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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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I am quite unsure about what it is GS is cooking... last turn (1220AD), we're able to see a stack of 5 transports next to the GS coast (NE-NE of Hurricane). After hitting the End Turn button, I was able to see a GS carrier escorted by a DD (and one galleon, I believe) moving through that spot, too - everything heading to the South.
Are we to believe GS is going to cross the ocean in its widest part, landing somewhere between Sandonorico and Tipperary? GS must know we can see these manoeuvres of theirs - I am quite sure we were meant to see them moving through there (GS have had plenty of time to move them through the Elipolis Canal, in the counter-clockwise direction... had they really wanted to hide the preparations from us, of course. I hesitated quite some, but eventually left Task Force North (now 6 battleships strong) in the North.
Otherwise... 9 new marines on the GS rooster and 11 galleons upgraded to transports. Nothing else. I would not be surprised to see our pickets sunk and GS moving this coming turn. Good thing we now have submarines able to cover most of the ocean. Another good news is we know where all GS submarines are (see the map in the Chronicle entry... I have doctored the picture a bit to show where we spotted them) - which means they do not know where our submarines are. BTW - I was wrong about the third GS submarine... after being spotted near Tipperary it must have sailed northwards along our Western Coast. Not sure why we missed it moving.
GoW have built (or otherwise acquired) 2 settlers, 8 marines, 7 arty pieces, 2 transports, and 1 bomber (lost two explorers - they must be using them to "rush" more shield-expensive builds). One thing I have realized only this turn... GoW have no submarines.
Electronics nailed as planned and sent to Vox, Motorized Transport research started - to be finished in 4t, while making lots of cash. Espionage still with us & Vox only. ND have gained on the powergraph on our expense again. No change in our military ratings vs. GS, GoW, nor ND.
Borrowing Tibi's table for the military/unit numbers:
code:
| GS | GoW | ND | Lego |
| Compared with us | strong | average | weak | - |
| Settlers | 7 | 2 (+2) | ? | 2 |
| Workers | 24 | 29 | ? | 15 (+1) |
| Explorers | 4 | 5 (-2) | ? | 0 |
| Medieval Infantry | 2 (-1) | 0 | ? | 0 |
| Horsemen/Knights | 0 | 4(R) | ? | 8(H) |
| Cavalries | 0 | 20 | ? | 51 |
| Riflemen | 20 | 0 | ? | 0 |
| Marines | 20 (+9) | 14 (+8) | ? | 0 |
| Infantries | 57 | 58 | ? | 82 (+1) |
| Tanks | 70 | 44 | ? | 0 |
| Artilleries | 14 | 27 (+7) | ? | 61 |
| Galleys | 2 | 0 | ? | 0 |
| Galleons | 1 (-11) | 0 | ? | 0 |
| Transports | 22 (+11) | 18 (+2) | ? | 15 |
| Carriers | 2 | 3 | ? | 0 |
| Submarines | 3 | 0 | ? | 6 (+1) |
| Ironclads | 0 | 0 | ? | 16 |
| Destroyers | 24 | 18 | ? | 7 |
| Battleships | 0 | 0 | ? | 8 (+1) |
| Fighters | 1 | 0 | ? | 0 |
| Bombers | 0 | 9 (+1) | ? | 0 |
Security threats
NDT Schlepper (ND) E-E-E-E of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.
ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 9 infantry and 8 horsemen.
Plans for 1230AD (Turn 239):
Unit Movement/Actions
1) new battleship finished in Kloreepville to be named 'H.B.S. Farmerville' and moved NW-NW-NW-W-SW-SW, heading to join Task Force North
2) LNT-CA to move E-SE-SE-SE and fortify in Kloreepville, joining Invoice Ferry Fleet
3) U-K1 to move W-W-NW-NW
and fortify next turn, watching Inchoff for outgoing transports
4) U-H3 to move W-W-NW and fortify, joining the picket network
5) U-Q1 to fortify shadowing the GS submarine
6) new destroyer finished in Zargonia to be named 'H.B.S. Hades' and moved E-N-N-N-NW-NW, heading for Jackson
7) new ('83rd') infantry finished in Sharpehaven to fortify S of Crossing
8) new ('84th', '85th') infantries finished in Tarzania and Ahhmyfoot to fortify in Crossing
we have got all vulnerable sports covered, more or less, so we can use the extra infantries to bolster the most vulnerable ones.
