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** This also explains what the Therapist and the Social Bunnies are-guys sent in to maintain the sanity of Sims belonging to incompetent consciences. Of course, [[Go Among Mad People|given that only said Sims and the conscience can see them]]...
* In ''[[The Sims]] 2'' (PSP), the horrible truth is that the player is a consciousness inside the green crystal who can control others' actions. Makes sense, neh?
** Alternatively, the consciousness in the Plumbob may be 'the Watcher' god from ''[[The Sims Medieval (Video Game)|The Sims Medieval]]''.
 
== Said conscience is not assigned, but a symbiote. ==
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== The Universe of The Sims is a dystopia modeled after 1984 and The Prisoner ==
 
In ''The Sims'', the Chance Card for the actor career track describes starring in a remake of Citizen Kane. This implies that
The Sims is either set in the future or in an alternate universe with a Point of Divergence later than May 1, 1941. It is possible, although unlikely, that the game is both set in the future and an alternate universe. The games are laden with futuristic elements including robot servants, electronic sentience, teleportation, matter replication, virtual reality...
 
So what is the alternate universe of ''The Sims'' like? Firstly, English, French, Chinese, Dutch, every language has been replaced with Simlish, a simplistic language comprised of repeated phrases that communicate (judging by the thought bubbles and the process of writing a Simlish novel depicted in later expansions of ''The Sims 2'') very simple concepts. This is straight out of Orwell's 1984, in which the constructed language "newspeak" is used to eliminate the ability to communicate complex information and concepts that are deemed unsuitable.
 
Some vestiges of English remain. For example, the unintelligible Sea Chanty from ''The Sims 2: Bon Voyage'' contains some English phrases ("Yo Ho Ho") and contains phrases that sound like slightly garbled English. It is important to note that the Sea Chanty is taught to Sims by a ghost, explaining both the garbled initial rendition and the inability of Sims to render it in English. Similarly the monolithic School Cheer (The same for all schools which, along with the interchangeable nature of all degrees, suggests that different schools teach the exact same curriculum in the exact same way, suggesting that they are all organized by the same dictatorial body) ends with the line "Go Gerbits!" The presence of the word "Go" suggests that this was, once, originally a specific school cheer that was translated into Simlish.
The Nature of Education in ''The Sims'' games bears some examination. While by the time of ''The Sims 2'' there has been sufficient liberalization to allow for the creation of Private Schools, admittance is based on nepotism and connections rather than academic merit or the ability to pay the nonexistent tuition fees. The implication here is that these superior schools are reserved for the powerful and connected rather than operating on the open market. Higher Education, on the other hand, consists of three universities. Each offers the same programs and apparently has the same quality of education despite the wide gulf that should exist between an old world school renowned for its academics and a Tech School in the middle of nowhere. The cheerleaders and mascots each university has dress the same and use the same cheers, suggesting that their role has more to do with indoctrinating students and cheering for The Party or The State than sports teams or even the school.
 
The liberalization represented by the private schools is a motif in the games. Although the party (represented in the neighbourhood view by the player) retains sufficient control to decide upon control over travel restrictions (represented by adding new neighbourhoods in ''The Sims'' and ''The Sims 2'') and even the flow of the seasons in ''The Sims 2: Seasons'' (no doubt as a result of the invention of the same kind of weather machine that can be cobbled together from scrap in the game), by the time of ''The Sims 2: Open for Business'' enough liberalization has occurred to allow for a limited free market and entrepreneurship, which is novel considering that for the past fifty game years only state controlled enterprise(represented by the player's ability to place buildings in ''The Sims 3'' and design their interiors and exteriors in ''The Sims'' and ''The Sims 2'' prior to the Open for Business pack) was considered allowable.
 
