| ~Beyond the Border~ > Akyu's Arcade |
| [SSLP] Let's have a Touhou Party in Sid Meier's Civilization VI! (Completed!) |
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| CyberAngel:
Counterquote: "Never tell me the odds!" |
| Gesh86:
--- Quote from: Lt Colonel Summers on May 19, 2018, 04:43:21 AM ---Anyway, the odds doesn't look like they'll be in your favor. What's with Sanae having a higher-levelled tech tree than you do... --- End quote --- --- Quote from: CyberAngel on May 19, 2018, 10:12:30 AM ---Counterquote: "Never tell me the odds!" --- End quote --- What we have on our side is bonus combat strength from Fascism and the Wars of Religion policy card. Unless Sanae adopts everything we do, we will mitigate the difference in power we would have compared to unit evolutions we haven't encountered yet. Update nr. 55 - Stop talking! That's too much information Turn 287 - 1.832 A.D. Last time, we stormed into Sanae's lands. The cold war with her has grown hot. To keep the panic of our Kobito under better control, Futatsuiwa of Sado has completed this project of prestige: Bede the Venerable was a Benedictine monk in Northumbria. He wrote "The Ecclestical History of the English People" and was proclaimed a "Doctor of the Church" post-mortem. During his time, the Colosseum was still very much intact. The damages you can see on it today have apparently happened during an earthquake of 1349. On top of that, we learn of a civic that lets us use uranium for non-violent methods: Martin Louis Amis is a British novelist and the "Master of the New Unpleasantness". He caricatures excesses of society. Just from his quote, we can smell an air of negativity about the contemporary circumstances. Sometimes, we need people who bring negativity into our lives, as hard as that is to believe. Have we ever read a quote by Alfred Bernhard Nobel? I know some of our quoted have won Nobel Prizes. This card is another improved version of a Great People booster. We don't need it. After reading the tooltip multiple times, I think I understand how this card works: You'll be stealing two eurekas for the price of one. Spies in Civilization 6 don't steal full technologies like they used to, only eurekas your rival has gained and you haven't. We throw out the International Waters policy for Grand Arm?e. I don't quite know why I did that in hindsight. It doesn't apply to the machine gun we're making in Kirisame Magic Shop. Likely, it won't stay too long. The next civic we work on is Rapid Deployment. This one counts as one from the information era I believe. 5 turns, already boosted. Futatsuiwa of Sado, the new Rome of the world with its mighty Colosseum, makes a bomber next. 10 turns. Brobdingnag has completed a water mill. I see a relatively useless hill tile near it, so we're going to put an entertainment complex there. 7 turns. Balnibarbi gets us 20.000 leagues under the sea with the first two submarines we've made. We immediately combine them into an easier to manage fleet. A sensible approach if you've made the Venetian Arsenal. This city could do with a workshop. 5 turns. We begin our military operations for this turn with our ships in the Gulf of Guinea: Battleship nr. 3 doesn't fire this turn, it picks the Supply Fleet promotion instead. Ship 2 does, using the same trick with the pirate queen as we did last turn to make the encampment temporarily visible: 11 wall damage, 12 encampment damage. Ship 1 then launches a devastating barrage for 19 wall damage and 34 to the actual hitpoints. The encampment has almost lost its ability to perform ranged strikes. Unit 6 advances one hex southeast, then one east onto the pillaged farm. We were not the ones who pillaged that by the way, Sanae has had severe barbarian troubles it seems. Artillery 3 heads one hex southeast in shooting range of Myouren Temple. Helicopter 4 flies two tiles east to surround our target. Artillery 1 rolls onto the helicopter's initial position. It seems that due to the movement bonus of our Great General Simon Bolivar, the artilleries have two movement points left and can fire onto the city this very round! Normally, they're not supposed to attack when they have 1 of their 2 movement points left, but with 2 of their buffed 3 remaining, it's ok. Artillery 1 lifts its barrel and completely smashes the city walls, 1 point of damage to the city itself. Artillery 3 doubles down for 113 hitpoints worth of damage. Artilleries sure are scary... We notice that chopper 4 can just fly down and take the city with the movement points it has left. Said and done. We take 9 points of damage in the process. This is indeed the original capital of Byakuren's civilization. The fact that we can't raze it if we wanted to confirms that. That long stretched option to give it back to Myouren Temple is interesting but also very stupid. We want to take control of all capitals, not give them back as gifts. Besides, Byakuren died before we ever encountered her. The dead can't be revived, right? We keep the city as our own. All other units on the tactical screenshot advance as far as they can. Myouren Temple will repair its monument over the next 3 turns. The panzer that had killed one of Sanae's knights last turn can promote. Here's what the promotion tree of heavy cavalry that keeps all its horses under its hood looks like: Left side is that of a unit hunter, right has better defenses in mind. We decide to pick Charge for this one. Blefuscu gets another oil rig from a builder. A ranger in our homeland promotes to become a Ranger-Guerilla archetype. I can't yet think of a good custom name. Maybe later in the update... The units we have at Moriya Shrine position themselves closer to the revered capital of the human turned god, but no offensive actions are taken. None of our soldiers have landed within the city strike range, but we also spot a fighter plane that must have travelled to this city. We may indeed take a hit, no matter how careful we are. In a completely different matter, Edgar Allan Poe delivers some fine reading material: The Tell Tale Heart is a short story about someone having committed what he thinks is the perfect crime. It's one of the most classic examples for the use of an "unreliable narrator", who is constantly busy trying to convince the reader he isn't insane. I haven't read it myself, but I imagine this isn't for the faint of heart. I have read something else though that might be using this style, Traven's "The Death Ship", where the main character doesn't tell you his name for a long time, until another character is introduced who you can assume he then projects his identity onto. Again, the fighter pilot at Moriya Shrine flies to a different airport and no one else attacks us as well. Sanae has a very weird (and ineffective) commandeering style so far... Turn 288 - 1.834 A.D. The final and current age where people are no longer kept ignorant is upon us! Information is power now. We earn the typical bonus of money and culture for the last time in this Let's Play. Rapid Deployment gains an extra turn of development thanks to this. New technology, all I know about composite attacks is that they really sucked in Labyrinth of Touhou 1 because they targeted an especially large sum of enemy defense and mind: Sir Isaac Newton was an English mathematician and author. You all know the comical image that he had an apple drop on his head and bam, he knew gravity existed. He was indeed a forerunner with his laws of motion and gravitational forces. This is the best thing anti-cavalry can become. The only difference to the old portrait is that the bazooka of the modern AT is thicker than that of an AT crew. To remind you, we have no anti-cavalry in the field right now. They're not a must-have, never have been. Modern armor is the kind of tank they would use in current conflicts and the best heavy cavalry can become. The uranium they need is not a problem for us, and we could turn the tanks we have into them at Myouren Temple. However, I'm getting more and more confident that Sanae is pretty helpless against us, so let's refrain from that for now. In Civilization 5, modern armor had another evolution: The Giant Death Robot. I suppose it felt a little too cartooney, so neither them nor the X-Com squad made it into the sequel anymore. Next technology to shoot for is Computers. 