The Ultimate List of Things Civ 7 doesn't tell you

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From Reddit - user: JordiTK

Ages (military)​

  • Siege and naval units are always lost at the end of the first age. You’ll receive one free cog at the start of the second age once you’ve spent your legacy points.
  • Naval units can only be kept at the end of the second age if you have fleet commanders. You'll only keep as many naval units as can be assigned to your fleet commanders.
  • You'll also keep a total of six (end of the antiquity age) or nine (end of the exploration age) of your land units, in addition to the number of units that can be assigned to your army commanders.
  • If you have less than six or nine land units at the end of an age, you will receive up to six or nine free infantry units at the start of the new age so you'll reach that number of land units. Because you'll always have at least one army commander, you can keep at least ten or thirteen land units into the next age.
  • Should you have more units than can be kept at the end of an age (you warmonger), the excess amount of units will be deleted. All units that remain are upgraded and either assigned to a commander or one of your most populous settlements. It’s unknown what determines which units are prioritised for deletion, or which units are assigned to commanders or settlements.

Ages (other)​

  • Independent people will always disappear at the end of an age (except for city states fully incorporated as a settlement), and you’ll lose any bonuses you gained from them. On the second turn of a new age, a completely new independent people will spawn on the location of each independent settlement that was lost this way.
  • You’ll retain up to 3000 gold and 250 influence at the start of a new age, so anything more than that should be spent. You’ll also gain one free turn of gold and influence equal to the income you have at the start of the current turn.
  • Buildings that aren’t ageless will now grant +2 (from the antiquity age) or +3 (from the exploration age) of its base yields, and lose their adjacency bonus. While this is generally a debuff and you are nudged to build over them, certain yields will actually be slightly increased this way - for instance, the guildhall will now provide +3 influence per turn instead of its usual +2. Since influence is the scarcest yield, it can be useful to keep all influence buildings from previous ages.
  • Every city except for your capital will become a town. You are given the option to move your capital to one of two different settlements, effectively allowing you to start the age with two cities.
  • Your settlement limit starts at four in the Antiquity and increases by four at the start of each new age. This is in addition to the increments from researched techs or studied civics, as well as from your leader attributes.
  • I'm currently unsure whether or not the other effects of researched techs and studied civics remain between ages. Please let me know if you know.
  • All civilian units, except for commanders, are lost upon heading into a new age. This includes civilization-unique civilians.
  • Unique abilities of previous civilizations are also lost. However, all unique improvements and buildings remain intact, including improvements gained from city states.
  • Legacy points not spent at the start of a new age are lost. It’s currently not possible to see which legacies you have chosen.

Policies​

  • Some civilizations gain bonuses for the use of traditions. These are the policy cards that remain available between ages and have a noticeable feather icon in the policy menu. Traditions are unique to each civilization and are unlocked in their own civic trees.
  • Ideologies are chosen in the third age, also in their own unique civic trees. You may only unlock a single ideology of the three given options, and this cannot be changed later. Although each ideology has different benefits, it’s entirely possible to finish the age without ever choosing one, and this may in fact save you from neighbours who would’ve become angry at you for your ideological differences.

Combat​

  • Commanders can’t outright die - they will recover after several turns when killed. Commanders can have six units assigned to them once they've unlocked the Regiments skill in their Logistics tree.
  • Units unpacked from a commander will have no movement points left unless the commander has the Initiative skill in their Assault tree. With that skill, land units can even be unpacked in water tiles without their usual movement cost for embarking.
  • Outside of war, commanders can be placed on any city hall or palace to reduce unhappiness in that settlement by 10%, plus another 10% for each promotion.
  • War support does not grant any benefits, but instead penalises the opponent. They lose -1 strength on all units per negative point, as well as -3/-5/-7 happiness, respectively, in settlements they own that they have founded themselves, those founded by someone else they're not at war with, and those founded by you.
  • You can see how many units you have of each type by tapping the yield icons on the top of the screen and scrolling all the way down to unit expenses.

