Good suggestions. I was just being lazy with the Singapore thing, since I didnt want to deal with having the whole city dot take up the little Singapore island.
I used to think that was Singapore Island too, but it's actually Bintan or Riau. The closest you can get to the proper location makes it appear to be on the mainland.
Well, given how wide the costal borders are, it'd actually wind up about on the border, because Singapore Island proper is really close to the mainland.
On another note, I'm reworking the map using the DisNES3 city placement. It's about 40% done.
I make no guarantees as to play balance, simply as to a roughly good distribution of ECs in realistic areas. I advise editing 03 to personal satisfaction.
[EDIT] I lay down potential Reservation Activations on the United States, Russia, Germany, and France, pending a look at those stats you're devising and my mood after I've had some sleep.
Thanks alot Symphony, you really helped speed up the map process. I like the new color scheme too. Here are the Great Power's stats:
Spoiler:
Great Powers of the World
Republic of Japan
Ruler/Player: Prime Minister Tanaka Giichi/ NPC
Capital: Kyoto
Government (Efficiency): Constitutional Monarchy (Decent)
Size: Above Medium (3)
Income: Good (+2)
Army (Quality): 35 divisions (Better)
Navy (Quality): 50 squadrons (Better)
Military Education (Land/Sea): Normal/Able
Morale: High
Tech-level: Early Modern Age
Quality of Infrastructure: Decent
Level of Education: Literate
Confidence: Tolerating
Wonders/Projects:
Nation Description:
Spoiler:
After leaving the Entente, Japan had remained in political uncertainty for a short while, but in the end national-liberalism and anti-imperialism were once more embraced. The economy grew greatly with the economic infiltration of southern China (as both American and British positions weakened there for a variety of reasons), a powerful, modern navy was built up, and great progress was achieved in aeronautics. The doctrine of Asianism (the aforementioned national-liberalism and anti-imperialism, plus social reforms and cultural renaissance) was officially adapted under the war hero Prime Minister Tanaka Giichi, who had created the Free Asian Pact of Japan, Chinese Republic and the Philippines, and controversially supplied arms to Indian rebels, incited Siam to ally with Japan (eventually, as Anglo-French strife allowed the government of the rump Siam to regain some freedom of action, and a secret alliance was agreed upon, as it was feared that open action would provoke Anglo-French intervention) and increased Japanese control over its allies through economic domination and bribes for officials. Japan is facing increasing amount of trouble from Chinese, Manchurian and Korean nationalists, and the various Marxists at home, especially Kita Ikki and his ever more popular Zubatovian ideas of "police socialism". It has also recently been stagnating. However, as the world heads into interesting times, Japan stands in position to gain the most from it and attain hegemony in Asia and the Pacific, albeit there are some serious competitors for both...
Empire of Russia
Ruler/Player: Tsar Nicholas II/ NPC
Capital: St. Petersburg
Government (Efficiency): Authoritarian Tsardom (Incompetent)
Size: Huge (5)
Income: Good (+2)
Army (Quality): 80 divisions (Acceptable)
Navy (Quality): 30 squadrons (Standard Training)
Military Education (Land/Sea): Normal/Normal
Morale: Average
Tech-level: Early Modern Age
Quality of Infrastructure: Tolerable
Level of Education: Tolerable
Confidence: Hateful
Wonders/Projects:
Nation Description:
Spoiler:
In Russia, superficially the Germans still retain most priveleges, and the Prime Minister, Peter von Wrangel, is an ethnic German (though Russified and member of a variety of Russian "Patriotic Societies" that, along with the Black Hundreds, have replaced the German army as the pillars of the Tsarist regime), but in fact the degermanization is ongoing, the autonomies and the priveleges are being undermined and generally the government is adapting a populist, nationalist Russian line again. Vladimir Mitrofanovich Purishkevich, Pyotr Arkadyevich Stolypin and Sergei Vasilyevich Zubatov have great influence over the Tsar, though all three are aging; accordingly, the Russian government has returned to the old line of "Orthodoxy, Autocracy and Nationality", but at the same time carried out extensive agrarian reforms and industrialization, and used the crippling of the socialists to gain the support of the proletariat by social reform in the cities, where it would not hurt the landowners. Russia is quickly transforming from the Sick Man of Europe it was for the past decade into a very viable power, but it is unlikely to maintain this rate of progress without foreign backing, and the Germans seem to be up to something again. Also, the liberals have gained great sympathy amongst the peasants, who have recently been reenserfed in all but in name, and a new Pugachev might appear in this worst of possible moments.
