hm, this is actually pretty smart. But keep in mind cost reduction scales with when it is introduced.
I do keep that in mind. But unless you want to stuff Enterprise full of cost reduction Bays (thematically appropriate, admittedly), the math calculations in my post do account for the discount.

65 first stage, for Enty-5-no-Bays, 60 for Enty-5-and-1-Bay, down from 85 currently. And double for every consecutive Phase.

Hypothetical minimum is 50 with 3 cost reduction bays, but I expect QM will have better ideas to entice us with.

The difference between Enty-5+1 and Enty-5+3 amounts to 310 progress if we build stations from ground up, and 280 progress if we build one station from Phase 3. About 4 dice of progress, sure, but if we want to promote the Starbound Party some sacrifices have to be made. And a sacrifice to efficiency we can probably accept as a tradeoff for Political Support and potentially less onerous demands during the vote on the Plan Goals.
 
REACTION POOOOST


Hm. I'm surprised that multiple 125mm gun barrels are regarded as a better solution than a single heavier gun barrel, especially given the need for a volume-intensive glider component to the sonic shells.
It's probably handled with an extendable glider system. Similar to what Black Hands have, but our own homegrown and bulkier version - but it's still not a grown man that the glider has to deliver.
 
@Simon_Jester You have a couple borked endquote tags in your reactionpost - they're /qutoe.

One thing worth noting - Ithillid has said that the hangfire delay will not be too much of a problem for point defense lasers - and I believe that since they'll be second-gen laser mounts, even if we're using the first generation of this form of laser tech, the power issue is less likely to be a problem.
 
Starbound desires a permanent off earth population and with how things go I dont see it happening. We are occupied with Philly, Ent and the moon mines, even if we go up to 9 dice on orbital per turn, it will be barely be enough to fill all of Enterprises bay slots, at least one of which will likely be a station construction discount one, before we can start spamming Colombia or Shala.
Well, we're not actually under any obligation to do the bays during the Third Four Year Plan... :p

Sucks that we ran out of time to roll out the sensors.
Wait. What?! You mean the anti-stealth sensors?
We didn't run out of time to roll them out, as I understand it. We just ran out of time to surprise Nod with them by holding them in reserve, then deploying them in a gigantic all-at-once swarm that would cause Nod to freak the fuck out as we launched a general offensive that can trivially see through the stealth they thought protected them. Mostly because we ran out of money to do the full deployment, for a variety of reasons, in 2057-58.

We can and should continue deployment, it's just that by not pushing the project more aggressively (due to our many many other priorities), we've lost the opportunity to gain the most from it.

Well I think the only bad part of this update was the Tidal Plant and even then that wasn't so bad.
Well, finding out that we missed the boat on Operation Kick Kane In The Balls because we didn't get the second phase of anti-stealth sensors rolled out fast enough was kind of a let-down. :(

I have a feeling that we will fail completing the goals we were given and promised to do if we don't start doing them now.
As noted, we still have 13 turns left and a lot of our project goals are things that can be done quickly once we focus on them, now that we have the budget to do that. The point of the income surge strategy we've pursued in the past three turns was to make sure we'd be able to throw all our dice at the task of completing those other plan goals. I think we can come to or close to fulfillment on everything as long as we're careful.

I am not saying that how can it be seen as that?
When you say "if you don't start doing X, Y will happen," it implies that we haven't been doing X.

I am looking at what the partys and military are saying and they keep on ramping up on there levels of concern they have each update how else am I supposed to see it as then when the people we promised to keep on doing that???
Because those factions are looking at us in this way because they have high expectations, and are accustomed to us working at a high rate, even though reallocation took away the resources we were using to do that.

Their expectations are based on a rate we can hopefully NOW begin to perform at, but we needed time to put our house in order before that would be possible.

If you've been following the discussion among the people who typically write plans, you will note that they mostly remain relatively confident. There are reasons for this.

The answer is to prioritize.

For one thing we can choose to drop the Bays down the queue because they don't really add much to the plan Goals. You said they cost ~400 progress, so dropping one should at that point free enough dice to push one of the stations to Phase 3, almost (65+130+260 = 455).