Movement​

  • Moving over flat terrain or any tile with a road will not affect a unit’s movement.
  • Without a road, all rough terrain, non-navigable rivers, and terrain with trees (woodland, rainforest, taiga, or steppe) will deplete all of a unit’s movement, regardless of how many movement points it had left.
  • Not all districts have a road, which is simply strange and inexplicable, and may cause you to unintentionally waste your unit’s movement. You'll have to hover over a district tile to see if it has a road. At least the district with a city hall will always have a road.
  • Naval and embarked units can move over navigable rivers and coast tiles without their movement being affected, in addition to ocean tiles once Shipbuilding is researched. Embarking or disembarking will always deplete the unit’s movement.
  • When a unit enters an ocean tile before Shipbuilding is researched, its movement is depleted and it takes any number of damage between 11 and 20. AI takes slightly less damage from this.
  • Moving a unit onto a bridge built over a navigable river will remove its cost of embarking, although moving off the bridge will still deplete the unit’s movement. Bridges built in previous ages lose this strange benefit.

Buildings​

  • The palace building in the capital gains a +1 science and +1 culture adjacency bonus for each adjacent quarter, which is any district with two buildings.
  • Generally, food and gold buildings receive an adjacency bonus from navigable rivers and water tiles, production and science buildings from resources, and culture and happiness buildings from mountains and natural wonders. Constructed wonders grant adjacency bonuses to all non-warehouse buildings.
  • Without modifiers, each specialist costs -2 food and -2 happiness to maintain, and grants +2 science, +2 culture, and +50% to the adjacency bonus of the buildings in the assigned district.
  • Buildings will usually cost -2/-3/-4 happiness and -2/-3/-4 gold to maintain. Happiness and gold cost increases by one for each age, based on when they were built. Happiness buildings do not have a happiness penalty, and gold buildings have no gold penalty. Warehouse buildings have no maintenance costs at all, but also have no adjacency bonuses.
  • Buildings can be placed next to a finished wonder as if they were a district, as long as the wonder is adjacent to another district in the settlement.

Improvements​

  • Worked tiles not improved by districts are considered rural tiles. Each rural tile equals one rural population, and each building or specialist equals one urban population. There’s currently no way to know the share of rural or urban population of a settlement other than counting every tile it has.
  • Unique improvements, such as the Great Wall or Terrace Farm, as well as those from city states, can only be built on rural tiles. These improvements will keep all yields of the worked rural tile, in addition to any other yields and bonuses the improvement itself provides. The tile will also retain its warehouse bonuses (such as the +1 food from a granary) and new warehouse buildings will still add bonuses to the tile. Improving a tile that already has another improvement will remove the former one.
  • Population lost due to damage will return when an affected tile or building is repaired.
  • There's currently no way to swap tiles between settlements, not even unworked tiles.
  • It’s unknown how the natural yields of tiles are determined. For instance, some tiles may have happiness, some don’t. Sometimes that happiness remains when the tile is worked, and sometimes it doesn’t.

Religion​

  • Holy cities cannot be converted to another religion, not even after being conquered, and not even after the founding civilization is completely erased from history.
  • Independent people cannot be converted to a religion until they become a city state.
  • The second and third founder beliefs of a religion can only be unlocked via very rare random events. It’s completely up to chance whether you’ll ever see these.
  • If a settlement's has at any point been fully converted to a different religion, the rural population icon will appear in red. It means nothing else than that. It's very confusing if you don't know this.

Trade​

  • You may only trade with foreign settlements that have at least one worked resource, unlike in Civilization VI.
  • Effects of all resources stack additively. Having five silver, for instance, will grant you a +100% gold bonus to purchasing units, effectively cutting the cost in half.
  • Resources can only be assigned to and from cities in range of your trading network. Building any naval building in a settlement will usually add the settlement to the trading network. Trading range may also be increased with a town specialised as “Trade outpost”, or by having a merchant manually connect two of your settlements. It's not clearly indicated at all why a settlement may not be connected, so you just have to try these things.
  • Resources cannot be reallocated in-between turns until a new resource is obtained, or the amount of resource slots in any of your settlements increased for whatever reason, such as by building a market or by slotting a certain policy card.
  • Towns turn all of their production into gold. Towns that are not set to “Growing town” will additionally provide all of its food to each city in its range, causing the town itself to stop growing. This range appears to be shorter than the trading network range, but it’s not known how short. As of yet, you can only use the town details (the list icon visible when you select a town) to see which of your cities the food is sent to. If there are no cities shown to be in range, the town continues to support itself.

