The Empire had endured for seven thousand years, colonizing and controlling the myriads of Planets in the galaxy. It symbolized a force for protection and unity, as the Grand Senate assisted the Emperor in his Rule. But, as the Empire grew more and more bloated, the worlds farthest Rim-wards were less and less represented, as the populations of the Core-Worlds grow more and more bloated. The Imperial Family became puppets of the Grand senators, each of whom conspired against each other, and all conspiring to keep the populace ignorant and mindless, providing free ration bars and heavily controlled entertainment.
Though the Worlds on the Rim are heavily dependant on shipments from the core, they have no real representation in the Empire, and have grown more and more disenfranchised, though the Imperial Navy has kept any insurrection from happening. And then Shipments from the Core stopped.
It has been fifteen years, more than long enough for news to have reached the Rim, but only grim rumors have come from the core: Earth was destroyed, the Empire is no more. As the precious few supplies are exhausted, the worlds on the Rim must learn to govern themselves and rebuild.
Because it would be odd to show up without a crazy NES idea...
The stats would be "soft", with qualitative descriptions instead of quantities, running off economic models I've had to build over the past year.
The setting idea was for a three way Cold War between a UK-like Mercantile Kingdom, faux-USA Democratic Republic, and pseudo-USSR Socialist Commune. Then I combined it with an old game called Battlezone that was USA vs USSR IN SPACE, and then I read a book by S.M. Stirling about Mars, and it came together as this thing.
For centuries, mankind gazed upon the stars and sought to explain what they saw. They told stories of gods, named their sister-planets, but still knew nothing. They did not understand the Jovians, they heard only whispers of the great Titanomachia, and when the gods left there was only vague impressions of what had been. All they saw were their neighbors, Mars and Venus, the former criss-crossed with canals and the latter glistening from its rich oceans and lush jungles.
Contact came at the end of the 19th century. For as long as man had watched Mars, they had been watched in turn, by a civilization older and more advanced. Mars sent its explorers to Earth, the culmination of decades of effort, and brought with them rapid advances in science and knowledge. Medicine, physics, chemistry, Martian civilization gave its fruit to their newly discovered kin.
But as human technology was jumped forward, society did not. The 20th century saw the Great Wars on Earth, and intervention by Mars led to the overthrow of the Vorheean Emperors by the Tollamune, who were much less interested in their Terran cousins. Nuclear war, unsustainable consumption, and environmental change devastated Terran society, and the Golden Age was lost. Terran civilization has yet to recover to its previous height, and only a few regions have achieved the same level of advancement as the 20th century had.
But Earth was not the only civilization the Martians found. Venus, younger and richer still, was explored. The Venusians learned just as the Terrans had, and the Martians were much less generous, but still chiefs became kings and tribes became nations, and in the Venusian generation after contact they had gone from oar-driven longboats to ironclad steamships.
In the early days of the 21st century, the Venusians began to reach into space in force, building permanent stations and sending expeditions across the Solar System. They found the Terrans doing the same, the most advanced nations united under a Concordat, and the Tollamune once again showing an interest beyond Mars’ atmosphere. Alarmed by the rapid advances, as Venusian Vedjada sent the first manned mission past the asteroid belt, Earth and Mars took notice of the rising powers and began to re-engage on the interplanetary stage once again.
SpoilerMars - Hydraulic Empire :
The Sea Kings of Mars have ruled since the first Great Engineers built the planetwide canal network. While it preserved Mars’s great cities, it also made them dependent on the controllers of the canals, who rule from their palace-city at Olympus Mons. The Lord of the Mountain doesn’t need to use his eunuch armies to crush a rebellion, only cut off the water supply and let his enemies die slowly. However, the social order has been locked in place, and social mobility is nonexistent. He’s dependent on the Engineering Houses to provide him with commanders, officials, and scientists to govern Mars, and the Crimson Court is rife with intrigue. The greatest threat to the Red Emperor are those he is most dependent on, and the ruling Tollamune House has beaten the odds by holding the throne for six generations.
The Red Emperor
Also known as the Sea King, Supreme Admiral of Mars, Lord of the Mountain, Master of the Invisible Crown, the God-Engineer, the Martian Emperor is a half-divine monarch to the common people of Mars
High Priest
Head of the religion, wields immense influence over Martian society
Grand Dragon
Head of the Imperial Guard, appointed by the Emperor from among the War Colleges.
