Improvements

The problem with happiness bonuses for natural wonders is the AI hasn't been coded to recognize it. Might re-visit this if/when they code that in...

The TP change is aimed to both reduce the importance of rivers, and make all improvements about equally valuable next to rivers.

I agree shifting the value of improvements over time in the game is something good to pursue, makes planning more interesting. With this setup, TPs are the most valuable until civil service / engineering boosts to food and production, which brings all three yield types up to about equal importance.

This is why I'd like to put a +1g TP bonus at Economics, to coincide with the Fertilizer farm buff and Steam Engine production buff. The TP buff only exists in policies... which limits it somewhat.

I'm also going to move 1h of the Lumbermill to the Machinery tech, to delay their importance a bit. This would put mines as most valuable in the ancient, classical and medieval periods... both about equal in late medieval and renaissance... then lumbermills as more powerful in industrial/modern.
 
The problem with happiness bonuses for natural wonders is the AI hasn't been coded to recognize it. Might re-visit this if/when they code that in...

The TP change is aimed to both reduce the importance of rivers, and make all improvements about equally valuable next to rivers.

I agree shifting the value of improvements over time in the game is something good to pursue, makes planning more interesting. With this setup, TPs are the most valuable until civil service / engineering boosts to food and production, which brings all three yield types up to about equal value.

Along these lines, an idea I'd like to pursue is TPs -1g with +1 at Economics, to coincide with the Fertilizer farm buff. There's probably some way to find an early gold buff to counterbalance it...

Yes, I've noticed the AI seemingly ignoring the FOY.

With regard to balancing Fertilizer, keep in mind that the human population exploded at around this time. To some degree, I think techs like fertilizer and steam power should noticeably affect the game.
 
Oh I agree completely, not going to reduce their effects. Economics seems 'meh' in the game right now though. Basically all it gives is an underwhelming production building and Big Ben. The latter kind of reflects the impact the formation of modern economies had, but moderately so and only for one civ.
 
I thought about it before falling asleep and I agree your TP mod changes are better than making them 1 base :c5gold:.

Note that now a TP put on a river mouth next to a city yields whopping 5 :c5gold:! I still think it's ok, because it's mainly a coastal buff.

I think before someone says this is OP, think of it as seperate items:
- coastal regions were already buffed before for a good reason, this just changes
the HOW a bit
- River gold is reduced a bit. Instead you get more gold from a few tiles next to
your cities, improving river to non-river balance.

If we find that coasts are still underwhelming, we might add gold to mines and lumbermills next to the shoreline, like what they get when next to a river. This would again represent easier transport. Maybe even farms should get 1 gold whe next to a shore, not sure why it should be a particularily bad idea to farm coastal regions. All this could require an (early) naval tech, making it more appealing to go this route.

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Regarding a lategame TP buff, I'm not sure if policy boosts aren't strong enough already. Isn't money already easy enough to get once you finished specializing your cities (markets and such)?

If you'd boost TPs at economics, would you boost all of them? As a compromise, you could only buff the ones adjacent to a city, representing suburbanization (overall +2 :c5gold: for city adjacency after economics).

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EDIT:
In your dev version description you asked for ways to remove extra gold. Wasn't there a "city maintainance" mod somewhere, where every city costs a bit more than the previous? IIRC it was one gold for the second, 11 gold for the 10th, 16 gold for the 15th....

While this seems a bit much for my liking, something along these lines would be interesting. You could also create a science penalty that increases with number of cities, for the small vs. large empire balance.
 
Harbors still get the +1 merchant specialist slot of the CD mod (0 in vanilla) like before. I could increase it to 2 slots if they feel underpowered again.
I'd leave at 1 merchant. If you make too many specialist slots available, then they lose any value, because they no longer constrain the number of specialists you can have.

* * *

But then your second statement contradicts that, stressing that the AI is already OD'ing on happiness. Contradiction aside, I'm not sure what the AI paying too much for luxuries they don't need on higher levels has to do with the overall issue.
My point is that you shouldn't try to balance natural wonders by comparing them to luxury selling, because there is widespread agreement that luxury selling is not balanced.

The problem is not the AI ODing on happiness, its that they're willing to pay the human too much to do so.

So: reduce AI willingness to buy luxuries they don't need, *and* reduce the value of the natural wonder.
Don't balance against a broken mechanic.

