Buying Guide to Stellaris DLCs
== What This Guide is About ==
Now, with so many options it may be a confusing experience for a newcomer who wants to pick just one or two DLCs and he's unsure which one to choose. This task is made more difficult by the fact that the store page of each DLC is not very effective in conveying the content provided and how this plays out in an actual game. Since this is a game I care about, I decided to spend some time making this guide offering a player's perspective, with the hope it would be useful to someone.
The sole DLCs not covered in this guide are Infinite Frontiers, which is an ebook, and the Stellaris Soundtrack. About the latter, it is worth mentioning that every time new music is added to the game the soundtrack is updated accordingly at no extra cost, and that all the tracks are offered both in Mp3 and in lossless FLAC format. I won't also talk about the free Anniversary Portraits pack, which is always nice to have.
The sole difference in terms of game content between the regular Stellaris and the Galaxy edition is the addition of a single extra portrait. If you are interested in this, or the other content included (e.g. soundtrack, ebook, etc..) it is always possible to upgrade your regular Stellaris version to a galaxy edition anytime with the upgrade pack. This will unlock the soundtrack DLC in your Steam account but, strangely, not the book (you'll still own it, anyway).
An in-deep analysis of the best strategies and uses of the mechanics introduced in each DLC is also out of the scope of this guide. I will focus more on what content is added rather than what is the best use you can do with it.
Many DLCs also include one or more preset empires. These are pre-made empires that are provided to jumpstart into a new game using an empire built around the new features introduced with the expansion. A discussion about premade empires is also left out from this guide. Besides, building a custom empire and roleplay is a large part of the fun in Stellaris, so I'd advise against playing with those.
It is also worth noting that Stellaris enjoy an extremely good modding community. Whilst the official DLCs offer a coherent variety of quality content, you can find a lot of mods that improve the graphic, increase the number of events and even perform a total conversion of the whole game.
One final note: every opinion written here (and the order the DLCs are presented) is highly subjective and it's simply the result of my impressions in the ~400 hours spent in this game.Utopia
Utopia is probably the first DLC you want to own. It adds so many good things that some of them have been included in the main game and it's still worth the price.
Some other complementary ascension perks are also present, like Master Builders, which gives you a boost in building megastructures or Voidborne that makes building habitats easier. Besides the aforementioned Syncretic Evolution, a couple of other origins are also included.The Mechanist origin grants your empire the technology of building robots, and the means to do so, since the very beginning. Hive Mind empires that have the Tree of Life origin had a symbiotic evolution with a tree that span the whole planet. This tree grants significant bonuses if it is alive, but if it is destroyed due to bombardment the population will be crippled by significant maluses. Colony ships are more expensive but they will carry a sapling to make a new tree of life in the newfound colony.
Another fundamental addition to the game are the three ascension paths that become accessible in mid-late game. Each one is a slow process which involves the acquisition of two ascension perks and the execution of long processes, with the end result of significantly altering your empire.
Frankly, I would be hard pressed to suggest you another DLC to buy before Utopia. It adds a plethora of features that touch basically all aspects of the game, enhancing them the best way possible.
Synthetic Dawn
https://store.steampowered.com/app/642750/Stellaris_Synthetic_Dawn_Story_Pack/
Synthetic Dawn is an expansion centred around machine empires. In contrast with the Synthetic ascension path presents in Utopia, this DLC allows you to play with synthetic races right from the start. At the creation of the empire you now have the possibility of choosing Machine Intelligence as authority. This will allow you to play as a robotic empire, with an exclusive set of civics. Most interestingly, there are three mutually exclusive civics that give you a specific spin to your empire:
Everything is nicely complemented with three new music tracks, one synthetic portrait for each species (so 6 for the vanilla game plus one for each species pack) and new events. Some complementary interactions are also present, like the possibility of purging the organic population of a conquered planet with Chemical Processing which provides you energy for each individual killed. It also now presents the possibility of an AI rebellion if the empire has the Servitude AI policy in respect of the synthetic population. If this happens, it will trigger a multi-event story that can culminate in an empire-wise mid-game crisis.
This DLC is a must buy for anyone willing to play as a robotic species at the very beginning of the game. The new civics are very impactful in the gameplay and provide extra replayability. Even if you are not particularly interested in playing as machine, the voice packs included are always nice to have and the new play style involved could still become a new way to experience the game.