Furthermore, if we make the first Bay ever (available at Phase 4 Enterprise) that station-discount Bay, and build it in parallel with the 5th Phase of Enterprise, we can probably push both Shala and Colombia to Phase 3 at the progress cost of (60+120+240 = 420), instead of the other Bays.
Columbia is more important than Shala and should be prioritized.

For morale purposes, people will care more about having people living in space than about having people farming in space. We can ship up tons and tons of food to the station if we have to, as an interim measure; we've got fusion rockets for days. But Starbound's biggest political hot-button issue, ever since game start, has been human habitation in space. Even beginning a permanent space habitat station would be a real boost for them.

Like, they might actually be happier for us to finish Philly Phase 4, be halfway to Philly Phase 5, and have reached Columbia Phase 3 by 2059Q4 than for us to be all the way to Philly Phase 5.

By contrast, we are very eager to finish Philly Phase 5 because it benefits us.

It's probably handled with an extendable glider system. Similar to what Black Hands have, but our own homegrown and bulkier version - but it's still not a grown man that the glider has to deliver.
I mean, yes, it's just that you'd think that one big tube delivering a 150-200mm glider shell would be preferred over four small tubes delivering 125mm glider shells. Maybe it's because they want high peak salvo density and because there's a practical limit on how big of a blast radius they want from a sonic charge.

@Simon_Jester You have a couple borked endquote tags in your reactionpost - they're /qutoe.
Was fixing them while you posted that.

One thing worth noting - Ithillid has said that the hangfire delay will not be too much of a problem for point defense lasers - and I believe that since they'll be second-gen laser mounts, even if we're using the first generation of this form of laser tech, the power issue is less likely to be a problem.
The power issue isn't the concern. A computerized point defense system that can predict the hangfire time can compensate for it, true- I imagine it'd be a serious problem for infantry or vehicle gunners trying to hit moving targets, though.
 
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Well, finding out that we missed the boat on Operation Kick Kane In The Balls because we didn't get the second phase of anti-stealth sensors rolled out fast enough was kind of a let-down. :(
It was but that's what happens when we leave stuff like that to the side. I understand some people had reasons for not doing it but well that boat has sailed now.
 
I mean, yes, it's just that you'd think that one big tube delivering a 150-200mm glider shell would be preferred over four small tubes delivering 125mm glider shells. Maybe it's because they want high peak salvo density and because there's a practical limit on how big of a blast radius they want from a sonic charge.
Two words. Blast Radius. You get a fairly substantial dangerous radius out of a sonic shell, and that means that more barrels, and accepting a fairly high degree of scatter is often going to be more effective than one big shell.

Okay, so that's not so bad. @Ithillid , do we get the workforce lost working on this project in 2058Q4 back, is it temporary like Soviet Quest labor usage for megaprojects like roads and dams? Or is that a permanent Labor cost?
yes you get them back after this turn.

Now, Lasers. Laser hang time scales pretty directly with damage. Think about it this way. The charge up and shoot cycle for an Obelisk of Light (which, as of the third tiberium war anyway could carve open a Predator and severely damage a Mammoth) is about five seconds. For a Spitfire laser turret it is far, far less.
 
Well, we're not actually under any obligation to do the bays during the Third Four Year Plan... :p
Well yes, but from a pure efficiency standpoint I'd like to have the progress reduction bays early. Space will probably remain a second rate issue behind the military and later the TCN, which is why I'd want the minimum 5 orbital dice we end up with after philly 5 to be as efficient as possible.
 
Well yes, but from a pure efficiency standpoint I'd like to have the progress reduction bays early. Space will probably remain a second rate issue behind the military and later the TCN, which is why I'd want the minimum 5 orbital dice we end up with after philly 5 to be as efficient as possible.
Yeah, but pure efficiency is not the only factor. Political support counts, and Columbia is great for political support. Having the public want to fund our space program 10% harder offsets us using those resources 10% less efficiently for a short time before we finish off that bay during the Fourth Four Year Plan.



So, small changes. Since the war factory refits reduce pressure on ZOCOM slightly, I feel comfortable putting only one die on the Pacifier (formerly known as Bigass Sonic Cannon), and one die on the Havoc.