* * *

This would put mines as most valuable in the ancient, classical and medieval periods... both about equal in late medieval and renaissance... then lumbermills as more powerful in industrial/modern.
I don't think this is a good design goal. I think the goal should be to keep them roughly equal in terms of total yield at every period, but lumbermills give less hammers and more food, and maybe they get their yield boost a tech or two ahead of mine boosts, to give some compensation for not chopping forest-hill tiles.

I'd be tempted to put lumbermill boost at machinery and steam power, with mine boosts at metallurgy and dynamite (or replaceable parts, or railroad, or something).

* * *
If you're set on keeping +1 food to fresh water farms at fertilizer, then I like the idea of combining that with a -1 gold to rivers and +1 gold to trading post with rivers.
This means that there is still some tension between what to build next to rivers: do I build farms or TPs?
However, I'd still try to make the boosts happen at roughly the same time, otherwise you have incentive to build TPs in the early game next to rivers, then pave over some of them with farms with CS.

Not sure about coast though. I think I'd prefer to boost the yield of coast tiles (probably though buildings, so they still require some kind of investment) to make them worth working rather than boosting TPs next to coast; if you do that, then you're back to a no-brainer situation where you TP every coastal tile.

If you did do it, I'd make it +1 gold if adjacent to river or coast, so the effects don't stack.
We don't want to make people deliberately not found their city on a coastal rivermouth tile so as to preserve an extra high-yield tile.

As a compromise, you could only buff the ones adjacent to a city, representing suburbanization (overall +2 for city adjacency after economics)
My other big worry with changes like this, or TP adjacent to coast, is that you're going to severely mess up the AI.
I think one of the big reasons why they made improvements so simple in Civ5 was to try to reduce the ability of the human player to perform better solely through improvement placement.

You risk making TPs next to cities a no-brainer for the human, but something that the AI won't understand. It might understand once you have the Economics tech and observes the higher yield, but that would require to pave over and reoptimize all its existing improvement layout, whereas the human player can anticipate the yield and pre-place their TPs in the right place.

You also risk encouraging ICS; with more spammed cities, more tiles are adjacent to cities, and so its easy for even a weak city to pay for itself and its happiness buildings.
 
To recap:

Trying to keep as many of the design decisions you've already made (even the ones I'm not so keen on) in a relatively balanced way, I'd consider something like:

Farm gives +1 food, +1 food with fresh water and Civil Service, +1 food with fertilizer
Mine gives +1 hammer, +1 hammer with Metallurgy, +1 hammer with Railroad (or Dynamite).
Lumbermill gives +1 hammer, +1 hammer with machinery, +1 hammer with steam power.
Trading post gives +2 gold, +1 gold with fresh water and (Engineering or Metal Casting or Compass?), +1 gold with economics.
 
Whoa, a lot happened here! I pretty much agree with Ahriman's posts above. My thoughts:

*Coastal tiles getting +1G tied to a building sounds like the right way to go - maybe change the Harbor to this instead of all water tiles (and for all coastal tiles, not just TPs). Could give the seaport all water tiles 1G instead, that building is very situational and could use a buff imo. Also, there are only three coastal buildings and one of the goals here is to increase the desirability of coastal cities, so buffing another one could help here.
*City adjacency for TPs should be removed I think, or only implemented at a tech in the modern era - I'd suggest Combustion, it could use the buff and it's justifiable.

Otherwise, looks great!



@Seek regarding the reef. Remember it's a coastal wonder, therefore development options for it are more limited. In many games I play the reef appears in an inaccessible/bad spot for a city to be built. The desert wonders also suffer from this (like the mesa and crater).

Good points.
 
I like the coastal buffs, as I've always thought a coastal city should be at least equivalent in commerce to a river city (if not more so). In addition to buffing the land along the coast, is it possible to bring back the civ4 behavior of +1 gold in coastal waters? I really loved this, since it made bays and seas extremely beneficial for settling, compared to some random arctic coastline.
 
