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Author Topic: Marketplaces in Fortress Mode  (Read 2223 times)

Hinaichigo

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Re: Marketplaces in Fortress Mode
« Reply #15 on: March 15, 2017, 05:37:57 am »

Actually, GoblinCookie, I think you kind of made a slight oversight in your post.
Coming from a modern perspective it makes sense why you think that the dwarves would have to be paid money in exchange for their work, ie. wage labor, which is the dominant form of labor on the planet today.

But actually in pre-capitalist Medieval society, wage labor was the exception rather than the rule.
Far more common than wage labor was individual handicraft. What this means is that people would produce something by hand or with their family, and then sell or barter that product directly to merchants or other people. For instance, a woodcarver would buy wood from a woodcutter, and then carve that wood with tools that the woodcarver themself owned, to produce something, for example a +willow statue of a forgotten beast+. The woodcarver would then take the +willow statue of a forgotten beast+ to the marketplace, and then sell or barter it to other people for money or for things that they or their household needed.

So instead of thinking of the dwarves as fortress employees working for a wage to produce goods that are owned by the fortress in the abstract that they then purchase with their wages (in other words as proletarians living in capitalist society), it might be prudent to imagine dwarves going to the marketplace to buy the materials and tools needed for their individual professions, and then spending some time working to produce their products, and then, going back to the marketplace to sell or exchange their products for, for examples, food, materials and tools, clothing, furniture, etc.

That, I think, would demystify the issue.
« Last Edit: March 15, 2017, 05:45:38 am by Hinaichigo »
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FantasticDorf

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Re: Marketplaces in Fortress Mode
« Reply #16 on: March 15, 2017, 07:02:29 am »

There's also the fact that serfdom during the middle ages also meant that people never really travelled anywhere to conduct trade agreements unless they were a large site and would exchange money out of surplus supplies they had and provide refuge from heavy weather, basically the setup we have with dwarves now in that workers are allowed to take from whatever.

Medieval self sufficent truck stops effectively within the monk temples, that is until somebody loots it or you start paying crop tithes or moving to the city where you have to pay for everything that gets imported or grown on the outskirts of town.
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Hinaichigo

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Re: Marketplaces in Fortress Mode
« Reply #17 on: March 15, 2017, 07:34:19 am »

True, and if we're going by the 1400s cutoff thing I suppose serfdom would be pretty common, at least for humans.
Still, there were varying mixes of serfs and free peasants, as far as I understand at least.
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GoblinCookie

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Re: Marketplaces in Fortress Mode
« Reply #18 on: March 15, 2017, 12:12:00 pm »

I dunno about you, but to me the theme of the last few updates would seem to indicate that Toady prioritizes an accurate simulation over game mechanics and efficiency.

Also dwarves will totally hoard non-perishable luxuries like earrings and those can get pricey with a skilled craftsdwarf so there's that.

An accurate simulation of what exactly?

The game is simply a simulation of itself, as all games are really.  So the statement of game mechanics and efficiency VS accurate simulation is total nonsense because all the game ever does is take a set of higher numbers and simulate what they would mean at a lower level.

Kind of sort of ignoring the walls of text above me (sorry nothing personal but its mostly a essay on communism), minting coins specifically for your own vendors to use as spare change (or to use with peddlers who won't buy, only sell) from a marketplace sounds like a viable alternative given that copper, silver & gold already have associated values and are in the game (if they aren't being used for wages, guilds or any of that malarkey)

Not hard to say that Race X accepts shells as a unit of currency so you task your fishermen & fish cleaners to get enough legal tender etc, though there's a problem there if you don't have the ability to mint coins out of shells unless you get it from somewhere else.

> Peddler X comes from your bar to do some trading in your depot/a table in your marketplace location area laying out the goods infront of them, fortress dwarf hauls gold coins after the broker comes and agrees (and/or the dwarves grab a few coins from the stack themselves and buy goods individually) on a price on the fortresses behalf to buy the goods. As just a alternative method of giving your dwarves accessories/things on a semi-regular basis, especially objects like different stone types that dwarves like but aren't on your map geology.