9) new ('1st') bomber to be rebased to Invoice
Worker Movement/Actions
10) 2 workers to mine a currently irrigated tile around Karina
making (almost) sure we nail the hydro plant there in 1t even if struck by pollution (the only problem would then be losing the iron hill)
11) 1 worker to irrigate the rred/mined grassland S of Kloreepville
the carrier needs 3*60=180S, so we can grow a bit faster here over those 3 turns
12) 1 worker to be joined to Horsefish
to help the city produce an infantry in 3t
13) 1 worker to be joined to Oasis
to help the city finish its hydro plant one turn earlier
Workers not assigned to more important duties (pollution cleaning) shall build fortresses:
S-SW, & S-S of Abilene - to prevent the landing force from double-checking Abilene and Tipperary
City Management
14) Legopolis to start another bomber
15) Farmerville to keep cranking out 1t workers
16) Zargonia to start submarine
I think one more submarine for spying missions in the sea between us and Bob would be great - GoW have none, so we should see while remaining unseen
17) Sharpehaven to start another infantry
18) Tarzania to start another infantry
19) Kloreepville labourer from the mountain to the coast; start carrier
Legopolis should be able to provide the full bomber crew just in time before the discovery of Motorized transport
20) Invoice to work fish and all land tiles save the mountain; start another worker
returning back to the 2t worker routine
21) Ahhmyfoot to start another infantry
22) Tiberium to start marine/artillery (arty only as a prebuild if we are unable to build marines - I believe we should be getting Amphibious Warfare this coming turn from Vox)
23) Quanto Mechanico labourer from a hill to a coast
24) Horsefish to work all available land tiles; start infantry (3t)
25) Castlea to work all coasts and all rred tiles
already at max pop
26) Nou Camp to start another worker
27) try planting a spy with ND/Arabia
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by lmtoops
I was thinking, that we should risk stealing Motorized Transportation from GS (or whoever). I think we can do it "immediately". It would give a 3t jump on tanks. Of course the risk is loosing the gold for nothing. As far as loosing the spy, I have no problems with that. GS army is just plain BIG, and that won't change.
I think it's worth the risk. |
Well, I don't think I would go for this.
We would lose almost 1500g, which means being left with just ~500g. Atop of that, -25gpt because of the lower interest. We might (and the odds would not be stellar - "immediately" has a pretty low chance of succeeding) get M.T. 3t earlier - but we do not yet have that many cities capable of building 2t or faster tanks (we've got 5 ATM, to be precise - with more coming online only next turn... but next turn, they can already start working on tanks). Many need 1-3 turns to finish their hydro plant, getting to 50+spt.
The two turns we could start building tanks earlier (the third one we can use to build them already, thanks to the F1 trick) would be enough to build about 5-6 tanks. And we would have roughly that many infantries less.
Dunno what others think, but I do not believe we are THAT desperate yet. In fact, I believe we're approaching the "point of break" - once our hydros complete and the tank production commences (and that's NEXT turn, folks!), our situation will dramatically improve.
GS will need at least 2t to land. The shortest route is from Inchoff to W or S of Invoice. Those are, however, pretty poor landing spots. Flat land, not possible to build an invasion port... plus, they would not be able to land in the first place, since we'd stuff like 20 infantries per exposed tile - and their 28 marines would run back to mama with their noses bleeding. Plus, they would expose their incoming armada to Task Force North, which I am not sure they will be eager to do... 7 BBs is 7 BBs...