To recap:

Trying to keep as many of the design decisions you've already made (even the ones I'm not so keen on) in a relatively balanced way, I'd consider something like:

Farm gives +1 food, +1 food with fresh water and Civil Service, +1 food with fertilizer
Mine gives +1 hammer, +1 hammer with Metallurgy, +1 hammer with Railroad (or Dynamite).
Lumbermill gives +1 hammer, +1 hammer with machinery, +1 hammer with steam power.
Trading post gives +2 gold, +1 gold with fresh water and (Engineering or Metal Casting or Compass?), +1 gold with economics.

This makes sense to me, and in a manner that synchs with the traditional Civ improvement mechanics. The earlier point about the danger of buffing ICS is also a good one.
 
I agree with +1 to every coastal tile if you have a seaport, because it actually forces you to build the city on the coast, too. Maybe an earlier building would be better, though, coasts were always valuable.

I think we agree the change to rivers is appropiate as Thal made it yesterday?



Regarding +1:c5gold: for city adjacency:

We always wanted to give this to every TP from start, because it counterbalances the reduced river gold. Another + 1:c5gold: with adjacency was my suggestion for a boost after economics, if a boost for all TPs is too much. None of this would be a problem for the AI.

The point about ICS boosting is valid, but the concept is not automatically bad because of this. An adjustment to the trade route calculation could counter it, for example. We just have to make sure big cities are still valid gold producers.
 
Happy new year, folks! ;)

I'm somewhat sober again and wanted to give you some feedback on the "adjacency" topic. I've played a few hours with the new dev build.

As you might imagine, there have been some issues. Like so often, it is not a question of better or worse, but of which gameplay we want to achieve. I'll admit it right here: the way the current dev build handles tile yields (especially TPs) doesn't work that well. Let me explain why and make some suggestions:


There are 2 basic principles for balancing tile yields:

1) Improvements are equally strong, no matter where you build them (a feature that buffs all improvements equally doesn't count).

2) Improvements are clearly better when built in certain positions, then making them a clear favorite in this position.

Oddly, in vanilla ONLY farms are position-dependent. For all other improvements, the position doesn't matter at all (as long as they are allowed).

We have done 2 very different different things with the changes in the dev build. First we nerfed the position-dependancy of farms by making each improvement equally valuable next to rivers (which then no longer counts).

But then, we have added buffs to TPs for coast and city adjacency, without giving anything similar to the other improvements. Logically, TPs were a clear favourite in these positions now, just like riverside farms were before. TPs are so much stronger in quite a few positions now (when certain boosters stack) that building anything else there would be plain foolish. They also don't need any tech to get so strong, unlike mines/farms. We created a mechanic for TPs that we wanted to get rid of for farms.


The question is: What do we want?

Balancing the game around the first of the two design principles above is rather easy, but less interesting. We could just say that a river (and possibly a shore) provides +1 yield to ANY improvement. So rivers/shores would be "better" terrain, but all improvents would be equally viable there -> Simple balance!

First, the issue with the above way of balancing: All the improvements should get their buff around the same time/era! In the dev version, there was a huge problem with farms only being improved by rivers midgame after civil service, but trading posts had the bonus from turn 1!!! This has to be considered either way.


Secondly:
Is there a way to use adjacency for added fun/complexity while still being balanced?

I think there is! We only need to buff each improvement in a certain terrain. This could mean that farms profit from fresh water, mines profit from vicinity to a mountain and trading posts (=villages) profit from being next to a major city.
These are only examples, but what would we achieve?

- Certain regions favor certain city specializations
- A tile could be epecially suitable for multiple improvements, offering choice (*)
- Possibly more natural/realistic settling patterns
- More strategic choices
- More regional differences, not only river/non-river
- The AI should understand it quite well (it can count yields after all)


I have to think this through in detail, and I have to check the vanilla and TBM techtree for good timepoints to put these yield buffs. I'll provide details later!

In the meantime, feel free to state your thoughts! ;)



(*) EDIT: That's actually the core element why I think this mechanic is better than the one we currently have in the dev build (and vanilla): If multiple improvements have areas where they are better AND those areas overlap, we have an interesting and varied choice very often. Some spots would buff no improvement, some a single one, some would even buff all improvements. But a huge amount of the tiles on a map would buff some, but not all improvements.

The combinations could be city+mountain vicinity, coast+river, river+mountain, city+coast, river+mountain+city, river+mountain+coast, ... The player would have an always different selection of boosted improvements - or he could decide to build an suboptimal/not boosted improvement for a certain reason.
 