Ministries
Ministry of Justice
Relations between the Martian cities, issues of law, appointment of officials to the bureaucracy
Ministry of Finance
Taxation and budget, paying for stuff
Ministry of the Navy
Actually responsible for the canal network and the space industry
Ministry of Defense
Eunuch armies and space navy
Engineering Houses
Groups of Martian nobles linked by blood and adoption who pool resources for education and research.
Mars possesses more advanced technology and a more developed space industry, but has restricted access to intellectual capital. Its engineering and physical sciences are particularly beyond what its neighbors possess. The entire planet is united behind the central government, but its natural resources are exhausted.
Martians are taller, thinner, and shorter-lived than humans, and lay eggs. The typical life expectancy for a member of the nobility is sixty years, and Martians become full adults after 15. Eunuchs have considerably longer natural lifespans, until 100 years of age, but are shorter and weaker than regular Martians. Sexual dimorphism is low, and non-Martians can have difficulty identifying gender.
Chemically sterilized eunuchs are used as military assets by the Martian Houses. They’re purchased shortly after birth from poor families with good genetic histories, chemically sterilized so as to suppress not just sex drive but other aspects of pubescence, and enrolled in a War College. There they are trained as soldiers, pilots, bodyguards, and other special roles. While physically less imposing in battlefield situations they are deployed with advanced military equipment and their longer lifespan, and lack of physical decline, means they are able to amass a great array of skills in their chosen field. The War Colleges function like smaller, focused versions of the Houses, albeit without heredity, and the most prestigious duty is to provide the Emperor with his Imperial Guard, headed by the Grand Dragon who is the unofficial head of the Eunuchs.
Martian religion revolves around worship of the Holy People, who sent messengers to Mars in ancient history. The messengers, while bringing with them the gifts of civilization, were corrupted by the sinful ancient Martians and sparked a Titanomachia. The Martian faith seeks to purge sin from society so as to be worthy of the gifts of the Holy People. The High Priest wields immense influence over the common folk, though the nobles are more skeptical and the eunuchs have their own rites.
Players play as Engineering Houses, with the Tollamune beginning on the throne and being available by application. The Emperor appoints ministers from among the houses, or from his own. The Houses have holdings outside Olympus Mons, acquired through leveraging their advanced knowledge and science, and their support is necessary to maintain the empire. The Grand Dragon and High Priest are special roles available by application. The Houses provide the main source of intellectual capital for the Empire, and choose how much to contribute and how much to keep for themselves. The bureaucrats, engineers, and officials of the Empire are supplied by the Houses, and they also conduct the majority of scientific research.
SpoilerEarth - Concordat :
Earth is badly scarred from wars and climatic shifts of the 20th century. Extreme weather conditions, from yearly super-monsoons that pummel the western Pacific to massive droughts in Africa, to the irradiation of significant parts of the surface have left half its remaining population in poverty. Mass extinction of species is common, and the ecosystem has yet to recover. The Global North is relatively well off, and has managed to adapt economically to the new global climate. Europe and North America has reorganized itself as the Concordat, based out of Rome, which is the dominant military, economic, and technological force on the planet. The factions of the Concordat jockey for position in democratic elections, seeking to win the trust of the electorate so that they can have what all Terrans desire: power.
Executive Committee
General-Secretary
Head of government
Secretaries
Foreign
Relations with other power blocs on Earth and with interplanetary states
Naval
Interstellar Fleet and Military Industry
Science
Research and technology
Civil
Inter-government affairs on Earth
Economics
Civilian space industry, budget, and commerce
Environment
Resources and climate change
Assembly
Parties
Opposition
Government
Terran technology is advanced, but not on the same level as Mars in general, though they surpass it in software and electronics. However, it has a much larger population base from which to draw intellectually and economically, though depletion of natural resources means it is unable to act at its full potential. Independent states remain on Earth, at once opposing and courting the Concordat. Environmental crises regularly strain the government’s resources.
History on Earth has gone differently, and Terrans are a fairly bleak lot, prone to violence and self-destructive behavior. They mature after two decades, reach a physical prime soon after, and spend most of their life in a slow decline with an average lifespan of just under a century.