3 turns. There is a knight and a swordsman of Sanae near Koumakan. Units that are so outdated are honestly not even a threat. We make a ranged city strike on a knight for 83 damage, our camouflaged ranger Sekibanki and Kagerou then wipe him out. At this moment we see that Sanae has several more knights threatening our youngest protectorate state of Mohenjo-Daro. If the shrine maiden thinks that city-state has a higher priority to pin down than to send her units against ours, I don't know what to tell her. Our many harbors grant us access to another famous admiral: Laskarina Pinotsis successfully fought for Greek Independence against the Ottoman Empire as a fleet commander. The following civil wars of the region were unfortunately pretty tragic for her and the rest of her family. We recruit the good lady, but I don't think we need her escorting bonuses as an admiral. In fact, we use her retirement ability on our submarine fleet this very turn, promoting them. The naval raider promotion tree looks like this: This one's a bit different: Firaxis doesn't assume you use naval raiders for city sieges. That's what battleships are for. The left side of the tree is for pillaging and scouting, the right is for winning sea battles. We pick the former plan with Loot. Shining Needle Castle has made an industrial zone and improves its value with a workshop. 4 turns. Edgar Allan Poe uses his second charge to write his most famous work: The first time in my life that I encountered "The Raven" was from a Simpsons episode parodying the whole thing. Still, we acknowledge that the short-story was important as a pioneering effort in paranormal horror. One of the artillery corps that ravaged Myouren Temple last turn can promote. They too have a promotion tree we have not yet seen: Left is for hunting units, right is for city besieging. Nothing too surprising. Of course, we made those artilleries exclusively to destroy cities, so we pick Crew Weapons here. The rest of the Myouren Temple division units advance forward, but don't encounter any enemies they could engage. Toyosatomimi no Miko, the helicopter corps that took the city last turn can also promote. The listener of desires takes the third level Pursuit promotion to gain an additional movement point. We again use our three ships to blast the coastal encampment of Sanae to smithereens. After only 2 attacks, its health and walls are reduced to 0, so it finally couldn't fire any more. If we had a land or naval unit nearby that could assault or pillage the district, we could disable it for good. Nonetheless, it has pretty much been made ineffective by now. Blessed be our observation balloons! We are finally in bombing range of Moriya Shrine: Artillery 5 moves one space northeast onto the coffee resource. Artillery 2 takes aim and rains carnage down on the capital: 24 wall damage, 1 on the city center. Infantry 6 and all its support units move one tile east. The infantry corps with the nr. 3 moves one tile northeast and one tile east. Both helicopters just wait where they are. Again, Sanae does not get around to retaliate against us at all. Even the units at Koumakan simply retreat. Turn 289 - 1.836 A.D. We send an inquisitor from Kirisame Magic Shop down to our most recent conquest. While we're in the area, our Jesuits faith-purchase an amphitheatre for the usual 300 points. We still have 333 remaining after that. What we have even more of is gold. 3,040 pieces to be exact. 585 gets deducted for an instant builder and another 535 for a trader, both at Myouren Temple. At some point in the future, that dump needs to be worth living in! At this moment, an idea for a custom name for the previously unnamed ranger hits me: They don't call her "The Dog of the Devil" for nothing. After that rather inconsequential action, our attention is drawn to the siege of Moriya Shrine: Artillery 4 takes careful aim and directly hits the city for 34 wall damage and 8 city center damage. Artillery nr. 3 feels challenged and tries to do the same but better: Not quite, 31 wall damage and 14 city damage. Walls are reduced to a minimum after that, but active nonetheless. Only infantry 6 moves one hex to the northeast, the rest of the melee and cavalry troops hold still. After that, we concentrate on our battleships: With the trick of bringing the city into sight range with a helicopter (marked with the orange circle) belonging to the western army, we are able to have two of them attack the city of Night With Bright Guest Stars directly: The Palanquin Ship (unit 3) cannon-snipes it for 20 wall damage, 1 city damage. Marisa's Broom (unit 2) is a little weaker and hits the wall for 10 damage, the city for 6. Unit 1 (Remilia's Rocket) uses her firepower to keep the encampment at 0 hitpoints. The units at the western front simply advance as far as the game mechanics allow them to. There is a knight corps we can see, but attacking it would bait us into city strike range. We're not that foolish. Our ranger duo Mystia and Kyouko will be the ones to garrison Myouren Temple over the course of this war. They stay behind at this point. Sekibanki and Kagerou are protecting Koumakan when they see a Zanzibarian crossbowman approaching from the east. There's no mercy for Sanae's cronies, we approach and take them out with our deadly rifle. Before the turn ends, a builder makes another oil rig, this time at Balnibarbi. You probably guessed it: We receive no attacks during the AI phase. Turn 290 - 1.838 A.D. Last turn for today, as warfare makes them so very huge. The newest player in our team, Myouren Temple, has repaired its monument. Being so close to the housing cap, repair of the granary comes next. 2 turns. Before we do so, we pre-place a campus into a swamp, where it will get +2 adjacency from surrounding jungle tiles. Keep in mind: Cities nestled around rainforests bring forth great amounts of research. The time to work on that campus would be 52 turns right now. Yeah, that's why you pre-place. That's all the building plans for now. We begin with our good old navy at Night With Bright Guest Stars: Unit 1 switches position with 2 so that it won't be taking up one of the two only firing spaces we have, then promotes to rank 3. Once more, we pick Supply Fleet to heal anywhere we would want to. Ship 2 takes the attack, 20 damage to walls, 12 to the city. Ship 3 continues the assault with 24 wall damage and 23 on the city. Defenses of our target are down to about a quarter after this. The next target for the army we have in West Africa will be the city of Byakuren. It's in southern Algeria and while it's a pretty barren town, it does have the Jebel Barkal and Petra wonders. Our artilleries can advance close enough to it, they just lack the movement points to fire. At this point of the game, when battering rams and siege towers are useless, it's