Federations
https://store.steampowered.com/app/1140001/Stellaris_Federations
This DLC vastly expands the federations system, increasing the diplomatic options. It also includes a large number of new origins and some new warfare-oriented structures.
The improvements on the diplomatic aspects of the game are both wide and deep. On the deep side, all resolutions in the Galactic Community can now reach two extra levels, amplifying their effect significantly. Harsher sanctions can also be passed against empires that breach the Galactic Law. The effect in the gameplay is the magnification of the soft powers that you can exert to the galaxy.
The customisation options for your federation have been also significantly increased, with the option of letting subject empires join the federation, to establish how the decision of invite or kick members is taken, or even if members can sign commercial pacts research agreements with empires outside the federation. You can even decide the president succession using one of several different challenges, including Arena Combat where a battle (either physical or psionic) will take place to decide the next federation ruler.
Having different federation types with several customisation options provide the flexibility required to tailor your federation around your current strategy. Besides, having the possibility of doping your best psions (with Zro) in order to win the succession combat to become the new president is objectively a nice touch.
The Galactic Council is another feature that expands the Galactic Community. It is formed by the empires with highest diplomatic weight. Members of the Council have powers that make them stand out from the other empires. They benefit from greater diplomatic weight, can put any resolution in front of the queue and, most interestingly, they can propose Denouncement resolutions. These are used against one empire to make it subject to sanctions even if it's not in breach of any Galactic Law. The Council structure can be further modified voting special resolutions, like reducing its members to just one (also called the "I am the senate" move). It is worth mentioning that the Galactic Council is also included in the Nemesis DLC, albeit in a more limited form.Other than the diplomatic enhancements, this expansion adds seven of the most important Origins in the game. Common Ground and Hegemon are two Origins that let your empire start as leader of a federation (Galactic Union and Hegemony, respectively) with other two newborn nearby empires. These empires share an ethos with you, but aside that there is no guarantee that they will get along very well, posing some problems in keeping the federation cohesion in check. The extreme proximity of the other empires can also create some expansion problems. That said, starting with two allied empires and the Diplomacy tradition already unlocked makes your empire really strong since the early game.
In contrast with the premise, as a Scion you still retain much of the autonomy of a regular empire, and your overlord will even grant you periodical gifts. Another quite powerful Origin to play is Shattered Ring which lets you start your game in a Ring World with some broken sections that can be repaired. It's worth noting that the power of these Origins may create balancing problems in multiplayer games or when they are assigned to the AI. In striking contrast with the aforementioned Origins, Doomsday presents no benefits for your empire.
The last Origin added with this expansion, On the Shoulders of Giants, offers a great story-driven start for your empire. Your home system will contain ancient ruins which, upon being explored, will trigger a long and curated storyline that will reveal parts of your empire's past.
The Origins present bring a number of interesting options both from a roleplay and gameplay prospective. Besides some power balancing problems, all of them feel special and are worth to be experienced in a playthrough for their peculiar mechanics and backstory (with a special mention to On the Shoulder of Giants).
Some interesting warfare additions are also included in this DLC, like the Juggernaut, a mega-ship that can be built on starbases with a Colossal Assembly Yard.The Mega Shipyard is a megastructure able to produce a high number of ships rapidly and with an increased starting experience. In practice, this will provide a constant reinforcement of your fleets with minimal downtime, provided you have the economic infrastructure to support the production.
The current diplomacy system in Stellaris is an extra strategic layer where battles can be fought without using a single soldier, and this is certainly a must have DLC for anyone who is interested in expanding this kind of power dynamics. Even if diplomacy is not your cup of tea, the new Origins will make you experience variegated playstyles and the new ship and megastructure are pretty solid. It is an overall excellent choice and amongst the five big expansions currently available, this is probably the second one (after Utopia) you want to own.
Distant Stars
https://store.steampowered.com/app/844810/Stellaris_Distant_Stars_Story_Pack
This DLC expands the base game with a lot of new anomalies and events. In fact, the number of events increases of 50% from what you have with the base game only. These events are well written and on par if not of superior quality of what you usually find in the base game. Three new music tracks are also included.
