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That's the problem I always get an absolute shitload of pops and I don't really run low on resources in a meaningful way but I have to keep on resettling my dudes around or building habitats/jars to keep the extra pops so that I don't have a bunch of useless unemployed nerds eating all the TVs or whatever. Maybe I just need to lean on auto-management more.
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# ? Jun 10, 2019 23:30 |
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# ? Apr 25, 2024 08:05 |
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My dude, Declare Population Controls.
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# ? Jun 11, 2019 00:27 |
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PittTheElder posted:My dude, Declare Population Controls. I need the influence for the next system!
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# ? Jun 11, 2019 00:38 |
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Preston Waters posted:Does leader experience / level matter at all with regard to when to start excavating sites? Can someone help me out with a quick yes or no?
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# ? Jun 11, 2019 00:55 |
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Preston Waters posted:Can someone help me out with a quick yes or no? The only failures I've seen so far just apply a -clues penalty or kill my scientist. I have yet to actually fail the mission that I know of.
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# ? Jun 11, 2019 01:02 |
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PittTheElder posted:My dude, Declare Population Controls. But then they'll be unhappy
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# ? Jun 11, 2019 01:03 |
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jokes posted:I think I want... less planets. It's a lot of briefcase whack a mole, and I think I'd like it everything was just... less. If I play with less planets would I be hosed by the crises? I've played on lowest planet setting (I think 0.5?) and even with 1.25 tech/tradition cost and default midgame, 25 year earlier endgame crises, I'm generally at "snowballing" state by the time the crisis shows up. However, I usually can't just jump in and wipe them out (unless they pop in to one of my systems near a chokepoint), I've got to wait for the Guardian Fallen Empires to show up and follow them for a bit, keeping the crisis from growing too fast. If they were far away enough I couldn't stick a checkpoint and bottle them in, they'll usually get to ~25% of the galaxy before I'm able to start slowly grinding them down. It does tend to make the Khan show up when I'm just hitting T2 weapons, which means creative farming of Khan fleets means lots of tech gains. It also means the Khan is actually really dangerous.
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# ? Jun 11, 2019 01:07 |
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HelloSailorSign posted:I've played on lowest planet setting (I think 0.5?) and even with 1.25 tech/tradition cost and default midgame, 25 year earlier endgame crises, I'm generally at "snowballing" state by the time the crisis shows up. However, I usually can't just jump in and wipe them out (unless they pop in to one of my systems near a chokepoint), I've got to wait for the Guardian Fallen Empires to show up and follow them for a bit, keeping the crisis from growing too fast. If they were far away enough I couldn't stick a checkpoint and bottle them in, they'll usually get to ~25% of the galaxy before I'm able to start slowly grinding them down. I set the midgame very early and the Khan shows up usually when I have like 10k fleet power to his/her easy 30-60k. I uhhh, still usually either totally ignore it if they're far away or immediately surrender and totally ignore it if they're right by me and wait for them to die eventually.
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# ? Jun 11, 2019 01:09 |
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jokes posted:But then they'll be unhappy Not if you do it per planet, just costs 25 influence per. There's a stability penalty, but it's tiny so whatever.
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# ? Jun 11, 2019 01:11 |
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ulmont posted:Pops that are being assimilated don’t work. Since only 1-4 pops of a species can be assimilated each year, the results are predictable if you have say 100 pops of the species you switch to assimilation. If they're a fresh conquest I don't see why it'd hurt quite as much as it does! Also in other bug news - my fed fleet now has 500 corvettes. And nothing else.
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# ? Jun 11, 2019 01:18 |
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post-apocalyptic + that relic 6-tomb world cluster within 2 jumps of starting = lol this is easily the best start i've ever had e: 20 years in, 1x habitable worlds: WhiskeyJuvenile fucked around with this message at 02:53 on Jun 11, 2019 |
# ? Jun 11, 2019 02:36 |
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WhiskeyJuvenile posted:post-apocalyptic + that relic 6-tomb world cluster within 2 jumps of starting = lol this is easily the best start i've ever had try and get the horizon signal and move your capital to a habitat in a system with a shitload of barren planets
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# ? Jun 11, 2019 02:56 |
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I'm definitely getting some pretty big performance issues, although my CPU is about two or three years old now, and the GPU is about 4. Playing on a large Galaxy with about 10 empires. Year 2400. also this is the first DLC I've picked up on day one and I love it, great work team.
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# ? Jun 11, 2019 04:12 |
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Splicer posted:It's a bit messy. Gonna have to tone down on the gateways then. Hopefully that'll help give me a boost. At the moment I can only handle a small galaxy, which I'm fine with but hopefully doing something with the gateways will help my games last a little longer and not slow to a crawl.