This suggests the emergence of an overall arc. In ''The Sims 3'', the chronologically first installment of the series, it is possible for Sims to buy partnerships in state-controlled enterprise, or even to buy "ownership". Ownership however does not confer any additional rights beyond control over staffing and an additional stipend drawn from the building's revenue. By the time of ''The Sims'', all buildings are directly controlled by The Community. But rather than the decaying soviet-style architecture of Orwell, the Sims are instead gifted with a simulated culture that recalls Disneyworld. It is this simulated culture that evokes The Prisoner, but it is Americana rather than an Edwardian seaside resort in which the characters are trapped. This village progresses over the course of the games. In ''The Sims 3'', it seems most like a genuine town, with a history (founded by The Goths in the Victorian Era, gentrified and "built up" by the Langraab family) and genuine social problems. By the time of ''The Sims'', it's transitioned totally to simulated culture, with travel restrictions (simulated by the loss of neighbourhood size and the one-by-one reconnections with other districts). It has also grown from a small town to a genuine city.
 
The travel restrictions and the growth in simulated culture should not be read as an indication that ''The Sims 3'' is any less of a dystopia than ''The Sims''. By ''The Sims'', police have ceased carrying out random interviews and searches of garbage in order to build detailed dossiers. Although it is entirely possible that these functions have somehow been automated (perhaps the immovable garbage can itself builds such a dossier), the violation of poverty is less overt. In addition, mind control is ubiquitous in all three games, with the green "plumbob" representing active mind control by the state (represented again by the player) of a particular citizen. The liberal reforms of ''The Sims 2'' are not enough to curb this form of mind control. Indeed, there are freely available machines and chemical treatments which allow for voluntary brainwashing to change anything from life-goals to sexual interests. Depending on how the rewards system is read in ''The Sims 3'', this treatment is already invented and available to select members of the public.
 
The approach to law enforcement is markedly different in the chronologically latter games. In ''The Sims 3'', criminals are often arrested while carrying out their crimes and the criminal organization is depicted as being separate and distinct from the state. However, twenty-five years later the criminal career track cannot result in lengthy arrest, and police instead focus on enforcing pollution bylaws or capturing burglars who are not part of the ''genuine'' criminal fraternity. Another twenty five years pass, and this criminal fraternity aspires not to gangsterism but to supervillainy and tight latex costumes with spikes. This represents the transition of the so-called criminal track from genuine crime towards propaganda carried out with the cooperation of state-controlled superheroes drawn from the ranks of the police department.
 
''The Sims'' is arguably the most dystopian of the three games. In it, social control is complete and the personalities of the citizens have been reduced to quantitative, not qualitative values. (Qualitative aspects are reintroduced to the shattered minds of the brainwashed citizenry in ''The Sims 2''). Vehicle ownership, a feature of ''The Sims 2'' and ''The Sims 3'', is banned and drivers are reliant on government-controlled carpools or taxi services. Freedom of movement is nonexistent, as the player/state controls which expansion packs (And therefore which districts) are accessible to his citizens. It represents the time when professional progression eschews both the entrepreneurship of ''The Sims 2'' post-open for business and the softer, more complex and flexible progression of ''The Sims 3'', when objects were (as in the soviet union) only available in one colour and iteration. Laptops and cellular telephones have gone from virtually ubiquitous to banned. Travel is highly restricted, to the point where when it is allowed in ''The Sims: Vacation'' it is only allowed to a single obviously constructed island. While other dystopian elements are present in the other games, such as travel restrictions, the perpetual importance of the military (which will be discussed in a moment) alcohol prohibition, and the above mentioned restrictions on education and language, ''The Sims'' represents the height of the oppressive government's power, and the height of its highly constructed, mannered, false culture.
 
The role of the military is the last, and possibly most important, aspect of this dystopia. In ''The Sims 3'', the military is almost totally centered on The Air Force. The Air Force maintains a space program that is either largely for show or largely expunged by ''The Sims'', in which any record of a successful moon landing has been deleted. While this might suggest that ''The Sims'' has a point of divergence prior to the moon landing, the highly similar aesthetics of our universe and that of ''The Sims'' suggests that this is unlikely. The military in ''The Sims 3'' has no war to fight and largely engages in readiness exercises. However, by ''The Sims'' it has entered into a lengthy Cold War with a neighbouring city-state called "Red City", which recalls the real life Cold War and the political war that is so famously integral to the stability of The Party in 1984.
 