Players are political parties within the Concordat government. There are elections every other year in which the composition of the Assembly is rearranged, which then appoints an Executive Committee. This executive committee determines policy for the Concordat as a whole, and is typically a coalition government formed by negotiation between several large parties.
SpoilerVenus - Techno-Warlords :
Venus is like the Earth of the 20th century: dynamic and rich, filled with boundless optimism and the promise of a golden age. Maybe it will end up the same way. It is mostly water and has a vibrant, jungle-like ecosystem, and its reserves of hydrocarbons are not yet exhausted. Currently it is divided between a number of independent states, who've progressed rapidly through the industrial revolution but have yet to feel the full scope of the changes brought by advanced technology due to the long Venusian lifespan.
Independent states
Venus is not united under any single government.
Venusians are heavy-set, muscled, and covered in a thick coat of hair. They never stop growing, and males will weigh 400 pounds at their peak before physical decline sets in, while females settle for a bit over 200 pounds. They live for well over a century, and take a bit more than three decades to fully develop mentally.
Venusian society is highly patriarchal, revolving around an alpha male, which head up most Venusian governments as authoritarian rulers. Succession is uncertain, as heredity is not recognized as a valid basis, and is highly dependent on the power base and prestige of the contenders. Most Venusian rulers have a dual governmental/military role, serving at the same time as Head of State and Commander-in-Chief. While succession is uncertain, once a regime is established it is unlikely to be overthrown. In the past hundred and fifteen years, a single lifespan, Venus has gone from the beginnings of the Enlightenment to space age.
Venus, while more populous and richer than the other planets, is divided between nation-states. Their technology is more rudimentary compared to the other worlds, though they possess comparative skill in biology and environmental sciences due to a greater cultural focus in these fields than their otherwise more advanced neighbors.
Venusian players take on the conventional role of nations.
Players
Martian Houses
Name:
Focus:
Choose between Scientific, Civil, or Military. Leadership spent in one of these categories is more effective. Two focuses, or no focus, is acceptable, the bonus would be distributed between the three modifiers.
Assets:
Four “Points” to spend
1 point – commercial assets
The House has used its influence to establish mercantile operations within or between the Martian cities, giving them a consistent source of wealth
1 point – majority stake in one of the Eunuch war colleges
This House has a close relationship with a War College, financing much of their operations in return for having first pick of its graduates
2 points - Semi-hereditary leadership of a city
This House has immense influence over a Martian city, in addition to its Imperial duties. This comes with numerous perks, ranging between “gifts” from the inhabitants to control over that city’s civil administration.
1 point – orbital facility
Provides limited space industry and a safe haven
History
Concordat Parties
Name:
Focus: Choose some form of regional, ideological, or issue-based focus. A broader one allows an appeal to a larger audience, but a more specific one makes you more capable of winning that audience.
Platform: Why should people vote for you? How are you going to solve the constant energy shortages, yearly super-hurricanes, and massive refugee populations?
History
Venusian Nations
Name:
Government: Typically some form of authoritarian, military based government at this point, except for high levels of culture
Character: Distribute ten "points" between the following
I thinking of crating a game, my 1st , in here, about rail road barons, maybe an alternate world scenario happening in the old world.
Players start off with one random industry and a railroad that connects 2 cities. They would then acquire and construct more industries to make their own company the strongest.
I wish to start off a market place to buy stocks and such, looking for a simplified model.
Another idea from the Milarqui NES Ideas Factory! ('Tis my curse, indeed, to have so many ideas and so little time to implement them... hopefully, someone else will be able to make a successful NES out of it)
This idea is based off the concept of an ISOT. For those not in the knowledge of Alternate History slang, an ISOT consists of a territory being transported back in time with all the people and other living beings in it, and replacing another territory in the new time (ISOT comes from the novels Island in the Sea of Time, where the island of Nantucket is transported to the Bronze Age and has to make alliances with the time-local kingdoms to fight those that have joined a Coast Guard in creating an empire using the advanced technology they have).
In my idea for an ISOT NES, the players would become politicians, businessmen and military officers from a 21st century nation (fictitious, to avoid problems of culture) of medium size being dropped in a strange land. The politicians would have to decide the policies to carry out (important laws, reforms, taxes), the businessmen would deal with the creation and running of factories and resource gathering (to make it easier, that part would to bee too difficult) and the military officers would lead the army in the defense and offense against the surrounding nations and superstates.
