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Old October 6, 2003, 00:21   #31
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Did some fun lookups
If you spot any mistakes point them out.

Found a few factors that determines air speed are:

Reactor Rating
Nanofuel Cells
Cloudbase Academy
Elite Morale
Air Superiority Ability
(Anti-grav is disabled for air units in a normal game)

Barring Air Superiority ability it is quite easy to work out the air speed of needlejet, chopper or gravship.

Reactor Rating Base Movement Rating (NOT Air Superiority)
Fission - 10
Fusion - 12
Quantum - 14
Singularity - 16

Movement bonus
Nanofuel Cell +2
Cloudbase Academy +2
Elite Morale +1

Normal Air Unit Movement




ReactorBase MovementNanoFuel Cell or Cloudbase AcademyNanofuel Cell & Cloudbase Academy
Fission101214
Fusion121416
Quantum141618
Singularity161820


The Elite Moral simply adds +1 to any of the movement listed above.

Air Superiority Unit Movement




ReactorBase MovementNanoFuel Cell or Cloudbase AcademyNanofuel Cell & Cloudbase Academy
Fission8911
Fusion91112
Quantum111214
Singularity121416


Again, the Elite Moral simply adds +1 to any of the movement listed above.

Given that if we build Cloudbase Academy and Cyborg Factor and running Fundy without wealth we can get instant Elite Air units with movement of 13!
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Old October 13, 2003, 22:26   #32
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Current Hive BDrone levels

#The hive (2102) - BDrone level 7
Voltairegrad (2106) - BDrone level 3
#Jamski Clove (2119) - BDrone level 3
Central Planning (2123) - BDrone level 5
HongHu KongHu (2124) - BDrone level 7
Rokossovky (2129) - BDrone level 6
Googliegrad (2129) - BDrone level 7
St Octaviansburg (2137) - BDrone level 7
Utopia Base (2139) - BDrone level 3
Michanapolis (2140) - BDrone level 5
New Moscow (2140) - BDrone level 6
Vanderburg (2141) - BDrone level 4
Static University (2142) - BDrone level 5
Vevtopia (2142) - BDrone level 6
Kommuniza City (2142) - BDrone level 7
*****************************
The Hive (2144??) - (Hive Rebuild)

Expected Population in 2142 is between 41 to 42
Expected Population in 2144 is around 47 to 50
_________________________________
Hive BDrone levels after rebuilds

Voltairegrad (2106) - BDrone level 2
Central Planning (2123) - BDrone level 3
HongHu KongHu (2124) - BDrone level 5
Rokossovky (2129) - BDrone level 4
Googliegrad (2129) - BDrone level 5
St Octaviansburg (2137) - BDrone level 5
Utopia Base (2139) - BDrone level 1
Michanapolis (2140) - BDrone level 3
New Moscow (2140) - BDrone level 4
Vanderburg (2141) - BDrone level 2
Static University (2142) - BDrone level 3
Vevtopia (2142) - BDrone level 4
Kommuniza City (2142) - BDrone level 5

The Hive (2144)
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Old October 16, 2003, 04:57   #33
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TURN TEMPLATE


[b]Incomplete Preturn 21**[/b]

[b]Things not completed[/b]

[b]Other details[/b]

[b]Non-Military Units[/b]

[b]Military Units[/b]

[b]Crawler allocation[/b]

[b]Worker reallocation[/b]

[b]Production[/b]
The Hive -
Utopia Base -
Vanderburg -
Vevtopia -
Voltairograd -
Central Planning -
Googliegrad -
HongHu KongHu -
Jamski Clove -
Kommunizma City -
Michanapolis -
New Moscow -
Rokossovkygrad -
St Octavianburg -
Static University -

[b]Rehome Notes[/b]

[b]Support reallocation notes[/b]

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Old October 16, 2003, 19:14   #34
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MSN prettification (Making MSN readable)

Here is a tip for beautifying the MSN conversation.

