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Unread 17 Dec 2004, 07:06   #51
Hewitt
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Evil_Ginge
"this will require a precise mix of psychology.. and extreme violence"

- Vivian, The Young Ones
lol... words of wisdom there.
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Unread 17 Dec 2004, 15:48   #52
Insane. Badger
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Hewitt
lol... words of wisdom there.
Vivian is one of the great Philosophers of all time.
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Unread 17 Dec 2004, 17:54   #53
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Re: Colonies: The Return to Alsar Prime

*secret*

High Orbit of Aslar Prime: Hiveship Blood Demon

At the center of the huge vessel was the command chamber, a place where an Antless Prince and his ship could communicate telepathically, sharing thoughts and sights, past and present with one another. It also allowed instant commands to be given and have them performed with a speed other races that relied on crude mechanical ships and required crews and chains of command, or even the other Antless, on this ship their was only a single link in that chain; the prince and the ship.

Inside Colony Prince Badger's mind whirled hundreds of images of the planet far below, sites of former colonies, former battles, of new landscapes and ruins left behind by the cataclysmic terran flooding of the planet because of their weakness in the face of the glub threat. Rage burned in him as he remembered the countless Antless lives that had been ended by a single act of human cowardice, after that the Antless Hives had done little, sending him weak commanders as reinforcements, nothing like the response such an action should have brought down upon the terrans. It was clear to him at least that the Royalty on Antar where growing weak, while he grew strong. With extremely limited resources he had thwarted every attempt by humans and spiderions to bring their dominance to the system, many times with his own four hands, while they sit hundreds of light years away allowing the empire to stagnate. To him that, along with the fact he was questioning the legitamacy of the Antar Kings, something he should be mentally incapable of doing because of breeding made him the natural evolution of the royal form. He was now truly free-willed, he had broken the genetic indoctrination and was therefore equal, or superior in his own mind to the Antar Royals. As such he was entitled to all they had, but he knew they would never give it to him of their own volition. It would have to be taken by force and the planet below, the wars that would be fought there. They would be the fire in which the new, stronger empire would be forged, stronger than the old, better than the old. After all, that's how evolution works...

"send the spores"

ooc- please take note, that's extremely secret, no-one knows i even question Antar's decisions yet
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I think the best way of doing good to the poor, is not making them easy in poverty, but leading or driving them out of it. In my youth I traveled much, and I observed in different countries, that the more public provisions were made for the poor, the less they provided for themselves, and of course became poorer. And, on the contrary, the less was done for them, the more they did for themselves, and became richer. - Benjamin Franklin
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Unread 17 Dec 2004, 18:12   #54
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Insane. Badger
left behind by the cataclysmic terran flooding of the planet because of their weakness in the face of the glub threat. Rage burned in him as he remembered the countless Antless lives that had been ended by a single act of human cowardice,
PK made me do it
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Unread 17 Dec 2004, 18:33   #55
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Re: Colonies: The Return to Alsar Prime

He didn't make you explode the other planet though.
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Unread 17 Dec 2004, 19:20   #56
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Re: Colonies: The Return to Alsar Prime

Shut up, shut up, shut up, or I'll explode this one too
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Unread 17 Dec 2004, 19:24   #57
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Re: Colonies: The Return to Alsar Prime

Nor did I force Muha to blow up Hexus with his Betazulu satellite, but these things happen

Will start when ND sends me the map with IB's volcano base on the right continent
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Unread 17 Dec 2004, 19:55   #58
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Re: Colonies: The Return to Alsar Prime

The Evil Volcano Lair is already on the right continent. I couldn't figure out where it was meant to be from his written discription, so I sent him a copy of the map and asked him to mark the position of the Lair onto it. He did so, and I placed the Lair accordingly.
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That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 17 Dec 2004, 19:55   #59
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Re: Colonies: The Return to Alsar Prime

I'M IN

I'M IN

I'M IN DAMNIT

Don't start without me
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Unread 17 Dec 2004, 20:32   #60
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by No Dachi
The Evil Volcano Lair is already on the right continent. I couldn't figure out where it was meant to be from his written discription, so I sent him a copy of the map and asked him to mark the position of the Lair onto it. He did so, and I placed the Lair accordingly.
Edit: Since I now understand we're all meant to start on the main continent, I withdraw the above statement and admit my idiocy.
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 17 Dec 2004, 20:54   #61
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Re: Colonies: The Return to Alsar Prime

And with that admission, we're ready. Fluffie and Crazy need to provide starter locations, but that's not a huge problem. Feel free to place day 1's orders now (if you haven't done so) as well as descriptive/communication posts.
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Unread 17 Dec 2004, 23:33   #62
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Re: Colonies: The Return to Alsar Prime