A series of new leviathans are also included in this DLC. They are not terribly different from what you can find in the Leviathan DLC, but they are well designed and coupled with interesting lore and events. Please refer to the Leviathan DLC section for a better description of what they are. Another interesting feature is the presence of the L-Cluster. In each game are present a series of L-Gates spread out in the galaxy. These work similarly to the gateways, except that they are connected to their own jump network. When you discover your first L-Gate it appears evident that the ancient civilisation that built it took great care in locking them and preventing their use. The acquisition of special insights is required to unlock the L-Gate system. These insights can come from events or, rarely, from mid-game tech. Once a sufficient number of insights are gathered a special project can be carried out to unlock the L-Gate system.
An interesting part of the L-Cluster is that, sometimes, it is not empty. I won't spoil any further, suffice to say that a certain number of events can happen once the L-Cluster is open, and some of them will lay bare why the ancient civilisation went to extra length into locking the L-Gates so well.
This is a pretty solid DLC that adds a fair amount of content considering the asked price. The L-Cluster is always present in every game, making it something you can rely on. The extra events add more variety in the early game and more leviathans are always welcome. The extra variety added in several aspects of the game may makes this an ideal second DLC to own (after Utopia) since others are more focused on specific aspects.
Ancient Relics
When your species arises as a galactic empire, with the development of FTL technology, it is set to learn very quickly an important lesson: it is not alone in the galaxy.
The analysis of an ancient ruin must follow a series of steps, after each one the scientist can make a breakthrough. The chance of breakthrough is dependent on your scientist expertise. Initially, the site is only described according to a cursory analysis performed when it is discovered. When a breakthrough happens a piece of the story behind what happened in that site is provided, and the exploration can reach a new depth. Once the excavation is concluded all the information that could be gathered are revealed and ancient artifacts are recovered.
These alien artifacts are a rare, and limited, resource, that can be consumed to provide a temporary boost to an ethos, some limited amount of resources, some insight on powerful ancient civilisations or reverse engineered to gain a technological bonus.
As a complement to this DLC are four new music tracks and two new precursor civilisations, each one with a rich backstory and some interesting events. Finally, in this DLC you can also find the Relic Worlds. Once prosperous capitals, each one of these words is a gargantuan testament of long gone civilisation. You can explore them to acquire powerful relics, or simply colonise them for a significant research boost. It requires a bit of renovating work, but if you are willing to allocate the required amount of time and resources, you may also be able to restore them to the original ecumeneopolis they once were.
If you appreciate good written stories and adding an extra layer to your game, you'll find a lot of value packed here, and this expansion will certainly have a special place amongst your DLCs collection.
Leviathans
The gameplay features are complemented with five extra portraits (of different species) and five extra music tracks.
Enclaves are useful to get a hand in acquiring specific resources, or to get a bonus in some areas. Leviathans and the War in Heaven provide much needed action to the late-mid/early-late game. For the asking price this a very nice DLC that grants extra content, a bit of story and the possibility of a galaxy changing event.
Nemesis
https://store.steampowered.com/app/1522090/Stellaris_Nemesis/
Like an illegitimate child of Apocalypse and Federations, Nemesis offers a unique way to declare total war to the galaxy as well as the diplomatic means to ensure peace and prosperity under your aegis, tying everything together with an expanded espionage system. This DLC also gives you access to the Galactic Council (albeit without veto powers) should you not have Federations already.
When the galaxy becomes a dangerous place, strength can be found in unity, and a Custodian can be selected from the Galactic Council to defend that unity, by means of notable influence and special diplomatic powers. For starters, the Custodian can call emergency measures, has free access to basic intel and the territory of any member of the Community and can prematurely end or even freeze resolutions. Most importantly, the Custodian has access to special resolutions. These include public service resolutions that can offer protections from pirates, reduce crime, increase ships speed or rally the whole community against a common enemy. Notably, the Custodian can decide that in order to uphold the peace, it's time to constitute a Galactic Defence Force, in the form of one or more fleets that are maintained by the community but that are under the direct control of the Custodian. Of course all these resolutions need to be voted, but considering a Custodian was already a member of the Council in the first place, having the necessary diplomatic weight to force the hand of the Senate is generally not a serious concern. Still, there is the possibility that some ungrateful empire, growing complacent of the peace you fought so hard to keep, will vote to unseat the Custodian. So maybe it's time to make clear that only your vision can keep the galaxy safe.