Obviously the difference between your own peddlers and such is that you could lay down a stockpile to use for selling to out of town folk, in a previous format the shop workshop would have worked for this purpose of direct stockpile connection, but locations can recognise stockpiles within their borders (all your spare equipment you want to sell goes to the depot anyway in common practice so its easier & timely to load into the wagon) and probably work it out (though you might be challenged if they try to sell a item bin whole or you're a item bin manufacturer)

Yes the money-loving ostriches hiding their heads in the sand dismiss the wall of problems with their favorite thing as an 'essay on communism'.

Basically where do the peddlers and their goods come into this situation.  It is entirely possible for the game to create in either mode peddlers 'out of the void' with goods and money conjured up from nothing, this is what the fortress mode caravan basically does already.  The whole idea of developing the game economy is however to go beyond the magic people with stuff from nowhere to having a global economic system where the goods are actually made and move about.

The basic question is rather, what is the point of money and markets at all? As far as I can tell 'paying' dwarves is far less efficient than simply giving them a limited, rationed access to whatever it is they might want, the reason being is that from our site POV we are basically giving folks money in order to buy things from us (and other sites in the same situation) which are priced according to whatever either we should decide or someone else.  If it is us doing the pricing then we just end up paying dwarves to buy stuff from us and when it is others doing the pricing we have no idea what everything is going to end up costing, therefore no way to guarantee that they will be able to buy anything at all given their wages.  Since we are going to be minting coins or selling stuff for money in order to pay folks to buy stuff, we need to know how much money we are going to be needing to pay our dwarves in order to buy stuff IN ADVANCE of actually paying them because we cannot pay them more money than we have.  We do not know in advance how much everything is going to be worth, so we cannot figure out how much money we are going to need to get in order to pay dwarves the correct amount to buy

So in a very convoluted way we get back to the situation of I want my dwarves to be able to buy X amount of Y hence I give them X amount of money because that is what said item is worth.  Against simply acquiring the items ourselves in whatever manner and giving them the amount of the item that we want them to be having in the first place, which is basically the basis of the far complex calculations which we are making as to how much to pay our dwarves.  If we get our complex calculations wrong in the other sense (they get too much) it is actually much worse than giving them too little money in one respect which is the problem is not immediately obvious.  Our dwarves end up with treasure stacks piled high in a world where precious metals are finite and at this point there is no reason to get the prices right for anyone, basically we can set the prices too high for stuff without having any consequences (for us) until they use up their precious metal stacks but other folks end up suffering since we are the one's who now have the world's precious metals.

Money wouldn't need to be used in every situation, as bartering was common back in feudal times. It also depends on the dwarves' social structure/property law. It seems like some people think of them as a living in kinds of communes, but perhaps that just follows from not having the economy or money really used in fortress mode. Although, as you expressed it sounds complicated to set up properly. Anyway, as a stopgap measure until that's sorted out (although they might end up being done in the same release) there could be internal communism as there is now within the fortress population, but the marketplaces could be used to trade with people from outside the fortress population. Also, in the old days before paper and fiat currency (and certainly in fantasy settings), the nominal value of money was fixed to the value of the material of the coins themselves. In other words a 1 oz. gold coin was worth 1 oz. of gold. That was the idea anyway, but there was of course coin shaving, and abrasion of the coin material over long periods of time by handling, and financial manipulations, etc. So, discrepancies between the nominal value of the coins and material values of the coins did occur, but the idea was that they were related. I'm not really sure where I'm going with this...

The value of the metal is sort of fixed to the value of the money, rather the other way around. 

Not only can the economic system not effectively be built on money, it also cannot be effectively built on value either, inherant or otherwise.  Value should be basically retired from use or translated directly into 'quality' and the script should work directly on suppy+demand, with quality being used to determine if when faced with two objects that satisfy the same demand which of them to go for. That means that the entities will seek to acquire an adamantine battle axe rather in preference to a copper battle axe but will never trade away all their food simply because the difference between the copper battle axe and the adamantine one is greater than the value of all their food since it satisfies a different demand.