Day 1

Brigadier General Crazyboy of the Terran's 7th Cadian Corp

Generals:

Colonies:
1. Acropolis (to the left of the yellow dot, between the two white bits)

Slots per Day: 6
Stockpile: 40

Total Units:


-Units-

OF:
DF:
OV: 1 Rhino
DV:
SpV:
SV:
BA:
FA:
ST:
BM:
SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 3 Mines


Research:
Level: 1
Tech Points: 10

Researched Tech:

Orders:
2 Mines- 10 Slots
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Unread 18 Dec 2004, 03:08   #63
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Re: Colonies: The Return to Alsar Prime

hey PK, can i grab the old betazulu project out of hexus orbit

i loved that thing
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Unread 18 Dec 2004, 10:57   #64
Insane. Badger
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Re: Colonies: The Return to Alsar Prime

my precious volcano lair
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I think the best way of doing good to the poor, is not making them easy in poverty, but leading or driving them out of it. In my youth I traveled much, and I observed in different countries, that the more public provisions were made for the poor, the less they provided for themselves, and of course became poorer. And, on the contrary, the less was done for them, the more they did for themselves, and became richer. - Benjamin Franklin
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Unread 18 Dec 2004, 12:49   #65
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Re: Colonies: The Return to Alsar Prime

Muha strolls around his command hive-room, glancing at each individual antless and what they are doing, when he arrives at the communication/scanning officer, he orders quickly

"Scan the planet, locate all hive bases and report to me there species"

To Which the unfortunate Antless responds

"But Sir, why dont we just scan for Antless only coloni - *hurk* y -y - your ch -o - king me!"

Muha, oblivious to the attention being brought to by the scanner, smiles thinly and snaps the young antless's neck, then spins around to the nearest senior officer

"Train his replacement...Immediatly"
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Unread 18 Dec 2004, 13:17   #66
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Planetkiller II
And with that admission, we're ready. Fluffie and Crazy need to provide starter locations, but that's not a huge problem. Feel free to place day 1's orders now (if you haven't done so) as well as descriptive/communication posts.


Quote:
Originally Posted by Fluffie
Commander Fluffie of Terran Command

Colonies:
1. Sluis Van in the ruins where Original Fluffie used to live


But since that doesn't really seem possible due to some twisted map drawer rearranging the map, we'll just have to pick a new one, eh. It'll still be the old ruins, though, or I'll sob and cry

But like, do you have to be near mountains to be able minez0r?
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Unread 18 Dec 2004, 13:30   #67
Insane. Badger
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Fluffie
But like, do you have to be near mountains to be able minez0r?
you do, the rest of us don't though
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I think the best way of doing good to the poor, is not making them easy in poverty, but leading or driving them out of it. In my youth I traveled much, and I observed in different countries, that the more public provisions were made for the poor, the less they provided for themselves, and of course became poorer. And, on the contrary, the less was done for them, the more they did for themselves, and became richer. - Benjamin Franklin
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Unread 18 Dec 2004, 14:04   #68
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Fluffie
But like, do you have to be near mountains to be able minez0r?
I asked PK, and he said "Nein". Or, he might have said it in English; the details are kind of fuzzy.
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 18 Dec 2004, 14:51   #69
Fluffie
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Re: Colonies: The Return to Alsar Prime

I need to fill up my base with nukes again...


:: edit ::

I'm not old Fluffie btw, I'm a new one. Aye, k?
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Unread 18 Dec 2004, 16:33   #70
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Re: Colonies: The Return to Alsar Prime

Mr. Fluffie's base launches and lands right next to Mr. Crazy's. And with right next to, I do mean right next to

And my new base comes with paper and plastic ruin look alikes for show and stuff
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Unread 18 Dec 2004, 17:36   #71
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Re: Colonies: The Return to Alsar Prime

ND: Nah, I said you had to be near 'nine' mountains

IMPORTANT SIDE NOTE
You actually have 10 mines to start with. I forgot to change this in the start post.
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Unread 18 Dec 2004, 17:51   #72
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Re: Colonies: The Return to Alsar Prime

Day 2

Brigadier General Crazyboy of the Terran's 7th Cadian Corp

Generals:

Colonies:
1. Acropolis

Slots per Day: 24
Stockpile: 4

Total Units:


-Units-

OV: 1 Rhino

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 12 Mines


Research:
Level: 1
Tech Points: 8

Researched Tech:
MLRS (lvl 1)
Assault Troops (lvl 1)

Orders:
2 Mines- 10 Slots
15 ATs – 30 Slots
10 MLRS – 20 Slots
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Unread 18 Dec 2004, 20:23   #73
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Re: Colonies: The Return to Alsar Prime

OOC: Actually, can you take my base out of the South-Western mountain range, and place it instead at the west end of the Eastern Peninsula Mountains. Specifically, directly to the north of the eastern edge of the desert that Lakhim (or whoever that orange dot) is in. That makes it a touch to the left of the westernmost white spot on that range of mountains. Thanks.