The espionage feature, present in a bare-bone state in the vanilla game, is here expanded with a new tradition and numerous operations, each one requiring a certain infiltration level. Assets can be acquired and spent to improve certain operations. These come in different forms, like corrupt politicians, rogue drones, backdoor placed in certain algorithms or even organs gathered from vivisecting the diplomats of the target empire, during the first contact. Technologies can be stolen, rebels can be secretly funded to arise against the target empire and it’s even possible to plant a beacon, luring a galactic crisis in their territory. Perhaps the most interesting operations are the smear campaign and the possibility of sparking a diplomatic incident. These operations give the rare opportunity of indirectly manipulating other empires' relations. These are best used to break alliances and isolate a target before declaring war. The problem with this system is that operations are generally long to execute and in many cases the result is underwhelming. Sabotage Starbase, for instance, is a difficult, expensive and long operation that destroys just a single random module on a specific starbase. Crucially, in order to gather infiltration level and run operations you need to assign very limited envoys, hindering the possibilities in other diplomatic fronts.
Nemesis is certainly an expansion packed with content that feels interesting albeit a bit rushed and rough around the edges. Should you want to see the galaxy burn, or rule it with an iron fist, this expansion has something to offer and the espionage, despite tis flaws, offers unique and useful possibilities.
First Contact
Old stories about strange lights in the sky and improbable abductions bubbled up from time to time in the local news since you had memory. You even recall some fringe theories about alien infiltrations in the higher ruling class, pushed by questionable individuals that have more time than sense. Turns out, sometimes those stories are true.
Between the new pre-FTL interactions and the intertwined origins there is definitely a lot of RP value in this Story Pack. Cloaking capabilities is a staple trope of most sci-fi settings and here adds variety and unpredictability to the game. Overall, the numerous additions are quite interesting, but considering the high price point and the fact that some of the features introduced are most appreciated only by veteran players, this is probably not the DLC you want to pick to start your collection.
Big shout out to Ludus_Ludio for gifting me a copy of this DLC making this entry possible!
Apocalypse
Apocalypse is, as the name suggests, a DLC heavily focused on expanding wartime possibilities.
Two thematically opposed origins are also included. In the Post-apocalyptic origin your empire survived a nuclear apocalypse before developing FTL, turning their home planet into a Tomb World. As a result, they became more adapted to living in this kind of world and enjoy a longer life expectancy. In contrast, empires with Life-seeded origin evolved on a Gaia Planet, but unfortunately this made them not very adapted to live on any other world type.
The Colossus is a nice and thematically fit addition, and simply owning one is often a good enough reason to shift the political landscape of the galaxy. However its enormous cost in terms of tech and prerequisites makes its use in an actual game problematic. Besides, using the most destructive options to remove a planet from the enemy will also remove it for you, should you win the war. Titans and Ion Cannons are fun to play with, but it's hard to shrug off the more-of-the-same feeling.
Marauders are an interesting addition, that offer an extra strategic layer and a crisis to spice up the mid-game. Barbaric Despoiler can boost the early game significantly, giving you an extra opportunity to colonise a variety of different planets and the new origins can become the cornerstone of interesting runs.
This expansion provides a significant amount of content. Despite some of the features included have only niche uses, being an expansion focused on warfare, you are bound to experience most of them in every game.
MegaCorp
This DLC is complemented by the Slave Market, a special section in the galactic market, three new music tracks and three extra voice packs (Slick Corporation, Shady Conglomerate, and Communist). The Slave Market is useful even if you are xenophile and/or egalitarian. In this case the slaves you buy will become immediately citizens of your empire.
The Corporate Authority is clearly the most notable change in the game, and adds an extra interesting type of empire to face or play with. The branch office mechanic is interesting, but kinda hard to balance in terms of benefits both when you are playing with or against a megacorp. That said, playing with an empire with Criminal Heritage is certainly a fun run.
The added megastructures are useful, especially in certain situations, but in comparison to those present in Utopia feel a bit uninspired and generic. Finally, the Caravaneer can certainly give you a helping hand in some situations, but their impact in the game is definitely more limited on what you experience with the Muraders.