So... it's much more likely that GS will have to spend 2t en route and land only on the third turn. But that's the turn we will be finishing our first tanks anyway.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by lmtoops
Oh, I understand that technically I made a mistake by moving the pickets ships. I should have suggest the move, so it could be played in the official move. My mistake, but no real harm done.
I basically did the ironclad manuever with every possible ironclad. I went 2t towards the enemy and 2t back. I think in one case, with the ironclad Southfork, there was a GS destroyer in the way; so I moved NW-W-E-SE-fortified. |
Cool, this will do. I will do the same in the official turn.
Actually, no mistake at all. It was my mistake to not realize that our ironclads had the movement of five, thus being able to flex out and back while still being fortified at the beginning of the next turn.
I will start doing that every turn. 
More of such ideas, folks! 

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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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As reported by Tibi in another thread, the most notable event of the last turn was that GoW and ND acquired Espionage and are now capable of planting a spy with us. BTW... this means that it was ND researching the tech.
On the domestic front, we have moved pretty much all our picket ships to their positions and have the high seas well covered now. More submarines to hit the waves soon. Motorized Transport research proceeding as planned.
We successfully planted a spy with ND - to make the long story short: they are as weak as a fly. They must be bending over backwards to keep others friendly... if GoW and GS unleashed their armies at ND, ND would be done in less than 5 turns, IMO.
We have gained some back on the powergraph, with Vox and GoW losing (GS gained some, too). No change in our military ratings vs. GS, GoW, nor ND.
Tibi's Table:
code:
| GS | GoW | ND | Lego |
| Compared to us | strong | average | weak | - |
| Settlers | 9 (+2) | 4 (+2) | 1 | 2 |
| Workers | 24 | 29 | 61 | 15 |
| Explorers | 4 | 5 | 0 | 0 |
| Medieval Infantry | 1 (-1) | 0 | 0 | 0 |
| Horsemen/Knights | 0 | 4(R) | 11(A) | 8(H) |
| Cavalries | 0 | 20 | 14 | 51 |
| Riflemen | 20 | 0 | 0 | 0 |
| Marines | 28 (+8) | 14 | 5 | 0 |
| Infantries | 57 | 58 | 64 | 85 (+3) |
| Tanks | 70 | 44 | 0 | 0 |
| Artilleries | 14 | 27 | 0 | 61 |
| Galleys | 2 | 0 | 0 | 0 |
| Galleons | 1 | 0 | 0 | 0 |
| Transports | 22 | 18 | 9 | 15 |
| Carriers | 2 | 3 | 0 | 0 |
| Submarines | 3 | 0 | 0 | 6 |
| Frigates | 0 | 0 | 1 | 0 |
| Ironclads | 0 | 0 | 0 | 16 |
| Destroyers | 24 | 18 | 1 | 8 (+1) |
| Battleships | 0 | 0 | 1 | 9 (+1) |
| Fighters | 1 | 0 | 0 | 0 |
| Bombers | 0 | 10 (+1) | 8 | 1 (+1) |
Security threats
NDT Schlepper (ND) E-E-E-E of Zargonia - can carry up to 8 units capable of amphibious attack on Zargonia; countered with 9 infantry defenders in Zargonia.
ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries and 8 horsemen.
