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E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:32
  Old Post 29-12-2003 01:57
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turn 146, 300 AD Put an end to popups!

To be edited by the Consuls and Ministers.

Status:
- Republic
- Researching
- ??? gold cash, ?? gpt. (est)
- Slider at ?/?/? tax/sci/lux

Urgent questions & tasks:
MoW - ??
MoW/MoI- Build Ques?
MoI -
MoI -
FAM -
FAM -

Unit movement & actions

Unit Roster

To be edited by MoW

Do NOT Abandon Resolution this turn, It is being delayed by 1 turn

Economy:
Apolyton - Building Num Merc (turn 1 of 3 schedualed). Note: Required for this City's Recharge.
Lakeveiw - Building Warrior (turn 3 of 10).
Mingapulco - Building Marketplace (turn 8 of 10).
Chaquita - Building Granary (turn 8 of 26 - still looking at schedual).
Bananatopia - Building Settler (turn 3 of 3 schedualed).
Incensity - Building Harbor (turn 6 of 10).
X - Building Granary (turn 2 of ?? - Schedual TBD).
Tripoli - Building Palace (for Wonder prebuild (turn ?? of ??).
Equilibrium - Building Settler (turn 21 of 30)
Hispanica - Building Library (turn 3 of 11).
Power of Victory - building Walls (turn 8 of 20).
Karina - Building Forbiddden Palace (turn 17 of 30?? - scheduale is changing).
LuxInvicta - Worker built, start building Worker (turn 1 of 3 schedualed).
Big Bend - Building Granary (turn 7 of 16 schedualed).
BigFurryCity - Building Marketplace (turn 9 of 10).
Resolution - Building Worker (turn 10 of 11). NOTE To Consuls - we will be delaying this build by 1 turn, watch for Instructions in next turn's thread
Heart of Darkness - Building Market (turn 16 of 19).
Elucidium Novum - Worker built, start building Worker (turn 3 of 6 schedualed).

WF:
Apolyton - starting 3-4-8-13-14. NC.
Lakeview - starting WF 14. NC.
Mingapulco - starting WF 3-4-6-7-9-10. Change WF to 2-5-6-9-10-12.
Chiquita - (Grows this turn) starting WF 2-??11??. Change WF to 1-11.
Bananatopia - starting WF 2-13-15-16-19 (working game). NC.
Incensity - starting WF 5-6-7-17. NC.
X- starting WF 1. NC
Tripoli - starting WF 2-4-9-17-19. NC.
Equilibrium - starting WF 6-7. Change WF to 6 & Scientist.
PoV - starting WF 3. NC.
Hispanica - starting WF 1-2-3-4-12-20. NC.
Karina - starting WF 4-11-12-13-17-19. Change WF to 1-4-11-13-17-19.
LuxInvicta - (Worker built) starting WF ??5-7-11??. Change WF to 1-5-9.
Big Bend - starting WF 1-3-4-10. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Resolution - starting WF Scientist. Change WF to Taxman.
Heart of Darkness - (grows this turn) starting WF 3-4-5-10-12-??15??. Change WF to 3-4-5-10-11-12.
Elucidium Novum - starting WF 2-3. NC.

Workers:
GP - move 2, will start roading next turn.
Go3 (MrWIA, EVC and Dejon) - road (done).
Empress - start building road (2 turns to complete).
Yo & Slave Anarchy - move 8, will road next turn.
Screech & Sanchez - road (done).
rah - Irrigation done, worker Frozen.
Frodo & Out of Darkness - tile cleared, workers frozen.
Dan & Gits - Irrigate (done).
Monkee & CalcII - 3 turns left to clear.
Horse & Squid - 4 turns left to clear.
Mark & Otto - 5 turns left to clear.
Spike & Moosefart - 5 turns left to clear.
Lib & Slave Farb - 6 turns left to build Fortress.

New Worker from Lux (needs a name) - move 3-2-2, will start mining next turn.

Settlers: see General Overall City Placement Plan #1 for locations
Settler New Apolyton - move 2-2-3.
Settler NanaA - move 1-2-2.
Settler NYE Kicks Ass - move 1-1-2.
Note to everyone - settlers for the Phase 1 Expansion are built and the first settler for phase II has also been built (first of 10 settlers to finish this phase).
Phase I: Now Until the end of the war
Phase 2: End of the War to when the FP is built


Diplomacy:
GCA: ???
CFC: ???
CGN: ???
GWT: ???

Comment, please, many "plans" (especially those marked with '??') are just suggestions or ideas, not decisions already made.

---
Note: keypad directions used for all except in WF orders.

Discussion and basic reporting to follow. See the topped thread for comprehensive results

Last edited by E_T on 05-01-2004 at 09:39

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:32
  Old Post 29-12-2003 02:00
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Damn, I messed this one up, can someone with ZpellZ fix the topic so that it shows correctly on the front page.