IC:

Human Jihad Starship Horizant
Approach Vector
Alsar Prime


Lord Commander KlavoHunter laid eyes on the surface of Alsar Prime for the first time in years, and with it came a whirlwind of memories... so few of them good. The backstabbing of the Antless, the lack of support from his allies in dedicated counterattacks, the untrustworthiness of the other races, their allegiances constantly switching to play Humanity and the Antless off of one another. And the Glubs, those foul, stupid beasts... but they could be manipulated, and indeed he had for a while, drawing them to his enemies with psychic micro-beacons. But those tools lost their effectiveness as the ruthless Antless Prince Badger had grown and grown in power... unchallanged by the other cowed Terran forces, and backed up by the simpering cowards of the other races.

The other planets of the Alsar system were so much the same when he'd been deployed there as a member of the Terran Fleet... so many groups of Humans whose strong-willed support had withered away from standing up to the foul Xenos, becoming infatuated with their own infighting, and the alien scum simply grew in power. Fleet had not sent anyone like-minded to him on any of these expeditions, at least, none that stayed their true course in safeguarding the Human Race.

Thus he'd defected to the radical Ginn-Sai Jihad... An anti-Xenos group, dedicated to preserving the safety of Humanity as a whole, dedicated to one purpose, with one vision! The rallying cry of this holy mission had swept entire worlds under its sway... Never Again!, Would the Human Race bow to the will of the Alien! We are the shapers of our own destinies, and no one shall stop us from our goals!

"Purge the weak-willed!"
"Burn the alien!"
"Slay the collaborator!"

With the release of a long breath, Klavo opened his eyes once more. His rank and influence in the Terran Fleet, and his success in the Brotherhood of the Ginn-Sai had earned him this mission, this decisive position in the battle to come. Lord Commander of the initial Jihad force deployed to Alsar Prime. With his own previous experience with the planet, he was ideal for this mission.

"My brothers, this is the first strike in the war to reclaim our true Human heritage! No longer shall we fear the Antless' might, no longer shall we be wary of the Spideron's dealings, no longer shall we be confounded by the Trillan's technologies, no longer shall we protect that which we hold dear from the Termi-Eron's piracy, no longer shall we be lulled into false security by the Iridanii's pacts and treaties! This day, we begin our campaign to end the fears of Humanity! Drop Bay, prepare for Colony Pod insertation, away all troops! AVE IMPERATOR, AVE IMPERIUM!"

Day 1

Lord Commander KlavoHunter of the First Jihad Legion

Generals:
Lord Commander KlavoHunter

Colonies:
1. Nexus Primus

Slots per Day: 20
Stockpile: 50

Total Units:
39

-Units-

OF: 10 Trooper
OV: 3 Rhino
DV: 10 Warthog
SPV: 6 Blue Lightning Bikes
FA: 10 Eagles

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 12 Mines
*** 1 Sensor Tower
*** *** Standard Module


Research:
Level: 1
Tech Points: 10

Researched Tech:
Hmmm, I'd better start cranking out crackheaded ideas.

Orders:
- 2 Mines (10 Slots)
- 1 Sensor Tower (4 Slots)
*** - Standard Module (Free)
- 10 Warthog Tanks (10 Slots)
- 10 Trooper (10 Slots)
- 2 Rhino (2)
- 6 Blue Lightning Bikes
- 10 Eagles
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Quote:
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*Slaps KlavoHunter with a forehead sticker named "BITCH"*

Last edited by KlavoHunter; 19 Dec 2004 at 00:15.
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Unread 18 Dec 2004, 20:27   #74
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by KlavoHunter
With the release of a long breath, Klavo opened his eyes once more. His rank and influence in the Terran Fleet, and his success in the Brotherhood of the Ginn-Sai had earned him this mission, this decisive position in the battle to come.
Those two are kind of mutually-exclusive. The Ginn-Sai Jihad was actually a full-scale rebellion aimed at taking control of the Terran race completely and then turning it on the aliens. I'd know, I started it. There was heavy Terran Command/Ginn-Sai fighting on one planet.