So, anyone up to the task?
@bonefang: I once tried to make something similar to that, it was called MilarNES III: Raw & Stock. I made it a bit too complicated, though, and it crashed and burned right on lift-off.
I had a similar idea once of a roughly modern-era colony ship throwing any Prime Directive to the wind and landing in a fairly empty part of an classical-era world. Would involve all the difficulty of setting up a state, though. And aliens.
I thinking of crating a game, my 1st , in here, about rail road barons, maybe an alternate world scenario happening in the old world.
Players start off with one random industry and a railroad that connects 2 cities. They would then acquire and construct more industries to make their own company the strongest.
I wish to start off a market place to buy stocks and such, looking for a simplified model.
Game Mechanism : The player and the other NPC's are classical Robber Barons, in a fantasy land of <Name to be inserted>. The level of technological advance is similar to our world as in 1800 A.D. So are the available train and other industry models. No Aluminium or Diamond, and also no magic. The land, even though ruled by one central authority, who shall be known as King, is divided into several dominions, that have separate rules and regulations. The Players would be allowed to start operating from one single state at first, and can then buy/bully their way into the 2nd and 3rd states.
The more you haul, the more you earn profit. Sometimes though, due to political pressures and others (carrying a band of illegal weapons or revolutionaries). Later on, the players themselves would be able to buy out industries, in the name of the company or for himself.
Revenue Model : How money is earned: The primary resource to transport would be goods, passengers would be present, willing to travel, but mainly to and from the major cities. As for goods, each city would produce a certain type of goods, that when sold else where would bring in silvers. In some cases, one type of material might be in more demand in specific locations, i.e. more silvers. Revenue per material per load, would be provided along with fluctuations of prices in each turn.
Research & Upgrades: Upgrades for better train & track models, would be done via a proper description of the same. For example, the eastern zone has a lot of mountains, i.e. the browny areas, an improvement could be done, how engines perform in terrain grades. While, for passenger only trains in the plains, one could research into how to improve the speed of the same.
Now, without an opportunity to meddle into others business, there wouldn't be any fun... isn't it ? Well then, the players would be able to buy out shares/stocks in other companies, arrange that loans & funds are disbursed, put on hold or recalled.
Things that needs work :
1. Revenue Model : Sort of done
2. Investments into research (get better trains, tracks etc. !) : Sort of done
3. Character Development (Relations with several different factions, financial organization, state heads etc )
4. The stock market (I have a good idea how it would work, but then revenue allocation and buying out process needs to be simpler, for my sake)
Any advice ? Suggestions ? Please feel free to post .
Personally, I believe I would join if you were to create it. It sounds pretty interesting in a Industry Tycoon kind of way. Seems to me like their would be a Carnegie/ Rockefeller kind of feel to the game.
We really should have a decolonization of Africa NES, where each player represents a party/movement trying to grab a piece of the pie. Then, we can all become fat dictators and eat people.
So, as the product of too much Sid Meier's Colonization and all this d&d talk on #nes, I came up with a NES setting/D&D setting (which will likely go under-utilised because I don't play d&d in person and I live in a weird timezone ). But basically, it came about as a result of my thinking about a non-generic and cliched d&d setting, and I came up with this.
Basically, the setting is a fictional fantasy North America, circa in our world about 1700 AD. The continent is slowly being colonised by a great Elvish empire from across the seas, which has access to gunpowder, steelmaking, and artillery. The Elves have already conquered much of the eastern half of the continent, and are slowly making their way westwards through divide and conquer tactics against the Tribals and colonisation. However, in the last 50 years their colonisation has been speeded up greatly, since half of their home island sank into the sea. Since then, they've been fleeing Westwards to the new world, and the nobility ruling in the New World have been trying to make it the new centre of Elvish power worldwide, with elves from the other colonies flocking there. As a result, the native peoples are doomed in the long run - the NES/campaign would have this air of doom and eventual twilight of the cultures of the New World floating around it (sort of like The Last Samurai or the Star Wars prequel movies, which did that quite well.) Its possible for the Elves to be driven back to the sea, but at least stopped, but that requires all the Tribals of the New World to cease their bickering and make a united front against the Elves, and with the Elvish ability to divide and conquer and the tribal differences as well as the conflicts that have been started from tribals migrating westwards to flee the elves, its practically impossible. (Particularly talented PCs might be able to do it, however.
