Simcity 2000 strategy guide pdf download






















EMBED for wordpress. Want more? Advanced embedding details, examples, and help! Topics pollution , city , zones , aura , industrial , power , demand , sims , land , guide , strategy guide , official strategy , clean industry , water pollution , cross reference , dirty industry , air pollution , costs money , industrial zones , demand cap Collection strategyguides Language English. There are no reviews yet. Drive-in Theater IV.

Parking Lot V. Mini Mall VI. Historical Office VII. Shopping Center II. Resort Hotel III. Grocery Store IV. Office Retail Shop V. Cassidy's Toy Store II. Commerical Warehouse III. Convenience Store IV. Bed and Breakfast Inn V. Industrial A. Large Industrial Factory II. Industrial Thingamajig IV. Chemical Plant V. Warehouse II. Chemical Plant III. Industrial Substation II. Chemical Storage III.

City Services A. Police Stations 3x3 B. Fire Stations 3x3 C. Prisons 4x4 D. Hospitals 3x3 4. Education A. School 3x3 B. College 4x4 C. Library 2x2 D. Museum 3x3 5. Recreation A. Small Park 1x1 B. Large Park 2x2 C. Zoo 4x4 D.

Stadium 4x4 E. Marina 3x3 6. Rewards A. Mayor's House 2x2 B. City Hall 3x3 C. Statue 1x1 D. Military Base varies E. Ilama Dome 4x4 F. Power A. Coal 4x4 B.

Oil 4x4 C. Hydroelectric 1x1 D. Gas 4x4 E. Nuclear 4x4 F. Wind 1x1 G. Solar 4x4 H. Microwave 4x4 I. Fusion 4x4 8. Water A. Pipes varies, placed underground B. Treatment 2x2 C. Desalinzation 3x3 D. Water Pump 1x1 E. Water Tower 2x2 9. Miscellaneous A.

Churches 2x2 B. Roads varies C. Rails varies D. Tunnels varies E. Subway varies F. Bridges varies I. Power II. Rail Bridge III. Highway Bridge IV.

Causeway Bridge V. Raising Bridge VI. Suspension G. Show Underground This button toggles the display of your city's underground, in which you can view your subways, water pipes and road tunnels. A necessity if you actually want to construct said systems. Demand Indicator While this is not a button, it is useful nonetheless. Here is where you can see the magnitude of demand for specific zones in your city. If the bar is pointing downward toward the - sign then that zone has negative demand.

Buildings will become abandoned and empty zones will not develop. This tool is useful as guidance on which sort of zoning you should apply to an empty area of land you want to develop. Click on it and you'll receive a pop-up with a brief explanation of what the Demand Indicator does.

Absolutely amazing. Each tile approximates to a single acre, about x feet. The total area is about 25 square miles. You may think that's a lot, but most real cities are much, much larger than that. Fresh water will usually be found in any ponds or rivers on your terrain, while salt water will be found along the coast.

Of course, you can end up editing the terrain to such a point that the above would no longer apply, but that is how most terrains will start out. Coast This button lets you choose whether or not you'd like to have a coast in your city.

Coasts are useful for creating high land values and also for seaports, which can be used to help encourage industrial growth.

River This button lets you choose whether or not you'd like to have a river in your city. Rivers provide lots of shoreline and they also make it easy to construct seaports. In most cases rivers generated this way will zig-zag wildly, but sometimes they can be rather straight. Mountains When this slider is maxed out, your city will literally be uninhabitable because of a lack of flat terrain available; the terrain will consist entirely of impossible-to-develop canyons, valleys and mountain ridges.

If this slider is minimized or zeroed out, then your city will be almost entirely flat save for a few small hills and pits. Water When this slider is maxed out, your city will be covered in water if it's relatively flat. If it's very mountainous, only a few mountain peaks will poke out of the water.

If the slider is zeroed out, you will have no water at all unless you opted for a river or coast in your city. Trees When this slider is maxed out, your city will be covered with trees. It's nice for creating that forest ambiance that some mayors like. If this slider is zeroed out, there will be no trees in your city. Starting out with trees covering every tile can sometimes make it inconvenient to develop land, since the trees have the tendency to obscure small features like pits or hills.