Happy new year, folks! ;)

I'm somewhat sober again and wanted to give you some feedback on the "adjacency" topic. I've played a few hours with the new dev build.

As you might imagine, there have been some issues. Like so often, it is not a question of better or worse, but of which gameplay we want to achieve.

There are 2 basic principles for balancing tile yields:

1) Improvements are equally strong, no matter where you build them (a feature that buffs all improvements equally doesn't count).

2) Improvements are clearly better when built in certain positions, then making them a clear favorite in this position.

Oddly, in vanilla ONLY farms are position-dependent. For all other improvements, the position doesn't matter at all (as long as they are allowed).

We have done 2 very different different things with the changes in the dev build. First we nerfed the position-dependancy of farms by making each improvement equally valuable next to rivers (which then no longer counts).
But then, we have added buffs to TPs for coast and city adjacency, without giving anything similar to the other improvements. Logically, TPs were a clear favourite in these positions now, just like riverside farms were before.

The question is: What do we want?

Balancing the game around the first design principle is rather easy, but less interesting. We could just say that a river (and possibly a shore) provides +1 yield to ANY improvement. So rivers/shores would be "better" terrain, but all improvents would be equally viable there -> Simple balance!


Option 2 and an issue I haven't mentioned yet after my lunch break - stay tuned ;)

EDIT: Here we go:


First, the issue with the above way of balancing: All the improvements should get their buff around the same time/era! In the dev version, there was a huge problem with farms only being improved by rivers midgame after civil service, but trading posts had the bonus from turn 1!!! This has to be considered either way.

Secondly:
Is there a way to use adjacency for added fun/complexity while still being balanced?

I think there is! We only need to buff each improvement in a certain terrain. This could mean that farms profit from fresh water, mines profit from vicinity to a mountain and trading posts (=villages) profit from being next to a major city.
These are only examples, but what would we achieve?

- Certain regions favor certain city specializations
- A tile can be both next to a river AND next to a mountain, offering choice.
- Possibly more natural/realistic settling patterns
- More strategic choices
- More regional differences, not only river/non-river
- The AI should understand it quite well (it can count yields after all)

I have to think this through in detail, and I have to check the vanilla and TBM techtree for good timepoints to put these yield buffs. I'll provide details later!

In the meantime, feel free to state your thoughts! ;)

My main concern with all of this is simplicity. An improvement gives x, and x+1 on a single specific location makes for interesting, but easily absorbed gameplay. The idea of TPs providing +1 on multiple but not all locations is suboptimal, in my opinion.
 
Current state: Vanilla

All improvements have +1 yield (except trading posts and GP improvements).

Farms get +1 with fresh water after CS and +1 for the others after fertilizer.

The only other improvement getting a buff is the lumbermill (+1 with steam power).



Current state: TBM

Farms get the CS bonus as usual and ALL farms get 1 additional yield after fertilizer.

Lumbermills and Mines get +1 yield after engineering/machinery. In addition, the LM retains its bonus with steam power.

Trading posts get +1 with economy.


Please correct me if there's a mistake!



Analysis:

In vanilla, tile yields don't change much. During the midgame (from civil service to fertilizer) rivers are even stronger than usual, at least when farming them. The additional yield for lumbermills might mean the devs regarded 3:c5production: a bit stronger than 2:c5production:1:c5food:, so the lategame boost to LMs balances this, making them somewhat equal in average.

I'm not going to explain Thal's motivation for changes, that's best left to him ;) In general, a production boost is a much requested feature, though there have been doubts recently that the current state might be a bit much. Trading posts mostly receive a boost in the lategame because every other improvement does, too.


Suggestions for "adjacency" concept implementation:

The goal is to make the game more interesting regarding terrain improvements, while keeping Thal's proven balance concepts to a large extent.

1) Rivers and Shores

Rivers in vanilla give 1:c5gold: for every adjacent tile, regardless of the improvement. I suggest keeping this and expanding it to shorelines.

Historically, both rivers and coasts have been trade routes and preferred settling areas. I see no reason to make a huge difference between them. Also gameplay-wise, especially in vanilla coastal cities are weak, while river cities are awesome. Making coasts similar in terms of extra gold balances the game for civs not starting next to rivers.

In short: River=coast regarding gold (not food, of course!)

