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Cordane

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Sep 25, 2013
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I fixate on details when it comes to warship design, almost certainly too much. I look at the limited information given by the devs and pair it up with my own limited understanding of physics and engineering, to try to extrapolate out to what I think is a reasonable representation of space warships. To date, I’ve spoken here about my thoughts that, based on the ratios of cost and capability for the various ships, Corvettes are half the size in volume and mass of Destroyers, which are half the size of Cruisers, which are again half the size of Battleships (i.e., Corvettes would be 1/8th the size of Battleships). The other rules that are out there aren’t far off from lining up with that theory, and that helps me wrap my head around ways to suggest improvements to ship design and space combat.

However, I’m also dealing with some conflict regarding the resultant picture of how warships look. If a Corvette is only 1/8th the size of a Battleship, or half as long, half as wide, half as tall, then a Corvette that is, say, 200 meters long would make the corresponding Battleship only 400 meters long. Pick whatever size you want for the first ship, but then work proportionally from there and tell me if you think the other ship looks “right” to you.

What prompted my concern was going back to play the Homeworld games, now that they’re remastered. To me, those ships look more “right”, with sizeable differences between the Corvettes, Frigates (Destroyers), Destroyers (Cruisers), and Battlecruisers (Battleships). They don’t map out exactly, e.g., their Corvettes being not much larger than basically Strike Craft, and the ranges (kilometers) being infinitesimal compared to where I think Stellaris is/should be (hundreds of thousands, if not millions, of kilometers). But there was a weight to their movements that clicked for me, and I wanted to start exploring what a more separated sizing system would look like.

Starting off, I wanted to keep the ratio between sizes at 2 in each direction, meaning 8x for volume and mass. I also chose some baseline sizes that made sense to me, both in paralleling real-world vehicles and staying reasonable with regard to physics and basic engineering. I would ask that you focus more on the ratios than on any particular dimensional value, at least until you’ve read all the way through.

With a Corvette, I started off at 200 meters, mostly because it allowed me to have a few “ship classes” below it and still get relatively round numbers – it also would be about 1/3rd again longer than a US Navy Arleigh-Burke destroyer (155 m). Toward the bottom, I looked at a vanilla M- or G-slot type of missile as being 12.5 meters long – that would make it four orders of magnitude smaller (100, 50, 25, 12.5) than the 200 m Corvette, and about the length of a real-life Harpoon anti-ship missile. Destroyers came in at 400 m/8x the volume, or about 20% longer than a USN Ford nuclear carrier (337 m); Cruisers would be 800 m/64x the volume, or 1/3rd again longer than the Battlestar Galactica (610 m); Battleships would be 1,600 m/512x the volume, or the same as a classic Imperial Star Destroyer.

Filling in the gaps: I thought about hangar craft (vanilla “strike craft”) being more of a range of sizes, keyed to the sizes of hangars appropriate to Destroyer, Cruiser, and Battleship hulls. So I had Strikes (25 m, MiG-25P fighter), Gunships (50 m, B-52 bomber), and Escorts (100 m, Goodyear blimp). As I had a basic missile at 12.5 m, I also looked at smaller (6.25 m, Patriot SAM) and larger (25 m, Minotaur IV launch system) variations.

Titans and Colossi don’t currently follow the typical build rules compared to the four main classes, but I decided to just spec them out at the next two sizes past Battleships. If you feel that these ships should be considerably larger than just the next step or so on this scale, those could move up, but keep that in mind as we continue the discussion.

Code:
Class                   Length (m)
Small Missile                6.25
Missile                     12.5
Large Missile / Strike      25
Gunship                     50
Escort                     100
Corvette                   200
Destroyer                  400
Cruiser                    800
Battleship               1,600
Titan                    3,200
Colossus                 6,400

What happens when you make ships this big? First thing would be looking at acceleration and maneuverability, with the Square-Cube Law being a primary guidance. In vanilla Stellaris, a Corvette is viewed as being barely within a Battleship’s capabilities to keep up with – in this experiment, the Destroyer is that same 8x volume/mass to the Corvette that our vanilla Battleship was. Rather than the relatively small differences between classes for movement, each class would probably accelerate at twice the rate of the class above it or half that of the one below.

