ADDENDA TO ADVENTURER-KINGS, Updated through August 24, 1995 The following addenda is already included in the rules file, but not in the printed rulebook. [2.0] New Skill-Level Limits The skill range is now 1-9. Secret special spells and capabilities are attainable at high levels of ability. The new capabilities gained are good, but not overly destructive, and can vary from game to game. Your turn report will inform you of any new abilities you receive for achieving level 5+. When you pick abilities for a new king, the "double aptitude" for a king's special alignment-abilities should read "+2 aptitude, with a maximum of 5." Aptitude may increase if a character is due to rise in level, but can't because of his low aptitude. The chance of an aptitude increase depends on the current skill level: 0: 0% 5: 80% 1: 10% 6: 60% 2: 25% 7: 40% 3: 50% 8: 20% 4: 100% If anyone starting a new game wants to rename the heroes or starting province that you've been given, that's fine, just make a note on your turn-1 moves sheet. It says in section 2.0 that aptitude affects the chance to increase in skill when practicing. It should also mention that aptitude affects the chance to increase skill by experience. [3.0] Exceptions to Movement Initiative Let's say two characters are in the same hex and character-A wants to move out, while character-B of the same kingdom wants to do something for character-A, such as recruit armies for him. Character-A will wait for character-B in this situation, even if he has higher move priority. This rule will apply not only to Recruiting, but also for Leaving and Picking Up armies, casting favorable spells, Encounters, and Giving magic items. Also, when a character is coming into a province where a second character has plans to do something for that character, if the second character has higher initiative, he will wait for the first character before performing the action. The characters must be of the same kingdom. [3.1] Movement There has been some confusion about moving to non-adjacent provinces. It is never legal to do this, the rules only suggest that you can order a character to move to a non-adjacent province if you think the move might be made legal by a previous move which may be illegal. Example: you want to conquer a province this turn, and you have two choices; one province is east of you and the other lies west. A character will move towards a hex number if he is not adjacent to it. The movement order towards this non-adjacent provice will override practice orders in subsequent phases. The character will stop chasing the province if he can't find a legal way to move closer to it in one phase. If there are two possible provinces that are both closer to the target province, the following priorities are used: 1) Owned or Allied-player hex; 2) Enemy-player hex; 3) Hero-owned hex; 4) Neutral-player hex. [3.2] Exploring Battlefields Note: You can explore a province even if it's been 100% explored, with the object of learning whether there are skeletal armies in the province. [3.3] Notes on Searching Features You can search a feature you haven't found yet if an allied player gives you the location and feature number. Sometimes you get rumors of previously unheard-of features in your turn reports. At present, about half of these rumors are true, but the rest are false in some respect: the treasure may not be what's actually there, and/or the feature may be in a different province (although it's usually at least next to the rumored province.) It's worth mentioning that monsters can have abilities not described in your turn report. For example, swordsmen can have some minor magic. You can expect many intelligent or magical monsters to also have magic. You can Search a feature to scout it even after you've killed the monster. [3.4] Recruiting As you know, you may recruit an army that isn't the provincial army type if you lead an army of that type. You may alse recruit an army for another leader (but not a garrison commander) if that leader leads an army of that type. A character is allowed to recruit an army in a province belonging to his ally. The recruiter pays 1 gold to his ally for each recruited army. In this way, a vanquished king can hope to get on his feet again. When you recruit units in an ally's territory, the computer always makes sure that in any given phase, the owner of the territory has the right to recruit there before you do. Also, if you are recruiting in your former home province which is now your ally's province, you can recruit 4 units, and they will start as Average units. In order for you to Recruit in your ally's territory, he MUST issue a "Treat" order with you (even though you may already be allied.) [3.6] Wandering Mercenaries If there are mercenary armies in a hex when a general passes through it, they may follow that general instead of staying behind. This counteracts the sneaky trick of disbanding armies when faced with attack, then rehiring them when the opposing general has passed through the hex. [3.8] Transferring units with the Leave command Let's say one of your characters and one of your armies are in the same province, but the character does not lead that army. That character is still allowed to "Leave" the army to another