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Brand new players are encouraged to play the Tutorial first, if they haven't already. The tutorial will guide you through the RimWorld UI, help them set up a starter base, and defend against your first [[raid]]. Once you've completed the tutorial, you can set your storyteller and continue the game. The [[learning helper]] can also be a useful tool. | Brand new players are encouraged to play the Tutorial first, if they haven't already. The tutorial will guide you through the RimWorld UI, help them set up a starter base, and defend against your first [[raid]]. Once you've completed the tutorial, you can set your storyteller and continue the game. The [[learning helper]] can also be a useful tool. | ||
− | This guide is intended for players that are using the original Crashlanded [[scenario]], and without any [[mod]]s or [[DLC]] enabled. With DLC, things | + | This guide is intended for players that are using the original Crashlanded [[scenario]], and without any [[mod]]s or [[DLC]] enabled. With DLC, things will remain ''roughly'' the same. For the [[Ideology DLC]] in particular, you'll want to use the "Ideology system inactive" option. |
==Colony Setup== | ==Colony Setup== | ||
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*'''Shooting''' - Defense against [[raider]]s and other threats to your colony. Also helps with hunting. Increasing shooting skill increases accuracy, especially at long ranges. | *'''Shooting''' - Defense against [[raider]]s and other threats to your colony. Also helps with hunting. Increasing shooting skill increases accuracy, especially at long ranges. | ||
*'''Melee''' - Defense against enemies up close. In RimWorld, you cannot fire ''any'' ranged weapon at an enemy in melee range (directly adjacent). This applies to both colonists and enemies. Increasing melee skill will increase the chance to hit and dodge... in melee. | *'''Melee''' - Defense against enemies up close. In RimWorld, you cannot fire ''any'' ranged weapon at an enemy in melee range (directly adjacent). This applies to both colonists and enemies. Increasing melee skill will increase the chance to hit and dodge... in melee. | ||
− | *'''Construction''' - Creating structures, like [[wall]]s, [[table]]s, and [[bed]]s. A minimum construction (4-6) is required to build [[spike trap]]s and electrical equipment. Increasing construction skill will increase | + | *'''Construction''' - Creating structures, like [[wall]]s, [[table]]s, and [[bed]]s. A minimum construction (4-6) is required to build [[spike trap]]s and electrical equipment. Increasing construction skill will increase speed, the [[quality]] of furniture, and reduce the chance of construction failure ("botched" construction). |
*'''Mining''' - Breaking rock and harvesting [[ore]]. Increasing mining skill will increase mining speed and ore yield. | *'''Mining''' - Breaking rock and harvesting [[ore]]. Increasing mining skill will increase mining speed and ore yield. | ||
*'''Cooking''' - Creating [[meal]]s from raw food. Increasing cooking skill will increase cooking speed and decrease the [[food poisoning]] chance. | *'''Cooking''' - Creating [[meal]]s from raw food. Increasing cooking skill will increase cooking speed and decrease the [[food poisoning]] chance. | ||
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*'''Animals''' - Taming and training animals. Many animals have a minimum skill to train them. Increasing animals skill will increase the chance of animal tame/train success. Also reduces the manhunter chance when hunting. | *'''Animals''' - Taming and training animals. Many animals have a minimum skill to train them. Increasing animals skill will increase the chance of animal tame/train success. Also reduces the manhunter chance when hunting. | ||
*'''Crafting''' - Smithing [[armor]] and [[weapon]]s, and tailoring [[apparel]]. Higher crafting skill will increase [[quality]] of crafted items. Does ''not'' increase the speed of crafting. <br>Note that the work types in the "Craft" tab, such as [[stonecutter's table|stonecutting]], [[electric smelter|smelting]], and [[drug]] synthesis, do ''not'' use the crafting skill. Stonecutting is unrelated to any skill and can be done by any colonist capable of Skilled Labor. | *'''Crafting''' - Smithing [[armor]] and [[weapon]]s, and tailoring [[apparel]]. Higher crafting skill will increase [[quality]] of crafted items. Does ''not'' increase the speed of crafting. <br>Note that the work types in the "Craft" tab, such as [[stonecutter's table|stonecutting]], [[electric smelter|smelting]], and [[drug]] synthesis, do ''not'' use the crafting skill. Stonecutting is unrelated to any skill and can be done by any colonist capable of Skilled Labor. | ||