Given enough time, any given city's undeveloped land will be totally covered in trees. Make This button generates a new terrain for you based on your selected criteria. You can generate a terrain as many times as you want. If the current terrain presented to you doesn't suit your needs, try again until something more fitting is created. Listen for the voice as the terrain is generated. Lower Terrain This button is supposed to raise the highlighted tile one elevation level, along with the appropriate elevation changes to adjacent tiles.

The terrain does not raise or lower correctly. If you really need detailed terrain editing, I suggest doing what you can in the terrain editor, then doing the rest in a city with a money cheat. After that, go to the file menu and select "Edit New Map," to, once again, see your now completed terrain in the terrain editor we do this to remove any negative effects of the money cheat, and to start fair and square.

Select "Done" on the Terrain Toolbar to finally create your city. Stretch Terrain This button allows you to pick any tile on the map, and then to raise or lower it as you see fit. Simply click and hold on a tile and move the pointer up or down to raise or lower the tile. It's the quickest way to make mountains. However, it seems to glitch semi-frequently and will cause the entire program to crash. Use with caution. Raise Sea Level This button increases the sea level by ft one elevation level.

Any trees or ponds that are covered up will be destroyed. Lower Sea Level This button decreases the sea level by ft. You can completely eliminate any navigable water with this tool. There is a neat trick you can do with this tool. Any waterfalls on the terrain that were previously covered up using the Raise Sea Level tool will yield interesting glitches when the water is lowered below where the waterfalls were. There are some neat things you can do with this glitch.

More information can be found in Section 8. Place Water This button lets you create ponds or small streams by "waterizing" any tile you click on.

This is useful for creating areas especially suited for water pumps. Place Stream This button lets you create streams of water that are actually composed of the ponds mentioned above. One click and a stream sprouts forth, generally flowing at least a dozen tiles in any given direction, but will typically flow downhill if it's placed on a slope.

With this tool it's pretty easy to cover large swaths of land with shallow water. Place Tree This button lets you plant one tree with each click. You can fill up tiles with several trees by clicking on a tile over and over 6 or 7 times should do the trick.

This will remove all trees from the tile with a single click. Place Forest This button lets you create forests of any size or density. It behaves a lot like the spray paint tool found in most picture editing programs.

This basically reverses the process of planting forests. Center Behaves exactly as in the City Toolbar. Help Behaves exactly as in the City Toolbar. Done This is the button you click when you're done editing your terrain. From here, you'll be prompted to name your city and decide which year and difficulty level you'd like to use. With enough money, and a heart made of blackened ice, you can reduce your city to the ground whence it came. Level Terrain Use this to pick any tile at any elevation, then click and hold down the mouse button to make the surrounding tiles the same elevation by moving the pointer over them.

This tool can become very expensive each pointer movement can potentially affect dozens of tiles , so be careful when using it. Also, if you level over terrain that has buildings or trees on it, those things will be destroyed. If you feel you must do extensive landscaping early on, you might consider doing it in the Terrain Editor beforehand to save on money.

If your city is well-developed and quite a ways along, make sure you'll have the money to cover the costs of extensive landscape work. Raise Terrain This tool raises the elevation of the tile you selected by one elevation level at a time ft to a maximum of ft. This number may actually vary by approximately 50 ft depending on your city, but that is the maximum that I've seen. The surrounding tiles will also elevate accordingly to create a smooth slope.

The costs of that is also coming out of your pocket. Holding down on the mouse button lets you quickly create mountain ranges when you move the pointer around. Like other landscaping tools, this is an expensive feature. Lower Terrain This tool lowers the terrain one elevation level at a time, usually to a minimum of 50 ft.

If you go below sea level, the hole you've created will fill with either fresh water or salt water, depending on the proximity of the land to any oceans in your terrain. Similarly to the Raise Terrain tool, you can use this to create holes and valleys.

Or, you can use it to create canals or waterways in your city for shipping or scenery. As a landscaping tool, this can also become very expensive to use. De-Zone This feature is for removing zoning from a given area.

It's useful if you discover that you didn't really want to zone a particularly scenic area. It's also useful for quick rubble clean-up. Simply zone one tile in the affected area, then de-zone that area always making sure to include the one zoned tile.

The rubble disappears! Also, you don't have to go over each tile individually. But when even her work is insufficient, there's always landscaping!