ill-advised to have any close combat units attack cities when they still have active walls. Your ranged siege units have to soften everything up before you conquer. One of the artillery corps in the region gets the chance to promote. They too pick the defensive perk of Crew Weapons. The real climax of this turn comes at Moriya Shrine, which is in a really bad place: Know what's funny? Offensive spy Seija will probably not finish her mission in time there, but she is indeed the one giving us the sight range we need so that our artilleries can fire. If anything, she was good for something! Artillery 4 begins the bombardment: The walls break, 21 damage to the admittedly very sturdy city. Artillery 3 can now let the Moriya capital feel the full force of its grenade shells: 48 damage. Now that it lacks any ranged strikes and doesn't mitigate direct damage anymore, other units move in. Unit 5 and its Great General move one tile northwest onto Oxford University. Unit 2 travels two tiles northwest onto the industrial zone. Helicopter 1 moves onto the tile southwest of Moriya Shrine, unit 6 then flies over the Chichen Itza next to its comrade. Now that everyone is in place and supporting each other, we begin attacking: Helicopter corps 1 under pilot Byakuren Hijiri begins: The helicopter and the mechanized infantry are having a machine-gunning duel. Since Sanae is in the information era, this highly advanced unit that we haven't even encountered yet is representing her cities on any defensive occasion. Damage on the city for this is 51 points, 18 on our chopper. The adjacent helicopter piloted by Kaguya Houraisan follows up on this attack: 37 damage to them, another 18 to us. The city is on its last leg, if it had any. It's too bad we can't finish it off right away, our infantrymen are out of movement points. At Koumakan, there is a Zanzibarian musketman who's had the misfortune of landing next to the invisible Sekibanki and Kagerou. We take the shot and deal 47 damage. That's all that's left to do this turn, so I leave you on a cliffhanger. Can we really take Sanae's capital? So far, everything is pointing in that direction. Unless the wind priestess has waited until this moment to present the full military might of her empire to us, I'm extremely disappointed by her lack of self-preservation instincts. Really, it's shameful how she just lets us do what we want! Next time, we're going to try and say hello to an empire we haven't met yet. How is that even possible at this point? Just wait and see! |
| CyberAngel:
--- Quote from: Gesh86 on May 20, 2018, 12:39:59 PM ---The Tell Tale Heart is a short story about someone having committed what he thinks is the perfect crime. It's one of the most classic examples for the use of an "unreliable narrator", who is constantly busy trying to convince the reader he isn't insane. I haven't read it myself, but I imagine this isn't for the faint of heart. I have read something else though that might be using this style, Traven's "The Death Ship", where the main character doesn't tell you his name for a long time, until another character is introduced who you can assume he then projects his identity onto. --- End quote --- Never heard of the latter, but The Tell Tale Heart is a short (as in VERY short, The Raven probably takes more lines!) story that's not too graphic but is more of a psychological thriller that delves into a mindset of a totally-not-crazy person. I can advise checking out a video about some Edgar Allan Poe stories, this one included, by Overly Sarcastic Productions. Or, if you think you're not too impressionalbe, a dramatic reading of the full story from the same channel. |
| Gesh86:
--- Quote from: CyberAngel on May 20, 2018, 01:50:26 PM ---Never heard of the latter, but The Tell Tale Heart is a short (as in VERY short, The Raven probably takes more lines!) story that's not too graphic but is more of a psychological thriller that delves into a mindset of a totally-not-crazy person. I can advise checking out a video about some Edgar Allan Poe stories, this one included, by Overly Sarcastic Productions. Or, if you think you're not too impressionalbe, a dramatic reading of the full story from the same channel. --- End quote --- Poe can proudly call himself timeless when even Youtubers talk about him almost 200 years later. I've stumbled upon Overly Sarcastic Productions once before, on the subject how a damsel in distress can actually be interesting and not only cringeworthy. Good stuff. Update nr. 56 - An innocent saint, rescued from the depths of Makai Turn 291 - 1.840 A.D. Last time, we continued our campaign against Sanae with great success. So far, we seem unstoppable. This turn is again one of those double features with a new technology and civic: I like that quote. A computer really is only as smart as the one who uses it. Theodor Holm Nelson is a philosopher, sociologist and, unfitting to those two occupations, a pioneer of information technology. His "Project Xanadu" began in the 60s and and has unfortunately failed. It is even mocked to a degree as the world's longest running vaporware. Nonetheless, it was anyone's very first attempt at a hypertext program. The idea itself was revolutionary enough in its own right. Due to this passive, Computers actually has an incredibly high priority when you are aiming for a cultural victory. Our tourism has doubled from 158 to 316 in the span of a turn. That is a lot of tourism and it feels like we did nothing dedicated to getting this much. It just kind of accumulated while we were working on whatever was the most sensible. Vice Admiral Horatio Nelson, 1st Viscount Nelson and 1st Duke of Bront? is to many British the most skilled admiral to have ever lived. A real hero. Only those who have also heard of Yi Sun Shi admit that dude might have been about as good. Nelson fought in the Napoleonic Wars, until he fell at the Battle of Trafalgar. This policy obsoletes Grande Arme?, the card we accidentally put in last time. Since we're already on the subject, putting Military First into the now emptied policy slot is the only change we make to our setup this turn. We heard of this passive when we researched Advanced Flight. It would be great to take advantage of, but alas, we have yet to make any airports within our aerodromes. We have a lot of science focuses to choose from, but I've foreshadowed that we needed Telecommunications. 6 turns, unboosted. We will ignore the eureka of making 2 broadcast centers for it. Our civic of choice will be Class Struggle to become Soviet Kobito. However, I think we won't develop it straight away, just partially. 4 turns, already boosted through making a trio of factories. A Great Person who doesn't know his place in the world is looking for a home. Naturally, he was drawn to us: Hey Albert Einstein, you're on our side! Little needs to be said about the most iconic scientist of the 20th century and the discoverer of the theory of relativity. He did play a huge part in the initialization of the Manhattan Project by the way, which is coincidentally only a couple of turns away from finishing in this reality's Laputa. Einstein is used during this very turn. His bonus to provide a eureka did not trigger, but that was to be expected. We only have information era technologies left I think. What did help us greatly is the improved efficiency our universities have now: Once recalculated upon the end of the turn, science rises from 300 to 344. Einstein sure knows how to teach! Balnibarbi has made a workshop, and even though it would be neat to follow up with a factory, we need some new traders. 