This is sort of why I'm not so sure it'd work as a NES, and why it might be a bit weird to play as a campaign setting - the NES has one power at a definite advantage, and people might not want to play a campaign where they know that in the long run, their efforts are ultimately futile. It works for Polaris, but Polaris is strange and kind of niche. I guess, what I'm trying to get at here is, can you have a working NES/campaign where the atmosphere is a foregone conclusion? I really like the atmosphere (frankly, thats why I absolutely loved Last of the Samurai ), but would it work if you're getting people to play the game?
I think the air of inevitability is really great atmospherically for stories - Never Let Me Go is one novel that springs to mind, and the Narn-Centauri War from Babylon 5, too - but I don't know about a game setting. I'm sure it could be workable, especially if the doom is not imminent - the PCs can create an alliance that will outlast them, put off the inevitable by a couple generations...
In the end, there's only one way to find out, I guess.
I thinking of crating a game, my 1st , in here, about rail road barons, maybe an alternate world scenario happening in the old world.
Players start off with one random industry and a railroad that connects 2 cities. They would then acquire and construct more industries to make their own company the strongest.
I wish to start off a market place to buy stocks and such, looking for a simplified model.
That could be very fun, and I'd almost certainly play. However, I suggest letting players choose to either be in railroads, or goods like oil and iron, thereby allowing complex interaction between the groups, besides mere rivalry. For example, a league of railroad barons could embargo an oil dealer until he lowers prices, or an iron manufacturer may halt production of new railroads until he obtains larger production orders from the railroaders.
Sorry, I was thinking about The Men Who Built America, which you should watch if you're thinking about running such a game.
I'm in Louisiana, a place that I haven't been in a decade since my I lived there, and viewing the colonial history and plantations got me thinking of an NES set in the era of the discovery of the New World, and the beginning of colonization, in a world based on an alternate history that I'm developing. The map will have the New World portion blacked out, and the first section of the game will consist of discovery, and I'll try to develop a colonial system that isn't too complicated for any related party.
If anyone is interested, please pop me a PM and I'll try to read and respond with their own ideas and suggestions.(most likely Sunday, when I get back home).
Turn-based adaptation of real-time strategy. Both players (USA and USSR) would have a set number of buildings and ships, with no economy of note - just death and destruction.
Buildings would include:
Missile Silos: Hold 10 ICBMs (Inter-Continental Ballistic Missiles - unlimited range), also function as Anti-Air Missile Batteries
Airfields: Hold a number of Fighters and Bombers, serve as refueling and rearming stations
Radar Stations: Have ~3-4 times the radar visibility of other buildings & units
Ships include:
Cruiser: Carries Anti-Ship Missiles, relatively tough
Carrier: Carries 5 Fighters, 2 Bombers
Submarine: Carries 6 MRBMs (Medium-Range Ballistic Missiles - from offshore of Murmansk could hit most of the Arabian peninsula). Has no radar, nor does it show up on radar unless it has surfaced (which it must do to fire).
I'm not sure whether I'd prefer to have Carriers or Cruisers carry Depth Charges (the only thing able to damage submarines while submerged) and carry Sonar (which would detect the presence, but not the location, of submarines). Submarines would be able to detect detection, i.e. they know when they're pinged.
Aircraft include:
Fighters: Fast, short-range, pack Anti-Air Missiles
Bombers: Fairly slow, long-range, carry either Anti-Ship Missiles or SRBMs (Short-Range Ballisic Missiles - from New York could get roughly to Denver)
Nukes: A general term for SRBMs, MRBMs, and ICBMs, these are a) assumed to have the same flight characteristics other than range, and b) the only things that can damage buildings and cities. Radar Stations can be destroyed with 1 Nuke hit, Airfields with 2 (though the first one would disable it for a few rounds, possibly destroying some planes on the ground), and Missile Silos with 3 (and losing half their remaining ICBMs, rounded up, with each hit). Alternatively, Nuking a city kills half its population.