Austrian Empire
Ruler/Player: Kaiser Franz Ferdinand/ NPC
Capital: Vienna
Government (Efficiency): Totalitarian Kaiserdom (Competent)
Size: Above Medium (3)
Income: Good (+2)
Army (Quality): 60 divisions (Standard Training)
Navy (Quality): 15 squadrons (Acceptable)
Military Education (Land/Sea): Decent/Poor
Morale: Average
Tech-level: Early Modern Age
Quality of Infrastructure: Tolerable
Level of Education: Tolerable
Confidence: Respecting
Wonders/Projects:
Nation Description:
Spoiler:
Austria-Slavania is no more. After over a decade of ethnic and political strife, Franz Ferdinand had learned that the Croats were no better than the Magyars, especially with their frustrated colonial and Yugoslavic ambitions. Finally, he decided to overhaul the system again; Kingdoms of Bohemia, Hungary, Slavania and Galicia-Lodomeria were abolished, and the empire forcefully recentralized around Vienna; fierce resistance was sometimes encountered, but the Austrian army and secret police cracked down on it, and eventually, after a year of martial law, the imperial reform divided the Empire into geographically-determined (as opposed to ethnically) prefectures, and an united parliament was created; however, it didn't hold all that much power, and Franz Ferdinand had the right to dismiss it at will. The German and (due to the state's protection) Jewish populations all over the realm became the new regime's powerbase, other minorities were successfully played against each other or subdued in force, like the Hungarians who were partially (and quietly) genocided or expelled by now anyway due to von Hotzendorf's unrelenting efforts. Von Hotzendorf himself, ailing, had moved to Vienna (where he still lives and is frequently consulted by the Kaiser), but his operations continued - Hungary's ethnic Magyar population was almost a half of its former self by now. In general the Austrian Empire is virtually totalitarian with both the positive and the negative results; though the repressions have damaged its great culture, and great dissent still exists in ethnic minority regions, it seems to have at last entered the harbour of stability, coinciding with great social and military reform
Second Reich of Germany
Ruler/Player: Kaiser Wilhelm II/ NPC
Capital: Berlin
Government (Efficiency): Constitutional Kaiserdom (Decent)
Size: Large (4)
Income: Strong (+3)
Army (Quality): 70 divisions (Trained)
Navy (Quality): 65 squadrons (Trained)
Military Education (Land/Sea): Skilled/Able
Morale: Average
Tech-level: Early Modern Age
Quality of Infrastructure: Improving
Level of Education: Educated
Confidence: Tolerating
Wonders/Projects:
Nation Description:
Spoiler:
Germany is an empire, but an empire in crisis. Though its population - after the Eurasian War bound the north and the south together, while most Poles were expelled to Poland - is as united as ever, it is unclear whom do they love most - the reforming, stabilizing Sozialdemokrats or the militaristic, deified Kaiser. There are rumblings in the colonies; attempts to subordinate Austria-Slavania and Russia have backfired, and the Grossbund is threatening to fall apart: not only Austria and Russia are likely to leave, but the lesser "allies" as well cannot be relied upon. ). Germany, however, has even better chances of getting out of crisis than Britain; if it concentrates on just land domination, it may regain Eurasia, as even the Russian and Austrian armies acting together would be no match for the Reichsheer, if it concentrates on the sea - Britain's navy is bigger, but it is also outdated. France on the land and America on the sea might be more of a challenge, though...