Treasure fleets​

  • Once you’ve researched Shipbuilding, settlements in distant lands can produce treasure fleets. These settlements require a fishing quay and must be working on any resource that mentions treasure fleets in its tooltip, such as sugar or tea. You'll also need a fishing quay in your capital or any other settlement on the home continent connected to the capital.
  • You can see how many turns it takes to produce the next treasure fleet in the resource menu or in the details of a settlement (the list icon).
  • Treasure fleets can be emptied in any of your settlements on your home continent, providing points on the economic legacy path equal to the amount of treasure fleet resources that the original settlement is working on.

Factories​

  • Factory resources can only be worked in settlements with a factory. First, both the resources and the settlement must be connected to your capital via a port or railroad, and the capital itself must also have a port or railroad.
  • Factory resources are empire-wide, and you'll receive one economic legacy point per turn for each factory resource slotted to a settlement. You can only slot one type of factory resource to each settlement, but multiple copies of it.

Artefacts​

  • Selecting an explorer will show an overlay of all known artefact spots (the shovel icons). Explorers can be sent to any museum or university (including foreign ones) to discover all yet undiscovered artefact spots on the same continent as that building. These buildings are highlighted with a vase icon. Note that the university can no longer be built in the Modern age.
  • Initially, only artefact spots from the Exploration age are shown. You must study the Hegemony civic before explorers can also discover artefacts spots from the Antiquity age in a museum or university.
  • As soon as any player has revealed the artefacts on a continent, they become visible to all players. Even players without the Hegemony civic can dig up Antiquity artefacts once someone has discovered them.
  • Each civilization digging at an artefact spot will receive one artefact when the digging is done. There does not seem to be a use for sending more than one explorer to the same spot, even though the AI keeps doing so.
  • Artefacts are also randomly found when overbuilding.

Force-ending turns (PC-only)​

  • Force-ending a turn is a PC-only mechanic that has also appeared in the previous games, and can be done with Shift + Enter. There currently is no way to do this on console, and there likely won’t be.
  • It’s something that’s frowned upon in multiplayer due to its exploitable nature. It allows you to skip everything that’s left to do on your turn, while saving up all your unspent research, culture, and production. For instance, if the civic for a wonder takes three more turns to be studied, you could choose to not build anything in a certain city for three turns, thereby saving three turns on building the wonder there once it becomes available.
  • Force-ending turns can also delay celebrations and several other choice events. However, this won’t avert crises, as a crisis policy slot will automatically be slotted in for you if you try to.
  • I haven't yet tried if this works between ages (e.g. keeping science and culture), but I doubt it.

Other useful things to know​

  • Not settling near fresh water (on a cyan tile) will give the settlement a permanent -5 happiness penalty.
  • Using a settlement to claim a tile that has a "goody hut" on it will not grant you a beneficial narrative event. You must walk onto the tile with any unit to trigger the event, unlike in Civilization VI. You can also trigger the event by raiding the tile with a naval unit.
  • The number of turns remaining until your next celebration is shown in the overview tab of the social policies menu.
  • You can select the "Show more" button in the pause menu to retire or to quickly exit the game.
  • On PC, the cutscenes at the end of an age can be skipped with the Esc button. I’m unsure if there's a way to do this on consoles.
  • While espionage actions have a strong impact on the game, they’ll also negatively affect your influence. If your espionage action is revealed, your influence per turn will drop for a while. If you are spying someone while they are counter-spying against you, your influence per turn will also greatly decrease, as the cost for finishing the espionage action against them will increase. Exact numbers are unknown.

Questionable things that are likely bugs​

  • Not being able to claim a tile that was previously owned by a (now-destroyed) city state. This has no fix as of yet, and may prevent you from expanding a settlement.
  • Not being able to generate treasure fleets in a settlement that meets all the requirements. I was told this issue is related to the fractal or shuffle map, and has no known fix.
  • The Dogo Onsen wonder should not grant every settlement in your empire +1 population on a celebration. It’s a fun broken thing, but it also breaks the late game growth.
  • Rural tiles improved by a unique improvement will occasionally lose -1 food (farms) or -1 production (other), while all its yields should’ve been kept.
  • Army commanders with the Merit commendation (+1 command radius) will still only receive experience from adjacent units.
  • Naval units can attack land units and district tiles at range. However, they're forced to engage in melee combat once they attack another naval unit.
 