4 turns. Kirisame Magic Shop has trained a machine gunner, who will take garrison in Benevolent French Dolls. There's a tile that grants +4 adjacency for a commercial hub among the southern Spanish coast. Yes, please. 7 turns. Koumakan has an encampment in the east now and should be secure for the rest of the war. They pre-place an entertainment complex one tile southwest of their center, but will instead repair their holy site for the next 10 turns. The Zanzibarian musketman our nearby ranger has attacked last round has taken a promotion and healed up to full. Not a problem: The same ranger shoots again for 43 damage, getting close to bringing back the status quo. We begin operations this turn with the army aiming for the desert city of Byakuren: What's this? There's actually an AT crew corps! Yes, Sanae has units that are somewhat relevant. I was having doubts. Helicopter 4 moves one tile east and waits for now. Artillery 3 also moves east one hex and opens fire on the city: 52 wall damage and 1 to the city center. Walls are at about 50% now, probably 48% as I'm suspecting a total of 100 hitpoints. Artillery 8 is unfortunately not yet able to shoot the city, but it can take aim at the AT crew corps. 33 damage, not bad but not great. You shouldn't use siege weapons against units unless they have nothing better to do like this one. We check combat odds of our surrounding units, until we compare the infantry nr. 7: Ho boy! There must be a million other modifiers on the second page, as 70 + 10 + 5 +5 is only 90. I can think of Wars of Religion and Spear of Fionn that get added. But yeah, when true melee units clash with anti-cavalry, they will always look better. The AT crewmen are crushed so bad, the game didn't bother to show them shooting a rocket. 11 damage to A Very Short Youmu. All other units of the front move closer to the city. Someone will unfortunately have to take the city strike on Sanae's turn. There was no avoiding that, unless we wanted to leave that AT crew alive. A builder at Myouren Temple repairs a broken sheep pasture. The infrastructure is desperately needed there: It's not a healthy town yet. Seija flees the about to be conquered Moriya Shrine to scheme against Sanae at a different city, "Sea Opening: "The Day the Sea Split."" I actually know that spellcard and it looks very pretty. ~Got a feeling Sanae is going to lose her capital this turn~ Sorry for how crowded that looks. Artillery 5 moves one tile northeast and promotes. On level 2, it can pick Shells for even more damage against cities! Helicopter 3 is the one to do the first attack: 30 damage to the city, 23 to us. The death blow comes from unit 1, Sakuya Izayoi's corps. 10 damage to them... The condition for the Space Race inspiration is to build a spaceport. Apparently, "build" can be substituted with "steal". Apart from a 12 population city with a whole 4 districts, Moriya Shrine also has the Chichen Itza and the Oxford University within its borders. What a haul that was! Helicopter unit 2 promotes and picks Pursuit. Artillery 5 does the same and picks Shells like its kin. The new city we have in our iron grasp repairs its monument. 1 turn. I can already tell you that it will follow with repairing its granary for another single turn. The one to soak up Byakuren's city strike is the killer of the AT crew corps, A Very Short Youmu. 27 damage to her, the tender frame of the ghostly gardener wasn't small enough to make all the bullets miss. Turn 292 - 1.842 A.D. We begin by giving a helicopter that helped with capturing Moriya Shrine a health-restoring promotion. This one, like so many before, takes the Pursuit perk. There's also another builder at Moriya Shrine that is still under Sanae's command. An artillery abducts the poor soul into our service. On to the choices for building plans this turn. Shining Needle Castle has made us a cozy little workshop. We see with horror that our capital has no water mill yet. It takes 1 turn, no reason to say no to that! Myouren Temple has repaired both its monument and granary. They need another builder more than anything. 18 turns. The one that is already around makes a niter mine north of the city. Our fleet at Night With Bright Guest Stars couldn't do much last turn, as we couldn't see the city itself due to a lack of nearby units. This is no longer the case: Unit 3 begins with 21 wall damage and 35 city damage. Unit 2 switches positions with 1 and shoots all of its mighty cannons for total destruction of the wall and 23 city damage. Unit 1 just shoots the encampment back to 0 hitpoints. The city of Byakuren is overall in good shape. But will "good" be enough with what we're about to unleash on it? We do an interesting trick at the very start of this battle phase: Currently, artillery 8 doesn't receive the extra point to its shooting range. Observation balloons spread their effect on their own tile as well as one tile into all directions. We un-escort the balloon from artillery 3 and move it one tile southeast. Now both artilleries profit from the buff! Artillery 8 shoots right away and makes all of Byakuren's walls crumble. 23 damage to the city. Artillery 3 follows up with a 90 damage bombardment on the battered city. It is at about half health after this. Tank corps nr. 7 does something you would probably not have expected: We send it not towards Byakuren, but attack Night With Bright Guest Stars instead! Yes, that town is also in range. It takes 71 damage, falling into the red and returning 11 to our sturdy panzers. Helicopter corps nr. 4 feels motivated to do what they did and also attacks the city in the south. 69 damage, 10 to us and dang it, we were probably one hitpoint away from taking it! There is no healthbar visible any more. The tank corps nr. 1 in the north will go against the closest target, Byakuren. The odds foresee a conquest and wouldn't you know it... We took 11 damage for the attack. There is a case to be made for keeping this city. 3 districts is pretty good. Like I said, they also have some wonders there. But no, we should not overextend our empire over the 12 cities that we now have. So we raze it, like we always do? No... You know, we are always so mean. Always grabbing what we can from others. For once in this campaign we'll be nice. My fifth favourite Touhou character, Byakuren Hijiri, will be alive again and have this city for herself. Liberating a city will greatly reduce your diplomatic penalty for warmongering, although it will not be enough for anyone who hated us to like us again. Byakuren became extinct at some point during the classical era, long before we were able to send scouts to Africa. We do the same we would with any newly acquianted leader: Being polite, feeding them some sugar and applying for an embassy. All of that works just fine. Myouren Temple (the city that was once Byakuren's capital but we didn't give that one back) assigns a trade route to Byakuren, granting us 7 gold, 1 science and 3 faith a turn. Just as we're about done with combat for this round, I notice we have a helicopter corps at Moriya Shrine that could reach all the way over to Night With Bright Guest Stars and deliver the death blow to that city. Naturally, we let it. 12 damage to us, and we abduct a builder. This one we are absolutely not keeping, it is razed to oblivion! What I don't like about this is how Byakuren immediately witnesses how we are Genghis Khaning around. She sternly considers that with 35 negative relationship points. For bringing her back to life, we received 20 positive