character, or the garrison commander. Therefore, the "Leave Armies" order becomes an all-purpose "Transfer Armies" command. When you use the "Leave" as this transfer command, if you "Leave All", it will still only leave units that you directly lead, not units under other commanders or the garrison command. [3.9] Picking Up Armies To clarify the rule on Picking Up armies previously recruited on the same gameturn. You can't do this because you don't know the army number yet, and the PickUp order doesn't allow you to pick up an army type such as "AX" (if you want me to rationalize this, it's because the new troops wouldn't feel comfortable switching leaders in their first year on the job; but really, it's just because the computer program needs the numbers so it knows exactly which troops you want Picked Up.) What you can do is, "Pick Up All"; or just use the Recruit order to recruit the armies for a designated character number, after which the armies will automatically move with that character. Some players seem to think the "Pick Up" order can pick up units for a a different character, but that's not so. [3.14] Spying Inventions The chance for discovering an invention by spying will be limited to twice the chance of discovery by Sage practicing. Sage ability has something to do with spying out inventions. If a spy sees an invention, some sage ability will help him figure out how to get it for your kingdom. Sage level 1 will be more than enough to understand all common inventions, but higher ability may be needed for inventions of obscure design. [3.15] Defend A character's defend order is cancelled if he loses a battle, to prevent further needless defeats. When giving a "Defend" order, list only one province. The general will defend any province that is adjacent to both the named province and the province the leader is currently located in. A Defend order will include defending your ally's territory, but only if you are Enemies with the player who attacks your ally. [3.16] "Characters On Patrol" (Police Academy 7?!): This is like the Defend order, except whenever the character hears of an intruding character, he chases him down. Write this order by having the character "Pursue" his own character number. This means the character will track down any detected Enemy character who enters a hex next to the character. The evasive skills of Thieves and Spies still operate normally. The "Patrol" order works differently in some important respects from the Defend order, while in other respects they are quite similar: a) Only leaders not leading armies may Patrol, and they chase only characters not leading armies. b) They patrol the current hex they are in and all adjacent hexes. c) They only intercept enemy characters. d) The Patrol stays active until the next Move, Trail or Pursue order; other orders after the Patrol order are used if there is no current threat to be intercepted by the Patrol. e) A Patrol may be unable to detect an enemy character if he is using his Spy or Thief ability that gameturn. f) A Patrol will only intercept in owned or Allied territory. g) A Patrol will only attempt to pursue intruders whose best skill in Archery, Melee or Magic is equal to or less than the Patrol's best such skill. h) If there are more than one such intruders, the most threatening one is intercepted, by "highest skill" as defined in point (7). i) The "Spy Table" is still used: When intercepting a character in an adjacent hex, if the Patrol has no Spy skill, there is a 50% chance that the character will wander into a random hex rather than intercept the intruder. [3.18] Giving Gold You can give limited amounts of gold to other kings. Only a King may use this "Give Gold" order. The King does it by using the "Give" command together with the specified amount of gold, giving it to another player's character (King or hero) located in the same province. A King may give out in a gameturn no more than 10% of the size of his treasury at the start of the gameturn (although he may always give out at least 10 gold if he has it in his treasury.) Be careful that you don't "Give" an amount of gold that equals a magic item I.D. number carried by the King. [4.2] Magical Abilities To give an example of spell casting limits, if you have Level-3 Psychic, you can cast 2 psychic spells in any encounter, whatever number of encounters you have in a turn. However, you couldn't cast the same spell twice. You can also cast any 2 Psychic "Action Spells", which could be the same spell, in addition to the combat spells (those are two *separate* limits.) [4.21.1] Resurrection The resurrection of a King is now easier than is said by the rulebook. You can resurrect him as long as the Royal Heir has less than 7 skills total (unmodified by magic items and sage discoveries.) Also, if you do something other than practice, the Royal Heir gets no chance to rise in level by experience. If you use the option to assign abilities to your Royal Heir, you must still assign 4 levels, thus losing the ability to resurrect the former King. [4.21.3] Blessing skeletons A Bless spell can remove buried skeletons permanently (the chance is (White-skill x 10%) + 10%.) Armies "Paroled into population" in a battle are no longer be eligible to become