In SC2K, this consists mostly of planting lots of trees and digging ponds. Tree Tool This will place a tree on a single tile with one click. Repeated clicking on a particular tile will result in more and more trees being placed up to 6 until there is a patch of forest on that tile.

Be careful with the clicking, however. Repeated clicking on a tile already filled with trees will be ineffective, but you'll still be charged for it. This tool will allow you to blow all your money on a single tile. Way to go, slick.

Water Tool Use this to cover a tile with water. You can cover any unoccupied, dry title with water and clicking on sloped tiles of any sort will create waterfalls.

It's also a nice way to create scenic water-scapes within the city. If you use the water tool to create channels of water intended for shipping, you will find that ships will not sail on them, nor will seaports develop along the shores of such bodies of water. This is because water you place is essentially a bunch of ponds, which have little depth and cannot support shipping.

If there is no disaster occurring, this option will be unavailable to you. You have the option of dispatching firefighters, police, or the military, if there is a military base in your city. If there is no fire department in your city, a bucket brigade will rise to action. If there is no police station, the National Guard will come to your rescue. If there is no military base, then you're out of luck.

The number of units you can dispatch is dependant on the number of police and fire stations you have in your city military dispatch is always limited to a small, set number. The simulator imposes an upper bound, however, preventing you from dispatching hundreds of emergency units if only because your city was filled with nothing but fire stations and police departments. Sorry but the world doesn't work that way. There is no cost to dispatch. Go ahead, try and build a city without one.

And when you get bored playing with your ghost town, you come back and tell me how it went. I promise I won't judge. Out loud.

A power system consists of a power plant and power lines. In order to work, the power plant -must- be connected to your city, either by power lines or by direct contact. It is a rubber-banding tool, which means you click once and hold to start one end of the line, and then release the button after positioning the other end of the line where you'd like it to be built. You'll see a dollar value where you clicked, indicating the projected cost of the length of power line you wish to build. Power lines can cross over any length of flat terrain, and also over water a dialog box informing you of the cost of crossing that body of water will appear asking if you want to proceed.

On slopes, power lines can go straight up or down but cannot be rubber-banded across them. You may, however, place a power line on adjacent individual tiles along a hillside and the simulator will treat it as a continuous line. The resulting visual is less-than-satisfying, however. See Section 8 T T C for more information. You can also cross streets, railroads and highways with power lines. You will need to make sure that ALL your Sims are receiving power to have a successful city.

When power lines aren't connected to a power plant, flashing lightning bolts will appear on each tile of power line, letting you know what's going on.

Once connected, these disappear at the end of the month in the simulator. From there, you can access a window with the available power plants along with information about each type of plant.

As time progresses, more and more types of power plants will become available until they've all been invented. Hydroelectric and wind power plants are 1x1 tiles apiece, while all other plants are 4x4 tiles. With the exception of hydroelectric and wind power, all power plants have a year lifespan. At the end of this span, a power plant will cease to function and will self-demolish immediately.

You must replace it if that power plant was an integral part of your power supply. If you have disasters disabled, the power plants will automatically be replaced, and the funds deducted from your city coffers.

Otherwise, they will simply crumble and you must replace them yourself the newspapers will make you more than aware of the impending collapse if you have the "Extra!

If your city does not have enough power, parts of it will experience blackouts. If the situation is not dealt with in a timely manner, those area will soon become so many blocks of abandoned buildings. All inventions will occur usually within 10 years of these dates. When it comes to total "watt-hours" usually kWh in the United States , a measurement of how much actual power is ever produced by the plant, the hydroelectric and wind plants will ultimately win out.

This is because the other plants can only produce so much power in their year lifespans. Then they are destroyed and replaced. Hydroelectric and wind plants last forever, meaning the "watt-hour" unit cost for these plants gets smaller and smaller as time passes, eventually reaching near zero. The more you know! Coal The dirtiest and grimiest of them all.

It's also fairly cheap, making it a good choice for a new city. Later, however, as your city grows in size, coal will become too insubstantial. You'll want to replace them with more efficient and powerful facilities. Hydroelectric The big advantage here is that these things last forever. Another big plus is that they generate no pollution, and they typically occupy tiles that otherwise are of limited utility for your city.

However, you'll have to build lots of them to power a medium-sized facility, and the same bonus that made them useful for otherwise useless tiles also limits them to being built on only those kind of tiles. If you're an aesthetics-minded person, hydroelectric dams may not please your eye. Oil Although expensive for a starting power plant, these are fairly reliable workhorses.