It’s unknown how the natural yields of tiles are determined. For instance, some tiles may have happiness, some don’t. Sometimes that happiness remains when the tile is worked, and sometimes it doesn’t.

The yield of a tile is determined uniquely depending on its terrain type. I have a table that determines the type of production. In general, grasslands yield food, plains and deserts yield production, tropics yield food, science, or production (depending on the secondary type), tundra yields food, culture, or production (depending on the secondary type). Swamp always yields food and forest depending on the primary type (note that swamp is called differently in different base terrains).
Happiness is determined completely randomly. River, coast, and navigable river tiles give high chance of happiness and increased chance to the surroundings. Swamp hexes seem to give happiness almost always. The rest of the hexes are determined completely randomly with some chance.

Towns that are not set to “Growing town” will additionally provide all of its food to each city in its range, causing the town itself to stop growing. This range appears to be shorter than the trading network range, but it’s not known how short.

As I understand, towns supply food to cities that are connected to them by roads or direct sea routes.
 
From Reddit - user: JordiTK

Improvements​

  • It’s unknown how the natural yields of tiles are determined. For instance, some tiles may have happiness, some don’t. Sometimes that happiness remains when the tile is worked, and sometimes it doesn’t.

this is due to Tile-Appeal - yes, it is a thing but it is nowhere visible on the plot tooltip.
It it only listed in the city detail screen when you look at the happiness yields. There you see that the happiness from seemingly random tiles is attributed to "Appeal Bonus" as source. And it seems to be that mountains, vegetated tiles and water (including navigable(!) rivers) tiles each provide 1 appeal, and when a tile is surrounded by at least 3 of them (thus having 3+ appeal), it provides 1 happiness.

see also this thread here: https://forums.civfanatics.com/threads/the-happiness-code-appeal-is-back.691905/
 
Your settlement limit starts at four in the Antiquity and increases by four at the start of each new age. This is in addition to the increments from researched techs or studied civics, as well as from your leader attributes.
Settlement limit starts at 3 in Antiquity, barring leader or memento bonuses.
Worked tiles not improved by districts are considered rural tiles. Each rural tile equals one rural population, and each building or specialist equals one urban population. There’s currently no way to know the share of rural or urban population of a settlement other than counting every tile it has.
Sukritact's Simple UI Adjustments adds a population tooltip when you hover over a settlement's population.

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Does anyone know if this is a glitch? "Towns that are not set to “Growing town” will additionally provide all of its food to each city in its range, causing the town itself to stop growing. This range appears to be shorter than the trading network range, but it’s not known how short. As of yet, you can only use the town details (the list icon visible when you select a town) to see which of your cities the food is sent to. If there are no cities shown to be in range, the town continues to support itself." I still haven't figured out how food is distributed from towns. It seems that towns will send food to cities that are far away, but only if there is another city in its radius. It would be cool if you could select which city your town sends food to.
 

Artefacts​

  • As soon as any player has revealed the artefacts on a continent, they become visible to all players. Even players without the Hegemony civic can dig up Antiquity artefacts once someone has discovered them.
  • Each civilization digging at an artefact spot will receive one artefact when the digging is done. There does not seem to be a use for sending more than one explorer to the same spot, even though the AI keeps doing so.
Can these two points be verified, ideally in multiplayer? Especially the second one, because that goes against my observations of essentially locking out AI from cultural victory. There is, of course, a chance that they got locked out by just me solo-digging quite a few artifacts before they could reach me.
 
Can these two points be verified, ideally in multiplayer? Especially the second one, because that goes against my observations of essentially locking out AI from cultural victory. There is, of course, a chance that they got locked out by just me solo-digging quite a few artifacts before they could reach me.
I've observed the second one today, as long as the digsite is present when you start, you are guaranteed an artefact from that spot. This could actually be unintentional bug.

However, once you get there first, then the dig site is gone, no one else can get there unless they already started digging.
 
Can these two points be verified, ideally in multiplayer? Especially the second one, because that goes against my observations of essentially locking out AI from cultural victory. There is, of course, a chance that they got locked out by just me solo-digging quite a few artifacts before they could reach me.