Anti-Air and Anti-Ship Missiles are in a separate category - they can't be intercepted, though they don't hit 100% of the time. Magazines aboard planes and ships (and in silos) would be assumed to be large enough that ammunition restrictions would be a non-factor. Anti-Air Missiles would have a firing rate of 3 missiles per turn, and Anti-Ship Missiles would fire at a rate of 2 Missiles per turn
Both players would have cities with populations totalling 100 million inhabitants. Whoever had the highest surviving population at the end of the game would be the winner.
A turn would be equivalent to a minute in DEFCON game-time. To take into account firing rates and maneuvering by aircraft, each turn would be divided into 6 rounds.
Further notes: Locations and sizes of cities would always be known to everyone. However, buildings and units would not be visible to the other player unless the other player had them in radar range.
Due to the nature of radar visibility, both players would only receive the images of what they could see. Unless I had their word of honour (and trusted it) not to go into the thread, this also means that the game would finish before any screenshots went into the thread.
The chief problem I anticipate would be keeping track of the stats (radar visibility, location, direction of travel) of each and every unit each and every round. Lots of math required.
I have the beginnings of a game in my head. The basic pitch: you are the Godly King (Or Queen, or It, etc.) of a heavenly pantheon over the planet Grek, which was seeded with human DNA millennia ago by your creator.
We begin in prehistoric times as civilization just begins to develop, with each pantheon being the result of the worship of specific tribes (one tribe to one pantheon). A pantheon begins with only you, and any gods you RP for (say your human tribe is in the desert, and you are a sand god. If you RP for them finding a watering hole, maybe a water deity pops up, who is added to your pantheon). These beginning deities form the core of your religion- it is fine to be Monotheistic or Polytheistic, since it balances out- Monotheistic gods tend to be omnipotent (to their people) while polytheistic faiths may have more gods (so more "man"power) but each is less powerful overall.
As civilization grows, you can interact with your people, helping them out, and perhaps directing them to do specific things (to pray for, and thus create, new specified gods as you want) or directing them to, say, war on another people or anything else. If it increases their faith in you and your pantheon or adds members to your faith, you gain power; if the opposite happens, you lose power. Many interesting situations can result from this, since you are of course a god. Perhaps you are a god of death- then you prompt your people into civil war and sacrifice to you. Sure, it lowers your population (which may be bad in the long run if another people war on you and get rid of all your faithful) but in the short term you have a small, pious group on earth and a bunch of souls to work with- and they are your specialty, no?
As this continues, the nations grow, and so do their pantheons. Whether they be monotheistic or polytheistic when it comes to supreme Gods (a la the beginning- one more thing. Multiple gods means more leaders (in case one dies) but less powerful, vs the tank of one ultimate lordly god), all have lesser deities. These are used to wage war on the heavenly scale, along with any other supernatural beings you have created using faith. If you spend faith on Demons, do you lose the support of your people since you can't perform miracles, or do you use those demons to in turn inspire faith by terrorizing the populace- but what does this, in turn, do? It would be fascinating to explore.
So you wage war on the heavenly and earthly levels, by directing your deities and performing miracles on Grek. Do you try to spend faith to send a fireball to destroy an enemy nation, but have fewer laser dragons to defend your pantheon? Or do you go all out uber demon dragon army and try to take down the enemy pantheon, to leave easy pickings as to the people? Or do you try to convert those people using your control over your nations people, in order to win their faith for yourself?
What if a Satan pops up, doing everything s/he can to wreck your plans, because you did something that goes against what your people believe, leading to a crisis of faith, or the development of belief in that satan? Or are you a satan already, using your people as slaves for sacrifice to increase your power?
The opportunities are endless.
Basically, I have the name Grek, and the idea that each population member produces one faith as a base for currency (though of course there will be other ways of accumulating it, and some people may produce more I.e. priests. So do if celibate priests produce 5 faith but noncelibate ones produce 2, do you go for the extra faith now but run the risk of smaller populations in the future? Ugh there are so many possibilities!). Plus I have all these ideas that keep popping in my head.
To start you would choose a location on the map, and a corresponding theme for that people (based on climate, or whatever other pertinent things you can think of).
If we eventually reach a renaissance, we can have crises in faith that you have to deal with, with atheism a building crutch to your plans.
To balance the fact that evil gods have no morals and thus can get away with more, perhaps benevolent pantheons and their faithful make more base faith. So a Devil Pantheon makes 1 faith per person while an angelic miracle working one makes 3 per person.
It is very crude, but a start. So... What do you think?
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