Fourth Republic of France
Ruler/Player: Prime Minister Charles de Gaulle/ NPC
Capital: Paris
Government (Efficiency): Republic (Skilled)
Size: Large (4)
Income: Strong (+3)
Army (Quality): 60 divisions (Better)
Navy (Quality): 45 squadrons (Standard Training)
Military Education (Land/Sea): Able/Normal
Morale: High
Tech-level: Early Modern Age
Quality of Infrastructure: Improving
Level of Education: Educated
Confidence: Admiring
Wonders/Projects:
Nation Description:
Spoiler:
Of the three greats (Britain, France and Germany) of Western Europe, France was always the weakest, burdened by an unstable political situation and shortage of manpower, put in a barely-defensible strategic position and since the Entente's collapse and the Iberian Revolution surrounded by hostile powers. Militarily-strong, France nonetheless was weaker than Britain at the sea, weaker than Germany on the land. But now, the tides seem to be turning. Britain and Germany have stagnated, their empires are in crisis, while Iberia has lost its momentum - and in the meantime, France is in its prime, reinvigorated by de Gaulle's reforms. Wonderful opportunities abound everywhere... but Britain and Germany are still strong and more vigilant than ever, and after humiliating the Reichsheer, France can be assured about total annihilation in case of defeat, with Italy as a possible example of France's future then. Victory is far from assured at this point, but very much possible if France plays its cards well.
Great Britain
Ruler/Player: Prime Minister Sir Austen Chamberlain/ NPC
Capital: London
Government (Efficiency): Constitutional Monarchy (Competent)
Size: Gargantuan (6)
Income: Strong (+3)
Army (Quality): 35 divisions (Trained)
Navy (Quality): 100 squadrons (Well Trained)
Military Education (Land/Sea): Able/Qualified
Morale: Average
Tech-level: Early Modern Age
Quality of Infrastructure: Decent
Level of Education: Educated
Confidence: Respecting
Wonders/Projects:
Nation Description:
Spoiler:
Great Britain was waning. The Royal Navy still ruled the seas, but it was increasingly challenged by America and to a lesser extent by Germany (which now begun a new naval buildup after the apparent failure to create a Eurasian empire based on land power instead) and Japan. Trade, despite the agreements with Germany, was on decline, production have troubles catching up with competitors. The great colonial empire was being shaken by rebellions, most notably the ones in Arabia (that resulted in a long, ultimate unsuccessful campaign against the Saudis, who had managed to create a formidable guerrilla force by combining Arabian fanaticism and guile with weapons bought from all the three great powers around them) and in India). Though the latter was eventually kept in line by ruthless military intervention, British plans for a Dominion were constantly delayed by the rebellions, which, in turn, mostly served to further fuel Indian nationalism. Ireland was Ireland. In Palestine, the Jewish settlers proved good allies against the Saudi-incited Palestinian Arabs, but now themselves were clamoring for independence The British Empire may not survive another war; on the other hand, a competent leadership just might carry out the oft-mentioned but never actually carried out Imperial Reform, and thus guarantee for Britain some place in modern politics; also, Britain, despite increasing mutual alienation from the world, is, like America, pretty free in choosing allies; it has grudges against everyone, but could make common cause with just about anyone as well, especially if any other given great power scares everyone enough.
United States of America
Ruler/Player: President Franklin Delano Roosevelt/ NPC
Capital: Washington
Government (Efficiency): Democratic Republic (Competent)
Size: Huge (5)
Income: Strong (3)
Army (Quality): 45 divisions (Standard Training)
Navy (Quality): 75 squadrons (Better)
Military Education (Land/Sea): Able/Able
Morale: High
Tech-level: Early Modern Age
Quality of Infrastructure: Tolerable
Level of Education: Educated
Confidence: Admiring
Wonders/Projects:
Nation Description:
Spoiler:
The United States of America were, indeed, a Napping Giant during Woodrow Wilson's two terms (1916-1924). Wilson concentrated on domestic reforms, only moving into foreign politics to restrain some all-too-independent Central Americans and to propose idealistic projects, such as the intermediation between the Entente and the Dreikaiserbund in the Great Eurasian War and the creation of a League of Nations. None of these had success; nevertheless, America's relations with Japan improved further when full independence was granted to the Philippines in 1924 (some suggested selling to the Japanese, but Wilson didn't like that idea at all, and the other great powers in the region probably wouldn't have approved neither, while Philippine independence was a perfectly acceptable compromise). Reaction against both isolationism and idealism came; President John Joseph Pershing, a Republican, concentrated during his administration on restoring order in the Carribean, especially in Mexico; during this time the American commercial priorities fully shifted from the Far East, which basically was abandoned but for continued investments in the Philippines, and exploitation of South American markets begun. It too was interrupted by the revolutionaries, allowing the Germans to eventually infiltrate the southern continent economically, but the Comunistas and the European intervention have forced the next president's hand. Franklin Delano Roosevelt (OOC: in this world, without polio and with a different career), though a Democrat (he considered reviving the Progressive Party at first, but changed his mind), was an imperialist first and foremost; he had proven that the American Empire of his cousin was not dead at all, and, after the intervention, moved in to consolidate American control very radicallyOutside of the Western Hemisphere, on a global level, the USA is probably the freest of the great powers; it could ally with just about any of the old Entente members, or maybe sign a realpolitik, pragmatic pact with Germany to divide the world
Deadline for orders:
Friday, Not yet determined, at 7:00 PM Central Standard US Time.