In ''The Sims 3'', generalship is impossible for Sims, regardless of merit or service, to achieve. Indeed, mention is made of "The General", implying that there is only one. This, along with the laughable nature of the "Leader of the Free World", implies that the actual government is military in nature. By ''The Sims'', government has likely transitioned to a civilian dictatorship as generalship is open and political achievement is limited to electoral victories which are, in the universe of ''The Sims'', clearly restricted to bureaucratic functions rather than genuine social or political control.
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== My ideas on the above theory. ==
In ''The Sims 3'', freedom of travel is also limited: Sims are unable to travel to big cities without permission. Also, passports apparently exist, but this suggests that the Regime is not yet in full control of world.
 
Also, as you pointed out in ''The Sims'', all jobs are plausibly state-controlled, but during the events of ''The Sims 3'', Sims are able to choose being freelancers. On the other hand, the presence of ghosts suggests that hallucinogens are released into the water supply.
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We know that, at least in ''The Sims 3'' geography is the same as in our world (France and Egypt exist). So, AU. Point of divergence is, in my opinion around 1950s. The "Red City" suggests a communist state, perhaps it's a newspeak word for USSR. The esthetics of ''The Sims'' evoke the feel of 1950s suburbian paradise. So, perhaps in Sims' world [[Mac Carthyism]] hasn't stopped by the end of 50s but continued to rise, and military, profiting from the scare, eventually assumed control over the USA. ''The Sims 3'' takes place several (perhaps around 20, as Sims rapidly adapt, as evidenced by transition from 2 to 1 in only 25 years). The development of technology is very fast, but the Party is focused on creating a [[Zeerust]]-style utopia, introducing e.g. Servos.
 
During ''The Sims 2'', government has given people much more freedom, stopping random searches, a degree of free market, etc. In [[Real Life]] analogous period may be [http://en.[wikipedia.org/wiki/Khrushchev_Thaw:Khrushchev Thaw|Khrushchev's Thaw]]. Now, that the real Thaw was due to power struggle after Stalin's death and his lieutenants' tensions with secret police. So, perhaps it was the same in Sims' world? A major figure in original political system died, and several ages of relative liberalisation became possible. But it ended, resulting in relapse of invigilation. But enforcing this kind of brutal change isn't easy So, how could take away all of those freedoms by the time of ''The Sims''? The answer is possibly the "Red City". The relationship of these two nations must have experienced a decline, or the Party used propaganda to create such a feeling of rivalry/tension. ''The Sims'' may actually happen during a war. That would explain why Sims are unable to travel to Europe, Africa or Asia - all three are currently warzones. Assuming Red City is USSR, it would be likely that the Government could have lost control in this area.
 
So, to sum up all of the above: never edit to say "Canon for me!" when you are too creative.
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In ''The Sims 3'', you are assigned a superior no matter what career track you enter. However, the superior almost never changes, leading to absurd situations like a CEO answering to his own secretary or the Vice President being subordinate to a state senator. The only way this makes sense is if the so-called "bosses" are part of a secret society that manipulates the standings in organizations. Furthermore, Sims in the Political track often vote on propositions that ''they aren't even allowed to know about,'' and don't seem to have any legitimate control over the city/nation.
 
The Criminal track, however, is an [[Anti -Hero]] organization dedicated to tearing down the fake industry and replacing it with anarchy. The "same boss" phenomenon is, in this case, an example of a Sim who is merely the "brains" of the operation.
** Its more of people you should be in good terms with since they have the audacity and balls to make you look bad amongst your otherwise spotless record
 
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Rather, Will Wright's just going to get a patent on reality itself and call that ''The Sims 4''. At least it'll be easier to play.
* Nintendo already got that patent. ''The Sims 4'' will be a portal to another dimension, where time flows more quickly than usual and people can be grown in seconds with perfect plastic surgery. There will unfortunately be autosaving in real time, but you'll still be able to set your own save files.
* No, ''The Sims 4'' will allow people to control each other's lives in real life. Unfortunately, it will also be a portal to another dimension that [[Homestuck (Webcomic)|you have to escape into to survive the apocalypse]].
 