This could require sailing, to force players to take at least 1 naval tech, which get little attention usually.


2) Boosts for adjacency

Only farms next to fresh water get a boost for their position usually. I suggest expanding this to ALL other (major) improvements, approximately at the same time (around medieval era).

The only logical thing that could boost nearby mines is a mountain. I suggest changing the buff for all mines Thal implemented to mines near a mountain. This would make mountains more than just impassable terrain, they would become highly interesting. Production cities would be much better if close to mountain, and civs starting between many mountains wouldn't have a disadvantage any more. The lost yield (compared to TBM, not vanilla) might be a thing to consider, though.

Trading posts and lumbermills are a bit more difficult.

Lumbermills could be more profitable were the lumber can be transported by sea, meaning next to shores and rivers. Lumbermills at shores could also represent ship construction. I'm no expert, but I guess this is historically justifiable.

I tend to see trading posts as villages, so thinking historically they should be around major cities, along rivers and coastlines, maybe also around lakes. Associating them with roads is problematic, though, because we don't want to make roads free again.

Overall, the question is if boosted TPs can be allowed on more spots than the other improvements? IMHO yes, but only if they get 1 base yield like all other imrovements. So basically only TPs in "sweet" spots would get the vanilla yield, although, as I've said, there could be many spots boosting TPs, more than for any other improvement, so 2 yield would be very common. This would also make it more justified to boost them later with economy.

Actually, the number of tiles/areas where an improvement would get added yield could be a way to balance them. Gold is less worthy per unit than production, food being somewhere in between. So logically, boosted production improvements should be less common than boosted TPs.

Other boosts in the lategame (from fertilizer, steam power, economics etc.) could be added in addition to this system, if necessary.


Questions:


The AI:
Since the location specific boosts come rather early, I think the AI can handle it, the benefit the player has because he knows of the added yield earlier should be limited. I'm no AI expert, though.

Automatism: Txurce has mentioned the problem that improvement strategies might be very automated if some tiles give benefits to certain improvements. I think that on the one hand the vanilla improvements are not overly complex, either. On the other hand, since there are many overlaps, you often have a lot of choice. Also, more locations on the map would play a special role, in vanilla mountains and shores have little meaning.

From my experience with Thal's dev version, I strongly believe there would be overlaps where multiple boosted improvents are possible all the time. E.g. a hill 1) between mountain and shore, or 2) city and river: In the first case you have the choice between a boosted mine or a TP, while in the second situation it would be between a hill with boosted TP, or a hill with boosted farm. If the hill is forested, there is even more choice: in both cases the forest would be boosted (through river or coast). As I said above: Those overlaps make the system interesting!

Technologies:
When should the boosts come?

I usually take naval techs very late if I don't really need them, so I think a non-naval benefit from sailing would make the tech an interesting very early choice. If the gold from river/shoreside tiles would be unlocked with sailing, civs would have to choose it early and would be able to build ships as early as they really came in history. Ships might be important for exploration through this change, too. No longer would remote inland locations be visited by scouts long before the first naval unit explores the coastline!

Civil Service and Engineering/Machinery are fine for food and production boosts.

The TP boost should maybe be on an earlier tech, since TPs are 2 in vanilla and wouldn't be any more until the right tech is researched -> possible lack of gold? Maybe mathematics would be appropiate? If you don't want to crush cities early, this tech is of little use. An useful non-military effect would make archery also more likely to be chosen early.

Multi-Buffs:

If multiple reasons why a TP or other improvement should get added yield apply, the should NOT stack. A TP that's next to coast, river, lake and city should only get 1 extra yield, not 4! Otherwise the choice would be gone again and the whole system gets to complex.

Wouldn't this favor ICS?

There have been concerns about the buff for city adjacency, since more cities would increase the number of "good" tiles for TP construction. This concern is justified. Still, there are ways to counter this.

E.g. a building that gives +1:c5gold: to TPs but costs 5 upkeep: It would only make sense in cities with more than 5 TPs, and would REDUCE the output of smaller cities. It would only be really useful in cities with 10 or more TPs. This could replace one of the percentage-based economy buildings.

Overall amount of gold and other yields


As I've said, the overall amount of gold should stay roughly the same. The TPs in "bad" positions (no coast/river/lake/city nearby) with only 1 yield would be countered by the additional gold yield for all coastal tiles.