Brief Introduction:
Well, as some of you may know, I have decided to scrap the For Want of a Nail timeline for now. Some of you may be disappointed because of this (adrogans especially, don’t worry, I will mod it eventually, likely as staznesX) but I have an alternative timeline that I think most of you will enjoy. It’s another one of those industrial PoDs’s from das, but it’s rather in depth and I think provides a fun geopolitical situation for you NESers.
My personal opinion is that no matter the timeline, as long as there is a group of dedicated players and a dedicated mod, the NES will be a fun experience for all. Any and all suggestions should be directed towards me without hesitation, this is your game much more than it is mine.
Final note, I would REALLY like less experienced NESers to stay away from major nations (Britain, Germany, Russia, USA). This is mainly because I have a rapport with the more experienced NESers and can trust their ability to competently lead their nation and stay in the NES. Of course, if no one comes up to snatch these nations, or if the player drops, its free game for all.
Eurasian War Timeline:
Orders:
Orders should be in on time. You can do them anyway you wish, though I would be pleased if they are divided in three sections. One listing how you spend your funds; one detailing non-military actions and one detailing military actions. That will make it easier for me to deal with. Maps are welcome.
You may include your stats, but you do not need to. Please try and limit yourself to just two PM's.
Make sure to specify, at least in the initial orders, how your forces are deployed and, if you move them, what is deployed where. That will be vital for me when working out the initial success of attacks. You don't need to tell me every time where they are deployed, but I'd appreciate it.
Finally, please link to any treaties you have signed.
Turns:
There are two turns in every year; Summer and Winter.
In winter military campaigns are more difficult due to the effects of the weather and thus you might want to spend more on support for your forces. Weather-effects can be anything from extreme cold to blocked passes and frozen water (which can be both good and bad). Also, troops generally don't like fighting in the cold.
Stories:
Are much encouraged. Good stories might get a bonus. And they might not. I'll try to utilize the system used by das with random bonuses for various things. Stories will generally make your plans more likely to succeed though.
Note on military:
All things equal, the force with the most and best trained and led troops will win a battle. However the use of fortifications and natural barriers is a great equalizer and I strongly recommend people to consider these things when planning defensive strategies. A mountain pass can be held against overwhelming numbers and fortifications can easily slow down an enemy force and hold out against superior numbers. Generally speaking, you'll want a 4:1 numerical advantage when assaulting strong points, though you could bypass them or attempt to starve them out.
Morale can also be a great equalizer. Furthermore, occupied territories WILL rise against you unless properly garrisoned.
Previous Updates:
Spring/Summer 1932
Fall/Winter 1932
Rules v. 1.4, staznesIX Edition
As most Nesses become a massively, complex series of wars, these rules focus mainly on the military aspect. The point is to make the armies more different than simply one being larger than the other by taking into account not only size, but also the skill of men and troops as well as morale.
Template
Ruler/Player:
Capital:
Government (Efficiency):
Size:
Income:
Army (Quality):
Navy (Quality):
Military Education (Land/Sea):
Morale:
Tech-level:
Quality of Infrastructure:
Level of Education:
Confidence:
Wonders/Projects:
----
Ruler/Player:
The leader of the nation. First the in-game name, second the player name.
Government:
Your form of government. Nothing fancy in this. Most will be some sort of monarchy. Efficiency, which is noted in brackets, indicates how well trained your administrators are. A high level makes it easier to carry out civilian policy changes and plans, reduces corruption and risks of traitors, and is generally helpful in subtle ways.