Plans for 1240AD (Turn 240):
Unit Movement/Actions
1) H.B.S. Farmerville to move SW-S-NW (checking for the GS sub) or SW-SW and fortify, joining Task Force North
2) U-K1 to fortify, watching Inchoff for outgoing transports
3) new submarine finished in Quanto Mechanico to be named 'U-Q2' and moved W-W-W-NW, replacing U-Q1 as the GS submarine babysitter
4) U-Q1 to move W-W-W-NW, replacing U-H2
5) U-H2 to move W-W-W-W, heading for the spot E-E-NE of Tornado
6) H.B.S. Hades to move N-N-N-N-NW-NW, heading for Jackson to join H.B.S. Dye Fields & H.B.S. Red Bricks
7) new submarine finished in Jackson to be named 'U-J1' and moved E-NE-NE-NE, heading for the waters between Zenophobia and Trafalgar
8) all picket ironclads to flex-there-and-back-again
9) new ('86th') infantry finished in Dye Fields to fortify in Invoice
10) new ('2nd') bomber finished in Legopolis to be rebased to Invoice
Worker Movement/Actions
11) Ken to road
12) 2 workers to railroad W of Red Bricks
I believe the time has come to connect this source. Having a spare source of coal is no longer of such an importance - we've got two more elsewhere. Better get that extra shield/commerce out of the tile.
13) 6 workers to mine 3 currently irrigated tiles around Jackson
14) 1 worker to irrigate 1 currently mined tile in the Karina radius
back to food neutral setup, maxxing out shields
15) 1 worker to join Karina
City Management
16) Legopolis to start another bomber
17) Jackson to start battleship
we'd need colosseum to let Jackson grow to pop 19... but somehow, I do not think bulding a colosseum here is the right thing to do at this moment... so back to BB production - reigning the sea between us and Bob is a fine goal
18) Farmerville to keep cranking out 1t workers
19) Red Bricks to start police station
I am not 100% sure about what to do with Red Bricks now... after finishing its hydro plant, R.B. should be generating about 85spt. That's good enough for 1t fighters, arty, and marines. Not sure whether we need large numbers of these... we could try building a courthouse (1t) and police station (2t) here, hopefully bringing the city to at least 90spt minimum - which would mean 1t infantries. Or... we could set the city to a wonder prebuild. We can use the palace here, so no problem. We could have a wonder-enabling tech in 2+4+4=10t, so leaving Red Bricks on a wonder build should be just enough to leave a small time reserve... any one of the modern tier 1 tech wonders to come would be welcome: UN would be great, SETI would be fine here, too. And who knows... if we are lucky, we could even give Internet a try...
So... I would start with the police station. Grants us one more turn to decide and helps once the war starts. Plus, together with a 1t courthouse, we might be able to reach 90spt needed for 1t infantries here (sure thing if we go fpt negative).
20) Karina to start infantry
1t build - working the rred/mined grassland N-NW, too
21) Dye Fields to start coal plant
needed for 2t tanks here; with a shortrush from 96 to 120S, we do a coal plant here in 3t
22) Logville to start barracks (1t) before switching to 2t tank production
23) Oasis labourer from the rred/mined grassland S-SW to the mountain NE-NE
24) Invoice to start another worker
back to the 2t worker routine
25) Tiberium to switch production to marine
26) Quanto Mechanico to start a 2t marine (a tank prebuild actually)
27) Abilene to start marine
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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OK, I guess you've heard the news. 
Surprise, surprise! We've been attacked! 
The good news is that GS waited a tad too long – we‘ll have 10-20 tanks to greet them. We have got the counter-settlers, we have got a crapload of arty, we basically have our hydros up, and we have got a nice sum of gold to fund our war efforts. I believe we have done everything we could to get ready for this war - and we are ready, as much as a team in our position can be.
One thing I am not sure about is whether there are GS infantries or mechanized infantries sailing to our shores. GS have had time more than enough to get computers and upgrade their assault infantries to MIs - I guess we better expect MIs to land. GS could have used the Shift-U trick on already boarded units (I am not sure if that's possible, though), or they can use transport chaining to get the units across the sea quickly even if they're not ready this turn. Hopefully, with our first tanks rolling out in 1260AD, this should not be as lethal as GS might have hoped for.
I have reviewed the 1240AD save one more time and I still do not see where they could get to us faster than in 2t (and 2t would imply a landing around Invoice, on flat land, with a beachhead fort city out of question).