== Sims are the result of a genetic experiment gone horribly wrong ==
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== ''The Sims'' is a [[After the End|human DNA storage facility]] like in Boichi's ''Hotel''. ==
Where the player is Louis. However, instead of simply freezing the samples, human technology has gotten to the point where accurate replication of DNA (or at least haploid DNA) is feasible. The Sims are built based on their DNA- the birthing sequences are ''literally'' what is happening, where the adult's plumbob releases a smaller plumbob that it had been building inside of it for the duration of the "pregnancy", once the DNA is finished being scanned and a body built to fit. "Louis", however, has determined that [[AIA.I. Is a Crapshoot]] if not left alone for the beginning cycle of its development, and has disabled the ability of its Sim-monitoring subroutines (the player) to control Infant Sims (this ability can be restored [[Game Mod|if the subroutines progress enough that they can hack the primary AI into releasing the restriction]]). The aliens are part of project Ark, which in this continuity has found a habitable planet close enough for back-and-forth travel, and occasionally adds some DNA of one or more [[This Is My Name Onon Foreign|Gaian]] humans to the Terran Sims' gene pool in exchange for a partial extraction of the male's sample in order to keep the Gaians ([[Meaningful Name|pollination technician]] species) from getting too inbred before they are numerous enough to procreate in the long term without assistance.
 
== Evil Showers are taken by running the water at as high a pressure and waterflow as the Sim can enable while keeping a comfortable temperature. ==
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== The first game (''The Sims'') set [[After the End|after a post-apocalyptic event]]. ==
As the discovery of [[Command and& Conquer|Tiberium]] on Egypt (World Adventures), and a mention of a guy called Kane in the Science job, the Tiberium Wars most likely to happen sometime later. ''The Sims'' and ''The Sims 2'' may or may not be a [[Lotus Eater Machine]], as the world seems to be fully recovered into lush green meadows with 50's to 80's lifestyle and technology (''The Sims''), and late 90's to 2000's lifestyle and technology (''The Sims 2'') and chronological errors of ''The Sims 3'', which should be take place before ''The Sims'' and ''The Sims 2''.
How about the robots and such marvels as teleporters? That's either the quirks of the [[Lotus Eater Machine]] simulation or the remaining scraps of military reorganized as technologies helpful to mankind. In addition, the Tiberium and the wars is fully gone, nothing but a videogame based on disclosed past history (In ''The Sims 2: [[Free Time]]'' expansion, a Sim can play C&C 3 Tiberium Wars). The military? They rebuilt the space program in ''The Sims 2'' and NEVER any single mention of war in ''The Sims 2'' provides that is there only for employment.
** However, the devastation of the wars left a great deal of plants and fish extinct, explicitly those that prolong a Sim's life. The elixir of life was basically liquid ambrosia and it has to be be rationed for obvious reasons.
* If so, why do only [[TS 2]]TS2 and [[TS 3]]TS3 have Apocalypse Challenges?
 
== In ''The Sims'', synthetic ambrosia was the only foodstuff... with nasty side effects ==
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== The Tragic Clown as seen in TS1 is [[The Undead|a lich]]; the painting is his phylactery ==
We see him as a ghost in TS3, a [[Prequel]], and he has an inexplicable ability to show up whenever people are miserable around his painting; he tolerates the abuse because [[Emotion Eater|he feeds on their emotions]] to sustain his unnatural life. (If we accepts [[TS 1]] as a [[Lotus Eater Machine]], then you can replace "lich" with "[[Ghost in Thethe Machine]].")
 
