on improving relations with other players or Minor Powers, conduct Espionage Missions to disrupt enemies or counter enemy Espionage missions for either themselves or on behalf of Friends and Allies. Agents must be Recruited, Rushed and Maintained with Prestige.
Prestige may be used to Research and Integrate
Administrative Technologies, but at a higher price than the normal Knowledge cost.
To collect Prestige, construct
Law Enforcement buildings in your cities. Some
Environmental,
Mercantile and
Military buildings also yield Prestige.
Fortress improvements also have Prestige as a base ield; unlike the Statue, Monastery and Observation Post, these aren't limited to the amount of Cities you have - they simply cannot be built next to each other. However, Fortresses can only be placed on CORES. There is no Treaty associated with Prestige.
Civ-specific Mechanics: Thomas Jefferson has an ability that allows him to purchase Cores with Coin as well as Prestige.
Several Civs in the game get free Cores on specific terrain. The Sioux for instance immediately Core tiles with Resources and Natural Wonders within their Sphere of Influence. The Inca have a discount on Cored tiles, and an unrevealed Civ gains free Cores on Tundra, Vegetation and River tiles adjacent to a City Centre or District.
One of the unrevealed leaders in the game gets a discount on the Prestige cost for
Treaties, both for himself and for any player proposing a Treaty to him.
Another unrevealed leader has the option to buy a second VETO in the World Congress with Prestige and can block two Resolutions she doesn't like instead of just one.