You need:
1) A text editor that can do Find and Replace, e.g. Wordpad

Copy the conversation into the text editor. Always make sure to have a backup incase of accidents.

Warning: Notepad may have issues with adding extra line-returns depending on the size of the wordwrap

2) The names of all participants
These sections are modified, participants by participants.

So to begin with, you copy the name that you are going to prettify.

Vev says:

Stick that in the Find line
Then copy one of these template lines into the Replace line.

[/COLOR][COLOR=][b] [/b]

You then need to add the name and adjust the colour for each talker.

e.g.
[/COLOR][COLOR=deeppink][b]Vev says:[/b]

Recommended colours for representing other users:
orange
deeppink
limegreen
skyblue

Text sizes can also be used

[/SIZE][SIZE=][b] [/b]

Recommended sizes are:
2
4
6

3) Just to make some finishing touches, head to the top of the conversation and remove the unpaired 'closing tag'. Go to the end of the conversation and include the 'closing tag' you just removed to complete it all off.

So here are the template lines again:

[/COLOR][COLOR=][b] [/b]
[/SIZE][SIZE=][b] [/b]

Remember to include the values and the especially the name. Also remember to change the name too. Otherwise you are going to have one big mess and restart all over again.
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Old October 18, 2003, 10:26   #35
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Land planning, got sick of tracking down the thread every time I wanted to look at it.

http://apolyton.net/upload/files/Kody/LandPlanning.jpg
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Old October 18, 2003, 10:55   #36
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Bases already planned to reach size 7
Rokossovkygrad
Central Planning

Current bases statistics
Base number = 15
Bases being rebuilt = 2

Bases to pop boom before the 2nd bureaucracy limit

Vevtopia - BDrone level 4 – <= 17 bases
Michanapolis - BDrone level 3 <= 18 bases
Voltairegrad - BDrone level 2 <= 19 bases
Vanderburg - BDrone level 2 <= 19 bases
Utopia Base - BDrone level 1 <= 20 bases

Base south of Googliegrad also a pop booming possibility.

Phase 2 of pop booming
Phase two will see pop booming from the third bureaucracy limit.
Normal growth at size 3, colony pod at size 5, and doctors + small pysch allocation at size 4 and 6
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Old November 25, 2003, 11:17   #37
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Homeland Central Planning
This thread is created for people to discuss domestic issues. People should familiarize themselves with the following issues: (Here's an initial list. It should be amended and updated by everybody who has any additional thoughts.)

1. Base layout proposed by Jamski & Kody
2. Pop Booming. My understanding is that currently we are using the third method that Kody proposed, i.e. pop booming with Golden Age. It is possible with 0% psych allocation in a size 4 base by setting 2 doctors. The 2+ nut is not needed until the next turn when doctors are switched back to workers.
3. Bases that need to be build and rebuild.
4. Worker allocation and base production.
5. Crawler rehoming if anybody is interested and capable to perform this technique.
6. Social Engineering Settings and energy allocations to maximize the economy and production.

The discussion should happen here and the final desicion should be posted in the command and control thread by whoever is responsible for this department.

An example back when Kody did this is here.
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Old November 25, 2003, 13:38   #38
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Ok first thing we need to do is continue the pop booming till everybase is at size five, then set doctors to continue a large research effort. To this effect we should also build recyling tanks and such to increase base efficency as long as they are not needed to build war materials. Also we should follow the terraforming options set up by Kody though if someone would look at the amount of energy we could get by totaling turing every square on the mesa into an energy park and putting crawlers on it compare to kody's idea as well as putting a borehole on every square that would be great!

I can't post the turn here so I will post here what I think we should do for this turn (move this to here, change production here ect) and people can comment. Will be done today though it may be late today.
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Old November 25, 2003, 14:02   #39
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That's great dacole! If Jamski still does appear maybe you and Chairman can be the turn player? I would be happy to be the backup. If Jamski is back in time I would prefer he be the turn player and we just make sure he checks all points we have addressed. What do you think?