Note that the Havoc WILL benefit ZOCOM in time, and that developing the Havoc will be a show of good faith to the Talons, and to General Jackson who is the only reason we have six Military dice instead of four right now.

That switch, plus the tax money, frees up 10 R that I'm spending on Perennials in Agriculture. I could also sacrifice a research project in Services, downgrade the Services die to a puppies and kitties action, and free up 20 R which would go to a macrospinner instead.

I replaced the Super Orca project with the Tube Artillery project, simply because it sounds like the Ground Forces are hungrier right now for the latter than the Navy and Air Force are for the former. Super Orcas are still on the menu for next turn.



2058Q4 BUDGET:
715 R (yay, taxes!)
6 Free dice

715/715 Resources spent
6/6 Free Dice allocated

[] Plan Draft WELP 1-C

Infrastructure 5/5 Dice 70 R
-[] Integrated Cargo System 0/800 (4 Dice, 60 R) (4/11 median)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)

Heavy Industry 4/4 Dice + 2 Free Dice 120 R
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)

Light and Chemical Industry 2/4 Dice 40 R
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (2 Dice, 40 R) (33% chance)

Agriculture 3/3 Dice 30 R
-[] Wadmalaw Kudzu Development 0/40 (1 Die, 20R) (93% chance)
-[] Perennial Aquaponics Bays (Stage 2) 123/350 (1 Die, 10 R) (1/3.5 median)
-[] Security Review

Tiberium 6/6 Dice 150 R
-[] Tiberium Processing Plants (Stage 1) 0/200 (3 Dice, 90 R) (79% chance)
-[] Tiberium Vein Mines (Stage 1) 0/200 (3 Dice, 60 R) (79% chance)

Orbital 5/5 Dice + 2 Free Dice 140 R
-[] GDSS Philadelphia II (Phase 4) 362/715 (7 dice, 140 R) (94% chance, median ~100/1430 on next phase)

Services 4/4 Dice 50 R
-[] Green Zone Teacher Colleges (2 Dice, 10 R) (13% chance)
-[] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 R) (78% chance)

Military 6/6 Dice + 2 Free Dice 115 R
-[] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
-[] Tube Artillery Deployment 0/200 (3 Dice, 45 R) (57% chance)
-[] Pacifier MAV Deployment 0/??? (1 Die, 15 R) (??% chance)
-[] Havoc Scout Mech Deployment 0/30 (1 Die, 10 R) (100% chance)

Bureaucracy 3/3 Dice
-[] Agriculture Review (3 dice)
 
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Problematic. We may be able to do better, but it's kind of marginal as-is. And it doesn't seem to stop lasers, so much as act as damage mitigation. It'll be interesting to see what the military thinks they can accomplish with this, and where it's worth trying to use it.
I think the real question is: can the shield be retuned dynamically? That is, can the shield change its tuning electronically and not by, say, swapping components out?

Because if it can, that's not a lot worse than a plain all-purpose shield.
 
REACTION POOOOST!
Okay, so the good news is, the refugee wave is settling down and some of the refugees seem to be flowing into the job market (our Labor trickle is +4/turn, up from +2/turn recently). Energy is low as expected. Logistics is at +7, which is stable-ish for now, especially since we're not planning a LOT more glacier mining. Food and Health are solid. Capital Goods is slim but workable as long as we get something constructive done on it soon.
...
Hm. I wonder what our PS loss was?
...
Unstable glacier clusters... oooh, those sound rough. That's probably our cue for why Red Zones can't be entirely eliminated with conventional mining equipment, because a big enough mass of tiberium is really dangerous to get too close to, even if you're armored up and so on.
...
Better ECCM for our own missiles sounds like something we should work on soon, preferably as soon as it actually becomes available. Could be quite impactful, especially during a major war, but will have diminishing effect as Nod continues to improve.
...
Noting that the current iteration implies that repulsorplate technology can be improved on if we develop it. The combination of repulsorplate tech for logistics vehicles (including port operations) and the better harvesters are, yes, very promising.
Reacting to reactions!
Also worth noting that we had an increase in Consumer Goods demand, which Ithillid said on Discord was due to people moving into larger spaces (higher quality housing), and buying stuff to fill that space.