That doesn’t mean that that a fleet with much larger ships would be entirely slower than those with smaller ships. I’ve looked at the reality of trying to cross a solar system at small fractions of the speed of light, and even ships with high acceleration will likely coast once they’re above a few percent of the speed of light, due to concerns about running into even static objects in their flight path. So ships with lower acceleration will just need to accelerate longer to get to top speed (and then start their deceleration to zero sooner). I don’t know whether the “top” speed would increase at the same rate and the same time as acceleration when improving thrusters, but that makes enough sense to me for now.

Weapon systems start to get much bigger – what was a huge difference between a Corvette’s S-slot turret and a Battleship’s X-slot, is now the difference between the typical Corvette weapon and the one for a Destroyer. Think about it along the lines of a Destroyer carrying four “M-slot” weapons – those weapons are perfectly suited for shooting at other Destroyers, but are probably too slow relatively to Track the Corvettes below them and too weak to efficiently damage the Cruisers above.

It can instead carry two “L-slot” weapons (or just convert two “M-slots” to one “L-slot”) that are slightly better at hurting the Cruiser class above it, due to the more-than-proportional increase from size to size. But those are less capable of Tracking even their Destroyer peers, so it’s a trade-off. Conversely, it can swap out one of its “M-slot” mounts for two “S-slots” (or all four for 8 “S-slots”), gaining a bit of Tracking chance against Corvettes at the cost of some punch versus Destroyers. Same thing would apply by going to slots higher or lower when looked at from a given class. But where the Destroyer sees a weapon two sizes below its typical mount as being a tiny precision turret for taking on Corvettes relatively well, the Corvette sees the same size weapon as being an “L-slot”, something that’s only moderately useful against Corvettes, but somewhat useful against Destroyers.

Because there are so many slot sizes, we switch to a numeric system:

Code:
Class       Weapon Mount Sizes
Strike      1  2  3
Gunship        2  3  4  5  6
Escort                  5  6  7  8  9
Corvette                         8  9 10 11 12
Destroyer                                11 12 13 14 15
Cruiser                                           14 15 16 17 18
Battleship                                                 17 18 19 20 21
Titan                                                               20 21 22 23 24
Colossus                            (not applicable?)

(Notice that the hangar craft have similar formats for their weapons – I don’t know if I’d necessarily give them customizable loadouts, but it informs how we look at their weapons.)

One big thing to take from this chart is that each ship class only has weapons that are ideal for its own size and at most OK for one class above or below – above because the increase in damage output (or capacity, for utility slots) from slot size changes is greater than 2:1 (and a larger class would be getting tougher faster than the smaller class could produce more for the same cost), below because Tracking becomes untenable beyond a single ship class difference. This is based on the idea that a ship wouldn’t carry more than four standard mounts (e.g., size-13 for a Destroyer) and with trade-offs wouldn’t carry more than 16 of its smallest possible mounts or just one of its largest possible mount.

These weapon size tracking and damage rules apply mostly to the turreted and cannon direct-fire weapons (DFW) on ships, not to missiles, torpedoes, and hangar craft. In a more realistic setting, missiles and torpedoes would have limited stocks on warships, which could all be launched in short order to saturate defenses but then would be useless for the remainder of a battle. Stellaris gets around this by reducing the rate of fire, i.e., increasing Cooldown, to stretch their usefulness out over even months-long battles. We’ll continue doing that here, too, but we’ll also specify missiles as being better at Tracking smaller ships on individual shots (their enforced low RoF/high Cooldown would keep them close to even with DFWs), and torpedoes as being larger with higher burst damage to have a chance against larger warships, but their atrocious RoF/Cooldown would again prevent them from being too effective.

Hangar craft allow the larger warships (Destroyers on up) to have some capability against ship classes more than a size or two smaller. Strikes are available to Destroyers in limited numbers per Hangar mounted, with Cruisers getting Gunships and Battleships getting Escorts in their Hangars. To allow the largest ships to get more of the smaller hangar craft, I’m adding Flight Decks (FD) that carry more of each size to allow for more simultaneous sorties, with Cruisers getting Strike FDs, Battleships getting Gunships, and Titans getting Escorts. Hangars and Flight Decks might only be available in a single slot-size or might be variable with smaller slots having fewer hangar craft per sortie or longer Cooldowns between sorties going out, and larger slots having more or faster.