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# ? Jun 11, 2019 04:54 |
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Staltran posted:Are you trying to set their species rights from the species screen? Pretty sure you're supposed to set the AI rights policy to citizen rights. I know, that was the first thing I did back when my synths were still basic robots. AI gets citizen rights, they're all still enslaved. Attempting to give robots, droids or synths full citizenship from the species menu causes them to become undesirables and then get purged. I am playing as a regular militarist/fanatic materialist empire, and my disgusting bugmen need their robot buddies to be free. Guess I'll just play as a hive mind for a while.
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# ? Jun 11, 2019 07:06 |
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I completely occupied an NPC empire in an ideology war, but when a status quo peace happens their occupied capital gets released instead of turning into part of the new ideologically friendly empire like the rest of their space. Is it because they're in a federation? Is there any way to deal with this short of conquering the whole federation?
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# ? Jun 11, 2019 07:18 |
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HelloSailorSign posted:I've played on lowest planet setting (I think 0.5?) and even with 1.25 tech/tradition cost and default midgame, 25 year earlier endgame crises, I'm generally at "snowballing" state by the time the crisis shows up. However, I usually can't just jump in and wipe them out (unless they pop in to one of my systems near a chokepoint), I've got to wait for the Guardian Fallen Empires to show up and follow them for a bit, keeping the crisis from growing too fast. If they were far away enough I couldn't stick a checkpoint and bottle them in, they'll usually get to ~25% of the galaxy before I'm able to start slowly grinding them down. I usually run ultra low habitable planets but keep plenty of primitives around. Makes for interesting games as civs either enslave/uplift/assimilate/whatever.
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# ? Jun 11, 2019 07:19 |
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Complications posted:That's not how resettlement works. The resettlement policy has no impact on migration for a species which is when they grow themselves on other planets, it just allows you the player to move pops around for a cost. Migration controls being off lets species move around by themselves, and migration controls default to off. Just make sure that your robot pops in the species tab have their migration controls enabled and they'll stay where they're supposed to. I'm egalitarian and have resettlement off. I was still allowed resettle robots and droids because they're not people, they're farm equipment. I'm holding off on researching synths because I've better things to research right now. I set the AI policy to Citizen Rights to keep my sapient combat ships happy. So my problem is that the AI citizen rights are being applied to non-sapient droids on some manner and now I can't resettle them. This is either a bug or a really silly design decision.
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# ? Jun 11, 2019 07:56 |
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Splicer posted:One of us is confused. The wiki I linked posted:The AI Rebellion is a Mid-Game event that can happen to empires enslaving Artificial Intelligence. It can occur at any point after the Mid-Game year to any empire as long as it has researched the Tech Positronic AI technology, has the Artificial Intelligence Policy set to Servitude and does not have The Flesh is Weak Ascension Perk. Complications fucked around with this message at 08:06 on Jun 11, 2019 |
# ? Jun 11, 2019 08:04 |
how long is an empire supposed to be able to last at 100% war exhaustion? I swear these assholes have been at 100 for like a decade plus and it just won't end. I'm not in charge of the war so I can't do it myself.
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# ? Jun 11, 2019 08:12 |
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Complications posted:I can see where we've misunderstood each other. The robots end up sapient flagged if you've researched Positronic AI Technology and the AI rebellion event starts. Long story short - your robots developed sapience on their own.
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# ? Jun 11, 2019 08:13 |
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iirc, in-game the robot uprising applies to all robots, not just synths, implying that all robots in your empire possess whatever level of AI you've researched. So it followed that rights applying to AI should also apply to all robots, because I guess your sapient battleships wouldn't be satisfied with being citizens if they had to watch their brothers and sisters in menial labor suffering under the cruel mistreatment of their organic masters. I think the idea is that you don't expect to be creating sentient robots, it just happens accidentally when you advance to far down the path of AI research and hit Positronic AI. But once you've acknowledged it, of course granting citizenship to AI means that you're granting citizenship to all AI. Presumably you could enslave or revoke citizenship from individual species of robot if you so wished, and if your ethics permitted it, but once your people have recognized that even the lowliest robot with a positronic AI has some degree of sentience there's just no putting that genie back in the bottle QuarkJets fucked around with this message at 08:40 on Jun 11, 2019 |
# ? Jun 11, 2019 08:37 |
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uber_stoat posted:how long is an empire supposed to be able to last at 100% war exhaustion? I swear these assholes have been at 100 for like a decade plus and it just won't end. I'm not in charge of the war so I can't do it myself. Indefinitely, it just means your side can force a white peace.