Oil has a somewhat high unit cost, but generates only roughly half the pollution coal plants do. If your city becomes very large you'll have to build a large number of these to keep up but they're good for smaller to mid-size cities. Gas Gas is much cleaner than either coal or oil, but produces very little power. Additionally, it has a very high unit cost. I would recommend these only for reserve or short-term emergency power if your other plants go bust.

Nuclear These plants generate much more power than coal or oil or both combined and they also emit very little pollution. With only a moderately high unit cost they might initially strike you as a very wise choice. However, these plants have the very undesirable tendency to explode in spectacular fashion when they're overloaded. Unlike other plants, nuclear plants will pepper your city with radiation, fire and clouds of toxic gas if they explode. The fires and toxic gas are a wash but the radiation will essentially be permanent.

It supposedly wears off after several eons If you're timid you may choose to turn disasters off and you'll never have to worry about irradiated cities. Wind Like hydroelectric dams, these things last forever, occupy one tile apiece and don't generate pollution. Unfortunately they don't generate much power either so you'll find it takes hundreds of them to supply even a moderately-sized city. This results in the familiar wind farms seen in Southern California and other Southwestern states.

The higher they are, the more power you'll typically get out of them. Solar Solar receivers are rather cheap to build and they're very environmentally friendly. The receivers produce little power so it's unwise to try and make your city totally dependent on them. In addition to all the space it'd take up, cloudy weather would effectively shut these down and send your Sims into darkness. I recommend these only for backup or emergency power. Microwave In SC2K, microwave power plants work by constructing large receiving dishes on the ground what the power plant you see is.

These dishes collect pollution-free microwave beams from orbiting satellites that have gathered the energy from the Sun's solar rays. At MW, these things are loaded for bear. The only danger here is the slight chance that the beam received from the orbiting satellite will miss and light a nearby structure on fire, resulting in the casual death and destruction only a microwave power plant can provide.

A work-around for this is to build such plants in the middle of nowhere, away from your city. Another option is to turn off disasters. Go ahead, be that kind of person. Fusion The biggest of them all, these things generate a whopping MW apiece, with little pollution and no rare-but-catastrophic caveat. In fact, you'll likely never need to build more than four to power a city unless you're going crazy with the magic eraser and stuff T R K. Fusion power plants have the lowest unit cost and provide the most efficient means of powering a city that would otherwise require hundreds of hydroelectric dams or wind plants, or half a dozen or more other kinds of plants.

Just make sure you have the funds to pay for these when the time comes to replace them. In SC2K, as in real life, tools are provided to prevent these events from occurring. Unlike in real life, however, these tools don't seem to be as critical to the success of your city as they ought to be. Nonetheless, you should have a functioning water system. Do it.

For the children. Laying pipe works just like laying power lines. While in the underground view, you'll see that many of the buildings already have small water lines under each of their tiles. Connecting these to the water system with pipes will make those buildings part of the water system. When you successfully connect a pipe to a water source such as a water pump, water tower, or desalinization plant, the pipe will turn a light, flashing blue color, indicating that water is flowing through the line.

Any water pipe, whether laid by you or created by a building, will exhibit this behavior. Water pipes can be laid anywhere you wish, even under bodies of water and tall mountains. Water pipes can also cross subway lines and tunnels perpendicularly, but cannot run parallel to those structures along the same row of tiles. Their capacity is determined by the amount of fresh water they are surrounded by, although they still produce some water when there is no nearby water available.

You'll have to construct several of these in order to supply a modest-to-large city with enough water. Water pumps occupy one tile apiece, so they are typically very easy to find room for. I prefer to keep my pumps together in one spot so that I can keep track of how many there are, but there is no harm to scattering them throughout a city. Water pumps generate a small amount of pollution. A water pump requires electricity to function, and a connection to your city's water system to provide water.

If your city lacks an adequate water supply, you'll receive several messages informing you of this fact. Regardless, your city will go on even if it has no water. Placing a pump next to salt water does not increase its output.