By switching to ships that have significant differences in size, we also end up with very different costs and build times. A starting Corvette might cost (arbitrary numbers) 100 Alloys to build and have a given Starbase take 30 days to produce it, but a Destroyer would be 800 Alloys and 240 days at the same point. Trying to produce a Cruiser (6.4K, 1920 days) would likely be out the question for an early empire, until they can get their production capability higher – Starbases would certainly get faster at producing all ship classes as tech improves and more docks are built on them, but pared-back long build times would probably still act as a natural limit to large ship proliferation (rather than just a contrived cap).

I don’t know what would happen with fleet composition with these changes. The larger ships are slower and harder to replace, but they’re incredibly durable compared to fleets of smaller ships (although repairs would take significant amounts of time, too). Perhaps main battle fleets will form up, with strong cores of Battleships and maybe a Titan, but also Cruisers and Destroyers as screens to dissuade attacks on the precious assets. More numerous response or patrol fleets would perhaps have Cruisers at their cores and Destroyer/Corvette screens, and Starbases would use Hangar or Flight Deck Escorts to handle anti-piracy duties (rather than considering vanilla snub fighters for interstellar patrols).

There’s a ton of other considerations for a change like this – I’m trying to put the idea out there to percolate and see if there is any interest in this even as just a thought experiment.
 
Just think of it like this: what you see "in-system" is a holographic representation of whats actually going on in deep space in your game, you are just a commander or supreme overlord (whatever) shuffling ships around on a real time chessboard, nothing is really to scale.

And on scale - there are (now hidden) corvette classes with a single gun slot that are 40-50% smaller (based on their true 3d sizes) than the corvettes we can currently use in-game. See here when i was unzipping 3d models.

So nothing is really "to scale" in the game, its just for convenience, those smaller ships (currently unused after like V1.7 or whatever) would be "proper" corvettes, with the corvettes we have now, being more like frigates.
 
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Just think of it like this: what you see "in-system" is a holographic representation of whats actually going on in deep space in your game, you are just a commander or supreme overlord (whatever) shuffling ships around on a real time chessboard, nothing is really to scale.

And on scale - there are (now hidden) corvette classes with a single gun slot that are 40-50% smaller (based on their true 3d sizes) than the corvettes we can currently use in-game. See here when i was unzipping 3d models.

So nothing is really "to scale" in the game, its just for convenience, those smaller ships (currently unused after like V1.7 or whatever) would be "proper" corvettes, with the corvettes we have now, being more like frigates.
This has absolutely zero to do with the graphical scale in the game, at all. The game's rules operate on a general doubling of size (volume/mass) and capabilities as you go up through the classes. The above looks at what would happen mechanically if the ratio was x8 instead.
 
The game's rules operate on a general doubling of size (volume/mass) and capabilities as you go up through the classes.
? No it doesn't. It operates on the general doubling of Naval Capacity Usage. That's it. One interpretation is that it's a literal 8x size, but far from the only one.
 
Bigger the better

ROTJ-Palpatine-Grin-700x295.jpg
 
? No it doesn't. It operates on the general doubling of Naval Capacity Usage. That's it. One interpretation is that it's a literal 8x size, but far from the only one.


i agree, it might even be better to assume that surface area is what more than likely is used, not mass, as surface area determines how much energy can enter or leave a ship, meaning it's speed, defences and offenses all have direct ties to surface area.
 
I think we need to accept that the graphics are very pretty. Different techs and tech levels would allow for such things as new surface appearance and drastic miniaturisation. Different size of crew species and acceptability of close quarter living would have a significant impact.