Tibi's Table:
code:
| GS | GoW | ND | Lego |
| Compared to us | strong | average | weak | - |
| Settlers | 9 | 5 (+1) | 0 (-1) | 2 |
| Workers | 24 | 27 (-2) | 62 (+1) | 13 (-2) |
| Explorers | 4 | 3 (-2) | 0 | 0 |
| Medieval Infantry | 0 (-1) | 0 | 0 | 0 |
| Horsemen/Knights | 0 | 4(R) | 11(A) | 8(H) |
| Cavalries | 0 | 18 (-2) | 14 | 51 |
| Riflemen | 20 | 0 | 0 | 0 |
| Marines | 36 (+8) | 24 (+10) | 9 (+4) | 0 |
| Infantries | 57 | 58 | 64 | 86 (+1) |
| Tanks | 70 | 44 | 0 | 0 |
| Artilleries | 14 | 27 | 0 | 61 |
| Galleys | 2 | 0 | 0 | 0 |
| Galleons | 0 (-1) | 0 | 0 | 0 |
| Transports | 25 (+3) | 18 | 9 | 15 |
| Carriers | 2 | 3 | 0 | 0 |
| Submarines | 3 | 0 | 0 | 8 (+2) |
| Frigates | 0 | 0 | 1 | 0 |
| Ironclads | 0 | 0 | 0 | 16 |
| Destroyers | 24 | 18 | 1 | 8 |
| Battleships | 0 | 0 | 1 | 9 |
| Fighters | 1 | 0 | 0 | 0 |
| Bombers | 0 | 10 | 10 (+2) | 2 (+1) |
Security threats
NDT Schlepper (ND) SE of Louisxiveau - can carry up to 8 units capable of amphibious attack on Crossing
ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries and 8 horsemen.
Plans for 1240AD (Turn 240):
Unit Movement/Actions
Naturally, all unit movement plans noted below are just tentative and subject to change according to the battlefield situation.
1) Task Force North
Hunt down and sink that GS submarine SW of Invoice to blind GS in that area, if possible. Otherwise, I would not stretch too much - even if we have a good shot at some of the GS DDs to the South, I would not chase them, keeping Task Force North around Invoice. Preventing a GS landing W or S of Invoice means having 20+ tanks to pummel landed GS with (instead of 10).
If U-K1 reports the GS armada E-E-E-E-E of Inchoff, then we'll have to decide whether to strike or pull back. Will depend on the GS armada escort strenght, methinks. Quite likely we would only be throwing our BBs away... Then it might be time to turn southwards and sink some DDs...
2) U-Q2
if operational, U-Q2 should participate in locating the GS subs along our Western coast - will depend on what we learn from the battle reports. I'd expect it to be sunk by the GS submarine (the chances were 2:1 if GS attacked)
3) U-Q1
this one might be intact, if we were lucky... if so, it would probably be best to pull it back a bit to around where U-Q2 was and use it to track down the GS sub, allowing H.B.S. Athena or H.B.S. Poseidon to sink her.
4) U-H2 to move W-SW and fortify, staying out of likely routes GS should be taking, watching the waters between Hurricane and Tornado.
5) all surviving picket ironclads between Stormia and Legos to pull back, the northernmost and southernmost ones to stay, if possible
I do not really believe we will see many of them still there... but that's what they were for - to force GS to reveal their attack early enough to give us time to prepare. We salute the ironclad crews! 
6) new submarine finished in Zargonia to be named 'U-Z2' and moved NE-NE-NE-N, replacing Warhammer
7) Warhammer (E-E-SE of Zargonia) to move W-NW and fortify
8) H.B.S. Artemis (Crossing) to move NE-N-N-NW and fortify
unless ND add more combat vessels (they currently have 1 BB we can see and 1 DD that we cannot see, but which must be outside of striking range, speaking about the tile E of Zargonia), this will prevent them from carrying out a seaborne sneak attack at Zargonia, effectively freeing all our Zargonia garrison units for duties elsewhere. We may further bolster the naval defenses with H.B.S. Perseus - though I would prefer leaving her where she is (she covers one tile we otherwise cannot see).