Not that it's particularly important or anything...
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville

Last edited by No Dachi; 18 Dec 2004 at 20:47.
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Unread 18 Dec 2004, 22:04   #75
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by No Dachi
Those two are kind of mutually-exclusive. The Ginn-Sai Jihad was actually a full-scale rebellion aimed at taking control of the Terran race completely and then turning it on the aliens. I'd know, I started it. There was heavy Terran Command/Ginn-Sai fighting on one planet.

Not that it's particularly important or anything...
I didn't particularly read very many of the other Colonies threads

A Terran Fleet commander going over to the Jihad (with his rather substantial resources, I might add) would be a big coup for the Jihad.

The faction of the Jihad I'm with is very much ready and willing to ally itself with other Human factions, even though they are non-Jihad, to annihilate the Alien menace. Also willing to play the xenos off of one another.
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Unread 18 Dec 2004, 22:04   #76
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by No Dachi
Those two are kind of mutually-exclusive. The Ginn-Sai Jihad was actually a full-scale rebellion aimed at taking control of the Terran race completely and then turning it on the aliens. I'd know, I started it. There was heavy Terran Command/Ginn-Sai fighting on one planet.

Not that it's particularly important or anything...
Nobody minds Terrans killing Terrans.

You just all look the other way while we, yeah, drink tea, ok, Misters and Misses Aliens?





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Unread 18 Dec 2004, 23:40   #77
Muha
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Re: Colonies: The Return to Alsar Prime

Were at day 2 already?, dang

Hive Brain Muha of the Antless

Generals:

Colonies:
1.Roger Brown in Main Island Peninsula Mountains

Slots per Day: 28
Slots Saved : 30

Total Units: 11


-Units-

OF: 10 Sword Strikers

DF:

OV: 1 Blunt Knife(shuttle)

DV:

SpV:

SV:

BA:

FA:

ST:

BM:

SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 1 Shuttle, 14 Mines

Research: (none)

Build Order
2 Mines (10 Slots)
Save 14 Slots

Saved Slots : 44
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Unread 18 Dec 2004, 23:59   #78
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by KlavoHunter
I didn't particularly read very many of the other Colonies threads

A Terran Fleet commander going over to the Jihad (with his rather substantial resources, I might add) would be a big coup for the Jihad.

The faction of the Jihad I'm with is very much ready and willing to ally itself with other Human factions, even though they are non-Jihad, to annihilate the Alien menace. Also willing to play the xenos off of one another.
If you're crazy Terran ass does wild things that Terran Command would disapprove of, your ass is mine baby. And Crazy doesn't care who we kill, as long as we kill something, so watch it

This is ooc of course. Tee hee.
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Unread 19 Dec 2004, 00:08   #79
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Fluffie
If you're crazy Terran ass does wild things that Terran Command would disapprove of, your ass is mine baby.
*giggles* Oooohhhh, kinky!
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Unread 19 Dec 2004, 00:12   #80
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Re: Colonies: The Return to Alsar Prime

Right, then.
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Unread 19 Dec 2004, 01:13   #81
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Re: Colonies: The Return to Alsar Prime

OOC: I am hopefully not either the green or black dot - That would put me too far to the right of where I want to be. I want to be to the LEFT of that second, tiny icecap of the mountain.

Nexus Primus
Main Continant
Alsar Prime


The sounds of furious building going on in the Jihadist base was unceasing well into the night, as the Colony Pod struck down precisely along the western portion of the Peninsular Mountains, unfolding to expose the prefabricated base modules, already digging into the ground with microtendrils of machinery, anchoring it into the ground. Soon after, it was as though the base had been built there on the spot, with thick steel columns plunged dozens of meters into the living rock of the mountain.

Lord Commander KlavoHunter was staring out from the top-level window of the command center built into the Colony Hub, watching as the Company of Warthog Hybrid Tanks were deploying into the fields of spaced-out Metal Mines, ready to use their weapons in their defense.

Half of the Troopers were patrolling while the Sensor Tower went up, maintaining vigilance, as Nexus Prime was located in such a strategically valuable location, that it was not unforseeable that another colony might not already be moving forces in against him - Be it an overeager Terran, imagining the prize of the location, or a particularly intelligent Xenos who wished to eliminate their foe before they'd even solidified their position. The Eagles were already scouting out the outlying terrain, along with the squadron of Blue Lightning bikes.

"All is proceeding as planned... excellent, the new recruits." Klavo said, watching as the trio of Rhino shuttles touched down at the spaceport pad, and a crowd of humans exited in fairly organized order, being directed into the Barracks by the welcoming committee of the other platoons of Troopers, quite ready to receive their plasma rifles and armor.