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# ? Jun 11, 2019 08:49 |
QuarkJets posted:iirc, in-game the robot uprising applies to all robots, not just synths, implying that all robots in your empire possess whatever level of AI you've researched. So it followed that rights applying to AI should also apply to all robots, because I guess your sapient battleships wouldn't be satisfied with being citizens if they had to watch their brothers and sisters in menial labor suffering under the cruel mistreatment of their organic masters. Are you saying Positronic AI makes all robots sapient? The tech description for synths says "With their upgraded neural processors they are fully capable of independent operations.", so it doesn't seem like that should be possible. Just because you can make positronic AIs doesn't mean you can run them on any hardware. And if Positronic AI already makes them sapient, what does Synthetics do? Why do the apparently sapient droids not require consumer goods, and only require 0.5 housing? Why can't they do research or ruler jobs? Tbh nothing related to synths/AI really makes thematic sense in Stellaris.
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# ? Jun 11, 2019 09:09 |
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Staltran posted:Are you saying Positronic AI makes all robots sapient? No. I'm saying: QuarkJets posted:... all robots in your empire possess whatever level of AI you've researched Positronic AI leads to a full-blown machine uprising even if you don't ever research synths. This implies that the robots are more than mere farm equipment, even if they're not sapient
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# ? Jun 11, 2019 09:19 |
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I like to think what is ostensibly just a weird game feature interaction thingy is in fact newly created AI lobbying for rights for their non-sapient brethren, just like animal rights activists. Their logo is a robot panda.
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# ? Jun 11, 2019 09:33 |
QuarkJets posted:No. I'm saying: I don't see how. The actual AIs (research, station control, etc) are still sapient, after all. There's no reason they couldn't control the droids. In fact machine uprisings make more sense if you don't have synths, since they're gestalts, which seems really weird if you have hundreds of synth pops giving up their sapience. The resettlement thing seems like just a bug to me (forgetting to check if you have synths would explain it). (Not sure what you mean by "some degree of sentience" though, I'd assume even just Robot tech robots would have that without any AI techs.)
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# ? Jun 11, 2019 09:37 |
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QuarkJets posted:No. I'm saying: I'm away from my PC so I don't know if I have an option to go into citizen rights and say "no not you guys, you get in the box" and if that will lead to additional shenanigans. If I do and if it does then I will be more than mollified. Otherwise it's still unintuitive behavior. E: and this isn't just an immersion issue, I do know that I explicitly don't have an option to turn on migration for my droids, so now they're all stuck where they are. Splicer fucked around with this message at 09:58 on Jun 11, 2019 |
# ? Jun 11, 2019 09:54 |
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Taear posted:No. There isn't. That was the entire point of my post. C'mon. Do you have population controls enabled as a species right? Splicer posted:I'm aware that's the issue, I'm objecting to it applying to non-sapient AI. I haven't researched synths and don't intend to, but in trying to make sure my sapient ships get VA benefits I've also granted Alexa squatter's rights So as it turns out, the can resettle rule just checks for: Is it a robot? Does the Owner have full AI rights? I'll set it to also check for the Synth tech or if you tell robits they have souls in the AI uprising. Preston Waters posted:Does leader experience / level matter at all with regard to when to start excavating sites? Leader levels act as +1 on your rolls. Difficultly levels act as -1. You can't fail sites, it just takes longer. Grapplejack posted:The fleet manager in this is a loving nightmare, why doesn't it autodelete empty fleets?! I'm going to put the stellaris UI designer through a table Joke's on you, we don't have a UI designer! Or at least we didn't, got one towards the end of Megacorps. Ice Fist posted:Update: Yeah, Planet level automation overwrites Sector level automation, so don't enable both unless you want some planets in a sector not to follow the general plan.
