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Cravers are too weak

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8 years ago
Nov 1, 2016, 10:56:55 PM

Okay I managed to pull it through and made my bugs religious xD

Very first elections need to official support Religious party and get it elected (coz you are dictator).

Everyone will go super unhappy, so you will have very rough time early game, it hurts.

Then, being unhappy as f***k need to research and build SPIN projects everywhere, so a bunch of planets get religious reps.

And that allows to get strong support for Religious party, so on next elections you can select Religious again and unlock "mass happiness" law right away.


All systems get -75 happiness and go into cardiac arrest, but you go into Senate like a baws, slap "Mass Happiness! B...tches" and ta-da, everyone is content.


With the happiness factor completely gone, you suddenly have no need to build bullcrap buildings like supermarkets for your Cravers and can focus on science, ship production, and devouring you neighbours, like normal God-fearing Craver would do.


Updated 8 years ago.
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8 years ago
Nov 10, 2016, 7:41:36 PM

Can anyone confirm if you need a tech to get mass happiness?  I switched to religious with Cravers and it was not there, but, I did see it when I played vodyani ... not sure if it is a bug or just need to wait a bit.  

... and can focus on science, ship production, and devouring you neighbours, like normal God-fearing Craver would do.

Laughed so hard when I read this ^.   What I want to know is what the Craver religion looks like.  It probably has the kind of ceremonies in which it is impossible to keep your lunch down and watch at the same time.  

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8 years ago
Oct 28, 2016, 4:50:02 PM
atejas wrote:

It's a feature of the empire government system, not the Cravers as a faction specifically, unless I'm mistaken.

I do think the happiness maluses are fine, because if you play as an Empire you have 100% control over your Senate (though you can't mix and match parties) and have 0 influence costs for all decisions. Those are both immensely powerful and you need proportionately high costs for that sort of playstyle.

I don't remember seeing any loss in approval after elections in my other factions' campaigns. In the current system, elections are forced on you every 20 turns and affinities change at the whim of almost any building/ship type you construct. So you basically have no control over your senate. Perhaps a discussion on the approval maluses arising from political decisions would be more appropriate if the current politics system is revamped. I hope the devs will consider some of the suggestions mentioned in my other political volatility thread.

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8 years ago
Oct 27, 2016, 5:51:09 PM

When I played the cravers, I found they did really well early game, thanks to the fact they hadn't depleted everything yet.  I kept them moving from world to world and I rapidly outstripped everyone else, at least before the penalties for over-colonization and/or mismanaged politics began to cripple my empire (Ah, eternal rebellion, the fate of the Cravers).  In some ways, they remind me of the anti-Vodyani, who seem to take a real long time to really get going, but once they do, look out!


That said, they don't seem to be a very forgiving race to play.  If you understand them, they seem alright (to a point), but if you don't, they seem to suck.  I say this because evidently the computer doesn't understand how to play them.  Now, mind you, I tend to play on Easy, so I have little trouble defeating any opponent, but I notice that the Lumeris tend to be the most dangerous of my opponents, consistently, from game to game and the Cravers are inevitably the weakest of the pack, often the only one to die to the other AI.  That is, if you pit Lumeris or Vodyani against Cravers, all as AI, the Cravers always seem to lose.


That suggests something, either a need to boost the AI or, if your post is any indication, the Cravers themselves.

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8 years ago
Oct 27, 2016, 7:05:09 PM

Until the Influence/Happiness protrusion and Political ramifications are fixed, Cravers are horrible.


Happiness problems


On Endless difficulty In 30 turns I already don't have influence zone over my capital. 

The AI zone of control swarms from some planet in their spiral arm and covers my entire Empire, and I didn't even met them yet. Just lame.

That's with all happiness techs done and buildings done.


Conquering anything from other Empires drops me into Rebellions because all of my Empire is not happy I am voting for my Militarist party. Like, why would I vote for something else even :)


The Cravers racial bonus of +15 Happiness per war is laughable, especially when AI force truces you nonstop, basically you will never ever have this bonus most of the time.

As soon as I start doing damage to any AI they just keep forcetrucing me for measly 100 coins/turn like putting rabid dogs on the leash.

Feels lame.


Political problems


So, you conquered your first world with some stupid furry animals, err slaves whatever.

Fear not, they have full democracy rights in your militaristic despotic Empire, they can vote, they can leave planets and go wherever they want, they can roll over and go -50 happiness because you didn't support their Pacifist party, and so on.

On a serious note, Cravers should not be affected by all of this democratic crap, really.


Basically in current Endless difficulty metagame I have to drop Militarism bandwagon alltogether and forced to go for Ecologists to get laws to get some Happiness back.

Which brings the question - why would I play Cravers in the first place then.

Updated 8 years ago.
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8 years ago
Oct 27, 2016, 7:19:20 PM

One happyness issue cravers get is that the minor factions/other major factions population gets hit by a large happyness malus for not having their parties win in elections. Of course they cannot win elections in a dictatorship, hurr. In my opinion, the non-Craver population shouldn't be affected by any happyness at all. They are slaves, nothing more. Simple food even! Worse is that they actually reproduce and sometimes appear as the first pop on newly colonized planets. Cravers should devour the others, not have them be the first on a new planet for the hive. <.<


Approval in general seems weird on cravers. Most of them are mindless insects, how would they even disapprove of their bishops? They also shouldn't be affected by political opinions. Cravers should only ever be able to have a militaristic opinion and nothing else. Building a building that is considered pacifist should not affect craver's militant nature at all.