− | *'''Artistic''' - Creating [[sculpture]]s. Increasing art skill will quality of sculptures, but not their speed | + | *'''Artistic''' - Creating [[sculpture]]s. One of the least important skills, at least at the start. Increasing art skill will quality of sculptures, but not their speed. |
*'''Medical''' - Tending to injured and sick colonists. Increasing medical skill will increase [[tend quality]], making injuries heal faster and diseases less deadly. Also increases success for surgery. | *'''Medical''' - Tending to injured and sick colonists. Increasing medical skill will increase [[tend quality]], making injuries heal faster and diseases less deadly. Also increases success for surgery. | ||
*'''Social''' - Trade, recruitment, etc. Increasing social skill will improve trade prices (both buy and sell) and make [[prisoner]]s easier to recruit. Higher social also increases the impact of the daily chats your colonists will have. | *'''Social''' - Trade, recruitment, etc. Increasing social skill will improve trade prices (both buy and sell) and make [[prisoner]]s easier to recruit. Higher social also increases the impact of the daily chats your colonists will have. | ||
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*'''Steam geysers''' | *'''Steam geysers''' | ||
− | Steam geysers allow you to build [[geothermal generator]]s on top of them. Geothermal is one of the best power sources of the game - it gives lots of power and it constantly gives power You don't need to be right next to steam vents | + | Steam geysers allow you to build [[geothermal generator]]s on top of them. Geothermal is one of the best power sources of the game - it gives lots of power and it constantly gives power (unlike [[solar generator|solar]] or [[wind turbine|wind]]. You don't need to be right next to steam vents. But you don't want to be too far away. |
− | If you build a room on a steam geyser, then it will create lots of heat. This will overheat your colonists in a temperate biome | + | If you build a room on a steam geyser, then it will create lots of heat. This will overheat your colonists in a temperate biome, but if you're playing in a tundra, the heat of a steam geyser can help. |
[[File:Ruins construct.png|thumb|225px|right|"Reconstructing" a ruin can save time.]] | [[File:Ruins construct.png|thumb|225px|right|"Reconstructing" a ruin can save time.]] | ||
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---- | ---- | ||
− | ===Base | + | ===Base Construction=== |
Building a simple base helps with colonist mood and a few other things. You can move most buildings later on. Certain items like walls, doors, and power generators cannot be moved, and must be deconstructed for a loss in resources. Therefore, it is up to player preference whether you want to plan ahead or not. | Building a simple base helps with colonist mood and a few other things. You can move most buildings later on. Certain items like walls, doors, and power generators cannot be moved, and must be deconstructed for a loss in resources. Therefore, it is up to player preference whether you want to plan ahead or not. | ||
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Since you start with 3 colonists, make a growing zone 75 tiles (regular soil) or 60 tiles (rich soil) big, set it to rice, and have your grower sow. Well... building a shelter is more important. So have your grower cut the trees in the way of your shelter, ''then'' have them sow. | Since you start with 3 colonists, make a growing zone 75 tiles (regular soil) or 60 tiles (rich soil) big, set it to rice, and have your grower sow. Well... building a shelter is more important. So have your grower cut the trees in the way of your shelter, ''then'' have them sow. | ||
− | You will also have to feed your [[animal]]. Grazers like [[yak]]s and [[horse]]s can eat grass. But a [[husky]] or [[yorkshire terrier]] will eat your meals if they have nothing left. For simplicities' sake, release your starting animal if | + | You will also have to feed your [[animal]]. Grazers like [[yak]]s and [[horse]]s can eat grass. But a [[husky]] or [[yorkshire terrier]] will eat your meals if they have nothing left. For simplicities' sake, release your starting animal if you can't graze. Otherwise you can forage from [[berry bush]]es or hunt animals to give food. |