They really are very pretty
 
? No it doesn't. It operates on the general doubling of Naval Capacity Usage. That's it. One interpretation is that it's a literal 8x size, but far from the only one.
Each weapon or utility slot has a basic numeric value, with S-slots at 1 each, M-slots at 2 each, L-slots at 4 each, and X-slots at 8 each. A typical Corvette has three S-slots for weapons and another three for utilities, or 3 points on each side. A Destroyer, one class up, has either an L-slot weapon or an M-slot and two S-slot weapons up front (4 points either way), and either an M-slot weapon or two S-slot weapons aft (2 points), and six S-slot utilities (6 points) – this is double the capability of the class below it. Cruisers break the mold some by exchanging larger sizes for weapons for more slots for utilities – this is mostly because of the shift from 2 ship sections to 3. A Battleship returns to form, though, with an 8-point bow, 12-point core, and 4-point stern for weapons, and 24 points in utilities, equal to four times the amount of the Destroyer two classes below. That’s the second example of the game showing a doubling for each class increase (after Naval Cap).

Base Cost and Build Time for Corvettes are 30 alloys and 60 days, respectively. Destroyers bring that up to 60 alloys and 120 days, or doubling; Cruisers are 120 alloys/240 days and Battleships are 240 alloys/480 days, each a doubling of the class below it. That’s the third example of the game showing a doubling for each class increase.

Evasion for ships is in large part due to two things: ship profile and acceleration. A Corvette has a base Evasion of 60% with an arbitrary profile of 10,000 square meters and an arbitrary acceleration of 1 gravity. When looking at a Destroyer possibly being twice as big in volume/mass, that would make each dimension about 26% larger than the Corvette, or 15,874 square meters (around 59% larger). Square-Cube Law would put the structural members of a proportionally larger Destroyer as only being 79% as strong as the Corvette (1/1.26), meaning it would have only be able to handle 79% of the acceleration. With 59% larger profile and only 79% of the acceleration, the Destroyer would have about half the Evasion of the Corvette, or 30% - Evasion for Destroyers was at 25% and is now at 35%, so we’re pretty well in line. Cruisers are double the size of Destroyers, so they would have half the Evasion, or 15% (versus 10%), and Battleships are again double and then half, or 7.5% (versus 5%). Not as strong of an example, but we’ll at least keep that in mind.

What other interpretations are you working off of that have a different ratio, and what are their bases in the facts shown in the game?
 
Basically you want the destroyer to have the stats of a... Battleship? Or cruiser? And then the cruiser to have double titan armaments?
Then battleships are basically collosi-dreadnaught lovechilds?

Have you considered the game play implications?

Edit-

Now that I'm home and have access to a keyboard I can write this out, assuming that each class doubles in length and thus volume, cost, time to build and armament increases x8 fold per level.

Ship | alloy | construction time(days) | armament (s slot- equivalent)
Corvette | 30 | 60 | 3
Destroyer | 240 | 480 | 24
Cruiser | 1920 | 3840 | 192
Battleship | 15360 | 30720 | 1536
Titan | 122880| 245760 | 12288

So a titan would cost 122800 alloys and take 682 YEARS to build. It would feature OVER NINE THOUSAND LASERS!!! and take much longer than your average game time to build
 
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Basically you want the destroyer to have the stats of a... Battleship? Or cruiser? And then the cruiser to have double titan armaments?
Then battleships are basically collosi-dreadnaught lovechilds?

Have you considered the game play implications?
Yes and no.

The whole point of this exercise was to see what happened when you did this. People have their own ideas as to how powerful any given class is, and then they build up or down from there. I think looking at the Corvette as being exactly the same as vanilla and then extrapolating from there is probably excessive, but starting with the Battleship as being the same as vanilla and diminishing back along the line would result in really small vanilla-referenced numbers.

As I stated in the OP, fleets end up being a limited core of big ships and then larger and larger groups of picket ships. This lines up really well with many science-fiction universes, but is dead opposite of many others.
Now that I'm home and have access to a keyboard I can write this out, assuming that each class doubles in length and thus volume, cost, time to build and armament increases x8 fold per level.

Ship | alloy | construction time(days) | armament (s slot- equivalent)
Corvette | 30 | 60 | 3
Destroyer | 240 | 480 | 24
Cruiser | 1920 | 3840 | 192
Battleship | 15360 | 30720 | 1536
Titan | 122880| 245760 | 12288

So a titan would cost 122800 alloys and take 682 YEARS to build. It would feature OVER NINE THOUSAND LASERS!!! and take much longer than your average game time to build
Any numbers would of course have to be tweaked, but the biggest thing to look at with the build times is BASE build time, with larger Starbases having greater construction capacity and build speed. Even with that in mind, build times get either stupidly big or small, with multiple Corvettes built per day (on average) or Titans taking half a century (and a Colossus taking 400 years).