It looks like the PS loss from the Tidal critfail was mitigated by the critical success on Remedial Education. At least by my calculations.

I imagine once we have repulsorplate harvesters, we can do more to deal with the unstable glacier areas, but will probably still have to be careful with them.

Not just ECCM for our missiles, I would think, but generally helping clear up the battlespace to improve targeting.

Yeah, repulsorplate tech will improve, and there are tech subjects that will improve our understanding, but I believe that with it unlocked, we can potentially get there on our own... it just takes longer. Because once we research and use technologies, refinement happens in the background.
 
Given how tight cap goods are this seems like a poor use for them, more so when we also need to run a lot of energy production in HI.
The project doesn't use Capital Goods until we finish it, which is realistically not happening before 2059Q2 at the earliest, later if we decide to slow-walk it. Some time in mid-2059 we are really, REALLY going to want the massive Logistics surplus (read: slack in the system to cover wartime needs and ability to keep our convoy system functional despite fighting a naval war) that ICS provides. If we have to slow down the ICS completion because there aren't enough Capital Goods to finalize the system, we can; the project can be slow-walked. But we simply will not have the requisite Logistics online if we don't start getting out in front of the project and investing in it up-front.

Our alternative is to continue to push Housing, which has the virtue of making the electorate happy on the eve of a major full-court push by Nod warlords, but the drawback of not giving us redundancy in our supply lines on the eve of a major full-court push by Nod warlords.

True we have a lot we need and never enough dice but one still those sensors was something we dropped the ball on. In all honesty we shouldn't have left it be for so long not for something that important.
Okay, be specific. What should we have sacrificed, to ensure that a project requiring... what was it, 200-250 Progress at 25 R/die... happen?

There will always be more balls than we can keep in the air.

I think the real question is: can the shield be retuned dynamically? That is, can the shield change its tuning electronically and not by, say, swapping components out?

Because if it can, that's not a lot worse than a plain all-purpose shield.
I mean, it depends. From what I'm hearing, the only thing it stops is impact fuzes; it merely reduces the harm caused by other weapons. Good, but not great, is what I'm saying. It's like +15% HP, not like having a separate HP pool of shield points that depletes before you're even scratched. Or such is my understanding.

Also, dynamic retuning is good if you can do it fast, but for many combat applications it's not so great because you can't predict what kind of fire you'll take next.

Reacting to reactions!
Also worth noting that we had an increase in Consumer Goods demand, which Ithillid said on Discord was due to people moving into larger spaces (higher quality housing), and buying stuff to fill that space.
The good news is, we have plenty of options for making Consumer Goods in the later part of this Plan if we need to worry about it. Our existing need to complete several phases of arcologies, phases of the Tokyo fabricator, and a bunch of agriculture projects will get us partway to our target anyway.

I imagine once we have repulsorplate harvesters, we can do more to deal with the unstable glacier areas, but will probably still have to be careful with them.
The harvesters' ability to hover does not protect them from exploding hunks of tiberium crystal dropping big green death rocks on them from farther back along the glacier.
 
By the way, thanks to BOTCommander, all of your space stuff just got 5-10 points cheaper. It is not much, (Shala for example got 25 points of progress knocked off total) but a good subquest can have significant influence.
 
The project doesn't use Capital Goods until we finish it, which is realistically not happening before 2059Q2 at the earliest, later if we decide to slow-walk it. Some time in mid-2059 we are really, REALLY going to want the massive Logistics surplus (read: slack in the system to cover wartime needs and ability to keep our convoy system functional despite fighting a naval war) that ICS provides. If we have to slow down the ICS completion because there aren't enough Capital Goods to finalize the system, we can; the project can be slow-walked. But we simply will not have the requisite Logistics online if we don't start getting out in front of the project and investing in it up-front.