E_T

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:32
  Old Post 29-12-2003 03:29
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Inflate your Upload Space

Once MarkG gives me the stinkin' ZpellZ, I will! :mutter:

Speaking of which, did someone ever submit that NewZpost that Togas wrote?

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:32
  Old Post 29-12-2003 03:35 Visit Trip's homepage!
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quote:
Originally posted by Arnelos
Once MarkG gives me the stinkin' ZpellZ, I will! :mutter:

Speaking of which, did someone ever submit that NewZpost that Togas wrote?

Togas sent it to Markos a week and a half ago...

Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:32
  Old Post 29-12-2003 08:56
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I PM'ed MarkG about another subject a long time ago as well. It appears he is away. It is possible for me to post the news item though.

Arnelos is offline Arnelos
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of the Free World
Sep 2002
time: 00:32
  Old Post 29-12-2003 23:28
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quote:
Originally posted by Trip

Togas sent it to Markos a week and a half ago...


Everyone bug MarkG to post it and give Trip and I the ZpellZ, then!

Master Zen is offline Master Zen
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Jan 2003
time: 23:32
  Old Post 03-01-2004 13:09 Visit Master Zen's homepage!
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some diplo stuff:

yesterday while playing the turn I had a brief chat with Bootstoots about having our 2 MI's in the north near our silk colony just in case barbs pop up, he said there would be no problem. That means that aggie is free to move those MI's "in the vicinity" at will, once CFC brings their settler up we will have to move them out as they are technically in CFC territory.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:32
  Old Post 04-01-2004 00:33
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I updated my sim, for all of the Mil Unit moves and stuff from last turn.

here it is

Aggie, you might want to download it and play with any unit moves and such...

E_T

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:32
  Old Post 04-01-2004 01:46
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Problem when we Abandon Resolution next turn Avatar Enlargement: We've got the solution

I've run this through the sim and because of the timing of the city abandonment (my city orders in the sim are different from the real game), we might have a couple of cities go into civil disorder. With New Apolyton being built that very same turn, we shouldn't have any problems. But I would rather be safe than sorry...

Because of this, for this next turn only, I suggest bumping up the lux slider to 20%. Again, this is precautionary, but prudent, IMHO.

Also, In my sim, that one wandering barb had gotten to the silk colony and it was destroyed on the same turn at it had moved to it, so we have to make sure that he's dead before he can get there.

MoI E_T

Aggie is offline Aggie
King
Of GOW's half of BOB
Jun 2002
time: 23:32
  Old Post 04-01-2004 05:39
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Here are the orders.

Some notes first.
1)F-fortify

2)a "?" means movement must be decided at time of play based on current conditions.

3) On the larger map there is K representing a Knight, thats knights job is to protect settlers from very bad timed barb attacks. so consider an ? on him since he will move only to react to barbs.

4) The core/North map movement is almost totally dependent on what GWT does. I highlighted a possible landing area in red. they could land earlier of course but would just get a scenic view of our jungle for a few turns.

5) For some simplicity I used a zoomed out map for most orders. Just experimenting for convienience, if the zoomed out map is not helpful I'll be glad to change back to the zoomed in maps. My logic was, we mainly need to see paths, the game will tell us what units are in play. so all we do is see the unit then look at the map,


Aggie





BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:32
  Old Post 05-01-2004 05:32
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Put an end to popups!

The turn is here:

http://apolyton.net/upload/files/Bi...lians0300AD.SAV

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:32
  Old Post 05-01-2004 07:06
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Tidbits.

New barb camp NE of Xiang Zhou (9 9 9 9). No other camps visible this turn. We should send maps back and forth again with CFC.

GCA is in Republic (have been since before this turn).

CFC is in anarchy

Our military vs:
GCA, strong
CGN, average
CFC, strong
GWT, average

No one has Theology yet.

Barb galley is following Seeker towards the GWT galley in the North.

Barb warrior is adjacent to the Silks in the West.

I am waiting for the arrival of Arnelos, MZ, and Aggie. Will wait for them for another hour or two.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:32
  Old Post 05-01-2004 08:03
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I'm posting from my sister's computer, but I should be back in about 30 minutes.

Seems like she purchaced a bad stick of memory for her computer.

E_T

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:32
  Old Post 05-01-2004 10:38
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Lose 30 kilos (of popups)

If she's cute, tell her I can give her a good 'stick.'

Master Zen is offline Master Zen
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Jan 2003
time: 23:32
  Old Post 05-01-2004 10:53 Visit Master Zen's homepage!
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Turn 146 - 300 AD Support Apolyton, buy Call to Power 2

Diplomacy, etc.

