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Espiocracy Infiltrates Digital Tabletop Fest 4: Roll of the Dice

Espiocracy is participating in Digital Tabletop Fest: Roll of the Dice, hosted by Auroch Digital.

This annual festival celebrates tabletop-inspired games and the dedicated game studios that make them. From March 7th to March 11th, you'll find demos, previews of upcoming titles, panels from developers, and game discounts too.



Here's a title for those of you who play rogues and other shadowy characters in tabletop games.



Espiocracy is our upcoming grand strategy game based on the Cold War, where you personally lead an intelligence agency from one of seventy-four playable countries. Intrigue and subterfuge are the tools used to stage coups, influence elections, and wage proxy wars.

Command operatives, re-write, and skirt the edge of nuclear brinkmanship.

Wishlist Espiocracy now and lead your agency in 2024.

https://store.steampowered.com/app/1670650







Dev Diary #51 - Diplomacy

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

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Welcome back!

Today we will explore diplomacy, an absolute master of the Cold War, and a supremely important subject for Espiocracy.

(It's probably the last large mechanical topic in the diaries before we dive back into minutiae and AARs, which means that this diary is in the older heavier style. Also, linguistic disclaimer: "diplomacy" here includes many elements of wider international relations, following standard vocabulary of political games, and to avoid confusing references to "IR".)

Diplomacy in strategy games is usually implemented by personifying countries: giving them attitudes/opinions on one another, the ability to insult, offer gifts, trade favors, or enter almost-marriage-like alliances. This model is rooted in board games where every faction is indeed a human player who has real opinions on other players. However, as we travel further away from the roots, it makes less and less sense. In the case of Espiocracy, with 150+ countries in the Cold War (and beyond), complex frequently changing governments, and the player playing as an intelligence community - this model simply would not work. I know because I implemented it by default three years ago...

Many iterations of research / prototypes / playtests later, we are finally pretty close to really solid diplomatic gameplay in Espiocracy.



Keeping the unusual player persona at the center of mechanics, this model allows the player to interact at every stage with all the existing elements of diplomacy, not only in their own country but also in many other countries around the world!

[h2]Cooperations and Conflicts[/h2]

The game completely drops abstract opinions/attitudes between nations. In many - most interesting - cases of the Cold War, it was not possible to reduce relations between two countries into a single opinion value. Take for instance stormy relations between France and the UK in the early Cold War, where both countries worked towards NATO and the EU, while at the same time they were sabotaging each other in Africa, the Middle East, and Asia.

Following this and many other historical examples, countries in Espiocracy have multiple ongoing mutual cooperations and conflicts over defined subjects.



Cooperation or a conflict is the middle matrioshka doll of diplomacy.

Inside, it contains individual international actions. They are both defined by and dictate the depth of a relation. Two countries in new economic cooperation do not trust themselves enough to establish free trade - first, they have to pave the way with investments, loans, imports, and other less significant actions. Conversely, a diplomatic conflict does not (usually) begin with severed diplomatic ties, and instead crawls through overtures such as canceling diplomatic events or expelling diplomats.

While a plethora of actions can be managed through more general relations, a plethora of relations can be managed through more general...

[h2]Diplomatic Structures[/h2]

Real-world diplomacy loves structures, protocols, frameworks, and everything in between. This fact is subtly represented in a few strategy games but, as if bound by murky "opinion" parameters and people universally rolling their eyes at the word "policy", this aspect seems like a missed opportunity. In my humble opinion, similarly to nuclear brinkmanship, diplomatic structures make a fantastic game-building clay!

Espiocracy implements main tools of diplomacy as a way to start / define / end multiple cooperations or conflicts in one sweep, with possible extension to details such as emphasis on particular actions or exchanging actions belonging to two different subjects.