Couple things that I noticed that need to be looked this turn:

1. The Hive rebuild. The Hive needs to be building a colony pod and finish it before it grows.
2. Michanapolis needs to make sure there are two extra food.
3. Find if there are other size 4 bases that can be set up for pop booming. i.e. We need to build a Children's Crech in the base and then switch workers to doctors.
4. Jamski Clovek needs to be building pods.
5. Central planning needs to switch doctors to librarains.
6. See if any of the colony pods in transit need to be planted.
7. See if any future base site needs to be prepared and determine which former is doing the farm and which base is producing the police.
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Old November 25, 2003, 16:08   #40
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Ok what exactly is ment by the hive rebuild? Are there places that we are considering planting our pods, if so where and what critera are we useing to determine if the pods in transit need planting?

Thanks Chairman HongHu
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Old November 25, 2003, 16:19   #41
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Currently we have two bases that need to be rebuild. Hive and Jamski Clovek. The population is small (1 or 2). If we produce a colony pod and disband the base, and in the same turn plant the base right there, we would have a size 3 base due to the Secret Project PTS. Currently Hive is due to be rebuilt. Before we rebuild it we shouldn't build any new facilities in this base. Because of this rebuild we will also cause university base of the uni to go into riot.

As for base sites for all those pods in transit, I suggest you look at the base layout suggested by Kody and Jamski. I myself haven't got time to look where the pods are myself so I don't know the specific. If you are lucky enough to be able to get hold of Kody, he'll be able to tell you where all the pods are heading.
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Old November 25, 2003, 16:21   #42
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Also after the rebuild please remember to rehome its police scout and other units that needs to be rehomed.
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Old November 25, 2003, 17:11   #43
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I support the Jamski/Kody base and terraforming plan

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Old November 25, 2003, 18:34   #44
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Are you planning to play the turn dear deputy chairman? For if you are I would appreciate you read some of my comments and see if you could post a save before the end turn to the forum.
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Old November 29, 2003, 17:53   #45
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A note from Kody a while back in the strategic planning thread regarding pop booming:
Quote:
Bases already planned to reach size 7
Rokossovkygrad
Central Planning

Current bases statistics
Base number = 15
Bases being rebuilt = 2

Bases to pop boom before the 2nd bureaucracy limit

Vevtopia - BDrone level 4 – <= 17 bases
Michanapolis - BDrone level 3 <= 18 bases
Voltairegrad - BDrone level 2 <= 19 bases
Vanderburg - BDrone level 2 <= 19 bases
Utopia Base - BDrone level 1 <= 20 bases

Base south of Googliegrad also a pop booming possibility.

Phase 2 of pop booming
Phase two will see pop booming from the third bureaucracy limit.
Normal growth at size 3, colony pod at size 5, and doctors + small pysch allocation at size 4 and 6
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Old December 1, 2003, 01:43   #46
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Thanks for the update HongHu will take it into consideration
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Old December 1, 2003, 11:49   #47
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I have been thinking a little more about this pop booming thing. Seems like we are about to miss the narrow window. Currently we have 15 bases. As soon as we plant another two to three bases the second brueaucracy limit will be reached and no base would be able to pop boom through GA.

Also, we may need to talk to Kody about the list above. After the replant of the Hive, I assume the bdrone level of each base might change and thus the list may have to be revised. It is crucial that we get the list revised and things planned out to see if any base could be brought up for pop booming before we plant 2 or 3 more bases. So this is within 2 to 3 turns I'd say.
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Old December 2, 2003, 19:49   #48
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Ok plan on what to do for the other bases and with the colony pods is being worked on and comeing soon. Today hopefully. Jam is now terraforming minister under me as vice chairman of homeland planning reporting directly to Voltaire. Still hope to fill other positions soon.
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Old December 3, 2003, 00:58   #49
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Ok here is the plan for the next turn going to do city by city haven't looked at terraformers yet waiting for jam for a bit on that, though general ideas, need farms everywhere now!! All places that are building solar panels that are not on bonuses should be canceled now.