There is indubitably a large amount of content proposed in this DLC, however most of it struggles in finding an identity and inspiring an "awe" factor. The most impactful feature is the Corporate authority, and yet most of it revolves around just opening branches to exert soft power and giving you bonus resources. This may promote a "tall" growth of your empire, certainly helped by the presence of the Ecumenopolis, however this is a strategy that still has to find its place in the Stellaris meta. Considering the asking price I suggest of buying this DLC only if you are interested in playing as a Megacorp or if you already have a good selection of DLCs and want to add extra general variety to your games.
Overlord
I'm gonna review this DLC once I've acquired and tested it.
Galactic Paragons
I'm gonna review this DLC once I've acquired and tested it.
Astral Planes
I'm gonna review this DLC once I've acquired and tested it.
The Machine Age
I'm gonna review this DLC once I've acquired and tested it.
== Species Packs ==
The content you'll find in the species packs is quite similar, so I've grouped all of them in the following sections. Each pack includes at least a series of 15 portraits and custom models for ships and structures. With the sole exception of Plantoids, each portrait in each pack comes with a distinctive "greetings" sound when the diplomatic window is opened. Habitats, titans, colossi and juggernauts also have custom models. Random AI empires have a chance to use the portraits and ships models included in these packs, if you own them. A thematically consistent robotic portrait variant is also present for each pack. An extra preset empire is also included, should you want to jump right into the action.
Some of the earliest packs came out just as cosmetic additions. Recently, Paradox started a program with the aim of retroactively adding new content to old DLCs. As a result, all the species packs now also include thematically consistent gameplay features. Although the artistic aspect is still a major element of the Species Packs, the presence of playable features makes them akin to small expansions that enhance the game in subtle and yet recognisable ways.
If you are looking for a DLC to spice up your game and you are on a budget, these packs are certainly worth the cost.
Aquatics
https://store.steampowered.com/app/1749080/Stellaris_Aquatics_Species_Pack/
The overall quality of the portraits is very good. Though, a nitpick can be that half of the portraits resemble a humanoid shape, which some may find a bit odd considering the aquatic premise. The high number of color variants, different clothes and sexual dimorphism contribute in making even a single-species aquatic empire look pretty variegated. An aspect that it's too often overlooked in the design of a species pack. A similar quality is present in the ships and stations design, which borrows ideas from different aquatic elements, combining them in a unique look.Unfortunately, the same can’t be said about the new advisor voice, which sounds quite generic and uninspired. The aquatic trait is characteristic of species that have evolved living in vast oceans.
An exclusive civic for species with the aquatic trait is Anglers. This is a civic for societies that rely on fishing for sustenance. Traditional farmers are here replaced by anglers and pearl divers which, besides food, produce additional trade value and consumer goods. This is particularly useful in early game to support crucial structures, like research centres. Societies with Anglers also benefit from uncapped agriculture districts, up to the size of the planet.
Among the two origins included, Ocean Paradise makes your aquatic empire evolve into a rich, huge ocean world inside a nebula. This starting planet comes with a lot of resources and a bonus on happiness and growth speed. The catch is that all the habitable planets around are frozen worlds, unsuitable for an aquatic species. This is certainly an interesting origin for an empire that aims to build tall.
The new civic, along with the powerful aquatic trait and ascension perk, have a significant impact in the way the game is played. The new origins are fitting and, especially Here be Dragons, quite unique and memorable. Combined with the excellent quality of portraits and ship models, this DLC undoubtedly sells the aquatic theme very well.
Necroids
With the new portraits, Paradox's artists seem to have avoided the easy trap of going after dull undead/vampire clichés in favour of original designs which blend in very well with the aesthetic of the rest of the game. The overall quality of the new portraits is very good, and they make for an excellent choice for any "evil" playthrough. The sole negative note on that regard is that, despite most of them having a humanoid shape, only one third of those come with different clothes. This reduces the variability of the population and leaders' looks, which is particularly noticeable if you are playing with the Necrophage origin, where only individuals of your main species can become leaders. This new origin allows you to play as a parasitic species that at some point overthrew the main species of the planet, consuming it in order to grow and prosper. In terms of gameplay it is similar to the Syncretic Evolution (Utopia) where you select a "main" species and a "prepatent" species.
The duality of remembrance and sacrifice is here presented in two types of buildings available with the Memorialist and Death Cult civics, respectively. Remembrance buildings are one of the few sources of stability present in the game. Sacrifice buildings provide a set of edicts that allow sacrificing part of the population for empire-wide bonuses like unity, growth speed, happiness or even credits. An interesting aspect is that the Memorialist civic is also available to gestalt consciousness whilst Death Cult has a variant for MegaCorps, so you'll be able to select them in most empires.