Klavo didn't even move his gaze as he snapped his fingers sharply, a loud crack in the dark of the private compartment of the Command module. The servo-skull drone came to him at his order, and floated nearby, awaiting orders.

"Send our greetings to the Brigadier General and Commander... let it be known that we do not wish war with them, but alliance. No Human is an enemy of the Ginn-Sai." Klavo ordered. Within minutes, the message was sent.

Day 2

Lord Commander KlavoHunter of the First Jihad Legion

Generals:
Lord Commander KlavoHunter

Colonies:
1. Nexus Primus

Slots per Day: 24
Stockpile: 0

Total Units:
53

-Units-

OF: 16 Trooper
DF: 6 Defense Trooper
OV: 3 Rhino
DV: 10 Warthog
SPV: 8 Blue Lightning Bikes
FA: 10 Eagles

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 14 Mines
*** 1 Sensor Tower
*** *** Standard Module


Research:
Level: 1
Tech Points: 10

Researched Tech:
Hmmm, I'd better start cranking out crackheaded ideas.

Orders:
- 2 Mines (10 Slots)
- 6 Trooper (6 Slots)
- 6 Defence Trooper (6 Slots)
- 2 Blue Lightning Bikes (2 Slots)

Actions:
- Messages of friendship sent to Crazyboy and Fluffie.
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Last edited by KlavoHunter; 19 Dec 2004 at 21:38.
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Unread 19 Dec 2004, 02:58   #82
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Re: Colonies: The Return to Alsar Prime

Klavo, dude, this has proberly aready been explained, but how are you getting 8 more slots than everyone else per day?
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Unread 19 Dec 2004, 05:35   #83
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Re: Colonies: The Return to Alsar Prime

Quote:
Lord Commander KlavoHunter was staring out from the top-level window of the command center built into the Colony Hub, watching as the Company of Warthog Hybrid Tanks were deploying into the fields of spaced-out Metal Mines, adding their own not-insubstantial resource gathering capebilities to those of the mines, not to mention their weapons in defense.
Warthog Tank produces 1 slot a day.
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Unread 19 Dec 2004, 05:52   #84
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Re: Colonies: The Return to Alsar Prime

ok, sorry then

and btw, Pk, and every other player, i have just been informed that i have to go away on work for 3 days, so until then i am in suspended animation, ill post my 3 day building order when i get back
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Unread 19 Dec 2004, 09:53   #85
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by KlavoHunter
Warthog Tank produces 1 slot a day.
That ability was removed ages ago, I forget when exactly but PK's just too damned lazy to change it on the tech tree
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Unread 19 Dec 2004, 12:48   #86
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Re: Colonies: The Return to Alsar Prime

IB is correct

Klavo: Your colony has now been moved. You're the white dot, as always. The green one is Fluffie, black one is Crazy.
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Unread 19 Dec 2004, 16:02   #87
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Re: Colonies: The Return to Alsar Prime

Message To: [All leaders]
From: Admiral No Dachi, Trillan Special Corps
Subject: Proposed peace conference

Message Body: I would like to take this oppurtunity to invite you all to a peace conference, held at my own personal base in the Dam Crater toward the north of the main continent. The Alsar System has been the site of many unfortunate and needless conflicts in the past; and it is my sincerest hope that we avoid such difficulties in this, our peoples' latest endeavour, the return to Alsar Prime. You may each bring up to five guards, but their weaponry will be confiscated upon your entry into the colony. You may, if you wish, send a representative to the conference in your stead.
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That Noble Sin; whilst Luxury
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Unread 19 Dec 2004, 16:09   #88
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Day 2, Week 1

Slot Production: 24
Slots in Storage: 0

ORDER LIST

Spider City
Buildings
2 Mines (10 slots)
4 Defensive Trench sections (8 slots)
Sensor Tower (2 slots)
2 Anti-Infantry Defense turrets (4 slots)

Units
(none)

-------------------------------------------------------
Slots placed in storage this turn: 0
-------------------------------------------------------

Research points remaining: 10
RESEARCH

Generic Units
Deadly Cloud, lvl 1 - DV (1 pt)
Violent, lvl 1 - FA (1 pt)
Terrorist, lvl 1 - BA (1 pt)
Assassin, lvl 1 - OV (1 pt)
Horror, lvl 1 - SpV (1 pt)
Heavy Immobliser, lvl 1 - DF (1 pt)
Heavy Stealther, lvl 1 - OF (1 pt)
Dominator, lvl 1 - SV (1 pt)
Instigator, lvl 1 - DV (1 pt)


New Designs

Huntsman, lvl 1 - Attack Bio-titan (AB) (1 pt)
Desc. One of the original successful designs in the bio-titan project, the Huntsman is a giant spider-like creation that looks like it's terran name sake. It is hard wired with the first lower-grade cybernetic technology which allows for the addition of a twin plasma battery turret mounted on the rear abdomen and an AI command interface (read: artificial brain). It is fast, agile and durable, able to scale the steepest terrains. Regeneration is that of a standard Spideron soldier. It is also known for it's ability to jump reasonable distances.