So we have a site that makes 1000 necklaces.  They have a population of 500 and each dwarf would claim a necklace each which leaves 500 more necklaces surplus, since there are twice as many necklaces as dwarves.  The site has a demand for 20 battle axes to equip it's militia dwarves, there are two other nearby sites with the same population that have no necklaces at all, so they are both 500 necklaces short.  One of them produces 20+ surplus of adamantine battle axes and the other produces a 20+ surplus of copper battle axes.  Because the adamantine battle axes are inherently of higher quality to meet the weapon demand than the copper ones the site ends up with all 500 surplus necklaces.  If however the sites only had 10 battle axes each of their material then they would both end up with half of the necklaces, even though the copper battle axes are of lower quality than the adamantine ones. 

The key thing here is that I am replicating how the player rationally behaves.  That is crucial because the player in either mode has to 'fit into' the system, the production, demands and rationing of the player's dwarves in either mode are used to initially calculate what the player will have to trade and therefore will get whatever goods they have calculated you will be needing in return for the goods you have produced.  Then the player's actual economic behavior is used to create a 'custom' model that compensates for whatever irrationalities the player might engage in economically speaking.

Actually, GoblinCookie, I think you kind of made a slight oversight in your post.
Coming from a modern perspective it makes sense why you think that the dwarves would have to be paid money in exchange for their work, ie. wage labor, which is the dominant form of labor on the planet today.

But actually in pre-capitalist Medieval society, wage labor was the exception rather than the rule.
Far more common than wage labor was individual handicraft. What this means is that people would produce something by hand or with their family, and then sell or barter that product directly to merchants or other people. For instance, a woodcarver would buy wood from a woodcutter, and then carve that wood with tools that the woodcarver themself owned, to produce something, for example a +willow statue of a forgotten beast+. The woodcarver would then take the +willow statue of a forgotten beast+ to the marketplace, and then sell or barter it to other people for money or for things that they or their household needed.

So instead of thinking of the dwarves as fortress employees working for a wage to produce goods that are owned by the fortress in the abstract that they then purchase with their wages (in other words as proletarians living in capitalist society), it might be prudent to imagine dwarves going to the marketplace to buy the materials and tools needed for their individual professions, and then spending some time working to produce their products, and then, going back to the marketplace to sell or exchange their products for, for examples, food, materials and tools, clothing, furniture, etc.

That, I think, would demystify the issue.

The money-loving ostriches demand that dwarves be paid in return for their work, I was merely pointing out how they can pay their folks using the generic system of rationing rather than them needing a separate mechanic and also making the situation optional at the same time.  I am myself perfectly happy with the Status-Quo as far as the situation for dwarf wages is concerned, they help themselves to what they want but in order to deal with potential abuses particularly in adventure mode we have to set up an upper limit as to what an individual can consume.  Basically we have to deal with 'creative individuals' who might decide to 'migrate' to a site, help themselves to the whole food supply and walk off causing a famine. 

The problem with Medieval Europe analogies is that this is *not* Medieval Europe nor can it be (the latter is important).  The folks we see walking about in adventure mode, they do not *actually exist* at all when we are not there.  See the problem with making things work on individual handicraft, nobody is actually there when the player is not around to actually make anything at all which means that there will nothing at all for the player to buy unless the player is actually there all the time.  The game works as I have reminded LMaire through the simulation of the meaning of a set of numbers that always exist at a higher level than what we see.

If we have a site with 5000 people, it does not mean that all the time there are 5000 people running about doing stuff.  It means that when we turn up at the site the game will simply create a site that has 5000 people living in it.  When we leave the folks are simply put back in the box as numbers, with adjustments based upon what actually happened during play, so if during play 300 folks died then when we return the site will have 4700 people in it instead.  The only way to replicate the kind of economy that you are talking about would be to make all 5000 individuals constantly have updating numbers tracking where they are and what they are doing, that is where we face the nightmare that is multiplication.