The new Reanimators civic lets you reanimate enemy dead armies to fight on your side and "hire" undead armies in place of regular soldiers. On the first look these armies are quite good, having high damage, low cost and are not limited to the population size.This is overall one of the species packs with more content added to the game, and if you like the dark-themed cosmetics, want to try a "vampires" playthrough or are interested in the new death-oriented civics, you'd be hardly disappointed.
Lithoids
Humanoids
The gameplay additions reflect the main theme and are not bound to a specific portrait series. The Masterful Crafters Civic increases the building slots and replaces the Artisan jobs with the more skilled Artificer positions, particularly tuned with the dwarves trope. Artificers generate more consumer goods as well as extra trade values and even engineering research points, for the same cost. Pleasure Seekers Civic would resonates well with some recurring Elves/Elders/Aldari lore but, strangely enough, no recognisable elf portrait is present in this DLC, whilst one is present in the base game. Living in a culture that glorifies pleasure and entertainment, empires that follow this civic enjoy a greater growing speed and a better use of servants. Their high class citizens can live in a Decadent Lifestyle that promotes happiness at a significant increase of consumer goods. Equivalent civics are present for Megacorps, should you also own the relative DLC. On a similar note, the new Pompous Purists civic is ideal for empires that are convinced on their own superiority. Empires with this civics feel too entitled to engage in diplomacy unless they are the ones initiating the negotiations. On the other hand, they receive a bonus in diplomacy and more envoys. This point is particularly interesting in combination with the Nemesis DLC, where more envoys can translate in a wider spy network.
With the Clone Army origin your species has been designed by a now extinct race with the sole purpose of fighting in a war. Infertile, short-lived and with a genetic predisposition to loyalty and combat, the population of your newborn empire have to find its new place in the universe. Luckily, ancient cloning vats and the schematics to build more of them have been recovered, but only a few cloning vats can be built in the empire and each one is precious. This origin also include an event chain with interesting and substantial impacts in your clone army empire.
The gameplay additions are thematically interesting and the offer in the audio department is pretty solid. This is unfortunately not matched by a similar quality in the graphic content, which is relevant for a species pack. Considering that five humanoids portraits are already included in the base game, this content is not as refreshing as other similar expansions. It is also worth mentioning that the set of custom clothes and somatic features is very limited, so leaders and population tend to look much alike. That said, the new civics and origin can spring interesting playthroughs and if you ever wanted to play an empire of space orks, here's your chance.
Plantoids
Plantoids includes species portraits for plant-based lifeforms, thematic ships and some gameplay additions.
It is worth noting that these new traits, as well as the new origin, are exclusive of species with the Plantoid and Fungoid portraits, the latter included with the base game. Another addition bound to those phenotypes of portraits is the Idyllic Bloom civic. Species with this civic have historically evolved with a strong bond with their environment. This gives them access to the Gaia Seeder building, which increases habitability, growth speed and, at the last phase, can turn the planet into a Gaia world. A new civic not bound to any specific portrait is the Catalytic Processing that allows the conversion of food into alloy and strategic resources. This is particularly useful towards mid-late game where the need for those resources generally exceeds the need for food.
Overall this small expansion nails the "plant" theme, providing a variety of interesting civics and traits, along with very unique portraits and ship models. If you like the idea of playing with a plant-like species, and you would like to experiment with hybrid forms of population upkeep or another route to terraform planets in Gaia worlds, you will be hardly disappointed.
Toxoids
I'm gonna review this DLC once I've acquired and tested it.
== Conclusions ==
Stellaris launched in 2016 as a game with huge potential but quite rough around the edges. Since then, the gameplay and mechanics have been reworked and expanded several times, and each free update that came along with each DLC was one important milestone in its development. With Apocalypse came a complete overhaul of the war mechanic, whilst MegaCorp brought us an economy and planet rework. Federations reworked and expanded the diplomacy, arguably one of the last weak spots of the game. Now the base game stands on solid foundation and the DLCs avaliable only improve and expand the experience.
I hope you have found this guide helpful. I will do my best to update it when new expansions will come out.
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