skeletons. [4.23.1] Illusory Terrain When you cast an "Illusory Terrain", you can select the terrain the illusion will mimic. [4.23.4] Invisibility The Invisibility spell is enhanced by allowing a +30% chance to Flee an encounter. [4.24.1] Kill Enemy If you cast a Kill Enemy spell as an action, the victim may instead "fall into a deathly coma and become an imbecilic shadow of his former self" with no skill levels and no chance of rising in skill. In this case, a resurrection spell can restore the skills. [4.25.1] Skeletal Armies The maximum armies is now 350, up from 250. When a skeletal army dies (but not a non-skeletal army), it is reduced in quality by one level. [4.25.3] Plague Survival If a unit survives a plague, it's immunized from dying in future plagues (it may instead drop a level in quality.) [5.0] Tactical Initiative Two exceptions to the combat initiative rule should be mentioned: at spell range, spell attacks come before closing to archery range, and at melee range, melee attacks always go first. [5.5] Steal Tactic Explanation The base chance given in the rules (15% +15%/level) is modified in some situations. If the thief is going after a king or a hero who leads an army, the success chance is halved. If you go after a king, you may be able to bag a certain percentage of his treasury (try it if you want to find out how much.) If a thief fails in an attempt to steal, he won't necessarily get caught (the chance to avoid capture rises with the level of the thief.) Monsters have a chance of hiding a magic item where it can't be found (e.g. sleeping on it.) A creature of average intelligence would have about a 10% chance of hiding it per stealing attempt, whereas a smarter monster could have a 25-50% chance. [5.7] Scouting Tactics When you Scout a feature, if you talk to the monster within, it will normally allow you to examine the feature close enough to investigate any "Special" function the feature may have. If you use some other type of tactical plan, you may be told that the Special is there, but not find out what it does. For example, if you Steal and Scout, there's a 33% chance of not finding out. If you Flee and Scout, this chance is 67%. [5.10] Battle Duels To clarify the rule on duels at battles: if you want to refuse a challenge to a duel by an enemy commander, the *first* tactic in the encounter plan must be a Flee. If it's any other place in the plan, the computer will assume you want to fight it out before fleeing. However, if you have a Flee order *anywhere* in your encounter plan, you won't challenge for a duel. [6.2] Movement and Transport Camels and Elephants are considered mounted units for transport purposes and can only be carried by ships one at a time. Flying units are not affected by the March and Naval abilities. [7.0] Battles with Neutral Heroes If you attack a neutral province, and another player attacks it in the same phase, or attacks while you are still contesting the province, either player may be first to battle the defenders. Your chances are proportional to how many armies you have. [7.1] Leaders Appearing at Battles If a character who leads no armies is present in a province where a battle occurs, he will appear at the battle to take over in case the supreme commander dies (but will not have to fight a duel). He will not appear if there is no supreme commander already at the battle for his side. [7.2] Battles Explained For Druidic kingdoms, if a monster in a province where a battle is being fought is closer in alignment to Druidic than to the player he is fighting, it may come to help the Druidic cause. A very powerful monster in a 1-column battle in mountains may even have a better effect than the fanaticism sometimes given to armies of Good alignment. Also, if a character of Druidic alignment succeeds in Talking to a monster, it may be more willing to assist him. There's a summary of factors affecting army strength on the AK Charts. The entry "Multiply result by special factors" lists factors which are multiplied, not added together (e.g. if you have both the Defense and Exploration bonuses, your strength is multiplied by 1.25 x 1.25 = 1.5625.) To explain the events in battle reports, they are basically randomly determined as the turn is processed. Each random event can as much as double the strength of the affected force (but most only multiply it by a factor of less than 1.5). The first random event affects the whole battle, while succeeding events affect one column in the battle line. Generals are sometimes able to take account of elephant performance and the nemesis effect when lining up their units. The chance of being able to make a switch in any column is (TacticalAbility / LineLength). Switches can only be made within the same column, and the defender always gets the last chance to switch. The switch will only be made if the army strength of the current front-line unit is less than a rearward unit, after adjustments are made for all nemesis effects. [7.5] Aftermath of Battles A unit has a maximum chance to improve in quality at a battle if it is adequately led. If it's lowered to a Green or Depleted unit because of insufficient Druidic ability, it has 60% and 20% of the normal chance to improve in quality. If you kill an enemy general in a