- World Map from CFC accepted
- World Map sent to CFC accepted


Military

Scouting

Horse TGIII moved 8-6
Horse Tripoli moved to Algalord 3-2
MI Vlad moves 6
MI MrWIA moves 7-4-1, kills barb warrior, no damage

Military

Cats Karina, Hurl, Fling moved 8-9-8
MI Scourge and Aidun forted at Lakeview
MI Bananatopia forted
NM Panzer32 moved 3-2-2
Knight Ennet forts
MI Alva forted
Horse Togas moved to Karina 1
NM Dominae moves 4-4-4 to Equilibrium
NM ZargonX moves 4 and forts at Equilibrium 4
MI BigFurryInfantry forted
MI Sleepy moves 2
Knight Bambi moves 2
NM NuclearMercenary moves 4-1-4
Knights BFC and Vondrack moved to Bananatopia 4 (assembly area)
Knight HTower moves to Karina (in range of possible GWT landing)
NM Clinton Portis moved to Apolyton 3 and forted (allows for quick movement to Apolyton, Incensity or Banantopia)


Workers & Settlers

- Nevermore abandonment delayed until next turn

Workers

GP - moved 2.
Go3 (MrWIA, EVC and Dejon) - moved 7.
Empress - roaded (2 turns to complete).
Yo & Slave Anarchy - moved 8.
Screech & Sanchez - roaded (done).
Dan & Gits - irrigated (done).
Gregor (new worker from Lux) - moved 3-2-2, will mine next turn.

Settlers

Settler New Apolyton - moved 2-2-3.
Settler NanaA - moved 1-2-2.
Settler NYE Kicks Butt - moved 1-1-2.


Economy

City Builds

No changes (LuxInvicta building Worker)

WF

Mingapulco - changed WF to 2-5-6-9-10-12.
Chiquita - changed WF to 1-11.
Equilibrium - changed WF to 6 & Scientist.
Karina - changed WF to 1-4-11-13-17-19.
LuxInvicta - changed WF to 1-5-9.
Resolution - changed WF to Taxman.
Heart of Darkness - changed WF to 3-4-5-10-11-12.

Apolyton - 3-4-8-13-14. NC.
Lakeview - WF 14. NC.
Bananatopia - WF 2-13-15-16-19. NC.
Incensity - WF 5-6-7-17. NC.
X - WF 1. NC
Tripoli - WF 2-4-9-17-19. NC.
PoV - WF 3. NC.
Hispanica - WF 1-2-3-4-12-20. NC.
Big Bend - WF 1-3-4-10. NC.
BigFurryCity - WF 5-6-7-8-19-20. NC.
Elucidium Novum - WF 2-3. NC.

Master Zen is offline Master Zen
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Jan 2003
time: 23:32
  Old Post 05-01-2004 10:59 Visit Master Zen's homepage!
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- Note the Knight assembly area at Bananatopia 4









Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:32
  Old Post 05-01-2004 22:45
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Damnit. Colossus built by GWT. When did that happen?

edit: oh, I found the thread.

-Arrian

Last edited by Arrian on 05-01-2004 at 22:53

OPD is offline OPD
King
Birmingham UK
Jun 2002
time: 05:32
  Old Post 05-01-2004 22:54
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On a sidenote would the Colossus be a one wonder GA for the Arabs like the pyramids for Eygpt or was their GA dependant on them building the pyramids too?

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
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  Old Post 05-01-2004 22:56
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Colossus is sufficient for the Arabic GA all by its lonesome. In fact, it's a rather troublesome ancient wonder for many civs, because it is Rel/Com/Exp.

It will trigger GAs for the following civs:

Arabs
Iroquois
Indians
English
Spanish

-Arrian

Dominae is offline Dominae
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Jan 2002
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  Old Post 05-01-2004 23:04
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Pyramids: Industrious, Religious
Colossus: Commercial, Expansionist, Religious

All they needed to trigger their GA was the Colossus, but after the Pyramids they could have built the Great Lighthouse for the same effect. I suspect they went for the Colossus because: 1) it's faster, and 2) they care more about some extra Commerce than naval superiority (at least, in this game).


Dominae

E_T is offline E_T
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Orlando, Florida
Mar 2001
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  Old Post 06-01-2004 03:59
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Plus also, the Lighthouse does them no real good, because of the width of the oceans.

E_T

E_T is offline E_T
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Orlando, Florida
Mar 2001
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  Old Post 07-01-2004 08:11
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Re: Problem when we Abandon Resolution next turn Support Apolyton buy from Amazon

quote:
Originally posted by E_T
I've run this through the sim and because of the timing of the city abandonment (my city orders in the sim are different from the real game), we might have a couple of cities go into civil disorder. With New Apolyton being built that very same turn, we shouldn't have any problems. But I would rather be safe than sorry...

Because of this, for this next turn only, I suggest bumping up the lux slider to 20%. Again, this is precautionary, but prudent, IMHO.