Non-exhaustive ordered (from the least important to most important) list includes:

  • Implicit Alignment, eg. anti-communist countries cooperated to quell communism by default
  • Informal Deals, eg. East Germany sent weapons to Arab states during the Six-Day War, and in exchange, they recognized the sovereignty of the GDR
  • Retaliations, eg. a set of countries ended military cooperation with Russia after the annexation of Crimea
  • Bilateral Treaties, including Alliances but usually more ambiguous, eg. the Finno-Soviet treaty of 1948 with its complexity (Finland partially traded independence, mainly by being obligated to reject the military cooperation with the West, in exchange for neutrality that would stop the USSR from coercing Finland into future Warsaw Pact... kind of)
  • Collective Treaties, eg. post-WW2 peace treaties, NATO, Warsaw Pact
  • Special Relationship, eg. USA and UK
  • Coalitions, usually a temporary structure to jointly wage a conflict, eg. a coalition of 42 states for the Gulf War
  • Policies, meta-decisions about cooperations or conflicts which do not have to target specific countries, eg. Hallstein Doctrine (in game mechanics it's closer to a policy than a doctrine) in which West Germany refused to engage in diplomatic relations with any country that recognized East Germany
  • Doctrines, powerful sets of global meta-decisions available only to significant figures from significant countries, eg. Truman doctrine pledging support for democracies against authoritarian threats


In addition, diplomatic structures have meta-dynamics: they can evolve into waves (eg. a wave of retaliations where even smaller countries can retaliate in the shade of international crowd), their proclamation or modification can become a significant event on its own that is met with a diplomatic reaction (classic case of Warsaw Pact forming 5 days after West Germany joined NATO), their implementation may be ceased, a policy may expire due to impracticality of enforcement, and so on.

[h2]Staccato of Interactions[/h2]

Diplomacy in the game advances, similarly to the real world, one contact at a time. Rich tools of inter-governmental communication - intermediaries, contact groups, summits, visits, letters, phone calls - define the pace, basic availability, and evolution of relations (eg. Czechoslovak attempts to form a local security pact contributed to the formation of Warsaw Pact), and most importantly: a large layer of diplomats who are influenced by intelligence agencies.

The ability to pursue these interactions (and all other diplomatic actions) is primarily tied to diplomatic weight - a parameter rooted in the general position of the country (State Power Index), modified further by independence, legitimacy of the government, recent diplomatic successes, international credibility, and actors directly responsible for diplomacy. By partially decoupling material and diplomatic position, it allows nations to diplomatically punch much above their weight... or become unreliable unwanted partner even despite superpower status.

This is where a casus belli, the good old staple of strategy games, comes in. Grave actions (such as an invasion) have a high weight threshold, often higher than achievable diplomatic weight. However, it can be lowered by an expanded Cold War variant of casus belli: a "diplomatic justification". Weaker nations can prepare sophisticated justifications against a targeted nation, often in secret coalition with other nations. For instance, the "unification" claim was not enough for North Korea to invade the south, both historically and in the game, and instead, the invasion was preceded by two years of uprisings, complicated negotiations in Moscow and Beijing, and finally a month of calls for elections, conferences, and peace talks. On the other hand, heavy-weight nations or leaders may follow "might makes right". Justification can be presented post-factum, much like Brezhnev vaguely explaining the invasion of Czechoslovakia a month after it was executed, or hand-waved, similarly to Lyndon B. Johnson's communication around the invasion of the Dominican Republic.

Following deeper the rabbit hole of Cold War diplomacy, the game also features international incidents. These constitute an inherent cost of many actions, for instance, deployment of a naval group (which can run into mines or a shoot-out with vessels from another country), a nuclear test (fallout risks), a space launch (falling rockets and satellites), and many espionage activities. An incident at best may be settled through deconflictive actions and at worst may escalate into an international crisis.

[h2]International Crisis[/h2]

A crisis in the game is a rare named event, with a limited lifetime and participants, punctuated by a string of confrontations. In a way, it's a diplomatic war.

Crises can originate not only from incidents but also from significant enough actions (across many mechanics) that involve significant enough nations. Berlin Blockade and Cuban Missile Crisis are classic historical events represented primarily as international crises in the game. For more examples, you can consult the fantastic International Crisis Behavior database which has been an indispensable help in the development.