Below is a small list showing how much water a pump will produce depending on the surrounding landscape: - Land-locked They each have a capacity of 40, gallons. Any excess water not used by the city will be stored in the water tower for usage during a water shortage during drier months. It has been said that looking at the number of tiles underneath the water tower with running water in the pipes indicates how much water is left, with each tile corresponding roughly to 10, gallons. Water towers must be powered and connected to the water system to be of any use.

The plant must be provided with electricity and connected to a water system to benefit your city. If your city has no water system, you can still reap the benefits of this structure by building only it and nothing else. Once you do build a water system, however, you will need to connect the plant to it. Treatment plants generate a modest amount of pollution. Treatment plants are not available until around Like water pumps, the more sides that are surrounded, the more water that can be produced, up to a maximum of , gallons per month.

They must be provided with electricity and connected to your city's water system in order to provide water. They are typically not available until around They also do not generate pollution, despite what the visible smokestacks would have you believe. Their cost and low capacity relative to water pumps make them undesirable unless you have few other options for water.

Size: 4x4 What's the deal with water anyway? Also, the negative effects of not having water appear to be barely noticeable.

This leads some to argue that quite frankly, there's simply no reason to provide any water system at all. For those bothered by the constant nagging messages, just build a phantom water pump Section 8. On the other hand, how realistic is a city without a water supply?

Not very, if you want my opinion. Especially when they're not being forced to do so, haha! Like all gifts should be, the ones given to you are, for the most part, free of charge.

The one exception are the arcologies, discussed further below. I very much recommend building all rewards that are available. After all, you've earned them. Here's a chart showing the rewards and their population requirements. Arcologies will be explained further below. A building that resembles a large mansion, querying it will result in either cheers or boos depending on your current approval rating, which will be displayed in the query window.

Also, you'll see a "built-in" date, the number of employees, and the number of doorstops. The built-in date is the year the building was constructed. The number of employees is a randomly determined number, which decrements by one per year until it reaches zero. The number of doorstops starts at zero and increments by one per year until the number of employees reaches zero. This building requires power and water. This building, when queried, provides interesting statistics on land usage.

One that is particularly important is the percentage of land used for transportation roads, rails, etc. You may place yours upon a large mountain for all to see, sending your Sims into their homes huddled in fear of the almighty mayor I don't know. Query it and you'll find out how tall it is always 65 ft what it's made from bronze and how many pigeons sit upon the statue's shoulders varies I guess. It doesn't need to be powered, but the bronze statue apparently requires water for who knows what reason.

When your population reaches 60, you are presented with a dialog box that indicates the military is requesting to install a base in your city.

If you say no, you will never hear from them again. If you approve, you -might- get a military base if undeveloped land is available.

If not, then you will be informed that the base could not be built, and you'll never hear from them again. One way to improve your chances of getting a base if you so desire is to save your city just prior to when you expect to hit the population goal.

You can then reload your city if the resulting military base does not suit your tastes. There are four types of bases that can appear only one type will appear in any given city : Air Force This kind of military base is, in my experience, the most frequently occurring type. An 8x8 patch of land will be zoned for military use, specifically for an Air Force base. This type of base typically contains runways, control towers, etc. It provides military support available for use as emergency dispatch.

However, it also tends to increase pollution and crime levels. Sometimes this base will be zoned onto uneven terrain, rendering some of the property unusable for all practical purposes. Army This one develops the same way as an Air Force base, but is more likely to appear when there is lots of hilly terrain. It will have four roads dividing it a la tic-tac-toe and will come with hangars and parking lots. I don't see this very often at all. Navy This one requires coastline and has a different method of development from the previously mentioned bases.

A strip of land along a coastline is chosen, spanning 10 tiles. For each of these tiles, an additional three tiles inland is also zoned for Naval base development, resulting in the development of about 40 tiles.

Instead of a single, large base, your city is peppered with several about six or so Missile Silos. Unlike the other bases, these silos provide no emergency dispatches, but they still pollute and increase criminal activity. They are not frequently rewarded, however. Their status as a rare sight might make you feel endeared toward them as a result.

Also, it's hard to deny that they look pretty spiffy. Size: 4x4 Note about Air Force bases There seems to a be an occasional glitch which causes a new Air Force base to develop improperly. This typically consists of only a single runway being built in the 8x8 patch, instead of the entire base developing. The only way I know of to mitigate this is to make sure you have saved your city prior to attaining a population of 60, If you experience this glitch, simply reload the city.