Ok here we go city by city this is long so probably will only interest you if you are in my committie (read jam) but anyone who wants to comment all are welcome just don't say I didn't warn you!

Central planning: build crawler former, boom to seven (might be there already)

gogliegrad: add one pod put cralwer on farm for four nutrients work on creche

Clove: pod for rebuild hurry perhaps, first to another city second rebuild

Michanopolis: partial hurry node add pod prepare to boom when node done add farms

Rokassygrad: move cralwer from energy to food boom to seven

Utopia base: Pts boom (make two pods for other cites)

vandenburg: convoy food rather than min to take care of hunger farm asap!!

vevtopia: add pod, make two doctors boom to five, possibly to seven move pods to food when nessecary build farms asap!

Voltagrad: here have to add that pod back to the city no way really to avoid it I can see (none thats good anyway) however also add another one to this city then boom it

Hong Ku: add pod terraform farms prepare to boom
(node creche build)

Kommumisa city: farms!! ASAP add pod build terraformer
or creche
Moscow: Again farms (seeing a pattern here?) build terraformer add pop bring population to five

Octavonburg: farms and creche prepare to boom add pod

Static uni: prepare to boom build couple of terraformers than node crech

Hive: rebuild
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Old December 3, 2003, 01:44   #50
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Great job dacole. Will have to look in more details when I have time. One question, do we have any facilites in Utopia base? If so then it doesn't fit too well for pod factory otherwise may be good.

Also have you made sure that pop boom is still possible? Have you run the senerio through the simulator?

Looks like we are adding 6 pods to existing bases and will build 3 new bases?
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Old December 3, 2003, 11:20   #51
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Remember don't add anything other than stockpile in the queue. We want to take advantage of that like everybody else does.
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Old December 3, 2003, 11:24   #52
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Also looks like utopia is a good base for pod factory. Verdersburg already stopped hunger because of the completion of the rec tank.

Please double check all your farm orders. My impression is for some bases we already have some farms existing or finishing up. We may need to move or build some crawlers to crawl the farm though, and free some workers to work on forest which will add one more food each worker.

In the immediate future I see in the building queue should consist crawler for some bases (the ones that need to crawl food and currently do not have available crawlers), node for some bases (especially for the ones we crawl energy as well as having librarains), creche for some bases (the ones prepare to boom). For others I suggest clean formers.
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Old December 9, 2003, 14:34   #53
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If the deal with CC goes through then we should think about ways to utilitze this opportunity when we are alloacting ecs away from reseach. Perhaps we could increase the psych allocation so that we can pop boom in multiple bases. We need to look for bases that are close to meet the condition. If we are able to produce many size 5 bases, we will be able to use librarains and drarastically increase our tech rate after 2152.
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Old December 9, 2003, 18:04   #54
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I would suggest increaseing economy or perhaps researching different things though I don't like that option really. Plans for next turn, I hope to set up a pod factory such that every turn we will have one pod produced. This would require finding a city at size four or three that could continually boom and that we could put both crawlers on mines in. This way we would get 14 minerals a turn a colony pod and if we did the booming correctly, never loose population. The pods produced would be sent to every city until it was up to size seven. Now yes I know most of our cities can't support this population however in a chat with kody I learned a great technique called resource phaseing. Basicly every other turn we make all our citizens libraians then the next turn workers. So first turn we are at seven all our workers base goes into riot, but that turn minearls food ect are taken the next turn is when the minerals would be lost. However on the turn a base goes into riot you turn all the citizens into specialists (I would reccomend librarians) city doesn't starve because its built up enough food the previous turn and goes out of riot. Repeat ad nauseum. Now we wouldn't want to do this for long (unless we wanted to go for a transcend victory..but I wouldn't reccomend it even then) since our mineral production falls drasticly in this plan since we are produceing minerals every other turn. Good parts of this plan is that it allows us to pop boom our bases now and get the rewards from it (increased tech from librarians) while we are still finishing up the nessecary infastructure. Haven't found a good city to do this with yet but shouldn't be that hard to find really. Let me know what you think!
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Old December 9, 2003, 18:31   #55
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Interestin. Perhaps we could try that with only one base first, and that base should then produce many crawlers that go for nuts. Once we get the nutrients to maintain the pop, the base boom is stable and we can work on the min and energy output.