Capital:
Well, this is like, the administrative centre of your nation where your ruler, most likely, lives. Capitals are ringed in white on the map. Protect it well. The loss of your capital will be devastating for morale.
Size
As proposed by Disenfrancised, though somewhat altered by das. The larger your country is, the more money you will have to spend to grow any particular stat that might be grown by eco. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country. This is in to keep the larger nations with more trade centers from completely overrunning the smaller nations and, hopefully, keep the nes more balanced.
Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)
Income:
Shows what state your finances are in. The size of your nation is irrelevant as larger nations usually also have larger expenses. The income shows the surplus you have available for use.
Nations also have a treasury where they save up for harder times. This means that you can bank parts of your income. Be careful though as treasuries can be plundered, raided and robbed.
Wars are expensive business. Expect your economy to take a hit if go to war, particularly if it drags out. This is due to disruptions in trade, burned crops and fewer people working as they get called up to serve garrison/militia duty.
An economic level can be sacrificed for extra eco points. This represents you selling off assets, pawning land and generally squeezing your subjects. This will gain you a large financial boost, but is extremely damaging to your economy. If you decide to sacrifice you will lose TWO economy levels as you not only lose income but also put yourself in debt. It’s a vicious circle. The more values you have, the more you’ll gain. When you sacrifice your income for the turn will be the amount listed below + income from your eco-centers.
Sacrificial Table:
Initial level of economy – points gained.
Bankrupt: not possible
Heavy depression -> Recession: 2
Poor -> Pretty good: 3
Good -> Growing: 5
Strong -> Wealthy: 7
Rich -> Exceptional: 9
To grow economy you will need to spend twice the amount of eco-points that the next level provides. You can not sacrifice a level in the same turn you grow your economy. You do not need to pay everything in one turn, but can invest over several turns. You can, however, still spend income from your special cities. Growing is hard.
EcoPoints can be spent on: Education, improving administrative efficiency, recruiting armed forces, improving the quality of your forces, improving infrastructure, starting projects, bribes, gifts, maintaining your current levels, supplying troops during war time, be banked etc.
Special cities:
Some of your cities may take on a special status as either an economic, religious or cultural centre. These cities are highly valuable as they’ll give you extra income. All special cities will be ringed in red. Every such city you have will give you one extra eco-point every turn.
Army/Navy:
The size of your military. Every point you spend will get you either 5 divisions or 5 ships. Newly raised units will be recruited at “Green” level.
If you desperately need troops you can recruit twice the amount of Army troops for the same price, ie 10 divisions for one point, but they will then come in as “Untrained”. Basically it’ll give you the choice between a large, poor force or a smaller, trained one. Untrained forces won’t be worth much when attacking, but they’re more than capable of doing defensive work as it is mainly a case of pointing and pulling the trigger.
If your military reaches a very large size then your economy might suffer due to increased costs of supplying and maintaining them.
1 division is roughly 10,000 troops.
Quality (Land/Naval):
This covers the quality of your armed forces. How modern their equipment is, how well they have been trained to use it, how battle-hardened they are, how well they follow orders etc.
Increasing the quality is quite simple. 1 point will improve 10 divisions one level or 5 divisions two levels. This will make it very expensive to raise a large, well trained army, but makes it very viable to have a smaller, well trained core.
The same principle applies to the navy. One point will increase 5 ships once or 2 ships twice.
Difference in quality will mainly be important in pitched battles. A force with inferior quality can still win a battle with little difficulty if they are occupying defensive positions, utilize the terrain well, are led by skilled officers or through pure luck.
Untrained – Poor – Green – Acceptable – Standard training - Better - Trained – Well trained – Professional army – Elite forces
Military Education:
This level tells you how trained your officers and commanders are. The higher the level is, the better their ability is. Some nations are famed for their military academies, others might have a single or a few exceptionally skilled individuals and other nations might have really poor leaders as they are appointed as favors or due to influence rather than because of their talent.
To raise this level you must pay 2 eco-points for every 10 divisions or 25 ships. This can be done over time.