When a crisis begins, belligerents enter a cycle of (usually fast) turn-by-turn escalations and deescalations, with high risk and high gain, which sooner or later have to end in a resolution.



The chart above hints at the current implementation but details are subject to larger changes. If you are familiar with game theory (as a mathematical field, eg. the famous prisoner's dilemma), you may suspect that this kind of mechanic can be surprisingly difficult to implement in a satisfying way. That is true, this two-player game inside a game can collapse into spectacular opposites of what was intended (eg. a countdown to war instead of a diplomatic stand-off). Hence, this section is limited to communicating mainly the intent, without burdening you with methods of achieving the intent, as they will certainly evolve.

[h2]Behind The Scenes[/h2]

► Gifts and insults can rarely happen in the game, on the fringes of diplomacy. The former relies on local traits of a country giving it special types of gifs available (eg. panda diplomacy), and the latter can be executed by actors trying to gain domestic clout (eg. Reagan calling the USSR an "evil empire").

► There's not a single "national interest" mentioned in the dev diary because this mechanic was retired due to its very repetitive redundant nature. As it turned out, views (especially combined with the tools described above) are more than enough to motivate actors.

► How does this system fit into schools of thought in international relations? If we can argue that classic (opinion-based) implementation of diplomacy is closest to the constructivist school, then diplomacy in Espiocracy is in a very small fraction constructivist (when individual actors overwhelm foreign policy) and mostly stays in a superposition between liberal (eg. states often mutually dependent, international frameworks, internal interest groups) and realist (eg. power politics, interest-driven rational decisions, states acting as coherent units) approaches.

[h2]Final Remarks[/h2]

The next dev diary will be posted on April 5th!

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If you're not already wishlisting Espiocracy, consider doing it

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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"Much of the diplomatic traffic of Third World states was vulnerable to cryptanalysts in both East and West. On the eve of the 1956 Suez crisis, the British foreign secretary, Selwyn Lloyd, formally congratulated GCHQ on both the ‘volume’ and ‘excellence’ of its decrypts ‘relating to all the countries of the Middle East'" - Christopher Andrew in "The Secret World"

Christmas Special 🎄

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

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Today we return to the tradition of Christmas Eve with micro-AAR (after action reports) from casual Espiocracy gameplay. Welcome to the second installment!

We play as Argentinian SIDE, starting on March 6th 1946.



Unlike many countries at the start of the game, Argentina was not directly affected by WW2. Instead, the nation underwent an essentially bloodless coup which ended the reign of Ramon Castillo and paved the way to presidency of Juan Peron. (In this run, pre-game simulation already resolved the election which historically happened in June 1946).

Our starting position, however, suffers from other disadvantages. For instance, Argentina has only a few scientific and technological paradigms mastered. Out of useful new paradigms, SIDE suggests government subsidizing development of penicillin and rocket engines. For now, electronic dreams, not to mention participation in the nuclear race, are far beyond our reach.



We will tackle the problem head-on: by prioritizing electrification and industrialization in the state budget.



Intelligence-wise, we are in relatively remote place but thankfully we our operatives speak Spanish which makes expansion into many countries much easier.



Chile is our first direction of expansion, an almost obvious choice, given rocky history of relations between Chile and Argentina, active diplomatic disputes, and very long border which gives plenty of opportunities to covertly infiltrate the second country. In addition to expanding in Chile, we will slowly get a hold over domestic power centers, starting with local catholic church.



Let's check for a moment what happens on the other side of the world...



Civil wars spreading in Iran, China, and Indonesia!

On the home front, we conduct more operations against domestic actors. Here, we will recruit a family member of an Argentinian writer in exchange for employing said person at an influential organization.



In the meanwhile, civil wars spread to Mongolia.



And mainland China is overrun by communist forces in 1947, rather early.