The first bit happened to me earlier today:
  • As soon as any player has revealed the artefacts on a continent, they become visible to all players.
I had no idea what was going on, because I suddenly had a hex with a little blue light and something sitting on it, just like we had back in Antiquity and I had no idea what it was. I tried moving a military unit on top of it and nothing happened. Then when I purchased an Explorer, I discovered that was a dig site.
 
Good call reposting this here, I bookmarked the reddit thread but this is better :)
this is due to Tile-Appeal - yes, it is a thing but it is nowhere visible on the plot tooltip.
It it only listed in the city detail screen when you look at the happiness yields. There you see that the happiness from seemingly random tiles is attributed to "Appeal Bonus" as source. And it seems to be that mountains, vegetated tiles and water (including navigable(!) rivers) tiles each provide 1 appeal, and when a tile is surrounded by at least 3 of them (thus having 3+ appeal), it provides 1 happiness.

see also this thread here: https://forums.civfanatics.com/threads/the-happiness-code-appeal-is-back.691905/
Certain improvements will remove this appeal as well, like in Civ 6, causing the predicted happiness on a new rural district to actually yield less. Mines for sure, and I think woodcutters, perhaps more.
 
Dogo Onsen wonder I found on my own, now I can't help myself from building it. :) Many others I didn't know about. Although I did notice that commander merit commendation didn't seem to be working. I chose it, and I keep hoping it works, but doesn't seem to.
 
For me personally Civ7 is a strong candidate for the worst player interface in video game history.

In the past we had paper manuals, then we had pdf manuals, then we had a notion of no manuals but good tutorials (or quite extensive ingame/online wiki) and well designed interface. Civ7, a game consciously choosing to be as revolutionary and filled with unintuitive rules and exceptions as possible, decided to innovate in the UI realm by having no manual of any kind, meaningless tutorials, useless civilopedia, no ingame statistic panels or data of any kind, no hints, no nested tooltips or any recent innovations in the strategy game UI design, and an interface designed to invoke the feeling of lovecraftian horror beyond human comprehension.

I would love to see the documentary made on the topic of the UI design of this game, filmed in the style of airplane disasters, with the significant portion of it being devoted to the character study of the cosmic entity reponsible for it.

I thought I have seen every kind of miserable video game release under the sun, but I have never before seen the game with the interface being the main culprit and tanking the game's critical response, hence civ7 is actually incredibly innovative in this realm as well!
 
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For me personally Civ7 is a strong candidate for the worst player interface in video game history.

In the past we had paper manuals, then we had pdf manuals, then we had a notion of no manuals but good tutorials (or quite extensive ingame/online wiki) and well designed interface. Civ7, a game consciously choosing to be as revolutionary and filled with unintuitive rules and exceptions as possible, decided to innovate in the UI realm by having no manual of any kind, meaningless tutorials, useless civilopedia, no ingame statistic panels or data of any kind, no hints, no nested tooltips or any recent innovations in the strategy game UI design, and an interface designed to invoke the feeling of lovecraftian horror beyond human comprehension.

I would love to see the documentary made on the topic of the UI design of this game, filmed in the style of airplane disasters, with the significant portion of it being devoted to the character study of the cosmic entity reponsible for it.

I thought I have seen every kind of miserable video game release under the sun, but I have never before seen the game with the interface being the main culprit and tanking the game's critical response, hence civ7 is actually incredibly innovative in this realm as well!

When you wonder whether you should invest the time to learn Civilization VII, this kind of feedback and even the more optimistic "It'll be fine once they fix the interface" is incredibly discouraging. Of course, I'm still curious about how the new game works and feels, but there is no guarantee that it will become my favourite version just because it's the most recent one. Leisure time is limited and there are still six other versions plus similar games like Alpha Centauri and Old World around that I can instead rediscover or explore in more depth.

Back in the Civilization II manual they wrote: "It's a truism at computer game companies that most customers never read the manual... Until a problem rears its head, the average player just bulls through by trial and error; it’s part of the fun." Back then the rules were simple by comparison, but they still wrote a 180-page-manual to explain them well. It's a really bad look to publish the first Civilization game without any manual at all, implying that the interface is so brilliant these days that manuals are redundant, and then have the weak interface be the main focus of player feedback. I'm not at all convinced of the fun of learning Civilization VII by trial and error.