Incompetent – Unqualified – Inept – Poor – Normal – Decent – Able – Qualified - Skilled
Morale:
Morale is an indicator of how happy your military is with the way things are going. Victories will naturally increase this, whereas defeats, high casualty rates or incompetent command can reduce it. If it drops to a low level, desertion might begin to affect the army, rebellions might break out etc.
Revolting – Very low – Low – Average – High – Very High –We stand together!
Tech Level:
Most Nations shall start in the Early Modern Age. You can up your tech Era by having a good National Intelligence, along with research. Mainly this will show how industrialised a nation is and what advances, such as railroads, it has available. Oddly enough, the army usually is more or less up-to-date as most rulers happily buy the newest weapons rather than focus on developing their nation.
Early Industrial Age: approximate analogy - 1790-1840.
Middle Industrial Age: approximate analogy - 1840-1880.
Late Industrial Age: approximate analogy - 1880-1916.
Early Modern Age: approximate analogy – 1916-1940
Middle Modern Age: approximate analogy – 1940-1990
Late Modern Age: approximate analogy – 1990-?
Infrastructure:
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centres, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.
Education:
This is how well your people are educated. The higher the education, the more chances you have to develop new technology.
Once someone reaches Enlightenment, he becomes much more likely to reach the next age. When someone reaches the next level they will drop back down to Educated.
Almost everybody can learn to read and write, but it takes quite a bit more to become a professor in quantum physics which is why this has been implemented. You can also buy the technology other nations.
Confidence:
This is similar to morale, but affect the civilian population rather than the military. This is mainly affected through your policies, but also events throughout the world, wars and many other things have an effect on it. A war can increase this, but if it goes on for a long time, even if you’re winning, the pure strain of being at war combined with casualties can make it drop rapidly.
Wonders/Projects:
These are special monuments that you construct or projects you initiate. Wonders will be much more expensive to build, but their effects are longer lasting and more powerful. They can also cause cities to gain special status. Projects are faster to do, but will usually be less powerful. Projects are often some kind of reforms or minor constructions that will give you an immediate boost. Wonders will often give you a smaller boost, but will be effective longer. As a general rule of thumb projects won’t be available initially, but consult me and I’ll tell you if the effects you want are ok and how long it will take. Construction will cost 1 EP per turn. You can spend extra to speed it up. You can either pay 3 EcoPoints extra to speed it up by an extra turn OR you can sacrifice an economic level to speed it up by two extra turns. You can only construct one at a time.
1 EP invested = progress project by one turn
3 EP invested = progress project by two turns
1 EP + 1 EcoLevel invested = progress project by three turns.
UU:
You can have one UU per age. Your UU will be either a naval or a land unit and be upgraded along with it. You can change it at any time you wish as it might become obsolete. Recruitment cost will be the same as for standard troops. They will always be considered one training level higher than the other troops in that category. This is the only way to get Elite+1 units. Often they also have other special advantages such as being mountaineers, amphibious, stealthy, more heavily armed/armoured etc.
Your UU may never be larger than 50% of your normal units. Casualties in war might change this, but you can never increase it to a larger proportion.
When you want a UU you just tell me what you want along with a description of it.
Basic Price-chart:
5 divisions: 1 eco-point
5 ships: 1 eco-point
Increase of Infrastructure, Education, Government Efficiency: Size stat # in eco-points
Training: 1 point for 1 level (10 divisions/5 ships) or 1 point for 2 levels (5 divisions/2 ships)
Tactical knowledge: 2 points for every 10 divisions/25 ships
Projects: 1 eco-point for 1 turn (basic)
Economy: Variable
Logistics: 1+ eco-points
Fortifications: 1+ eco-points
Dachs, I'll be willing to compromise on you just doing South America's stats I'm almost done with everything else, but the South American situation does not have a whole lot of detail shed on it.
Yes, and highly reliant upon France as well. It could be worse though, you could be Albania! (I think thats the slogan for every mediocre European nation )
das, you can get a free reservation by passing judgement on the stats once they are completed, since this is your timeline and you have the best idea of what the stats should look like. If you want one that is.
Dachs, I\'ll be willing to compromise on you just doing South America\'s stats I\'m almost done with everything else, but the South American situation does not have a whole lot of detail shed on it.
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