At least we could work out a detailed plan for this, and ten test it with any sim. If it works the way we want it to work, we could implement it in one of our next turns.
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Old December 9, 2003, 18:46   #56
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The pod factory idea is an excellent one. We should definitely put it into action. I will look at the turn see if I could help in finding a base to do this when I have time.

The immediate action for the next turns 2149 and 2150 is a different question. For these turns we are supposed to lower ecs allocated to research so we will not complete eco eng until 2151 or 2152. Therefore we have more ecs to allocate than usual. I don't really think we should allocate 100% to economy. Instead I think it presents us a very nice opportunity to get pop booming. Please give it more thought comrades.
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Old December 17, 2003, 21:15   #57
Kody
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The continous pod factory is more useful if you want to have a low micromanagement solution. Or you've already passed the 4th b-drone limit.

In the mean time PTS booming is more efficient.

The resource pulsing can already be used on central planning, just need to fix a couple of problems with work allocation. Rokossovkygrad sadly golden aged, boomed, starved, lost population, boomed lost golden age, starved and is still struggling to get to size 7.
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Old January 2, 2004, 00:04   #58
Mead
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Cashing Crawlers in for Cloudbase and Cyborg Fac
I originally made this suggestion in the Reconcilliation Thread, but I decided to move my response to his thread to Kody's response since this seemed a better place for the discussion.

I noted hat it looked like, if we got the necessary tech in time, that we could get both Cloudbase and Cyborg Fac in the same turn.

Kody responded:

quote:
Originally posted by Kody


***

The problem is a large number of the crawlers we have currently are in use. We definiately need to keep all the crawlers on condensor farm nut bonuses that are feeding our population. Also 2 crawlers dedicated to crawling the 2 energy bonuses, also 4 crawler dedicated to crawling mineral bonuses.

That doesn't leave enough crawlers around to instant build those SPs. In addition crawlers only move 1 move per turn. That means all those crawlers would need to be drawn in from all the far reaches of our empire.

END QUOTE



My response (yes, it may sound a bit cold hearted to our unfortunate citizens).

I understand that, as they should be, our crawlers are put to use once they are completed. Using them to rush build a couple of SPs would mean that our future production would be set back several turns. I understand that we may even end up starving some of our citizens by cashing some of the crawlers harvesting nuts, but the overall good, health, and glory of the Hive are better served by getting Cloudbase and Cyborg Fac. Even if a few of our citizens must, for the greater good, starve.

Getting both the Cyborg Fac and Cloudbase would almost certainly mean that we are militarily unassailable.

Even though I have only started playing SMAX recently, I have grown to love the Cloudbase Academy and I feel that losing Cloudbase to another faction would be devastaing.

Mead
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Old January 2, 2004, 03:00   #59
Kody
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I know, but instead of starving our citizens perhaps we start building extra crawlers now?
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Old January 2, 2004, 13:07   #60
Mead
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Quote:
Originally posted by Kody
I know, but instead of starving our citizens perhaps we start building extra crawlers now?

Sound good to me.


I know we have will to balance the crawler builds against our other requirements, but I think we can build a few more crawlers.

If, however, despite our increased crawler production we still need to cash in some that are gainfully employed producing nuts to get these two SPs, I think we should do so without hesitation. Please note that almost no matter how many crawlers we build, when it comes time to rush build the SP we will have a lot of them off producing (nuts, mins, or mins) because even though we may be making the extra crawlers primarily so we can rush build the SPs, we will still put them to work until we need to cash them in.


Mead

PS
I noticed looking over all the factions on the Security Status Screen that the Hive, by far, has the greatest number of crawlers and formers. This represents our true potential for mass, growth, and dominance.
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