One of the things that was pointed out to me in earlier discussions was the feeling that the size of the Corvette should be in keeping with the idea that several months alloy production of an entire early-game planet go into a single vessel. That would put the size of a Corvette at easily a kilometer in length, which is way too big for my thoughts, so I’d be looking for a way to downsize the actual Corvette to something reasonable. Perhaps a good deal of the material cost of a Corvette is actually in getting the materials from planet-side, up to planetary orbit, and then in toward the solar orbit of the Starbase that’s actually building the Corvette, spent on shuttles and transports. But then you end up with the larger ships having materials costs that are absolutely huge, compared to where they are now in vanilla.

Unless you’re dealing with building resources that are more particular to the warships, like “crew points” or something similar, you either end up with warships that are legitimately cheap compared to huge planetary development efforts at a given common resource cost and can be easily spammed, or projects are infinitesimal and easily spammed next to the super-costly warships, at least for the common resource(s). Build times can still slow down individual ship availability as a limiting factor, with a single ship still taking a while but many can be built at the same time. Realistically, however, the larger ships might still be crewed by crews that aren’t proportionally as large; from a game perspective, I’d still keep that same tack to set the system up.

I’d probably be more in favor of a significantly smaller Alloy cost on Corvettes from vanilla, a smaller cost for Destroyers, about the same for Cruisers as now, and then going up for Battleships and beyond. The small whole numbers used in the calculations currently make it hard to divide them enough to end up with whole numbers again – I’d be forced to ask for either non-whole number costs (e.g., 3.75 vs. 4) or to have the whole gamut of costs and production to be multiplied by 10 or 100 to keep them all whole numbers. Could always round the values, but then they’d be wrong
 
My point was that if the ships doubled in length (height and width) with every step then things get out of hand very quickly and if you want battleships to be in the sweet spot of "how long does it reasonably take to build a battleship" then corvettes and destroyers get shafted. Because it would have to be 1, 1 day to build a corvette.
1 day corvette
8 days destroyer
64 days cruiser
512 days battleship
4096 days titan

1 day to build a corvette is not reasonable, please try to picture the game like that and ask "is this good game mechanics"
 
I think there is an unreasonable expectation for how long it takes to build a space warship. The latest Ford-class of US Navy nuclear carriers has a build time of 5 years (1080 days on a Stellaris calendar) and that is smaller (337 meters) than a Destroyer-sized vessel (400 m) on my size scale. The Battleship (1,600 m) is 5^3 times as big as a wet-navy carrier, so 625 years on a planetary surface to get it built. (Alternatively, the Chinamax bulk carrier MS Berge Stahl (342 m) only took 265 from the keel being laid down to being completed, but that's a civilian vessel that is largely just hollow.)

Compare that to your "sweet spot" of 512 days for the Battleship to be built in close solar orbit, with that being 440x faster than planetside, and I don't think the Corvette build time compares all that unfavorably. More likely what you'll see in any of these situations is multiple "drydocks" each working on sections in parallel and then combining them at the end. The Corvette is still going to take a given number of days to be built, because there's likely only so much that can be done in parallel before you have to put it together and then complete the work inside.
 
Why are you bringing realism into this? It doesn't matter how long it takes to build a modern carrier. Realism is a non-starter. It's over before you can even begin: you can't go faster than the speed of light, hyperdrives and hyperlanes are impossible. It should take decades or centuries just to get to the closest star. Realism is dead, gone, game over man game over.
 
For whatever it is worth, after doing a little bit of research, the smallest combat ship in the U.S. Navy seems to be the Cyclone Class Patrol Ship (54.6 meters in length and 380 tons of displacement), while the largest is the Ford Class Aircraft Carrier (337.1 meters in length and ~100,000 tons of displacement). This makes the longest ship ~6.2 times the length and ~263 times the displacement of the smallest ship.