<small>In specific, each colonist will consume 2 [[simple meal]]s per day. 2 simple meals are worth 20 units of raw food. So, for 3 colonists, 6 meals / 60 raw food is a day's worth of food. Note that cooking "creates" food. When you eat food uncooked, each colonist needs 32 units of raw food per day. [[Pemmican]] is also a "small" ingredient; 32 units of pemmican will feed 1 colonist for 1 day. A colonist can survive just under 3 full days without food, however going without food incurs a massive [[mood]] penalty.</small> | <small>In specific, each colonist will consume 2 [[simple meal]]s per day. 2 simple meals are worth 20 units of raw food. So, for 3 colonists, 6 meals / 60 raw food is a day's worth of food. Note that cooking "creates" food. When you eat food uncooked, each colonist needs 32 units of raw food per day. [[Pemmican]] is also a "small" ingredient; 32 units of pemmican will feed 1 colonist for 1 day. A colonist can survive just under 3 full days without food, however going without food incurs a massive [[mood]] penalty.</small> | ||
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− | + | '''Crop Choice''' | |
− | |||
There are 4 food crops in RimWorld. Rice is suggested at first, since it is the fastest growing food crop, and you don't have any food beyond your packaged meals right now. | There are 4 food crops in RimWorld. Rice is suggested at first, since it is the fastest growing food crop, and you don't have any food beyond your packaged meals right now. | ||
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*{{icon small|Corn|24}} [[Corn]] is the opposite of rice. It grows slowly, but gives the most per harvest. Snice it needs to be harvested much less frequently, it takes the least colonist work to grow corn. However, your corn harvest will be impacted more by disasters like blight and fire. | *{{icon small|Corn|24}} [[Corn]] is the opposite of rice. It grows slowly, but gives the most per harvest. Snice it needs to be harvested much less frequently, it takes the least colonist work to grow corn. However, your corn harvest will be impacted more by disasters like blight and fire. | ||
*{{icon small|Potatoes|24}} [[Potatoes]] are the "inbetween" crop, growing at a medium pace and giving a medium yield/harvest. A more important fact is that potatoes are the least impacted by soil. They benefit the least from rich soil, but are hindered the least by poor/stony soil. So don't grow potatoes on rich soil. | *{{icon small|Potatoes|24}} [[Potatoes]] are the "inbetween" crop, growing at a medium pace and giving a medium yield/harvest. A more important fact is that potatoes are the least impacted by soil. They benefit the least from rich soil, but are hindered the least by poor/stony soil. So don't grow potatoes on rich soil. | ||
− | *{{icon small|Berries|24}} [[Strawberry plant]]s' main niche is that [[berries]] can be eaten raw without the {{--|7}} ''Ate raw food'' mood penalty. They aren't as stable as rice, but give much less yield per harvest than the other two crops. Since you'll want to cook food into meals to avoid [[food poisoning]] | + | *{{icon small|Berries|24}} [[Strawberry plant]]s' main niche is that [[berries]] can be eaten raw without the {{--|7}} ''Ate raw food'' mood penalty. They aren't as stable as rice, but give much less yield per harvest than the other two crops. Since you'll want to cook food into meals to avoid [[food poisoning]], berries aren't a great choice. |
Rice, corn, and potatoes give about the same yield per day. Rice grows the fastest and gives the least per harvest, and the opposite for corn. Thus, the main difference is the colonist work : stability ratio of these three crops. Strawberries give less yield per day, so they are an inferior crop to the other 3. | Rice, corn, and potatoes give about the same yield per day. Rice grows the fastest and gives the least per harvest, and the opposite for corn. Thus, the main difference is the colonist work : stability ratio of these three crops. Strawberries give less yield per day, so they are an inferior crop to the other 3. | ||
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Ultimately, the amount of growing work isn't ''that'' big, even when using rice. You can go the entire game just growing rice and be entirely fine. | Ultimately, the amount of growing work isn't ''that'' big, even when using rice. You can go the entire game just growing rice and be entirely fine. | ||