Food would stay the same as in TBM anyway.

Regarding production improvements, while you could build "double" mines and LMs in TBM on every hill/forest, there shouldn't be much less production with my suggestions. You'd only have to make sure you build LMs next to water (for transport) and mines next to mountains, meaning you'd be able to get "double" yield on quite a lot of tiles. This would be a bit less than in TBM now, but I'm sure there are ways to compensate this (lategame buffs?), if even desired.
 
Summary:

Base yield of every tile is 2:c5food: or 2 :c5production: (or one of each, like in vanilla)
Riverside and shoreside tiles would get +1:c5gold: (after sailing, not cumulative)

Every improvement would add 1 yield (including TPs)
Midgame techs would unlock a boost of 1 yield for improvements built in special postitions (like riverside farms do after CS in vanilla)
TPs get boosted to 2:c5gold: in many situations, other improvements less often
There might be situations were more than 1 improvement would profit from a tile (quite often actually, which makes it interesting)
Buffs shouldn't be able to stack! No TP should yield more than +2:c5gold:, no mine more than +2:c5production: (at least before possible lategame buffs apply)

Lategame techs might add another yield to certain inprovements if desired/necessary (e.g. fertilizer or steam power in vanilla)
 
Sorry for putting yet another post here, but I've rewritten the last 3 posts to make the ideas better understandable and cohesive.

I'd love to hear your feedback :)
 
Sorry for putting yet another post here, but I've rewritten the last 3 posts to make the ideas better understandable and cohesive.

I'd love to hear your feedback :)

I've already given my opinion. I feel that the TP changes in total needlessly complicate the game. There are much bigger fish to fry in Civ 5.
 
I've already given my opinion. I feel that the TP changes in total needlessly complicate the game. There are much bigger fish to fry in Civ 5.

It' not that complicated, actually, I was just overly motivated to explain my ideas in detail ;) The summary says it all.

I admit that the ideas are less intended to fix bugs than to improve the gameplay, and to bring the broken and unfinished tile yield system of civ5 in a logical and cohesive form.
It is also focused on realism, because TPs in their current form are not only ugly, but have no real counterpart at all. The new system would encourage placing them in meaningful positions.
 
I agree with Tomice on this, I think the terrain improvements are rather dull now and adding things like adjacency requirements would help make city placement all the more interesting and important. Also I like the idea of tying some of the improvements to techs or buildings like sailing thus making your tech choices all the more important. In response to txruce's argument that it makes the terrain improvement decisions a no brainer, besides not really agreeing (i think it would be more interesting as vanilla terrain improvements are boring as is), these changes can also make decisions in other aspects more important, and thus more fun and strategic. Not really sure if that came out like i wanted it too, but in summary I think tomice is spot on.
 
In response to txruce's argument that it makes the terrain improvement decisions a no brainer, besides not really agreeing (i think it would be more interesting as vanilla terrain improvements are boring as is), these changes can also make decisions in other aspects more important, and thus more fun and strategic.

Were did I "argue" this? Or say anything remotely like what you're claiming? I didn't - my basic complaint with this entire direction is, if anything, the opposite.

You're jumping in midstream and paraphrasing Tomice (who misread what I wrote), rather than bothering to directly refer to the (non-existent) position you claim I took.
 
@ Txurce
Sorry if i misunderstood your position or complaint, chill. I was just trying to show my support for Tomice's Ideas as I think they would make terrain improvments less simple then they are currently and more interesting. I was under the opinion that you believed his method is too simple...see quote below


My main concern with all of this is simplicity.

I disagree, I may not have expressed it clearly in my post above, I think that the mechanics of civ should work so that your city placement is a huge decision and what tiles you can work. I dont want the option to settle a city by the river and place a mine there and have it be as viable an option as a farm. (and this is not an attack on anyone's position, im just explaining why i think tomice's idea would be a benefit). I would rather be able to look at the land and let the land determine what sort of improvements i can build then to have the flexibility to make any city whatever i want just by building different improvements. Again I dont think im making much sense so ill stop but I just wanted to make myself clear and say that im in no way attacking your position, i was just disagreeing that i dont think this makes things simpler. If thats not your opinion then im sorry.
 
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