The more folks we have potentially trading with eachother, the greater the multipliers get.  And the bigger the multiplier the exponentially larger the final number, so a site of a mere 50 people is 50X50 is a mere 2500 possible trades having be calculated per day.  A site of 5000 however is 25000000, that is 25 million possible trades having to be calculated per day, plus there is all the calculations that have to made on top of that.  If we only have individuals trading with the site they live in then things are reduced to a merely additive number of calculations, so there are *only* 5000 trade calculations to be made as opposed to 25 million.  Communism works best because it means there is only 1 set of calculations that has to be made per site, the population, capital and skills are simply bundled together as a single set of numbers. 

In summary, since when we are not there nobody exists, we need an economic system in fortress mode in which individuals are equally invisible in economic terms.
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FantasticDorf

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Re: Marketplaces in Fortress Mode
« Reply #19 on: March 15, 2017, 07:28:50 pm »

Im a ostrich but my eggs of information are easier to digest, which is really made so it filters down into the reader easier.

> Goods already are produced by local sites in worldgen based off adjacency to resources, so peddlers made out of normal folk would just take the production stock & some money (personal finance management would need tracking, people carry money in adventure but not dwarf mode) so with whatever you can haul on your pack animal or acceptable wagon/backpack and be sold. And the amount of money & pack weight a merchant has determines what they can carry. Would be simple enough with prior explained setup.

> Dwarf fortress has many different ways you could earn money beside selling all your pouch of food to buy a admantium battleaxe as you say, the desperate might simply steal, take up quests or jobs in such a scenario that lets say non-player fortresses pay their workers via the more closely connected state that holds the most equity that's being minted and guilds/organisations within politically. A national army would be different to a local militia in what is subsidized for covering costs of feeding your soldiers gruel and nessecary weapon replacements and giving them a wage to ensure a certain degree of loyalty (obviously goblins have none so bribe at your own risk)

  • Commercialised towns (they already charge you in taverns), self sufficient hamlets and player fortresses would be basically somewhere inbetween the two, a concious choice to choose between free food & commodities for everyone vs commercialising things because of good central production lines & imports from surrounding hillocks you've supported in your local area (further down the line with the hill dwarf arc etc etc.) would be a interesting take on how you want to play and how your fortress fits into the world.


Your assumption on trading bread for beads is based on dwarves exchanging the monetary value of bread, if such monetary value of bread was removed from commerical use unless its being sold or bartered to stop such a action occuring then it would effectively solve it. (you can't offer a bread loaf as payment in a commercialised society when they demand coins unless you first purposefully sell bread for coins, in which case you should probably learn how to be a baker fast by buying bargain price wheat from the farmer or save up your money from buying cheaper kinds of bread for a few silver spare and a bitter gritty taste)

Its not real communism because of the central authoritarian dwarven state that will own all the produced equity of the minted coins and therefore always hold a uneven balance. Like existing communist countries, usually the workforce is used to drive the state and maintain its funding & focus (*spending only at state discretion like deliberate attempts at artitecture in the soviet union rather than place it in the hands of a independent architect firm business who might have a better grasp of how to get the job done and can be blame for the shortfall*) in usually a exploitative manner of the lower class of society (criminals particularly) for labour camps.

  • Most socialism derives from common exploitative labour of the lower classes, as much opposed to the working people in government, hence its much easier to have lots of immigrants making large profit margins to maintain the state which then provides free welfare to a lower-middle class upwards. State collapses economically and the worker class bourgeois suffer with no welfare, dwarves starve because they are FORCED to buy food because nobody is cultivating it anymore, a bit like a were-beast wiping out your human & animalmen skilled planters and replacing them with fat, non kinesthetic, un-agile replacements when its cleaned up and labour reassigned.


Those independent artisans (architect firm example) with some insight reflect on how dwarven guilds might operate (ask a stonecutter from a stonemason guild to price a job, they might come out with some amendments to your plans etc. in example not foreseeable game terms), so really the dwarf system is not communist at all, it is a 'communal' player fortresses but its based on capitalist customs of specialists working for themselves (until such they set that aside to benefit the fortress which in turn should benefit themselves independently) and the rest of the kingdom working off a system of bartering marketplaces & coinage legal tender as seen in worldgen shops and individually training up professions and livelyhoods.