Our alternative is to continue to push Housing, which has the virtue of making the electorate happy on the eve of a major full-court push by Nod warlords, but the drawback of not giving us redundancy in our supply lines on the eve of a major full-court push by Nod warlords.
We still have rail network for logistics without taking stuff like cap goods or energy. And given that Q4 and Q1 is likely Energy production, Q2 would be phase 1 of nuuka and part of phase 2- Q3 is when we are getting a decent influx of cap goods. I have no objection to finishing ICS before end of plan but right now I feel that we have other options we should push.
 
Okay, be specific. What should we have sacrificed, to ensure that a project requiring... what was it, 200-250 Progress at 25 R/die... happen?

There will always be more balls than we can keep in the air.
You got me there I admit there's nothing I can think of that we could have given up to do them as you said to many plates not enough hands to catch them all.
 
Here's my plan draft.

[ ] Plan Chimeraguard
Infrastructure (5 dice)
-[ ] Blue Zone Arcologies (Stage 3), 3 dice (45 Resources)
-[ ] Blue Zone Apartment Complexes (Phase 2), 2 dice (20 Resources)
Heavy Industry (4 dice +2 Free)
-[ ] Continuous Cycle Fusion Plants (Phase 2), 6 dice (120 Resources)
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner, 3 dice (60 Resources)
Agriculture (3 dice)
-[ ] Perennial Aquaponics Bays (Stage 2), 2 dice (20 Resources)
-[ ] Security Review, 1 die
Tiberium (6 dice)
-[ ] Tiberium Vein Mines (Stage 1), 3 dice (60 Resources)
-[ ] Tiberium Processing Plants (Stage 1), 3 dice (90 Resources)
Orbital (5 dice +2 Free)
-[ ] GDSS Philadelphia II (Phase 4), 7 dice (140 Resources)
Services (4 dice)
-[ ] Green Zone Teacher Colleges, 3 dice (15 Resources)
-[ ] Tissue Replacement Therapy Development, 1 die (20 Resources)
Military (6 dice +2 Free)
-[ ] Laser Point Defense Refits, 4 dice (60 Resources)
-[ ] Tube Artillery Deployment, 3 dice (45 Resources)
-[ ] Havoc Scout Mech Development, 1 die (10 Resources)
Bureaucracy (3 dice)
-[ ] Security Review (Agriculture)

Resources Available: 715
Resources Spent: 705
Resources Remaining: 10

For Infra, given the heavy pressure we're still under there, 3 dice on BZ Arcologies to show that the Treasury is gonna start pumping them out, and 2 dice on BZ Apartments for more good-quality housing sounds like a decent enough idea.

HI is 6 dice on Continuous Fusion, which is a 97% chance of completion of one stage. LCI is 3 dice into the Reykjavik Macrospinner for a secondary source of Myomers just in case something happens to Johannesburg.

Agriculture is 2 dice into Perennials since its boosts take time, so maximum benefits come if we roll it our as early as possible. Plus, it's a Plan Goal and cheap on a per-die basis.

Tiberium, 3 dice go into new Processing Facilities, 3 into Vein Mines. We have +1 Energy left, and 3 in Reserve, so even if Processing completes and Continuous Fusion doesn't, we'll still have just enough to get through a turn without going into a shortage.

Orbital, 7 dice into Philadelphia all but guarantees we get Stage 4 done, and should make good progress in getting into Stage 5. This level of commitment should let us finish Philadelphia completely midway through year 2 of the Plan.

Services, 3 dice to GZ Teachers to continue working on Litvinov's mandates, and 1 into Tissue Replacement Dev, since it's just 1 die.

Military, 4 dice into Laser PD Refits gives an 86% chance of completion, and it's gating City PD, so it's something we want finished quickly. Getting new tubes out prevents the Ground Forces from waiting too long on something they're counting on and helps alleviate their shell problem. Finally, a die on Havocs to finally help the Steel Talons.

I have two thoughts for changes though. One would be reducing Laser PD Refits to 3 dice instead of 4 dice, which would still have a 50% chance of completion. 2nd is replacing one of the Perennial dice with Kudzu using the remaining spare Resources.
 
I dont like speculating but this sort of "remote harvester" could improve a variety of technologies, from harvesting to abatement to maybe even treatment of isolated tiberium infections in humans. Who knows what the limit will be.
Thank you for considering my idea and speculating on it. Although I doubt that we will be able to use it for human tib infections, but it would be nice if we could.