== Alternatively, the Tragic Clown was resurrected with Ambrosia by [[Timey -Wimey Ball|people who played the first game]]. ==
Clearly, something happened to bring the Tragic Clown back to life in time for the first game. And Ambrosia, when eaten by a ghost, will bring them back to life. But why would anyone do that, you ask? Because people who played the first game wanted to figure out why he died, so they brought him back to life, leaving him ready to [[Epic Fail|fail]] at cheering Sims up in TS1, [[Stable Time Loop|in turn inspiring those people to resurrect him again when they play TS3.]]
 
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Because of growing numbers of Aliens Hybrids and Sims accepting them, the monsters decided to try to find a place in Sim Society again, each kind coming back one by one. Also, in the meantime they discovered complete cures for the different causes of "monsterism"
 
Because Witches are the most to be blamed, they are the last to come out and despite being [[Cursed Withwith Awesome]] people still don't be one.
 
As a alternative, the monster aren't hidden, but in concentration-camps like facilities, locked away from general public to avoid infection, and released after cures are found.
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== Don is out to make the TS2 future set ==
Don Lothario is a time traveller assigned to make sure the events of [[TS 2]]TS2 Happen no matter what the conscience(You) does to try and fuck it up.
 
== The lawn gnomes are [[Doctor Who (TV)|weeping angels]] ==
They move when you're not looking.
* [[Sarcasm Mode|Thank you for that.]]
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== We are ''[[The Sims]] 12'' ==
To expand on this...(and get ready for a mental mindfuck!)
Think of it this way: In the original ''The Sims'', it's pretty boring, the Sims are poor quality, and have silly toys. In ''The Sims 2'', you can get your Sims to purchase the original ''The Sims'' and play it on their computers. If you want to be creepy, you can event zoom in so that you can watch them play ''The Sims'' (and it looks pretty similar!). Not so bad as far as mindblowing goes, but it gets better. Now look at ''The Sims 3''. You can get your Sims to purchase ''The Sims 2''! But, in ''The Sims 2'', they can buy ''The Sims'' original! So, that means that your ''The Sims 3'' Sims can play ''The Sims 2'' and make their own Sims play the original. But we're also playing the ''The Sims 3''!! By logical analogy, it wouldn't be too far-fetched to wonder if we're ALSO Sims, being controlled/periodically manipulated by some mysterious god-player.
* further proof: the Sims can yell out of the game at you. Kinda like when you talk to yourself, or pray, or shout at the sky because you're angry.
** (Also, this would totally explain why I can't keep a boyfriend around--the god-player messing with my life has decided to make me miserable and thus subtly sabotages my relationships)
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** That could be another Pleasant family, like how there are 2 Bella Goths (which could explain other inconsistencies). Alternately, Daniel was abducted by aliens.
* Actually, that's just a glitch. Sims who are born in game (or who come from the Capp or Summerdream families) show their mother on the left; however, the other premade Sims usually show their father on the left. Mortimer Goth is on the left side of Cassandra and Alexander's family tree, as is Darren Dreamer in Dirk's family tree, and Nicolo Lothario in Don's family tree. Sims created in CAS also have their father on the left side if you create him before the mother.
** Also, if you look at [[TS 2]]TS2 Daniel's family tree, he has the same mother, father, and sister as he did in [[TS 1]], so you can rule out it being a different family.
 
== Cassandra is aware of Don's pursuit of women. ==
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== The Michael Bachelor Story ==
If you take into account the 25 years between [[TS 3]]TS3 and [[TS 2]]TS2, this means that the fit, fresh-faced "Just out of college and has no idea what to do with his life" Michael Bachelor of [[TS 1]] is around 40-years-old. So even though [[TS 1]] Mike looks about 20-years-old, we'll just assume he graduated later in life and aged gracefully (before dying of old age at 65). It's possible at the time of [[TS 1]], what with the stress of being unemployed still not knowing what the hell he wants to do with his life while his baby sister was all settled and married with a kid, he started going through a midlife crisis. This is why he dyed his hair black, got a really dark tan, grey contact lenses, changed his zodiac sign, and started hanging out with younger women. MUCH younger women, considering Dina Caliente got her first kiss from him as a teenager. As for the extra dead Michael Bachelor hidden in the game files? Maybe his brother-in-law did some sort of cloning experiment.
 