− | ==Technical | + | ==Technical things== |
With the first day sorted out, now we can get into the nitty-gritty of colonist settings. | With the first day sorted out, now we can get into the nitty-gritty of colonist settings. | ||
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* '''Work:''' Work. Ignore all needs (except food). | * '''Work:''' Work. Ignore all needs (except food). | ||
* '''Sleep:''' Sleep. If not tired, go work. | * '''Sleep:''' Sleep. If not tired, go work. | ||
− | The most important takeaway is that '''the default schedule is perfectly fine!''' When assigned to "Anything", colonists will work, and automatically take care of their needs when needed. Mood is very important in RimWorld, so let your colonists recreate. And they'll sleep at night. | + | The most important takeaway is that '''the default schedule is perfectly fine!''' When assigned to "Anything", colonists will work, and automatically take care of their needs when needed. Mood is very important in RimWorld, so let your colonists recreate. And they'll sleep at night. Which is good, since colonists work 80% as fast in the dark. |
If a colonist is sleeping, they will continue to sleep even if they are assigned to "Anything" or "Recreation" at the current time (i.e., assigning Recreation won't wake colonists up). "Work" immediately wakes colonists up. | If a colonist is sleeping, they will continue to sleep even if they are assigned to "Anything" or "Recreation" at the current time (i.e., assigning Recreation won't wake colonists up). "Work" immediately wakes colonists up. | ||
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* Pawns are in "melee range" if they are directly adjacent to each other. | * Pawns are in "melee range" if they are directly adjacent to each other. | ||
** Enemies cannot fire their ranged weapon at all if they are engaged in melee. You cannot fire a ranged weapon at an enemy in melee range. | ** Enemies cannot fire their ranged weapon at all if they are engaged in melee. You cannot fire a ranged weapon at an enemy in melee range. | ||
− | ** Note that your colonists can fire at ''other'' enemies that aren't in melee range, even if | + | ** Note that your colonists can fire at ''other'' enemies that aren't in melee range, even if you are being attacked in melee. |
[[File:Friendly_fire_radii2.png|thumb|right|325px|If a colonist is in the white area, they cannot be hit by friendly fire by the middle colonist.]] | [[File:Friendly_fire_radii2.png|thumb|right|325px|If a colonist is in the white area, they cannot be hit by friendly fire by the middle colonist.]] | ||
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* Pawns with a ranged weapon will automatically fire it, if there's an enemy in range (and if they aren't in melee combat). | * Pawns with a ranged weapon will automatically fire it, if there's an enemy in range (and if they aren't in melee combat). | ||
* Pawns cannot fire through [[wall]]s or other impassible objects. These objects block "[[line of sight]]". | * Pawns cannot fire through [[wall]]s or other impassible objects. These objects block "[[line of sight]]". | ||
− | * If a pawn is directly adjacent to [[cover]], like [[sandbag]]s, or [[barricade]]s, they will use said cover. You ''can'' fire over sandbags and the like. Cover | + | * If a pawn is directly adjacent to [[cover]], like [[sandbag]]s, or [[barricade]]s, they will use said cover. You ''can'' fire over sandbags and the like. (Cover is useless in a melee fight.) |
* [[Friendly fire]] can occur, ONLY IF a friendly colonist is more than 5 tiles away AND if they are in line of fire. The picture in the right shows the area in which colonists are "immune" to friendly fire. So long as pawns are in the 5-tile radius, friendly fire will not happen. | * [[Friendly fire]] can occur, ONLY IF a friendly colonist is more than 5 tiles away AND if they are in line of fire. The picture in the right shows the area in which colonists are "immune" to friendly fire. So long as pawns are in the 5-tile radius, friendly fire will not happen. | ||
+ | |||
===Defensive structures=== | ===Defensive structures=== | ||
− | |||
If you're fighting a single manhunting [[rat]], then 3 colonists should just clobber it, no matter how you fight it. But later on, you'll have to fight more and more enemies. | If you're fighting a single manhunting [[rat]], then 3 colonists should just clobber it, no matter how you fight it. But later on, you'll have to fight more and more enemies. | ||