I hope we will be able to build YZ Arcologies again (or in this case GZ Arcologies) because I would like us to be able to get all of the people out of low quality housing. I mean the YZ Arcologies will never be as good as BZ Arcologies but they are likely equal or only slightly lower quality than BZ Apartments. Right?
 
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We still have rail network for logistics without taking stuff like cap goods or energy.
We're hitting diminishing returns. The next 900 Progress of rails will give us +12 Logistics, as compared to +18 Logistics from 800 Progress' worth of ICS. Plus, the narrative is hammering on the part where port capacity is becoming an obstacle, and ICS addresses that while railroads largely don't.

So the same amount of effort diverted from housing construction to railroads won't give the same return on Infra dice investment.

And given that Q4 and Q1 is likely Energy production, Q2 would be phase 1 of nuuka and part of phase 2- Q3 is when we are getting a decent influx of cap goods. I have no objection to finishing ICS before end of plan but right now I feel that we have other options we should push.
Okay, so we slow-walk ICS a bit. There will be about five dice worth of project to finish after this turn in my plan before we even begin to have to worry about it actually completing; if we need to spin things out until 2059Q3 or Q4, we can. Spending four dice this turn doesn't mean we have to spend four dice every turn.

But this way, at least we're invested in completing the project and it's less of an insane sprint to get it if we decide we need it in a hurry. The benefits will really pay off.

By contrast, if we wait until "oh hey, we have a big Cap Goods surplus, time to start ICS," then the project still takes like three quarters to complete. By which point we'll have already used up the bulk of the Capital Goods surplus on something else, and be right back in the same position we're in right now.

Again, we have to differentiate between starting the project that will ultimately cost Capital Goods, and finishing the project and actually needing to spend those Capital Goods. We can fine-tune the project duration to ensure that it doesn't complete until we're ready... as long as we ever actually start it.

Here's my plan draft.

[ ] Plan Chimeraguard
Infrastructure (5 dice)
-[ ] Blue Zone Arcologies (Stage 3), 3 dice (45 Resources)
-[ ] Blue Zone Apartment Complexes (Phase 2), 2 dice (20 Resources)
It should be noted that this is the respectable alternative choice to my lobbied-for pivot to work on Integrated Cargo System.

The problem is that after another three quarters or so of this... It's 2059Q2, Nod attacks us, and our Logistics is still at somewhere in the neighborhood of +7. Which is good, but not great if we're fighting a worldwide war and all the Nod naval attackers go active at once.

Agriculture (3 dice)
-[ ] Perennial Aquaponics Bays (Stage 2), 2 dice (20 Resources)
-[ ] Security Review, 1 die

Agriculture is 2 dice into Perennials since its boosts take time, so maximum benefits come if we roll it our as early as possible. Plus, it's a Plan Goal and cheap on a per-die basis.

True, it does get us an extra +1 Consumer Goods per turn earlier in the plan if we finish early. Now that I think about it, I'm seriously considering postponing the caffeinated kudzu development in my own plan, and putting more dice on perennials.

I think I'd misremembered (and underestimated) just how big the Consoom boost from Perennials would be.

Military (6 dice +2 Free)
-[ ] Laser Point Defense Refits, 4 dice (60 Resources)
-[ ] Tube Artillery Deployment, 3 dice (45 Resources)
-[ ] Havoc Scout Mech Development, 1 die (10 Resources)
I think four dice on lasers is overdoing it. With three dice we already have a 50/50 chance of completion, so there's a good chance the fourth die will just be wasted. Even if we DO complete the project in 2058Q4, the ships won't all be refitted until some time in 2059 anyway, so we might as well spend three laser dice now and the fourth next turn, if it lets us start another project like the Orca refit.

...

"I have two thoughts for changes though. One would be reducing Laser PD Refits to 3 dice instead of 4 dice, which would still have a 50% chance of completion. 2nd is replacing one of the Perennial dice with Kudzu using the remaining spare Resources."

The thing is, doing both those things would basically turn your plan into my plan, only with less SCIENCE! and ICS and more housing construction.
 
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