== Kaylynn Lagerak from TS2 is a different Kaylynn to TS3 ==
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Allright so we'll have two timelines and three Bellas.
 
First we have the original!Timeline, the one from ''The Sims 3'', where time travel is available to any Sim smart enough. As time passes from ''The Sims 3'' to ''The Sims 2'', scientists become aware that all the time traveling is about to cause a Temporal Collapse, but they keep it a secret and impose a ban on time traveling. One of their main concerns is that there is no known source for the time travel technology, it just seemed to have appeared, out of nowhere. Shortly before the collapse, happens the "Lothario Incident", in which who we will call original!Bella uses a time machine, an illegal one, to send Lothario to the past when he cannot be a problem for her family. In this timeline, original!Bella does not disappears. But, inadvertently along with Lothario, she sends back the technology for time travel. This closes that loop, the knowledge for time travel was sent trough time travel, from the future to the past, but this closed loop was instable and ultimately brought on the Temporal Collapse.
 
After the Temporal Collapse, a group of survivors, among them original!Bella, decided to fix things by going further back in time and preventing the whole mess. This is where ''The Sims Medieval'' enters the picture. The survivors traveled back to the middle ages to implant the seeds of a society that will remain under a certain technological threshold that prevents Sims from developing time travel. One of the things they do is insert religion into the world of ''The Sims''. In no game of ''The Sims'' we see religion, but it will feature apparently in ''The Sims Medieval''; this is done for the purposes of indoctrination against forbidden technologies.
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This also explains the interest of the aliens in ''The Sims 2'', they have been attracted to the Sims world because of the temporal shifts. That is also why Faux Bella has memories of having been abducted, she was taken by the aliens to be studied as she represented a living temporal anomaly.
 
== There's a high allergy rate in [[Sim CitySimCity]]. ==
Which is why most of the randomly computer generated Sims have HUGE LIPS.
 
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* Jossed, for now we're getting all the leftover Nightlife stuff that should've been in Late Night.
 
== Bella is Italian ==
Or really, whatever the Sims version of Italian is. "Bella" is an Italian name, her grandmother's name is a variant of an Italian name, and she is [[Ambiguously Brown]] (it's not uncommon for someone who is of Italian descent to have an olive skin tone).
 
== Religion no longer exists in the modern day Sims ==
It's very apparent in Medieval but has yet to appear in a mainstream game.
* There's Christmas and Hanukkah stuff available in one of the Sims 2 expansion packs, and Santa Claus actually shows up if you put a plate of cookies by a Christmas tree and a fireplace and everyone's asleep by midnight. I think they were just trying to avoid controversy as much as possible. (It'd kind of interesting if you had modern-day Peteran or Jacoban Sims, along with a Sim-expy of Judaism, a Sim-expy of Islam, a Sim-expy of Buddhism, a Sim-expy of atheism...) In ''World Adventures'' you could put a Peteran cathedral in France, a Sim-Islamic temple in Egypt, and a Sim-Buddhist sanctuary in China.
 
== the next Sims will be M-rated ==
Mediveal was darker than regular Sims, so this would be the only logical step. Sex, murder, religion, torture, drugs, prostitution, dictatorships, war, child abuse, [[Arson, Murder, and Jaywalking|and dragons]] will run rampant.
 
== Child townies are all orphans ==
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Hence why the most advanced technologies disappear; travel outside the home is strictly regulated and no-one can privately own a vehicle; taking a single day off work will likely get you fired (and there is no maternity leave or sick leave); there are no weekends or holidays; failing school will get a kid packed off to a state-run military academy (it must be state-run, since their parents get no say in the matter); same-sex marriage is no longer recognised and only opposite-sex couples seem comfortable appearing together in public; and a Sim in the Political career can only participate at the local government level, with no opportunity to influence national policy. Obviously things were still not quite back up-to-speed yet in ''The Sims 2'', although the political situation had clearly improved for Joe and Jane EverySim.
 
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