points with her. Damn, we really should have destroyed this city while Byakuren was still deceased, then she wouldn't have known. The Zanzibarian musketman is finally turned into swiss cheese by the machine gun of Koumakan that has arrived. Sekibanki and Kagerou notice one of Sanae's knights in the north, a former luckless besieger of Mohenjo-Daro, already heavily injured. They shoot him out of the saddle. Turn 293 - 1.844 A.D. After a single turn Shining Needle Castle had to spend on a water mill, they do a proper project next: A factory over the next 7 turns. Lilliput has made our first bomber. Oh, we'll get back to that bomber. A builder is needed in the region, 2 turns. Blefuscu is so lucky to already have the factory our capital wants. They do it the other way around and will make a water mill next. 2 turns. Moriya Shrine has repaired its granary and has one more thing to fix: Its walls. They came damaged despite the takeover. Did we ever have to repair our walls before? If not, the option is all the way down at the bottom of the list under "city projects". The time the repairs take is proportional to how damaged the wall is. In our case, it's 6 turns. If you have hostile units next to the city, this build plan is not available. If it were, you could simply heal your walls against incoming damage whenever you wanted. We've actually had a threat pop up within our homeland. Take a look at this barbarian scum: A hostile camp has formed between Shining Needle Castle and Laputa and it has already produced a scout and an AT crew. This could be a small problem, but we have the best of all remedies for it: Marked in red within Lilliput's aerodrome is our new bomber inhabiting one of the four parking spots on the runway. A click selects it, then we get one of the most expansive unit menus we have seen: Fourth from the left is the "rebase" option. Biplanes, fighters and bombers are units that don't travel like your average military unit. They are always bound to a home base and can only take actions from there. If another aerodrome, airstrip or aircraft carrier is not too far away, they can make this object their new home base. There are also two mushroom cloud symbols that are greyed out at the moment. How mysterious. Maybe there will come a time when they become available? We chose the marked symbol for a simple bombing run you can fly on enemy units, cities or tile improvements within range. We pick the barbarian bazooka-wielder as our victim: Our bomber actually took a situational 17 combat strength malus. You're apparently supposed to use fighters on units for more efficiency. Someone tell Sanae that. We deal 29 damage and take none in return, as aircrafts don't take damage from their assaults. I think they do against destroyers and if units have a flak battery as a support unit near them. None of that applied to the AT crew. We switch our civic focus from Class Struggle to the recently boosted Space Race. 5 turns. We don't need to learn a new tier 3 government just yet, nor a chance to switch policies. That's our reasoning for the delay. By the way, here are the information era civics in overview. We...don't have too many: For a long time, Globalization and Social Media were ever-repeatable civics for score, but I think there's something else behind them that took over this function through a patch. We've finally eclipsed the wind priestess in culture by the way! Something tells me we won't fall behind again. Speaking of her, get ready for her furious retaliation: ...it's a single AT crew that she mindlessly threw into Koumakan's city strike range. We shoot it for 35 of its hitpoints. We also engage it with Sekibanki and Kagerou who take of another 32 points. I'm actually worried that this AT crew uses its next turn to pillage the aerodrome it's standing on. This would be the most obnoxious action Sanae could take against us here. An inquisitor of The Touhou Fandom has reached Myouren Temple and gets rid of that yucky Shinto that got established there after Sanae's takeover. A missionary who we buy in Kirisame Magic Shop for 130 points will soon spread his faith to there. There's nothing to show about our African military assault that's really worth a screenshot this turn. The units that gave the buddhist Magician her empire back last turn set their sights towards the city of Ichirin in northern Algeria. One of the tanks involved in that takes the Barding promotion to protect itself against future ranged attacks. A tank that helped with capturing Night With Bright Guest Stars also ranks up and takes Charge. The city of Ichirin seems to be constructing the Cristo Redentor by the way. We can see a tile with the malformed socket it will be made on. Surely that's going to help with defending against us, isn't it? (It's not) Another wargoal of ours is to take over and raze the two marked cities here. We'll use the conquerers of Moriya Shrine to demolish the northern one first. When they are gone, Moriya Shrine will be able to claim many of the tiles they had by culture. It'll also have some more room to breathe. The units in the area advance, but are not close enough to take any actions against Night With Overly Bright Guest Stars. We can give the artilleries of this squad some custom names! They are Utsuho Reiuji and Flandre Scarlet from now on! I'm taking Touhou names for siege units that are given very destructive tendencies by the fandom. Between turns, Byakuren asks for an absurd trade offer. We make something better out of it and end up providing her tobacco for 3 gold a turn. Are buddhists even allowed to smoke? The hostile AT crew at Koumakan does not actually pillage our aerodrome. I'm glad about that! Instead, they attack Sekibanki and Kagerou who have done a fine job as bait. We take 55 damage, they take 17. Turn 294 - 1.846 A.D. These turns are getting so huge again, so this will be the last one for this update. Brobdingnag has made an entertainment complex to combat the ongoing war weariness. We won't be doing much for faith anymore, but I think it won't hurt to have a shrine here. 2 turns. Balnibarbi has made a trader who will be teleported to Moriya Shrine. This city is at its housing cap, so it needs a rice bowl. It will be placed just between Balnibarbi's own industrial zone and that of Shining Needle Castle, handing adjacency bonuses to both. 9 turns. Sekibanki and Kagerou take revenge on the AT crew that halved their health. This victory makes them eligible for rank 5. It's the first unit of ours that will promote to such a high level. You usually don't get this far. The siege of Ichirin officially starts this turn: Yes, there's another artillery with the number 5 hidden by the interface. Needless to say, it will not get into a relevant range too soon. Tank corps 1 drives 2 tiles west first, artillery 3 takes the old position of it. Infantry 4 moves 2 tiles north, allowing the artillery to profit from our Great General. Somehow, this artillery can still shoot. I thought it couldn't with 1 movement point, but maybe it can because of the General or the balloon. Tank 2 drives northwest to make the city visible, a condition which artillery 3 uses to take out the walls in a single blast. 6 damage to the city center. Tank 2 keeps going, advances onto the city's campus and pillages the university. 