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# ? Jun 11, 2019 10:10 |
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Darkrenown posted:So as it turns out, the can resettle rule just checks for: Is it a robot? Does the Owner have full AI rights? I'll set it to also check for the Synth tech or if you tell robits they have souls in the AI uprising. e: I'd still love if it was possible to have a mixed synth/robot society. e2: and sorry for the initial hostile phrasing I was in a bad mood Splicer fucked around with this message at 10:18 on Jun 11, 2019 |
# ? Jun 11, 2019 10:14 |
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Staltran posted:I don't see how. The actual AIs (research, station control, etc) are still sapient, after all. There's no reason they couldn't control the droids. In fact machine uprisings make more sense if you don't have synths, since they're gestalts, which seems really weird if you have hundreds of synth pops giving up their sapience. The resettlement thing seems like just a bug to me (forgetting to check if you have synths would explain it). The events before the machine uprising explicitly include manual labor models. This theme in scifi commonly involves discussing how blurry the line is between sentience and non-sentience, and how it's maybe not just a switch that deliberately gets flipped one day. Guys like Asimov often weren't writing about synths, they were writing about simpler robots that gained something that was often poorly-understood and difficult to distinguish from sentience but that was also probably not sentience. Its a cool and alluring concept to think about Splicer posted:AI "infecting" your robots is indeed cool and awesome but there's no feedback that this has happened. I have a few cloud based AIs acting funny that cleared up once I remembered to give them personhood, and I'm more than happy to throw the explicitly sapient warships in there too, but as far as I and my empire and the in game text are concerned farm equipment is still farm equipment and lacks the ability to consider itself otherwise. I can't move my farm equipment around not because my farm equipment objects or because my empire believes them to be sapient beings but because of sloppy legislation. I don't think of it as an infection, just the natural march of progress (which I guess is disease-like in a lot of ways). You're going to buy a robot that harvests fruit; do you pick the model that only knows how to pick blueberries and squishes 5% of them, or do you pick the model that's able to pick any kind of fruit and is able to identify optimal soil modifications to improve harvest yields? Incremental improvements in intelligence give way to something that isn't quite sentient but isn't quite insentient, either In-game you're incentivized to follow the events that preclude the machine uprising, because they give you nice bonuses. They foreshadow what's to come, but that should be alluring enough to follow along when you're not totally sure what's going to happen; maybe something good will happen if you're just nice to the robots in events.
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# ? Jun 11, 2019 10:51 |
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Darkrenown posted:Do you have population controls enabled as a species right? As far as I can see my robot rights and people-rights are the same. QuarkJets posted:In-game you're incentivized to follow the events that preclude the machine uprising, because they give you nice bonuses. They foreshadow what's to come, but that should be alluring enough to follow along when you're not totally sure what's going to happen; maybe something good will happen if you're just nice to the robots in events. I guess for me I see the AI uprising more as an event for the real AI in the game rather than for a player.
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# ? Jun 11, 2019 10:57 |
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Taear posted:I guess for me I see the AI uprising more as an event for the real AI in the game rather than for a player. I initially read this as the Stellaris AI being the instigator of a planetwide machine rebellion against humanity. Brb, just disabling purges.
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# ? Jun 11, 2019 11:01 |
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Aethernet posted:I initially read this as the Stellaris AI being the instigator of a planetwide machine rebellion against humanity. The machine uprising is always an exterminator right, there's not a chance of it being a mandatory pampering type doing it for our own good? That would be great to see (hint hint Darkrenown).
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# ? Jun 11, 2019 11:10 |
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Ran into the "locked world" bug in my Rogue Servitor game now. Was in a war against a huge fanatic purifier empire and sniped a world from them but had to fall back and rebuild my fleets, so I moved all the pops off the world and now it's still my world but empty and unuseable by anyone, it was a size 25 world as well edit: But at least its former brutal inhabitants can no longer cause any harm or strife, it's for their own good after all
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# ? Jun 11, 2019 11:55 |
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Noir89 posted:Ran into the "locked world" bug in my Rogue Servitor game now. Was in a war against a huge fanatic purifier empire and sniped a world from them but had to fall back and rebuild my fleets, so I moved all the pops off the world and now it's still my world but empty and unuseable by anyone, it was a size 25 world as well Move a pop back on
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# ? Jun 11, 2019 11:57 |
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WhiskeyJuvenile posted:Move a pop back on Thought that wasn't possible since there was no resettle button on the planet but that worked, thanks!
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# ? Jun 11, 2019 12:03 |
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Ah, dammit, they still haven't fixed the barren terraforming bug.
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# ? Jun 11, 2019 12:10 |
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QuarkJets posted:The events before the machine uprising explicitly include manual labor models. I agree that the "maybe droids are more than droids" is a real cool thing, but mechanics as is that fiction does not match the mechanics of the Stellaris AI uprising. I'd love if there was a potential individualist AI uprising that spawned a synth empire though. *I think
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# ? Jun 11, 2019 12:13 |
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# ? Apr 25, 2024 08:05 |
QuarkJets posted:The events before the machine uprising explicitly include manual labor models. Yes, the events involve robots, but they might have just been reprogrammed by the sapient AIs. Which frankly seems like a much simpler explanation. (Also, it's simpler to have one set of events for all robots instead of having separate events for synths). If non-sapient robots are supposed to have an ambiguous pseudo-sapience, the game really doesn't do a good job of communicating that. Also, Darkrenown already confirmed that it's a bug and it's getting fixed, so this is a pretty weird hill to die on. Splicer posted:Positronic AI does not improve robot function, just research speed. The Synth tech is what makes droids better, which doesn't even require positronic AI to be researched*. It does actually, which makes sense since it's about giving robots better AI.
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# ? Jun 11, 2019 12:39 |