Ostrich doesn't claim to be communism/political leaning expert but that's my analysis of your arguements.
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GoblinCookie

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Re: Marketplaces in Fortress Mode
« Reply #20 on: March 16, 2017, 09:14:07 am »

> Goods already are produced by local sites in worldgen based off adjacency to resources, so peddlers made out of normal folk would just take the production stock & some money (personal finance management would need tracking, people carry money in adventure but not dwarf mode) so with whatever you can haul on your pack animal or acceptable wagon/backpack and be sold. And the amount of money & pack weight a merchant has determines what they can carry. Would be simple enough with prior explained setup.

The local sites can produce stuff using the total available resources because the sites 'exist', in that has a population number which has certain skills and reactions available to it.  They are also located within a given set of biomes, which is also 'exist' in that the flora, minerals and so on are also tracked.  The individual people in a site however do not exist, which means they cannot engage in internal economic activity directly to each-other except when the game is onloaded, which creates a problem in that it all has to be uploaded INTO the basic numbers.  These numbers in order for the player not to disrupt the economic engine have to normally (without player intervention) be roughly consistent with what would be the case had the player not turned up at all, especially in adventure mode.

In my idea the merchant own numbers do not decide what goods he has.  The merchant is created as a final result of the site the merchant comes from deciding what goods your site should want and what goods it has to spare.  What pack animals/wagons/extra help the merchant has depends not on anything the merchant has but simply the volume of the goods the site thinks you will be needing and it has to spare.  So there is no mechanical difference between a lone peddler and a full caravan with 100 wagons, it is simply based upon the amount of goods that the site decides they are happy to sell you and which you should buy (according to their logics), against the goods that they want to get from you and they 'think' you should be willing to hand over.

When the merchants return to their home site they are simply uploaded into the site, the transaction between you and them is now simply treated as being a transaction between your site and their site.  Only if they do not return to their home base is the transaction economically logged as being between the sites and the merchant, this is so an orphaned merchant whose home is destroyed can migrate to another site and take the goods along with him, also so that bandits who waylay caravans can transfer the goods to their own site. 

> Dwarf fortress has many different ways you could earn money beside selling all your pouch of food to buy a admantium battleaxe as you say, the desperate might simply steal, take up quests or jobs in such a scenario that lets say non-player fortresses pay their workers via the more closely connected state that holds the most equity that's being minted and guilds/organisations within politically. A national army would be different to a local militia in what is subsidized for covering costs of feeding your soldiers gruel and nessecary weapon replacements and giving them a wage to ensure a certain degree of loyalty (obviously goblins have none so bribe at your own risk)

  • Commercialised towns (they already charge you in taverns), self sufficient hamlets and player fortresses would be basically somewhere inbetween the two, a concious choice to choose between free food & commodities for everyone vs commercialising things because of good central production lines & imports from surrounding hillocks you've supported in your local area (further down the line with the hill dwarf arc etc etc.) would be a interesting take on how you want to play and how your fortress fits into the world.
The 'prices' of things appear only when the sites are onloaded for the player, the economy itself does not work on the prices on things at all; the prices are basically a means of slotting the player into the economic system.  Instead of the objects having a value, the site demands a certain set of goods, it guesses that you should have a certain set of goods and it calculates the optimal trade between the party and all the other parties it is in commercial contact with. 

To the player this appears as "I will give you 10 of this for 1 of those", what the site is actually doing is dividing up the surplus goods it has among all the possible trading partners that should be interested in those goods in order to get the largest possible % of all the goods that it demands.

Your assumption on trading bread for beads is based on dwarves exchanging the monetary value of bread, if such monetary value of bread was removed from commerical use unless its being sold or bartered to stop such a action occuring then it would effectively solve it. (you can't offer a bread loaf as payment in a commercialised society when they demand coins unless you first purposefully sell bread for coins, in which case you should probably learn how to be a baker fast by buying bargain price wheat from the farmer or save up your money from buying cheaper kinds of bread for a few silver spare and a bitter gritty taste)

Its not real communism because of the central authoritarian dwarven state that will own all the produced equity of the minted coins and therefore always hold a uneven balance. Like existing communist countries, usually the workforce is used to drive the state and maintain its funding & focus (*spending only at state discretion like deliberate attempts at artitecture in the soviet union rather than place it in the hands of a independent architect firm business who might have a better grasp of how to get the job done and can be blame for the shortfall*) in usually a exploitative manner of the lower class of society (criminals particularly) for labour camps.