25 points of science were stolen this way. That's almost irrelevantly little at this stage of the game. Tank 1 keeps going onto the position west of where tank 2 is. We reveal a barbarian musketman and crossbowman just west of Ichirin. Will they help us, or stand by the city? You never know when barbarian meddle in a conflict. A builder at Myouren Temple makes an alc?zar on a hill two tiles northeast. That's the second of Granada's unique improvements we've made in this campaign. I was thinking "why not?" After that short break, we move to another place where violence is going on: Artillery 7 is the one called Flandre Scarlet and she shows the enemy city in the north that U.N. Owen was her. The walls are instantly destroyed, 1 city center damage. I'm suspecting that Sanae somehow skipped the technology of Steel and that these are all still ancient and medieval walls. Urban walls like we have them would never break this easily. Artillery nr. 6, Utsuho Reiuji, readies her armcannon for one heck of a blast: 120 points of damage to the city, it's in the red. We quickly fetch tank corps nr. 3. Due to its superb mobility and the high-tech roads, it can drive up to the damaged city and attack. 9 damage to us and... ...too much to the city. A tiny place like this with few districts and no wonders gets razed, of course. The eureka for Nanotechnology we can see was gained because we briefly held two sources of aluminum. That we don't anymore after leveling the settlement is inconsequential. A builder at Moriya Shrine creates another plantation over a source of coffee. Sanae has had the courtesy to cultivate most of them for us before we took her cities, but this one she missed. I think we have 4 copies of it now. Oh right, we haven't solved the barbarian problem in North America. The bomber repeats its run on the AT crew: 37 damage. We also have two machine guns at the site now: One shreds the AT crew to bits, the other enters the camp to rid us of barbarian activity for good. The 45 gold for this are a nice bonus. A machine gun at Koumakan can promote to level 1. They pick Volley, as they would rather chase hostile units than stay garrisoned. A barbarian musketman suicides himself on our tank that besieges Ichirin. They probably didn't know what a tank was and didn't get the smart idea to run away from it. The remaining scout in our homeland also does the same against a machinegun. Someone should educate them that a scout won't ever win against a machinegun. Alright, that's it for today. It's safe to say that the current conflict is in the bag and that Sanae will never come back from the losses she has taken. Ichirin and Divine Virtue "Bumper Crop Rice Shower" are still two cities that are worth taking (but not keeping) at this point. Will the next update bring a merciful peace treaty? Or should we just wipe the Moriya out for good? Bis bald! |
| Gesh86:
Update nr. 57 - In Soviet Kobito, shrine maidens donate to you! Turn 295 - 1.848 A.D. Last time, we witnessed the return of a long forgotten culture and cut three whole cities from Sanae's rule. We begin by adding another able commander to our many troops: Crikey, it's General Sir John Monash, an Australian civil engineer and military commander. He led the largest corps of the Western Front during World War 1 and had supervision over the allied troops at Amiens in 1918, the battle which effectively won the war. He affects modern and atomic era troops, which would be much more inclusive than what the two generals we currently have are specialized on. Obviously, we recruit Sir Monash. This process grants us an envoy with Kabul due to their quest. Lilliput's newest builder is done, we're actually making a sewer now. I know I bashed the uselessness of sewers when we got access to them. Know what? I'm giving them another chance. We have, after all, only so many tiles to put rice bowls on. Sewers might have actually been buffed to have lower cost than in the past, as 5 turns is less than I thought this one would take. Now that Blefuscu has a water mill, they're going to make a commercial hub. A new tile has just been claimed in the north where one of them will get +2 coins for adjacency. Also, Blefuscu is over its housing cap. I check how expensive a sewer is to quick-purchase and it's only 760 coins. Yeah, we can spend that. 1,936 gold is still available to us. Sekibanki and Kagerou can promote to rank 5. When you level up that many times, you'll be at the bottom of any promotion tree and you can pick up some perks you declined to take before. We make the Youkai duo a Ranger-Sentry-Spyglass-Camouflage-Guerilla. Guerilla is the newest one. There are some pretty surefire signs that Ichirin will fall this round: Artillery 3 has a clear shot at the city and takes 80 hitpoints away. To get next to the city, tank corps 1 unfortunately has to get rid of the barbarian crossbowman first. It does so with ease, losing only 3 hitpoints in the process, but also the ability to attack the city this turn. Tank 2 could attack Ichirin, but its damage is predicted to be just short of conquering it and nobody could follow up. We refrain from taking this unnecessary move then. Against what I would have expected, the city stays under the banner of Moriya for one more turn. We buy a hex 3 tiles east of Myouren Temple with 330 gold. A military engineer happens to have made his way onto this very tile. He uses an ability that would put any other civilization into a panic: Missile silos can launch nukes directly onto targets that are within their shooting range. They are constructed quickly with military engineers, but have the disadvantage of being completely static once set down. We currently have no nukes within our empire's inventory. First number you can see on the right screenshot would be nuclear devices, the second number would be their evolution, thermonuclear devices. Divine Virtue "Bumper Crop Rice Shower" is another city that needs to get out of the sun for us. It too is in grave danger already: Artillery 3 moves onto the spaceport we've stolen from Sanae and is free to open fire on our enemies. The walls are no more, 1 damage on the city center. Artillery 4 has an ideal line of fire where it already is and takes a whopping 118 hitpoints from our target. Unit 5 escorts our Great General onto the horse pasture next to it, where Ms. Rani Lakshmibai will support any other assaults from us. Helicopter 6, piloted by Kaguya Houraisan, has a good chance to take the city already and tries her best, but the efforts were just short of our goal. 71 points of damage to them, 10 to us. We have one more trick up our sleeve: Tank corps 1 sits in the middle of nowhere, as it razed a city there in the previous turn. Once again, these tanks can drive far enough to reach the almost-fallen city. They engage... 5 points of damage to them. Well now, this city isn't especially worthwhile as a location, but it does have the Potala Palace and the Huey Teocalli as pre-constructed wonders. After thinking for a brief while, we decide that we don't want any of those and that the place looks better when razed! Being in control of the Potala Palace for just a moment caused a unique little bug by the way: It forced us to reassign all our policy cards. This would have been understandable, as the Potala Palace permanently gives you a diplomatic slot, but our deck was somehow completely empty! It takes me a while to recreate what we had before, but I think I took Logistics instead of Wars of Religion. It's not a big deal, overall, just...weird. Moriya Shrine has a trader available that it uses to make an internal route: Moriya Shrine -> Myouren Temple for 1 food, 2 production, 4.5 coins and 1 faith. The only really interesting thing to happen between turns is this: We were able to stay on cordial terms with Byakuren for exactly 3 turns. I do not blame her. Yes, we saved her existence and all, but within that timespan, we turned two metropolises into rubble. It is like Byakuren's character, canonical and especially fanonical, that she would not be friends with someone like us and that even a positive history with each other only goes so far. Turn 296 - 1.850 A.D. Those of you who are fed up with all the Facebook, Twitter, Instagram, Tumblr, Myspace and...