A few months (and domestic operations) later, we may be ready for more offensive operations on Chilean ground. The first, pretty tame venture is discovered by local DINA just three days after the launch:



A series of other failed operations and increased external pressure on our counterintelligence apparatus lowered trust of local government in our capabilities - which is directly translated into available funds - from initial 47% to 40%.

However, Peron consolidates his power and establishes de facto dictatorship which cynically increases the need, bringing funding almost to the starting level.



While we carry out further operations and Spanish-themed expansion (such as a station in Lima), our neighbor undergoes a coup.



This event contributes to tensions in the region and Chile becomes our diplomatic adversary. New tools, "border build-up" and "invasion", become available.



In Peru, Belaunde becomes the president. The name rings some bells... as it turns out, in earlier days of Lima station, we acquired an opportunity to subvert him!



Although we don't have practical ability (or motivation) to execute such operation, we can sell it for pretty high price on the black market:

Disabled because I was too excited and sold it before taking the screenshot

We could launder illicit funds but it's more efficient to just steer them into another wallet, here through establishing cooperation with a Peruvian political leader.



Slow and reasonable expansion in our part of the world brings first results: solid increase of State Power Index.



Electronic and nuclear future is a tad closer.

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Dev Diary #49 - International Organizations 🌐

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

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Good design of any product, counterintuitively, sometimes shouldn't be about the end result and instead should focus on the process of making it.

The Empire State Building was built in less than a year and one of the main principles behind its design was... schedule for trucks with concrete. It may be compared with the World Trade Center towers which, despite superior technology, took a decade and went far over budget to complete. While architects of the first building organized the site around trucks arriving every minute (!), the director of the second project prioritized the end result and "continually fought against compromising his architectural vision in the face of various practicalities" (more).

Game development resembles a construction site. In this context, there are mechanics that may be good for the game - and desired by the players - but which will also encourage poor or lazy code, slow down progress, or even contribute to development hell.

Having observed the development of a few mods trying to make a game out of the Cold War and modern times, I can risk a hypothesis that one of such areas is a detailed international organization, especially the United Nations. It's a graveyard of good intentions. There are endless structures, actions, details, ripple effects, and edge cases that may be really fun to read about. You could make entire games about a large room in New York or Brussels. And the players! There is always a subset of people very passionate (and vocal) about these organizations. Even in the case of this diary, folks started speculating on "what new mechanics will be revealed".

The answer is: none. Espiocracy, deliberately, uses already existing mechanics to capture the soul of international organizations. Funky details may be slowly added in the form of accumulated content (or mechanically after the release) but I intentionally avoid any deeper implementations for the sake of good design.

[h2]Control and Member States[/h2]



The game features the most influential organizations in the framework of actors.

Primary gameplay around them is focused on control. Standard actors by default have full control over their actions. For instance, many players begin with full control over their actor agencies...



...which then can be chipped away by other entities, as shown in the previous diary, and in the following example of a Soviet player controlling a Polish player:



In contrast, international organizations usually have minimal control over their actions - with exceptions such as ICJ launching investigations - and the rest is distributed between member states.



These are usually not equal. Different levels of control approximate diplomatic prowess, participation in the Security Council, or the role of the USA in NATO and the USSR in the Warsaw Pact (or observer members with nil control). As with any other actors, control gates access to proposing and ordering actions. Proposed action, depending on its details, may be further proceeded through debating-voting mechanics borrowed from governments of Espiocracy.

Types of actions depend on the subtype of the organization. Examples include:

  • Statehood-Defining (eg. UN): legitimize invasion, propose border changes, establish trust territory, call for elections
  • Legal (eg. ICJ): settle a dispute, set up an international criminal tribunal
  • Military (eg. NATO): invade, conduct exercises, share nuclear weapons
  • Regional (eg. EU): integrate economies, fund less developed countries, agree on military action
  • Common Interest (eg. BRICS): promote common views, coordinate responses

[h2]Global, Dynamic, Spyable[/h2]

In addition to evolved control mechanics, influence takes here slightly different angle:



Global influence of international organizations stems mainly from legal prerogatives and the participation of member states. Typically for actors, internal life of the organization reflects and influences the external world. United Nations - or any other organization - may evolve during a campaign into a much more influential or much more toothless entity through natural actions such as taking in powerful members or catastrophically failing in a mission (eg. the IRL death of Secretary-General in Congo in 1961).