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Thus, the best possible cover is a combination of walls and sandbags/barricades. Walls are your main source of cover. Gaps are necessary to allow colonists to shoot through, and you might as well fill them with other forms of cover. | Thus, the best possible cover is a combination of walls and sandbags/barricades. Walls are your main source of cover. Gaps are necessary to allow colonists to shoot through, and you might as well fill them with other forms of cover. | ||
− | Since colonists have to lean out of the wall to fire, angled shots can partially bypass the wall's cover. In this case, the barricade/sandbag will block some shots. If you don't ever fight enemies at an angle, then the barricades can technically be foregone | + | Since colonists have to lean out of the wall to fire, angled shots can partially bypass the wall's cover. In this case, the barricade/sandbag will block some shots. If you don't ever fight enemies at an angle, then the barricades can technically be foregone. |
<gallery widths="225px" heights="225px" class="left" mode="nolines"> | <gallery widths="225px" heights="225px" class="left" mode="nolines"> | ||
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* '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an "ambush" - force enemies through corners, and force them into melee. | * '''Use structures to your advantage'''. The main disadvantage of melee is that you have to approach enemies. So why not have enemies approach you? Use walls to prevent enemy fire, and they'll walk right into you. The picture below demonstrates an example of an "ambush" - force enemies through corners, and force them into melee. | ||
− | [[File:Basics melee ambush.png|thumb| | + | [[File:Basics melee ambush.png|thumb|325px|center|Luring ranged enemies into your melee group, using a corner.]] |
{{clear}} | {{clear}} | ||
'''Putting it together''' | '''Putting it together''' | ||
− | Here is an '''example''' of how you can use both melee and ranged structures to your advantage. This is by no means the only way to defend your colony. If you want more options, check out the [[defense | + | Here is an '''example''' of how you can use both melee and ranged structures to your advantage. This is by no means the only way to defend your colony. If you want more options, check out the [[defense structure]]s article. |
<gallery widths="325px" heights="325px" class="left" mode="nolines"> | <gallery widths="325px" heights="325px" class="left" mode="nolines"> | ||
File:Basics melee ambush.png|'''The same "ambush" picture as the above.<br>Can also be used as a melee block.''' | File:Basics melee ambush.png|'''The same "ambush" picture as the above.<br>Can also be used as a melee block.''' | ||
− | File:Basics melee ambush2.png|'''Now give your ranged pawns the best cover.<br> | + | File:Basics melee ambush2.png|'''Now give your ranged pawns the best cover.<br>Melee enemies that use your wall as cover.''' |
File:Basics melee ambush3.png|'''[[Barricade]]s prevent enemies from standing on them, which prevents them using the wall as cover.<br>This is the foundation of a proper "killbox".''' | File:Basics melee ambush3.png|'''[[Barricade]]s prevent enemies from standing on them, which prevents them using the wall as cover.<br>This is the foundation of a proper "killbox".''' | ||
</gallery> | </gallery> | ||
− | |||
===Tending=== | ===Tending=== | ||
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[[File:Quickstart combat 2.png|thumb|325px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field.]] | [[File:Quickstart combat 2.png|thumb|325px|right|If your colonists are bleeding out quickly, you may need to tend to them on the field.]] | ||
'''How / when to tend''' | '''How / when to tend''' | ||
− | # Tend on the field. [[Draft]] your doctor (if they aren't drafted already). Select the doctor, right click a pawn, and click "Tend" or "Tend (without medicine)". Tending on the field is less effective | + | # Tend on the field. [[Draft]] your doctor (if they aren't drafted already). Select the doctor, right click a pawn, and click "Tend" or "Tend (without medicine)". Tending on the field is less effective. But, if a colonist is rapidly bleeding out, it doesn't matter how effective the tend is. <br>If you want your doctors to be able to tend on the field ''with'' medicine, go to the [[Assign]] tab, and adjust the medicine selection on the right. (Medicine has the advantage of healing multiple bleeding wounds at a time). |