duel, the troops will usually carry his body with them in their retreat. That would be the reason why you don't see his grave in the province of his death. [7.6] Contested Provinces The rules say "it's illegal to move from the contested province to an unfriendly province". However, an unowned province, or a provinced owned by an independent hero, is not considered unfriendly for the purposes of this rule. [7.6] Army Outflanking If a battle line is shorter than the terrain allows, the flanking second-line units of a force which is superior in numbers may outflank the enemy force. If they do that, they count as 100% strength instead of 50%. [10.1] Regular-AK Titles A couple of rules for the Super-AK variant are also used in the regular 8-11 player games. When you gain an Office, a special ability may be given to you for as long as you hold it. Some of the additional "Titles" are also used, but they don't give you any added votes. If you lose your home province and you have less than 6 armies, you can continue to play at half price. [10.2] Electing an Emperor Rules clarification: The wording of the rulebook is unclear regarding the election of an emperor. Section 10.2 should add, "If the players vote for someone other than the player with the largest tax base, that player becomes Emperor instead." [10.4] Time Limit There is a time limit for all AK games (as the people of the world gradually put more pressure on the kings to resolve the political situation). On turn 25, you need 50% of the world's taxbase to become world emperor or call an election; this decreases by 5% each turn, so that by turn 30 you need only 25% of the world's taxbase. When your turnsheet says that the moves are due May 1 or later, you'll know this rule is in effect for your game. [ARMY TYPE TABLE] Light Cavalry will have no adverse terrain. Cross out the "Jung, Mtns, Sea" entry for them on the Army Type Table. For warg riders, make Forests home terrain (those poor orcs, their phalanxes suck in both Forests and Jungles.) [TEMPER TABLE] The following effects are added to the temper table: -Cautious: Add 10% to the chance of success for fleeing. -Coward: "Bluff" ability: In battle duels, the Coward makes excuses 2/3 of the time ("warhorse is sick", etc.), thus avoiding the 25% demoralization. The coward's "Bluff" ability is only used when the character actually enters the duel (in other words, when an "FL" is not at the start of his encounter plan.) It is used only when the coward has "refused to enter combat" according to the temper table. [11.0] SPECIAL ALIGNMENTS Divine: You are a charismatic, magical and holy offspring from the union of a god and mortal. All troops have 50% fanaticism. Add 1 to your King's White Magic after selecting skills. The heroes you begin with are Good Your aptitude for Necromancy starts at zero . Whenever your King Resurrects a hero, his alignment becomes Good, thus enabling you to gain a character at reduced pay. A Divine King can cast Resurrection on one of his living characters to turn him into a Good character (but can't cast it on a character he doesn't own.) Divine kings pay heroes as if the Divine King is Good. Undead: You are a young Vampire, a former member of the nobility who had the misfortune to take the wrong turn into a haunted graveyard. Now, you lead all Anti-Holy forces in their evil crusade for world mastery. You may Break Treaty just like an Evil King. All Skeletal Armies have 100% fanaticism. These armies are transferrable when being taken over BY an Undead character, NOT when transferred from an Undeadling to a character of another alignment. Also, one of your starting armies will begin as a Skeletal army. Add 1 to your King's Necromancy after selecting skills. The heroes you begin with are Undead and Evil. Your aptitude for White Magic starts at zero. All spells which have a special effect on Undead monsters have the same effect on Undead characters (Spiritwrack, Holy Symbol, Kill Enemy, Hand of Death, Control Undead). When cast by an Undead character, the Charm spell is a Necromantic spell (not a Psychic spell.) When an Undead King (not a Hero) Charms a hero (as an Action spell only), he also turns Undead. You MAY Charm your own character. Characters with advanced skills are more resistant to being turned undead (although the cast chance itself is not lessened.) For these characters, corruption occurs gradually: alignment will change by 1-3 steps per spellcast. Undead characters can be resurrected if they die, in which case they become the same alignment as whoever resurrected them (except for an Undead King.) The following rules apply to both alignments: They suffer a reduction per alignment-difference of 20% on the Alignment Table. Divine is 1 step above Good, Undead is 1 step below Evil. Only about 40% of heroes will serve these alignments. You can't start with an ability if you have aptitude-0 in it. No more than one King of each special alignment is permitted per game. The player should list an alternate alignment in case the special alignment is already taken. A King of a special alignment may enter Valhalla for Good or Evil, but does not receive visits from Valhalla. To help balance play, if you come adjacent to one, you will be told the king's alignment in your Diplomacy report. [12.0] ADVENTURER-KINGS VARIANTS [12.1] SUPER-AK VARIANT 1. There are about 28 players per game, 4 from each alignment. Players will need to pick an alternate alignment in case the one they want is already filled. The map will be 30x15 provinces, up from the current 18x9. There will be about 1000 armies, 250 leaders and 250 features. A feature will sometimes attract another monster after its current occupant has been slain. 