Naturally, the dynamic nature lends itself also to the set of international organizations. All of them may be dissolved, new ones may be established through a single decision or from a series of summits, organizations may create subsidiary organizations (eg. the UN creating ICC in reaction to events analogous to war crimes of the 1990s), members may join, leave, be expelled, and so on.

Finally, let's take a brief look at more unusual espionage beats associated with international organizations:

  • A HQ with diplomats from many countries is naturally a hotbed for espionage
  • Membership gives access to good covers for operatives, allowing them to infiltrate HQ and target other members
  • For the host country, it creates interesting gameplay of both the easiest access to many useful targets and of harsh reality of dealing with a nest of spies in the homeland

[h2]Final Remarks[/h2]

This was a brief diary, unlike the AAR coming on December 24th - stay tuned!

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If you're not already wishlisting Espiocracy, consider doing it

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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"Protocol, alcohol, and Geritol" - Adlai Stevenson, US ambassador to the UN, about diplomacy (1967)

Dev Diary #48 - Actions 🔨

What's happening / TLDR: Developer diaries introduce details of Espiocracy - Cold War strategy game in which you play as an intelligence agency. You can catch up with the most important dev diary (The Vision) and find out more on Steam page.

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One of the earliest diaries used a metaphor of "symphony of history played by an orchestra of ___ where you modify the ensemble in the middle of performance (by assassinating the violinist and blackmailing the pianist)". Back then, the gap was filled by "views". Although they still play important & unique roles, two years later more appropriate word is "actors". These significant individuals and organizations, from political lingo: those who can act, shape history directly via actions. Today we'll look into these actions.



[h2]Basic Example[/h2]

Let's start with the simplest example: an artist creating an art piece. Such action has just a beginning, an end, and a result. In a naive simulation, writers are intrinsically motivated by fame and beliefs to write books. In the game, player agency is injected straight into this motivational vein. As an intelligence agency, you can covertly nudge actors towards actions.



Naturally, it's a battlefield between players who compete over a limited number of actors and limited ability to influence their actions, the latter measured by level of control. This intuitive 0-100 parameter can house surprising complexities (such as a politician simultaneously influenced by multiple players or a satellite intelligence agency - yes, it applies also to players! - infiltrated and manipulated by a superpower player) but at the most basic level, it's just a result of successful espionage combinations.

A domestic artist with low influence in a country destroyed by WW2 can be relatively easily snatched up with one or two operations.



Here, two agents close to the actor are enough to bring the level of control to the desired 40+.



As the actor is a film director, creating an art piece means shooting a movie:



Details of the action also depend on the level of control. Influencing the name requires higher control than ours, and so does nudging the actor to avoid the view held by the author. However, it's enough to drop the pro-communist tone. In addition to the cost of bribes and others (0.2M), we will also covertly enhance the reach of the movie. It's also worth noting that the entire process is carried out in the field by agents who run into the risk of being discovered by the actor (and abroad also by local counterintelligence services) with each intervention.

After the action is finished, its result further lives in the world. With enough luck and quality, it can spread in the region...



...influencing people...



...and intersecting many mechanics, as always in Espiocracy. The movie can be now censored in particular countries, the change in the prevalence of views may influence particular actors and their actions, fame gained by the author may subtract our level of control, and so on. In this playthrough, the story ended in a very human way, an ending which will happen sooner or later to all of us:



[h2]More Complex Actions[/h2]

Espiocracy features nearly 100 actions. Many of them explore the nooks and crannies of the world and various mechanics. They may:

  • remain covert in certain phases (eg. during fleeing from the country) or as a whole (eg. a meeting known only to involved parties)
  • require a minimal level of influence (eg. enough to gather people for a protest)
  • use resources (eg. financial support)
  • depend on external processes (eg. a reaction to ongoing civil war)
  • have very different temporal (eg. immediate public critique) and spatial (eg. diplomatic tour across many countries) features
  • and more...