*snort* Google+ will not like the inspiration we've just gotten: It was awarded for the completion of the following technology: George Bernard Shaw was an Irish playwright, (controversial) political activist and polemicist. When you ask people about the playwrights they know, he comes right after Shakespeare. One of his most famous works was Pygmalion. It first existed as a play before Shaw wrote the script for the award-winning movie from the 30s. Oh yeah! Now you know why we decided to make that submarine in Balnibarbi. A transformation into a nuclear submarine doesn't just beef up their power, but actually gives them the trait of being a mobile missile site. Be sure to park them at someone's border if you want a Cuban Missile Crisis. Nanotechnology may already be boosted, but it isn't too important for us. We are much more in need for the unit that comes with Satellites. We also switch our civic back from Space Race to Class Struggle. 2 turns are left on that. Like I said, we just wanted to delay getting it. Futatsuiwa of Sado has made us our second bomber. It needs to invest only a single turn into a water mill. We're happy to spend it. Brobdingnag has made a shrine and stays devoted to its religious ambitions: A temple is next. 3 turns. After a long time, Benevolent French Dolls has made us two aircraft carriers. I find out here that this kind of ship is different in that you can't make it form fleets or armadas. It makes sense, as it's more of a utility ship than one for combat. The carriers will provide a sort of air-bridge over the Atlantic, should we ever need aircrafts in Europe or Africa. Next up, the town will construct an entertainment complex on an uncultivated hill tile. 7 turns. We are left with only a single front that is worth talking about: Artillery 3 makes the ground rumble: 88 damage to the city, its health is almost depleted. There's not really a need for artillery 4 to fire, so they promote instead and take Shells to deal even more damage on any future opponents. We give the honors of taking the city to tank corps nr. 2. 10 damage to it, the last damage anyone takes in this conflict. Should we give this back to Byakuren after she spat in our faces? I know the rules and how quick civilizations denounce warmongers in this game, so we can't really blame her. Yes, we liberate the city back to the buddhists. The administrative turnover teleports our units right out of the borders. Tank corps nr. 1 lands next to a barbarian camp, garrisoned by an almost-dead AT crew. Even though you shouldn't use cavalry on anti-cavalry, the odds are good enough to take the attack. The anti-tank crew wasn't anti enough for these tanks. 19 damage and 45 gold to us. This is actually the very first turn where a peace treaty with Sanae is even possible. We contact the shrine maiden and once again suggest very one-sided reparations: The ceding of Myouren Temple and Moriya Shrine is the first priority. She would accept. She has two copies of a resource we don't have: Wine. She fills up our glasses and loads off the kegs. The Moriya's income is pretty poor, but there are still 95 coins sitting around. We pocket them and Sanae does not object. There's little else in the trade screen that's worth scooping up, so we hit the button... For having her purse shaken out so thoroughly, Sanae is a little too motivated. That kind of mindset is unhealthy, girl. Peace reigns once again. A tank corps that burned down a city of Sanae last turn can promote. They increase their potential strength against units with... The use of this is very specific unfortunately, as you can't easily control whether the enemy units sit in a district or not. Still, it may help from time to time. We currently have two industrial era Great Generals and one from the modern era. That's actually more than necessary, especially with a war having been settled. Mr. Bol?var has served us well. It is not unfair that his time has come: In our reality, his post-wartime politics shall not fail as badly as they did. With two extra envoys, we are up to 5. I know I'm really going back on my word here, but with an investment of 3 at Yerevan, we can usurp Alice's influence on them and get them on our side. Let's hope that wasn't too bold. That's a first: A builder makes a banana plantation near Moriya Shrine. We don't have those at our homeland or any non-African province. Just as a reminder, bananas are a bonus resource, not a luxury. Another builder in the same location chops a rainforest, instantly finishing wall repairs at Sanae's former capital. Next, they will repair their broken sewer system. 2 turns. One builder also makes a farm at Lilliput, another at Myouren Temple. Turn 297 - 1.852 A.D. Another missionary is faith-purchased at Kirisame Magic Shop. We needed more of them if we want to have a chance of converting Moriya Shrine. If possible, I try to have provinces as a part of my state religion. Only for the far away Koumakan we are not bothering with. Hinduism is established there to this day. Futatsuiwa of Sado has quickly picked up that water mill and is also at its housing cap of 21. The time is right for a sewer. 4 turns. Our fleet has had nothing to do since the fall of Night With Bright Guest Stars and has dispersed into the Atlantic a few turns ago. They will guard our harbors in Spain and North America, with the only exception being our submarine. That one will continue circling around Africa counter-clockwise. We also have an attack force in Africa that has done its duty well. One infantry, one artillery and one ranger each will guard Myouren Temple and Moriya Shrine. You never know when a surprise war against us could break out. We certainly have the necessary infamy for it. The rest of the troops will embark into the Atlantic and split up among North America and Europe. A level 2 artillery can pick a name. I can see a fairy from hell identifying as war machinery: With his last charge, a builder at Myouren Temple chops a rainforest. The resulting avalanche of food and production grows the city to 6 population points and instantly creates the new builder it was producing. A tired builder for a fresh builder. Nice. He rushes to the place where the rainforest was and puts down a farm. The city goes for repairs of its damaged outer wall next. 2 turns. The tank corps that has made itself a name as a razer of cities is also at rank 2, the first of its kind. When we compare a Touhou to a battletank, we should pick those likely to make a...taller number appear on the bathroom scale. A certain banquet-loving ghost lady comes to mind: A builder at Moriya Shrine makes a farm next to another one. The jungle town still has relatively few of them, despite its 12 population points. We also have another farm-placing builder at Lilliput. He has 2 charges left and will go towards Laputa for his next jobs. At the new rival city agent Seija has been assigned to and arrived at this turn, she once again picks Gain Sources as a mission before any that may actually be dangerous. 