2. In addition to the Imperial Offices, there are about 35 new "Royal Titles" such as "Lord of the Were-Beasts" and "Ranger of the Plains". I won't reveal all of the specific titles, but here are the major groupings: 7 Titles for the leader of each alignment 11 Titles for being the primary leader of each racial type 6 Titles for protecting homelands of each terrain type About 5 Titles related to military achievements About 5 Titles related to personal combat About 4 miscellaneous Titles Each Title is worth 1-5 victory points. The way each Title is gained is up to you to discover. When elections are held, or in determining whether the 55% mark has been reached, you get added votes for Offices, Titles and magic items. Each victory point counts the same as five tax points in a vote (your votes are not lessened if there's any difference in alignment between you and the leader for World Emperor.) Each Title has 1-3 ways to acquire points for it. There's a certain minimum number of points to qualify for each Title. When you reach that minimum, and your character has at least half the points of the leader for that Title, the Title will be mentioned in your Imperial Office Report. Each Office and Title comes with a certain power which is given to you when you are number one in the race for it. 3. When an alignment has conquered 55% of the world, a vote is automatically held the next turn. They can then elect one of their own if they want to, or continue to fight it out. 4. For Scientific Treating, you have a lesser chance of exchanging sage discoveries with a King of a different alignment (subtract 40% per step of alignment difference.) 5. At the start of the game, players will be told which Kings are of the same alignment, but not where they are or who plays the position. You can get a team together to play the same alignment if you want, but each alignment is scattered around to avoid ganging-up situations. [12.2] "EUROPEAN" VARIANT This middle-ages "European" game begins around the year 1000 AD. A player starts with knowledge of the provinces surrounding his kingdom, up to 3 provinces distant from his home province. Each player knows the address and phone number of adjacent players at the start of the game. All Light Cavalry is increased to Strength-3, Cost-3 to reflect the improvement in light cavalry over the ancient-era light cavalry which serves as the model for light cavalry in Adventurer-Kings. This change is ONLY for the "Europe" variant! Each country gets a special bonus to one or more abilities, reflecting their historical strength. The following positions are available (if two players want the same position, the decision is by random die-roll, so you should list the positions you want in order of priority): Cordoba Caliphate (Spain) Byzantine Empire Normandy/France Caliphate of Baghdad England The Seljuq Turks Germany The Mongols Papal States Kievan (South) Russia Magyar Kingdom (Hungary) Novgorod (North) Russia [12.3] EARTH VARIANT Here is the updated description for the Earth Variant: This special "Earth" variant of Adventurer-Kings is set in the prehistoric Ice Age, where 20 would-be emperors have been drawn from different historical periods to square off against each other. You rule such an Empire in its initial stages, about to embark on a campaign to unify your region, then conquer the known world! Special Rules: -The Light Cavalry for the Earth game is modeled on the bow-armed cavalry of the Turks and Mongols in the 11th to 14th centuries. They were better armed and trained than the Greco-Roman LC that is used in regular games of AK. Their strength and pay is 3, not 2, and they have no adverse terrain. -There are some sea areas with islands in them. Islands are shown on the map as land hexes with a blue fringe on each side. These provinces are considered to have two terrain types (one Sea, while the other type is some other terrain.) If an army is fighting in an island, it will normally fight at its Sea strength, but if that is adverse terrain, it will fight at its land strength. Supreme commanders use their naval ability, not tactical ability, in islands. -Earthquakes are legal on islands. -For all other purposes, islands are just like sea. Movement through is by sea, and if there is no battle when you conquer an island, no extra movement points are expended. -When your map shows a blue zone between two non-island land hexes, there is sea between them, so that you can move naval forces between them, but not land forces unless by transport. If the blue zone continues along two hexsides, you can sail from that land hex to the next land hex along the blue zone, but that's the only way you could move between land hexes. Only version 22 of IBM Saga will show the blue zones, so if you don't have it and can't get it, you need to receive