# Tend in a bed. If your colonists are assigned to "Bed rest" in the Work tab, they will automatically rest in bed. Then, a doctor will tend to them as a work task. You do not need a bed set to "Medical" for colonists to rest in it. You can force colonists to rest by selecting the colonist, and right clicking the bed (for this purpose, the bed must be set to medical). | # Tend in a bed. If your colonists are assigned to "Bed rest" in the Work tab, they will automatically rest in bed. Then, a doctor will tend to them as a work task. You do not need a bed set to "Medical" for colonists to rest in it. You can force colonists to rest by selecting the colonist, and right clicking the bed (for this purpose, the bed must be set to medical). | ||
# Rescue the colonist, and then tend to them. If a colonist is [[downed]], then to tend in bend, you'll need to rescue them first. Select your doctor, right click a downed colonist, and click "Rescue". Afterwards, they can be tended normally. | # Rescue the colonist, and then tend to them. If a colonist is [[downed]], then to tend in bend, you'll need to rescue them first. Select your doctor, right click a downed colonist, and click "Rescue". Afterwards, they can be tended normally. | ||
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'''Using medicine''' | '''Using medicine''' | ||
− | Correct | + | Correct resources allocation is key. Using your best medicine for a few bruises is a waste. |
− | [[File:Mainmenu assign.png|thumb| | + | [[File:Mainmenu assign.png|thumb|200px|right|Adjust medicine icons to adjust colonist]] |
In the colonist's Assign tab, you can assign what medicine a doctor will use on them. (See left) | In the colonist's Assign tab, you can assign what medicine a doctor will use on them. (See left) | ||
− | * [[File:Doctor care but no medicine.png|16px]] '''Doctor care, no medicine''' - You don't need any medicine for bruises, small cuts, and even large cuts | + | * [[File:Doctor care but no medicine.png|16px]] '''Doctor care, no medicine''' - You don't need any medicine for bruises, small cuts, and even large cuts. |
* {{icon small|herbal medicine}} '''[[Herbal medicine]]''' (or worse) - Herbal medicine is worse than regular medicine, but the advantage is that you can grow herbal medicine on your own. [[Healroot]] can be sown as soon as you have a colonist with Plants 8 or higher. Herbal medicine can be used against diseases. If you have enough, you can use herbal medicine for general injuries to reduce the risk of [[infection]]. | * {{icon small|herbal medicine}} '''[[Herbal medicine]]''' (or worse) - Herbal medicine is worse than regular medicine, but the advantage is that you can grow herbal medicine on your own. [[Healroot]] can be sown as soon as you have a colonist with Plants 8 or higher. Herbal medicine can be used against diseases. If you have enough, you can use herbal medicine for general injuries to reduce the risk of [[infection]]. | ||
− | * {{icon small|medicine}} '''[[ | + | * {{icon small|medicine}} '''[[Industrial medicine|medicine]]''' (or worse) - Industrial medicine (or just "medicine") is a high quality medicine. As mentioned above, using regular medicine is a waste for regular injuries, unless a colonist is rapidly bleeding out. Use medicine against diseases and surgeries. Diseases can be fatal if untreated. Surgeries are likely to fail without great medicine. |
− | * {{icon small|glitterworld medicine}} ''' | + | * {{icon small|glitterworld medicine}} '''Best quality medicine''' - [[Glitterworld medicine]] is the best medicine, and should be used like industrial medicine, i.e. for disease and surgery. |
You can also choose whenever to use medicine or not, if you draft your doctor. Doctors can only draft-tend with medicine if they were already carrying it (to set doctors to carry, also see the Assign tab). | You can also choose whenever to use medicine or not, if you draft your doctor. Doctors can only draft-tend with medicine if they were already carrying it (to set doctors to carry, also see the Assign tab). | ||
− | + | ==The next few days== | |
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===Research=== | ===Research=== | ||
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