8 turns. Hopefully, a change of ownership won't sabotage her operations again. Something very frustrating for us happens between turns that I absolutely did not see coming. It seems that Yerevan has been conquered: That is especially obnoxious because we just recently spent lots of envoys to get on good relations with them. I assume Sanae was already at war with Yerevan before we declared ours against her, otherwise the peace deal with us would have extended to any city-states under our suzerainship. We should keep the possibility of the city-state's liberation in mind for any future wars we would have with the shrine maiden. Once we do that, our suzerainship would be restored. Turn 298 - 1.854 A.D. Oh boy, that's not a quote that will get a lot of sympathy nowadays: Warren Edward Buffett is an American entrepreneur with a focus on investment and is currently the third richest man in the world. The company he is the CEO of is called Berkshire Holding. At its full speed, neither ox nor donkey will stop Communism. Has a much bigger ring to it in German... This tier 3 government is fairly well balanced to be effective in both war and peace times. The only downside it has is that Communism only has a single wildcard policy slot, less than the 2 of Fascism. A policy that combines science and production power, two things that are very relevant to our playstyle. The term used here was coined by Josef Stalin for his political and economic agenda from 1928 to 1934. 4 units of food seems like a lot and we do have loads of domestic trade routes. But keep in mind that especially in the late game, growth is more dictated by housing than crops per turn. This should include medics, observation balloons and anti-air units. Neat, but except for the latter, we're stocked up on them already. A lot of people will argue that accumulating war weariness for losses in your own territory, especially when it's coupled with a war you did not declare, is a huge design flaw of Civilization 6. Nonetheless, it exists unless you mod it out and this card will help you combat it. If Fascism is the best government for wartime and we're currently not in a war, is there really a need to keep it? I don't think so. Funny that it is so easy when real fascist regimes are among the most stubbornly opposed to being deposed and do their best at making this extra difficult. We just do it with a few clicks: Our military cards become tailored less for an active conflict and allow us to upgrade for cheap. Five-Year Plan is new and so is Cryptography. Enemy spies could really break our stride at this point. We've won wars against any players that were once relevant, so covert operations are one of the few methods they could target our campaign's success at this point with. Our civic focus goes back to Space Race. 2 turns are left on that. Kirisame Magic Shop is pumping money into us with its new +4 adjacency commercial hub. It's prudent to immediately follow up with a market. 2 turns. Moriya Shrine's urban walls are repaired to peak condition. A water mill also costs us only 2 turns there, so let's work on that. Two of the tank corps we own have made it back into our cultural borders. For 310 gold each we make them into... ...Modern armor. I think this is the unit in the game with the overall highest combat strength. These corps sport 100 points each. Our new financial balance is 1,480 coins afterwards. Still plenty and ever growing by 126 a turn. An inquisitor removes the Shinto influence on the city of Moriya Shrine. Will it even be Moriya Shrine anymore then? Anyway, all we need now are missionaries to establish The Touhou Fandom there. The mentioned inquisitor will stay in the area as a defense against possible conversion attempts from Sanae. Our newest builder at Myouren Temple makes a plantation at a banana resource. Food and housing at this province is slowly but surely getting better. A builder at Moriya Shrine makes a camp at a source of ivory, which we should be ashamed for, as we already have that luxury. Still, we feel the need to hunt more elephants for prosperity. Alas, that is Civilization 6 for you. A military engineer disowns some farmers at Moriya Shrine: There's still plenty of farmland possibilities to use, but we want this tile, the tile that borders closest to Sanae's lands, to have a special installation. You'll find out what it is next turn. Finally, there's another unit we need to upgrade and this one we desperately want to. A submarine uses our influence into a bay at Moriya Shrine for this: For another 310 coins, we get our very own Red October. It is piloted by an Scotsman Kobito most able at his job and in his mind, but not so able at imitating a Russian accent. Turn 299 - 1.856 A.D. Byakuren deserves a respectful clap for completing research on Sailing in this day and age. That's what some gossip told us and yeah, restored civilizations have the same level of technology as they had when they first went extinct. This is a very important turn, as... Laputa has done it! Any city that has sufficient production power should get to work on nuclear devices as soon as possible. You find the option to build them all the way at the bottom of the list: The production time you can see here is that for Laputa. Another city that jump on this train is Lilliput (18 turns), which just got done making a sewer. Brobdingnag has made a temple and further bolsters its religious output and housing through a faith-purchase of a pagoda. A sewer is next for the city with 13 population points, so that it will hopefully be bigger one day. A barbarian scout puts his nose where it doesn't belong at the northern border of Futatsuiwa of Sado. In the past, we would have had to activate some unit and get it there over several turns. Nowadays, we just fetch our nearby bomber and blast the area! Needless to say, a scout can't survive an atomic era carpet bombing. Myouren Temple has gotten its walls into better shape and will do the same for its pillaged commercial hub. Barbarians were probably responsible for that ages ago. At Spain, we make our third upgrade of a tank into a modern armor. 984 coins are still in our state register. For the first time, we're using a unit function that all of those who don't like micromanaging will be keen to learn of: If you open up the full list of command icons by clicking on the „+“, one of the options is automated exploration. It's especially helpful for scouts and rangers. The computer will then go after the nearest unexplored tiles without any more input from you. Should they come across something important like a goody hut or a hostile unit that threatens them, control will come back to you automatically. The function is good for when you're not particularly interested in the process of scouting. I personally love the exploration aspect of Civilization and barely ever use automation, but we will for Reimu and Aunn. Besides, there are only very few mystery tiles left on the map, most of them in Siberia. A missionary at Myouren Temple converts the province to our state relgion. Now all that's left is Moriya Shrine. Speaking of that, the military engineer makes a little something there: This missile silo will put several of Sanae's remaining cities in Africa into permanent nuking range. That is, once we have any nukes. That'll do it for now. What an eventful update. The war found a definitive end with Sanae having lost 7 cities in total from it. There's really no one left to rival us in power currently. Still, you've only won the game when you've truly won it. No early celebrations yet! Next time, are we mechanical, are we mechanical, are we mechanical men? |
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