printed maps by mail. A Part Sea spell on either side of a blue zone will enable crossing it overland, and prohibit entry from another land hex by sea units. -There are places on the map where you can move ships from one ocean, into an isthmus such as Panama, and then to the other ocean. Canals are always assumed to exist to allow this to happen, or else you can just look at your Fleets as being Viking longships, which can be portaged overland somewhat. -The map wraps around on left and right edges, but is prohibited "Ice Cap" terrain at the top and bottom. -Each country gets a bonus in one or more historical abilities. The bonus applies to both ability and aptitude, with a maximum starting skill of 4 (for you and your starting heroes only.) You also may have some starting Sage Discoveries and perhaps other benefits, although the Elder Gods may not give you each and every Discovery that your Empire historically possessed. -Each player starts with the phone number and address of nearby kings. -An element of mystery will be added by randomly placing the "lost continent of Atlantis" in one of the ocean areas. One, maybe two players starts there, with little or no prior contact with the outside world. -Some empires start 2 provinces away from each other, by design. -You may change one of your king's starting abilities, after looking at the abilities you start with. If you realize your race is wrong for the terrain around you, that can be changed also. If the GM had to change your alignment to balance the game, you may change one additional ability. -For the next Earth Variant, I will probably add Japan and Indonesia, which are not covered in the current game. If you would like to be in the 21-day game, give 3 positions that you want to play, in order of preference. If you ask for a first preference for your starting position and don't get it, you may change one of your king's starting abilities. Also, please state one alternate alignment in case the one you pick is filled.P Persia Rome the Norse Explorers India the Rus Vikings the Hudson Bay Company China the Indians the Huns Carthage the Eskimos the Mongols Egypt the Manchus/Siberia the Zulus the Amazon Queen the Aztecs Polynesia/Australia Atlantis the Incas Japan Indonesia M Concerning the "blue zone" hexsides I mentioned above, sometimes they may only be partly blue, and partly seem to be connected by land. In this case, you should still assume that the entire hexside is impassable to land units. [13.0] PLAYER RATINGS Not that it's very important in the Great Scheme Of Things, but it's fun and serves to track your improvement as a player. The ratings are done much like the U.S. Chess Federation's method. Each beginning player is given an "unknown quality" rating. The ratings are calculated so that a player who is 400 points higher than an opponent, will best him nearly 100% of the time. The main thing that matters in your rating is how many "Imperial Office Points" you score in a game. No added bonus is given for being the highest scorer in the game. A certain minimum number of games is needed to achieve high ranking, so that players who "get lucky" or have weak opponents in a few games, will not be given premature honors. The following chart shows the 9 possible levels you can attain: Minimum Games Rating: Level Completed ---------------------------------------------- > 1600: Emperor/Empress 5 1500-1599: King/Queen 4 1400-1499: Duke/Duchess 3 1300-1399: Count/Countess 2 1201-1299: Baron/Baroness 1 1100-1200: Knight 1 1000-1099: Adventurer 2 900-999: Squire 3 800-899: Stable Hand 4 700-799: Lap Dog 5 < 700: Vermin 6 The rating for Account #0 (dropouts) is about 900. Some good players drop below 1000 because of bad luck (or maybe they just need to improve their diplomacy...) Also, some players use the game more as an adventure than in a competitive sense, so they may play well according to their own goals, yet not rack up a lot of points. The higher the quality of the players you best, the faster you will rise in the rankings. If you best someone who is 400 points lower than you, no credit is given at all. Your rating can also rise or fall even when you're not playing, depending on the computer's ever-changing assessment of the strength of your opponents. If you play 6 games, your worst game will be dropped from your game history. Standby games do not generally count either for or against you (although past standby games may be included in current ratings if the player brought them up to a 100% strength/pay rate.) Also, games before AK-35 do not count, because I don't have the records any more. If you dropped out of a game before 1992, the computer didn't remember your name so you you're off the hook for those ancient failures. But not in future dropped games! "Emperors", "Kings" and "Dukes" will be honored in the "GAME NEWS" section about every 3 months. They are automatically invited to the annual winter "King of Kings" game. Your rating will also appear on top of your turn sheet quarterly, and in final gameturns, once the rating system is integrated into the turn-processing program (if you want to know what it is now, just ask and I'll look it up.) Lastly, once you attain a title of "Count" or above, it is granted for a lifetime.