Your scheme would make Titans 64 times the length (and ~262,144 times the displacement) of your hypothetical Gunship and 16 times the length (and 4,096 times the displacement) of a Corvette.

If someone wanted to change the ship sizes in the game, then a ratio of x4 might be more reasonable than x8. That would lead to Titans being ~256 times the displacement and ~6.35 times the length of a Corvette. Each ship category would be ~1.59 times longer than the previous one.
 
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While I agree the scale of ships in Stellaris are really wonky, they have clearly done it to allow you to easily see all the different classes of ship.

I'd love a proper sense of scale like they had in Homeworld, but there would have to be a huge change in the basics of Stellaris for that to happen. You'd probably have to go with separate battle maps like they do in Total War games to make it feasible.
 
Why are you bringing realism into this? It doesn't matter how long it takes to build a modern carrier. Realism is a non-starter. It's over before you can even begin: you can't go faster than the speed of light, hyperdrives and hyperlanes are impossible. It should take decades or centuries just to get to the closest star. Realism is dead, gone, game over man game over.
That's an awfully weak fallback position to take there, Hudson. "Like reality, unless noted" applies to virtually all science-fiction (and fantasy) settings, with some settings having a longer list of notes than others. I'm not claiming that the actual build time for an up-scaled Battleship should be 600 years, because the size of the shipyard used to construct a Battleship is going to be orders of magnitude larger than that used to build a water CVN, along with the relative ease of handling superbuilds in zero-G. But if we agree that Battleships only take 500 days to build, then a proportionally smaller Corvette makes sense to take a proportionally smaller amount of time.

If I really wanted to bring in realism, I would advocate for the larger ships to take even longer, because the sections that are built don’t have the same efficiencies of repetition that a more frequent build has. Of course, there could also be some efficiencies of scale at play as well, with the larger order quantities of materials and components for the Battleship allowing for better rates on cost or transport, but the starting Corvette hull may already be past the point where efficiencies plateau out.
For whatever it is worth, after doing a little bit of research, the smallest combat ship in the U.S. Navy seems to be the Cyclone Class Patrol Ship (54.6 meters in length and 380 tons of displacement), while the largest is the Ford Class Aircraft Carrier (337.1 meters in length and ~100,000 tons of displacement). This makes the longest ship ~6.2 times the length and ~263 times the displacement of the smallest ship.

Your scheme would make Titans 64 times the length (and ~262,144 times the displacement) of your hypothetical Gunship and 16 times the length (and 4,096 times the displacement) of a Corvette.

If someone wanted to change the ship sizes in the game, then a ratio of x4 might be more reasonable than x8. That would lead to Titans being ~256 times the displacement and ~6.35 times the length of a Corvette. Each ship category would be ~1.59 times longer than the previous one.
I've previously looked at something similar, but I went at it a couple of different ways: first was changing the ratios to 4x and keeping the same classes, and second was keeping the same 2x ratios and just adding more classes in-between. I also tried a setup where ships were split up into eras, where there would be multiple sizes that would each transition up to larger, more modern equivalents – the earliest era would have Galleys and Carracks, which would transition to Sloops, Frigates, and adding Galleons, which would again move up to Corvettes, Destroyers, Cruisers, and adding Battleships, Titans, and Colossi.

The ratio I picked in the OP got me to a nice Star Wars-style size range, from Y-wing Strikes to Imperial Star Destroyer Battleships. Compared to the close-together range used in vanilla Stellaris, it creates perhaps too much separation on the production and resource side, and would require a significant rewrite of the rules for space warfare. As it stands here, it doesn’t answer enough of the questions it brings up, but it was only ever intended as an exploratory attempt.
 
@Cordane the ships actual length isn't featured in the game. Only build time, cost and armaments are in the game. You can adjust your head cannon to be whatever you want it to be. But what you feel is the right size of a corvette, that is just like, your opinion dude. You say 1km for a corvette feels wrong? Guess what I feel 1km is just right for a corvette. You can't say one of us is right and one is wrong based on nothing other than you prefer your opinion over mine. Because then I'll prefer mine over yours.

I'm just asking what the implications would be and if you could actually take them ino consideration too
 
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Ships should be as big as the galaxy. That way you can attack all enemy empires at the same time. trollface.jpg
 
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