Also, In my sim, that one wandering barb had gotten to the silk colony and it was destroyed on the same turn at it had moved to it, so we have to make sure that he's dead before he can get there.

MoI E_T


Did we change the slider due to this, or not??

E_T

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:32
  Old Post 07-01-2004 08:27
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Arrrgg! I do not think so, E_T.

Looking at the city order, HoD will go into unrest without the furs. The other cities come before Resolution, so would be past unrest.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:32
  Old Post 07-01-2004 09:23
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I tested this, by replaying this turn and abandoning Res instead of delaying and no Unrest, so we should be o.k.

* E_T is releaved.

E_T

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:32
  Old Post 07-01-2004 10:08
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Hmm...That is a questionable move on your part ET. We should take no actions on any turn that are not reversable and that we do not plan to do otherwise. Please, don't do that again.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:32
  Old Post 07-01-2004 11:18
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Jeesh! Well, I NEEDED to know if there was going to be problems that I would have to allow for in my plans. If so, I could be prepared for the eventuallity, in making adjustemets to my plans, down the road. Now I don't have to worry about it.

And in this case, it was testing and verifing a game mechanism and not doing something, like attacking or spying (or various other things). I had KNOWN, by using my sim that, if that barb had gotten to the silk colony, it would have been destroyed (just like any 0 defence Unit) immediately, thereby creating civil unrest in several cities. AND, I had tested the city thing, as best as possible in my Sim. BUT, because of the city order differences AND the fact that I can't duplicate the War weariness factor, I was not entirely sure that it would be o.k.

Also, IF I had done this before we had played the turn, made my previously posted recommendations, with this knowledge and had insured that the slider was changed, before we had sent off the save, then I would definately have been in the wrong.

E_T

BigFree is offline BigFree

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Acampo, CA
Oct 1999
time: 21:32
  Old Post 07-01-2004 11:45
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ET, what you did was make a SIM out of our actual turn. Did you play more than one turn? No. Did you perform more than one action that was not performed on the actual turn? No.

I'm not saying you did great harm. But you did cross over into an area I would prefer our team stay out of. Let's say I took our turn and then loaded it up and made it inot a SP game and played it through. You would tell me that is wrong. Right? Well, you did not go so far as that but where is the line drawn? How many actions/turns can a team take on the "turn" without having to actually do that action in the turn? The fact is that you are trying to benefit from using the turn in a way that we would not and did not use. That is wrong. Please stop it. Thanks for understanding.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:32
  Old Post 07-01-2004 14:36
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Would I be correct in assuming the reason it is impossible to simulate this with an editor-created sim is due to the WW and the fact we have no real idea how it works?

And even if our course of events had led to unhappiness, do we not have a turn of grace before that kicks in, one in which emergency plans could be made, such as upping the lux slider?

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
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  Old Post 07-01-2004 17:35
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quote:
Originally posted by MrWhereItsAt
Would I be correct in assuming the reason it is impossible to simulate this with an editor-created sim is due to the WW and the fact we have no real idea how it works?


Partly yes. In the Sim that I had made (see the MoI thread for the downloadable file), first off, the order of cities is off. This is no real deal, but can have some limited effects, depending on growth of cities and time of things happening when you start the turn. The other thing is, that I can't edit the approrprate info to give us our War Weariness points. So, even though I have the sim set at the same Tax/Lux rate, I don;t have the effects from the War weariness.

Now, when I had done my SIM testing, I had tried to see if changing the slider to 0% lux would help me decide if this would be an issue. The test was inconclusive, because of the fact that the cities that might be effected were before the city of Resolution. Thereby, my previous post that we should examine bumping up the slider for one turn, just in case.

quote:

And even if our course of events had led to unhappiness, do we not have a turn of grace before that kicks in, one in which emergency plans could be made, such as upping the lux slider?


The turn of grace partly depends on when in the "preturn" the unhappiness kicks in. In my sim, I had waited for that one barb to move to the colony (partly because I had forgotten about him...), so that he could be dispatched with relative ease (being on a road and all). But when I had opened the new turn (the same turn that Resolution was to finally be Abandoned), the Barb had moved to the colony and it had been destroyed, causing civil Unrest in several cities. This allowed me to discover that a colony is equivalent to a 0 defence unit and we immediately suffer. If that tile only had a road on it, instead of the colony, then the barb would have had to wait until the next turn to raze that tile (like normal).

As it turns out, the only "emergency plans" that we could have made, after not bumping up the slider, would have been to use a possible exploit to counter it (IF it was to have had an effect). As I am loath to do this, my only alternative would have been to reorganize my scheduals (for the turns following this next one). Having the time to do that, especailly when my time is very limited, is why I had done that, so that I can get started on that ASAP.

E_T

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:32
  Old Post 08-01-2004 02:25
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The save is here.

E_T

 
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