Also, as I keep reading about interface problems, I can't help remembering this bit: "When the UI is messy, I'm like: That's not a UI problem. That's a design problem. ... If somebody's like: 'Why, this screen's really complicated.', I'm like: Yeah, that's not really the UI artists' fault. That's them doing a hell of a job, and I should probably find a way to clean this up from a design standpoint." (Jake Solomon, talking on Soren Johnson's Designer Notes, Ep. 80 at 2:40:20, see cuc's post from December 2023 under CivRev - General Discussions for a link and overview).

Solomon is, of course, not talking about Civilization VII. I just hope that the UI troubles are not the symptom of problems that might be harder to fix.
 
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It's a really bad look to publish the first Civilization game without any manual at all, implying that the interface is so brilliant these days that manuals are redundant, and then have the weak interface be the main focus of player feedback. I'm not at all convinced of the fun of learning Civilization VII by trial and error.
I strongly disagree here. Civ7 has civilopedia, which is a manual. And, actually, some things (like the number of units kept per age) from this thread are actually explained there. Yes, it's far from perfect and needs a lot of work, but it's there.

Not only that, but Civ7 has the best tutorial of all civ games.
 
A couple more:
  • Factory resources are empire-wide, not just for the city where they are manufactured.
  • Railroad/Port connections have a strict 10 tile limit, so to get Factories built in DL make sure to have a chain of settlements with city centers <10 tiles apart from each other. (This may be a bug that will hopefully be fixed) Edit: This appears to have been fixed in Patch 3
  • The game doesn’t update yields displayed in real time. Whenever you make a change to yields, click on a city banner then back out to see updated amounts.
  • Policy “Confirm” button doesn’t lock the policies (which it did in civ 6 iirc). So experiment during an open policy turn with different combos to get the best results (making sure to go in and out of city view each time to update yields).
 
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When you wonder whether you should invest the time to learn Civilization VII, this kind of feedback and even the more optimistic "It'll be fine once they fix the interface" is incredibly discouraging. Of course, I'm still curious about how the new game works and feels, but there is no guarantee that it will become my favourite version just because it's the most recent one. Leisure time is limited and there are still six other versions plus similar games like Alpha Centauri and Old World around that I can instead rediscover or explore in more depth.

Back in the Civilization II manual they wrote: "It's a truism at computer game companies that most customers never read the manual... Until a problem rears its head, the average player just bulls through by trial and error; it’s part of the fun." Back then the rules were simple by comparison, but they still wrote a 180-page-manual to explain them well. It's a really bad look to publish the first Civilization game without any manual at all, implying that the interface is so brilliant these days that manuals are redundant, and then have the weak interface be the main focus of player feedback. I'm not at all convinced of the fun of learning Civilization VII by trial and error.

Also, as I keep reading about interface problems, I can't help remembering this bit: "When the UI is messy, I'm like: That's not a UI problem. That's a design problem. ... If somebody's like: 'Why, this screen's really complicated.', I'm like: Yeah, that's not really the UI artists' fault. That's them doing a hell of a job, and I should probably find a way to clean this up from a design standpoint." (Jake Solomon, talking on Soren Johnson's Designer Notes, Ep. 80 at 2:40:20, see cuc's post from December 2023 under CivRev - General Discussions for a link and overview).

Solomon is, of course, not talking about Civilization VII. I just hope that the UI troubles are not the symptom of problems that might be harder to fix.

Having played over 80 hours, I can confidently say that yes, it's the UI that is the issue. Not anything underlying. There are some weird mechanics like connected settlements that would be frustrating even if they weren't almost untraceable due to the bad UI, but the game's fundamentals are very strong, and most UI problems are in the sense of "I can see a better way to do this in just five seconds", which wouldn't be the case if a UI designer was trying to translate an overly complex bit of game design into a simple interface.

Edit: There's also some numbers issues like pacing being off, I suppose, but that's so simple to solve that I literally made a mod for it already and the only reason I haven't uploaded it yet is because there's some text that I haven't figured out how to change yet - mechanically, everything works.
 
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