In particular, actors forming the government can use state apparatus via governmental actions. They are also available to the player who - as an intelligence community - is usually a part of the government. For instance, the Soviet player can see these:



(Note the protest and protest-related decisions.)

Similar actions, depending mostly on the required influence, are available to members of the Soviet government. In further complexity (that's why we started with simple movies), governmental decisions usually have two thresholds of influence. A higher threshold allows an actor to directly order an action to be executed, which - in dance with influence mechanics - organically simulates differences between political systems and the power of people inside. A lower threshold allows an actor to propose an action which is then considered by governmental bodies.

This is the case here, where an actor - probably Beria - proposes a crackdown on protests.



(Crossed lines were not added artificially, they are used in the game to cover hidden information. This action is nominally covert. However, as member of the government we know about the process and can reasonably suspect who's behind it.)

A proposal is subject to a vote in the politburo (in which the Soviet player has one vote) which legitimizes it as a state-level action instead of an actor-level action:



That doesn't mean that an actor is now completely separated from the proposed action. When it backfires and sparks a new guerrilla group...



...it can also haunt the actor originally responsible for the mishap:



[h2]International Chess[/h2]

In a slightly more complex world of international relations (IR), the game runs into a classic conundrum of many methods multiplying many targets. A standard set of four simple international actions (subject to change)...



...expands into at least 4 actions x 200 countries = 800 possible actions for every actor participating in IR, de facto much more because established relations allow more specific actions. Imagine meaningful UI and efficient AI for that! This conundrum has been solved by giving IR meaningful frameworks.

An example of such a framework is an international issue, here represented by the "Iran Crisis" from the perspective of the Soviet player who can - as do other actors in the government - propose escalating or settling the matter:



Issues can touch territorial disputes, military presence, peace negotiations, unification, and many other facets of diplomacy (including multiple facets within the same issue). Multiple rounds of negotiations still function as actor actions, which means that they can be voted on by the government, their details can be adjusted, and they operate within the entire espionage gameplay, including... manipulating foreign decision-makers into precise international decisions.



This dev diary hints at IR in the context of actions. In the future, the topic will receive separate deep DD.

[h2]Reactions[/h2]

Returning to Iran, we can also observe meta-complexity of actions:



After Pahlavi began liberalization, other influential actors in the country reacted with critique. This is possible because an action itself also exists in the game world (as "a thought") and therefore can be the subject of other actions. Reaction can also spark further reactions - such as Pahlavi imprisoning critics - and in that way building reactive world from natural chains of actions.

(What's happening in the north-western Iran? USSR still occupies the area in early 1946 and shields the civil war waged by the Azerbaijani guerrilla. Black ink represents a region controlled by separatists with a granularity of the game's ~5x5km grid. Arrows show recent battles and gains for either side, depending on the direction of the arrow. Obviously work in progress.)

[h2]Moddability[/h2]

The system of actions in its all complexity is also fully moddable. Actions can be modified, replaced, added, and actors are robust enough to make use of any of them. The level of code flexibility is set with a few interesting total conversion mods in mind - one of them is a potential UFO / X-Files / conspiracy theory mod. For such a mod, we can add a new action using XML:



And then either use hooks to existing actions (perhaps ambush actions could suffice here) or write new ones in C# Harmony patches. Et voilà!



[h2]Final Remarks[/h2]

As always, screenshots show work in progress and contain countless incorrect details (yes, Russians shouldn't really "meets members of Kyrgyzs" on the 9th screenshot but they did in this playthrough...).

See you on December 1st!

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If you're not already wishlisting Espiocracy, consider doing it

https://store.steampowered.com/app/1670650/Espiocracy/

There is also a small community around Espiocracy:



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"Every cause produces more than one effect" - Herbert Spencer