Common Role(s): Generally used as advanced recon or infantry support.
------------------------------------------

*Hewitt decided to camp in the mountains overnight. The post cataclysic world provided a sense of peace that Hewitt had never known and he wanted to take advantage of this before the world became populated by other factions. For the first time in his life he didn't care about possible schemes or plots, thought nothing of trade, politics and simply laid outstretched on his back with his legs curled around him. Idly he watched the starts twinkle admiring their beauty and musing over the star systems they signified. Hewitt knew that at any moment as he lay there unguarded that an enemy assassin or Glub tribe could come down on him at any moment but he did not care. Very unusual for one of the Spideron race....*

"Perhapss I'm getting old and weak... Bah, whatever. Heh."

*That night Hewitt sleep better than he had in years.*

--------------

"Sir, sir! Wake up sir!"

*Hewitt awoke early next morning to find a immobliser patrolnid (instead of patrolman) standing over him. Muttering a few choice words of annoyance, Hewitt rolled over and got to his feet asking why they were here.*

"Well sir, when you didn't arrive last night HQ sent a dispatch to come get you. You had us worried a bit sir."

*Hewitt dusted himself off a bit. Sleeping on the bare earth wasn't exactly the cleanest thing to do.*

"I undersstand the concern but ass you can ssee I am fine. Remind me ssaergent to thank the commanding office in charge when I get back. You may go now."

*The immobliser squad leader stood uneasily as the the other soldiers millied around trying to pretend they weren't listening in on the conversation. But they did not leave.*

"I ssaid you can go. I'll meet up with you later."

"*looking apologetic* Begging your pardon sir but we are supposed to escort you back. We got word of an unknown Antless colony landing not far from here and it is possible that they will have patrols.... orders from HQ."

*Hewitt sighed. And so it begins...*

"Very well saergent. Lead the way."

*Gathering his things, Hewitt considers last nights peace then cherishes it. It would be his last for some time and he knew it.*
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Unread 19 Dec 2004, 16:26   #89
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Re: Colonies: The Return to Alsar Prime

Some time later...

*Hewitt strides into the Spideron command centre dressed in the full manner fitting a respected trader. The commanding officer salutes upon his arrival swiftly and sharply.*

"What newss iss it that required my attention commander?"

"We just received a signal from a trillian high admiral respected trader, addressing all faction leaders. Another peace conference."

"How typical. Well let'ss hear it then."

*The Spideron commander simply nods and activates the recorded message.*

Quote:
Originally Posted by No Dachi
I would like to take this oppurtunity to invite you all to a peace conference, held at my own personal base in the Dam Crater toward the north of the main continent. The Alsar System has been the site of many unfortunate and needless conflicts in the past; and it is my sincerest hope that we avoid such difficulties in this, our peoples' latest endeavour, the return to Alsar Prime. You may each bring up to five guards, but their weaponry will be confiscated upon your entry into the colony. You may, if you wish, send a representative to the conference in your stead.
*Hewitt mused over this.*

"Just as I thought."

"It could be a trap sir. I've read a bit of background on the group that sent this and they are known for being a little more forward and a lot less ignorant than other Trillian respected trader."

"We make traps commander, not the Trillian. In any case my death or capture will benefit no one at this stage; there are plenty of willing up and coming traders amongst the ranks of the ASD that are more than capable of taking over duties here. This is a good opportunity to see what we are up against and what the present politics are like. I must go."

"I understand sir. I'll have the shuttle ready herself for your departure and a proper bodyguard organised."

"I want the group that escorted me from the mountains."

"That is but one squad respected trader. Other faction leaders are bound to send more."

"Neverless we don't want to come off as threatening. There are other things to take care of here on Alsar Prime and we do not need confrontation right now."