  • Most socialism derives from common exploitative labour of the lower classes, as much opposed to the working people in government, hence its much easier to have lots of immigrants making large profit margins to maintain the state which then provides free welfare to a lower-middle class upwards. State collapses economically and the worker class bourgeois suffer with no welfare, dwarves starve because they are FORCED to buy food because nobody is cultivating it anymore, a bit like a were-beast wiping out your human & animalmen skilled planters and replacing them with fat, non kinesthetic, un-agile replacements when its cleaned up and labour reassigned.
Yes the idea is that the goods that the site is selling are surplus goods and not goods that are in demand.  The problem with the above however is that all demands are not equal and not all items equally meet the same demand. Starving sites ought to choose to sell their furniture in order to buy food, even when the food is worth less (in present terms) and should not choose to buy the most valuable food item with their valuable furniture as opposed to buying a sufficient quantity of lower quality.

Some demands should rank higher than others and this should decide what is put up for sale in the first place.  Money should not be a separate thing but simply the item types whose demand is the absolute last in the list and which loops forever.  That is when the site has met all it's needs to the best of it's ability it starts to log in demands for money into the system.  Once the demand for money is met it simply logs in another demand for money and so it goes on forever. 

Remembering that all items that meet a demand are not equal this results in a situation where, in order to get to get the surplus items that the money hoarding site produces other sites produce things that are of higher quality than the goods that are already meeting the demands of that site: for instance.

A very established and established fortress has now got items that meet all it's demands, causing it to demand money.  It's soldiers however are only equipped with copper battle axes, but another site produces adamantium battle axes.  That site will sell the adamantium battle axes to the fortress because the money demand always logs lower than the battle axe demand, their demand to upgrade their weapons hence outranks their demand for money and so they part with money.  The site wants money either because it too is full maxed out demand wise or because there is a third site that has something it wants and demands money.

Those independent artisans (architect firm example) with some insight reflect on how dwarven guilds might operate (ask a stonecutter from a stonemason guild to price a job, they might come out with some amendments to your plans etc. in example not foreseeable game terms), so really the dwarf system is not communist at all, it is a 'communal' player fortresses but its based on capitalist customs of specialists working for themselves (until such they set that aside to benefit the fortress which in turn should benefit themselves independently) and the rest of the kingdom working off a system of bartering marketplaces & coinage legal tender as seen in worldgen shops and individually training up professions and livelyhoods.

Ostrich doesn't claim to be communism/political leaning expert but that's my analysis of your arguments.

I have already discussed with Hinaichigo how the game economy CANNOT function based upon specialists working for themselves, due to the nonexistence of everybody when we are not there.  The only place where it could feasibly work is fortress mode, but fortress mode has to fit into the wider world due to retiring fortresses and once the economy is developed into the wider world economy during play. 

I do not know why you keep denying the obvious, that dwarf fortress is present Communist in *both* modes.  Everyone automatically gets given their items by the group they are part of upon download, everything that they need according to the resources the group has. This rule applies as much in human towns, the folks there get given items according to what they need and what the site can give them.  Exactly the same system applies in fortress mode, the only difference being that there is a definite finite quantity of items there, but assuming the player plays competently the result is the same as adventure mode.  It all works fine, but you just do not like the way things work so you and others design a 'counter-revolution' to make things work in the Capitalist manner that you are ideologically comfortable with (there is no other real motive). 

Now in my model for the economy, the adventurers (and other groups that are not site governments) are economically treated as though they were simply a type of mobile site.  That means the player starts off as far the economy as concerned as a 1 person site, with their own skills and the environment surrounding them being used to initially slot them into the wider economy, hence deciding what they can buy and what the other sites will be willing to sell them as above.  As with fortress mode if the player ends up behaving differently to the projected model (as is almost inevitable), then the players own economic data is adjusted accordingly. 
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