9) H.B.S. Hades to move NW-W and fortify in Jackson, joining H.B.S. Dye Fields & H.B.S. Red Bricks. We'll see if that's enough to control the seas to the Northeast of Legos.
10) U-J1 to move NE-NE-NE-N, heading for the waters between Zenophobia and Trafalgar (prolly SE-SE-SE of Zenophobia)
11) new ('87th', '88th', '89th, & '90th') infantry finished in Karina, S'haven, Tarzania, and Ahhmyfoot to fortify wherever it seems they could be of most help
probably Invoice and Crossing
12) al three bombers to be rebased to Crossing
to be ready to soften the ND BB in 1260, should we decide to sink it; all bombers to be eventually assigned to H.B.S. Tiberius, which is to hit waves in 1260AD, sailing from K'ville to join Task Force North
Worker Movement/Actions
13) 2 workers to bring Panama back to food neutral setup
with the hydro plant finished, the city can return back to a balanced state, cranking out 1t tanks.
14) 2 workers to mine a currently irrigated tile in the Tarzania radius
15) new workers to be kept probably
I added some idling workers to Zargonia last turn, getting to as low as 13 workers - we should aim for 15 again.
Idling workers to idle at strategic locations.
City Management
Extreme Tank Productions commencing!
16) Legopolis to start another bomber
17) Jackson to keep building the bomber (tank prebuild)
18) Farmerville to keep cranking out 1t workers
19) Panama to have 2 cavalries disbanded there and start bomber (tank prebuild)
20) Red Bricks to have 1 cavalry disbanded there and start bomber (tank prebuild)
21) Forkmouth to start bomber (tank prebuild)
22) Karina to have 1 horseman disbanded there, short-rush to 10S and switch to bomber (tank prebuild)
23) Zargonia to have 1 cavalry disbanded there, short-rush to 40S and switch to bomber (tank prebuild)
24) Dye Fields to keep building the bomber (tank prebuild)
25) Logville to start bomber (tank prebuild)
26) Sharpehaven to start bomber (tank prebuild)
27) Tarzania to have 1 cavalry disbanded there, short-rush to 40S and switch to bomber (tank prebuild)
28) Kloreepville to make sure to nail the carrier in 1t
29) Ahhmyfoot to start another infantry
30) Crossing to work all available land tiles; start a 4t submarine
31) Tiberium to start bomber (tank prebuild)
32) Quanto Mechanico to make sure to nail tank in 1t (being prebuilded as a bomber)
33) Abilene to start bomber (tank prebuild)
new citizen to work the rred/mined grassland S-SW of the city
34) Tipperary to switch production to carrier
no real need for a police station here - as K'ville is going to crank tnanks out for some time, we better build our second carrier here (Legopolis will build the needed bombers before the carrier is finished). Free the rred/mined grassland N-NW of the city for Abilene.
35) Nou Camp to start another worker
36) check research slider for possible savings
37) luxury slider to 10%
I believe this is a necessary precaution now - better "waste" 80gpt (that's how much it's going to cost) then have a number of cities riot after intense GS attacks
Also... on the diplomatic front... what about trying to contact GoW and ND, asking about what side they side with? Because, basically, who's not with us is against us. We should make it clear to e.g. ND that unless they move that BB away, it may be sunk at any time as a precautionary measure. It's also time to express our feelings on Louisxiveau - and warn them that we consider it a clearly hostile outpost and we are ready to attack it at any time (nevermind we do not have the marines yet...).
In short: we should avoid the mistake GS did in the Stormian War, allowing Vox to gain support right and left. We should try to "sell" how difficult a time this is for us and how helping GS could prematurely end the whole war (and game!).
Any volunteers? 
Zargon - I think you are on friendly terms with Master Zen, aren't you? We could definitely try a probe there...
Feedback! Comments, guys! The motherland needs you!
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