"Yes sir. As you wish..."
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Unread 19 Dec 2004, 16:31   #90
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Re: Colonies: The Return to Alsar Prime

Admiral No Dachi of the Trillan Special Corps - Orders (Day 1)

Generals:

Colonies:
1. Dam Crater Base in (the dam crater)

Slots per Day:
1. (10 Mines)*(2 Slots) = 20 Slots
+50 Slot starting bonus

=70 Slots

Total Units:

-Units-
OF:
DF:
OV: 1 Peace Shuttle
DV:
SpV:
SV:
BA:
FA:
ST:
BM:
SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport

Construction
2 Mines at Dam Crater Base; 10 Slots
10 Protector Infantey Squads; 10 Slots
10 Courage Interceptor Squadrons; 10 Slots

Research:
10 RP per week

Heavy Defenders (1 RP)
Valour Interceptors (1 RP)
Righeous Medium Tanks (1 RP)
Chance Bombers (1 RP)
Fortified Walls (1 RP)
Heavy Protectors (1 RP)

=4 RP remaining

Stockpiled Resources:
40 Slots
4 RP


Admiral No Dachi of the Trillan Special Corps - Orders (Day 2)

Generals:

Colonies:
1. Dam Crater Base in (the dam crater)

Slots per Day:
1. (12 Mines)*(2 Slots) = 24 Slots

Total Units:

-Units-
OF:
DF: 10 Protector Infantry Squads
OV: 1 Peace Shuttle
DV:
SpV:
SV:
BA:
FA: 10 Courage Interceptor Squads
ST:
BM:
SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport

Construction
2 Mines at Dam Crater Base; 10 Slots
Full Fortified Wall at Dam Crater Base; 16 Slots
10 Valour Interceptor Squadrons, 20 Slots

Research:
10 RP per week

Completed
Heavy Defenders
Valour Interceptors
Righeous Medium Tanks
Chance Bombers
Fortified Walls
Heavy Protectors

Researching
Defiance Medium Tank
A modified Righteous Mediun Tank, the Defiance is equipped with a rapid fire plasma battery and is designed for use against infantry. Well armoured and reasonably fast, the battery is designed to be able to discharge all barrels simultaneously in order to fire a stream of plasma that will "splash" a given area.

=3 RP remaining

Stockpiled Resources:
18 Slots
3 RP

---

I think everything there is about right.
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Unread 19 Dec 2004, 17:01   #91
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Re: Colonies: The Return to Alsar Prime

ooc: It is unfair and illogical to include mine production on the first day considering this is the day of planetfall.
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Unread 19 Dec 2004, 17:36   #92
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Re: Colonies: The Return to Alsar Prime

I think I remember checking and seeing that other people did, so I'll wait for PK's ruling myself.
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Unread 19 Dec 2004, 20:02   #93
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Re: Colonies: The Return to Alsar Prime

I'm going to go with Hewitt on this one. Sorry ND and anyone else that used that.
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Unread 19 Dec 2004, 20:19   #94
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Re: Colonies: The Return to Alsar Prime

I don't see why it should be. Unrealistic, perhaps, but then building factories and cities in a day is unrealistic.

Edit: 20 Slots is a lot, you know. I mean, we can build units on the first day, correct? That would imply that the factories are all fully functional on that day as well. If the factories are all fully functional on planetfall, why shouldn't the mines be as well?
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
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-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville

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Unread 19 Dec 2004, 21:30   #95
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by No Dachi
I don't see why it should be. Unrealistic, perhaps, but then building factories and cities in a day is unrealistic.

Edit: 20 Slots is a lot, you know. I mean, we can build units on the first day, correct? That would imply that the factories are all fully functional on that day as well. If the factories are all fully functional on planetfall, why shouldn't the mines be as well?

I prefer to see those 50 slots worth of units as stuff being pre-deployed by the ship in orbit along with the Colony Hub.
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Unread 19 Dec 2004, 21:59   #96
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Re: Colonies: The Return to Alsar Prime

Ok im gone.....Now

have fun, cya in 3 days
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Unread 19 Dec 2004, 23:06   #97
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Re: Colonies: The Return to Alsar Prime

Nexus Primus
Main Continant
Alsar Prime


Lord Commander KlavoHunter stood outside his base in the crisp morning air of the mountains, still smelling the tang of the brine-y water that had once submerged the entire planet. The effects on local wildlife were... interesting, to say the least. One could still find seaweeds of sorts growing out of the soil, competing with the hardier grasses that were already sprouting. In one of the last pockets of seawater remaining in the mountains, a patrol of Bikes had discovered several large sea creatures clinging to life in the tiny pool, and they'd become a morale-boosting dinner the previous night for the men of Nexus Primus.