If at some point you decide that it's time to get rid of the base, you'll find it's rather difficult to demolish with the normal tools. Instead, you'll have to use the Lower Terrain tool adjacent to the base, thereby destroying it.

Considering Maxis' obsession with llamas, the rest of the name is totally unsurprising you can thank Will Wright for that. The building itself looks really cool. It seems to be a cross between two intersecting Gateway Arches from St. Querying the Llama Dome will reveal to you the following statistics all completely random : - Weddings - Visitors - Llama Sightings - Complaints - Bungee Jumps Not much else to this building.

They're also extremely useful for obtaining large populations not available otherwise. There are four kinds of arcologies: Plymouth Arco Available in or around , these have a capacity of 50, although all arcologies can become overcrowded. These are partial to industry and thus produce a lot of crime. They look more clean and sleek, and do not produce as much pollution and crime. They also have a capacity of only 30, or so Sims.

Despite their reduced capacity, they cost more than Plymouth arcos. If a skyscraper could melt, this is what it'd probably look like. Rumored to produce mutants and have meandering, twisting hallways, each one also sports a small fleet of jet aircraft to no benefit of you, however.

They have a capacity of 45, Sims. Capable of supporting 60, Sims, these things can cause pollution and crime to skyrocket. In fact, if you recklessly build these all over your city, you'll likely cause a chemical spill disaster. Make sure to surround these arcos with lots of police protection and parks to help curb their negative side effects. One of the big features of Launch arcos is their ability to "launch. The arcos will "launch" in the Macintosh version 1.

When you reach the critical threshold of Launch arcos, a pop-up will appear, stating, "The Exodus has begun. This turns out to be a rather time consuming process so you may wish to make a trip to the bathroom during its progress. When complete, another pop-up appears: "Your launch arcos have departed into space to found new worlds.

You have been compensated for their construction. This limit was removed in later versions. The original reason for the limit was because of the overall microsim limit. Microsims are used for gathering local information within a city for a specific building.

For example, police stations, hospitals, schools, etc. When more than such buildings are constructed, the information queried from those buildings last constructed will contain the basic query information found in Sim-built zoned buildings. Because of this, Maxis decided to cap the arco limit at , reserving the other 10 microsims for more important functions.

In later versions, newly constructed arcos were also given the basic query information. It seems that if you build enough arcos, even City Hall will lose its microsim, with its precious land-use data.

Without one, you can expect your city to go nowhere, both literally and figuratively. While it is possible to build a city without using roads at all refer to Section 7 S T Y it's both expensive to build and expensive to maintain in some circumstances only, once again, refer to Section 7.

To construct a road, simply click and drag from starting point to ending point. When the highlighted area represents what you want built, release the mouse button and you're all set.

Like other rubber-banding tools, you'll see a dollar amount showing you how much the proposed road will cost. When you build a road up to a shoreline, you'll be asked whether or not you'd like to build a bridge.

If you can build one, you may choose from a selection of available proposed bridge types, discussed in detail below. It can cover any distance, short or long, but it will not allow ships to pass underneath. These bridges are suitable for lakes or large ponds, but don't build them between your seaports and those ports' only access in and out of the body of water in which they operate. Doing so will render them ineffective. Its big selling point is that it allows ships to pass underneath.

You'll actually see the middle section rise as the ship sails underneath. It has no maximum length, however, offering the only solution for crossing long spans that must allow shipping traffic.

As you can see, there are several options for building bridges available. Bridges cannot intersect each other, nor can they be built diagonally. It's supposed to be impossible for bridges to have varying elevation levels, but alas it is not.

See Section 8 T T C for more details about that. When two roads intersect, a traffic light is built. When a T-intersection is made, the butting road has a stop sign.

These are important for allowing your industry to grow, although not as important as highway and railroad connections. I fondly recall trying to build a bridge over and over until I got the kind I wanted. Fun times. Highway Although similar to roads in manner of construction, highways build in 2x2 sections instead of single tiles. This is because of their increased width and traffic load, and also because of certain simulator restrictions.

Highways can cover any length, and actually require roads to be of any use, since they are the only way Sims in your city can get onto and off of highways. When building on slopes, highways can only handle one elevation increase for every two tiles traversed. If the slope is steeper than this, the highway cannot be built. When two highways intersect, a cloverleaf type intersection is formed.



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