He again raised the electrobinoculars he was looking through, staring south, able to see the fledgling Trillan base from his vantage point and magnification. It seemed so still, having done little more than land and establish itself, deploying the deep-drilling mines to pump precious metals in to fuel their growth. Without any defenders, it would be possible to swoop in and TAKE the contents of the warehouses full of resources...

He did a little mental calculation, figuring on the design of the Standard X-021 Trillan Metal Mine, which averaged out at 2 SLOTs (Standard Limit Of Trade) worth of metals per day.... ten of them, at three days, left a vertiable bonanza of 60 SLOTs that could be put into requisitions and constructions for the Jihad... When he was surprised from behind by one of his subordinates, leading a squad of Troopers who'd come out to meet him.

"Sir, message incoming from a Trillan, claiming to be an 'Admiral No Dachi', apparantly on wide-band frequencies. He's calling a 'Peace Conference' at his base... how shall we rebuff this naive, disgusting alien, M'Lord?"

"Admiral No Dachi?" Klavo asked, thinking for a moment before the name came to him. "This is no mere fool of a scientist who thinks he can play at war, he is a member of the Trillan Special Corps. And we will not be rebuffing the offer of this conference... I intend to make treaties with those Xenos that do not yet threaten us. We must choose our battles, Brother Nikolai, do not forget that."

"Aye, Lord Commander."

Klavo looked at the Trillan base once more, and then lowered the electrobinoculars, turning on a heel to walk back to the base.

Day 3

Lord Commander KlavoHunter of the First Jihad Legion

Generals:
Lord Commander KlavoHunter

Colonies:
1. Nexus Primus

Slots per Day: 28
Stockpile: 0

Total Units:
62

-Units-

OF: 16 Trooper
DF: 6 Defense Trooper, 4 Heavy Defense Trooper
OV: 3 Rhino, 3 Elephant
DV: 10 Warthog, 2 Pavise
SPV: 8 Blue Lightning Bikes
FA: 10 Eagles

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 16 Mines
*** 1 Sensor Tower
*** *** Standard Module


Research:
Level: 1
Tech Points: 5

Researched Tech:
Heavy Trooper
Heavy Defense Trooper
Elephant
Cobra

Pavise Defense Vehicle (L1)
A specialized tank chassis, mounting a series of small Plasma Batteries on articulated targetting turrets. These weapons are hooked in with the advanced targetting computer and sensor suite installed inside of the well-armored vehicle, allowing it to target incoming Missiles and Artillery aimed against the Pavise's allies, and shoot them out of the sky. Obviously, the weapons can be turned on more conventional targets when the skies are cleared, but they are only effective against Infantry in this use.

Researching:
Pavise Defense Vehicle (L1)
A specialized tank chassis, mounting a series of small Plasma Batteries on articulated targetting turrets. These weapons are hooked in with the advanced targetting computer and sensor suite installed inside of the well-armored vehicle, allowing it to target incoming Missiles and Artillery aimed against the Pavise's allies, and shoot them out of the sky. Obviously, the weapons can be turned on more conventional targets when the skies are cleared, but they are only effective against Infantry in this use.
Heavy Trooper
Heavy Defense Trooper
Elephant
Cobra


Orders:
- 2 Mines (10 Slots)
- 4 Heavy Defense Trooper (8 Slots)
- 3 Elephant (6 Slots)
- 2 Pavise (4 Slots)

Actions:
- Acknowledge the request for a Peace Conference.
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Quote:
Originally Posted by Bakan
*Slaps KlavoHunter with a forehead sticker named "BITCH"*
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Unread 20 Dec 2004, 01:04   #98
Lakhim
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Re: Colonies: The Return to Alsar Prime

Grumble grumble grumble, I'm here, I'll do my orders when I get time. This is just a place holder so you know that I still have interest.
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Quote:
Originally Posted by No Dachi
All
Know how I said I would be event DMing today? Well I was lying and instead decided to take the social life option. You'll get your DMings tomorrow, event-tually. Hohoho.
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Unread 20 Dec 2004, 11:15   #99
Fluffie
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by KlavoHunter
intend to make treaties with those Xenos that do not yet threaten us. We must choose our battles, Brother Nikolai, do not forget that
You're not true to the Jihad. I should turn Jihad and wipe you from this planet's surface
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Unread 20 Dec 2004, 15:39   #100
Hewitt
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Day 3, Week 1

Slot Production: 28
Slots in Storage: 0

ORDER LIST

Spider City
Buildings
2 Mines (10 slots)

Units
9 Deadly Clouds - DV (18 slots)

-------------------------------------------------------
Slots placed in storage this turn: 0
-------------------------------------------------------
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