They have to be mindless, effecient and hell bent on expansion through any means, especially war. This also means that it should not be possible for non-Cravers to have Craver population on their planets. After all, the Cravers wouldn't even be able to coexist next to them. Once captured, a planet of the Cravers should have to be "disinfected". After all, the Cravers are basically a pest, a parasite that has to be removed from planets to prevent that they are used up and still of any use for others.

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8 years ago
Oct 27, 2016, 8:03:11 PM

Yeah, foreign/captured/assimilated species need to be handled differently under the cravers so that they don't get hit with these happiness penalties.

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8 years ago
Oct 27, 2016, 10:01:12 PM

Yes, the Cravers are definitely screwed over with the current systems. Will be interesting to see how Amplitude fixes them.

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8 years ago
Oct 28, 2016, 5:50:29 AM

Thanks all for the interesting insights. I've only played on hard so far with Cravers and by mid game, they are starting to fall behind rapidly. I actually make it a point to colonize multiple planets in the same system to spread out the Craver pops and reduce the depletion rate on each planet. I also try to colonize other systems to keep up the flow of FIDSI. I even tried to prioritize farms. All these however don't seem enough to stop my pop loss early on without any apparent reason (despite no signs of starvation whatsoever). I also don't understand why I sometimes get an approval malus even when I support the militarists and they win an election. It doesn't make any sense.

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8 years ago
Oct 28, 2016, 7:07:17 AM
idlih10 wrote:

Thanks all for the interesting insights. I've only played on hard so far with Cravers and by mid game, they are starting to fall behind rapidly. I actually make it a point to colonize multiple planets in the same system to spread out the Craver pops and reduce the depletion rate on each planet. I also try to colonize other systems to keep up the flow of FIDSI. I even tried to prioritize farms. All these however don't seem enough to stop my pop loss early on without any apparent reason (despite no signs of starvation whatsoever). I also don't understand why I sometimes get an approval malus even when I support the militarists and they win an election. It doesn't make any sense.


Pops from minor factions often aren't militarist, and they have an approval malus if a party they don't like is in power (remember, under their government style, you are unilaterally choosing 100% of your Senate).



The main things that the Cravers need to become competitive for me, imo, is the ability to raze systems and the ability to expel/consume/otherwise nullify minor faction pops. I appreciate the approval penalties in theory because it ties in with the depletion mechanic and the overall theme of the Cravers needing to expand to avoid collapsing in on themselves, but right now the player has no way to counteract those penalties (the happiness boosts from Militarist laws are totally outmatched by midgame).

Updated 8 years ago.
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8 years ago
Oct 28, 2016, 7:48:18 AM
atejas wrote:
idlih10 wrote:

Thanks all for the interesting insights. I've only played on hard so far with Cravers and by mid game, they are starting to fall behind rapidly. I actually make it a point to colonize multiple planets in the same system to spread out the Craver pops and reduce the depletion rate on each planet. I also try to colonize other systems to keep up the flow of FIDSI. I even tried to prioritize farms. All these however don't seem enough to stop my pop loss early on without any apparent reason (despite no signs of starvation whatsoever). I also don't understand why I sometimes get an approval malus even when I support the militarists and they win an election. It doesn't make any sense.


Pops from minor factions often aren't militarist, and they have an approval malus if a party they don't like is in power (remember, under their government style, you are unilaterally choosing 100% of your Senate).



The main things that the Cravers need to become competitive for me, imo, is the ability to raze systems and the ability to expel/consume/otherwise nullify minor faction pops. I appreciate the approval penalties in theory because it ties in with the depletion mechanic and the overall theme of the Cravers needing to expand to avoid collapsing in on themselves, but right now the player has no way to counteract those penalties (the happiness boosts from Militarist laws are totally outmatched by midgame).

Scaling of senate representation and the resulting effect on approval after elections don't seem to work the same way with Cravers as other factions. In other factions, the feeling I get is other affinities get represented too easily because any building/ship you construct will quickly boost the affinity to senate representation status. But as Cravers, the militarists seem to have an overwhelming influence on the senate at 100% early on even if you build other affinity type buildings/ships. Yet, I don't see such an approval malus in other factions. If a malus due to minority affinities not being represented in the senate is to be applied, it should be applied equally to all factions, not just the Cravers. They already suffer the depletion penalty, so why double penalize them?

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8 years ago
Oct 28, 2016, 10:10:49 AM
DraaGul wrote:

One happyness issue cravers get is that the minor factions/other major factions population gets hit by a large happyness malus for not having their parties win in elections. Of course they cannot win elections in a dictatorship, hurr. In my opinion, the non-Craver population shouldn't be affected by any happyness at all. They are slaves, nothing more. Simple food even! Worse is that they actually reproduce and sometimes appear as the first pop on newly colonized planets. Cravers should devour the others, not have them be the first on a new planet for the hive. <.<

I've been thinking about that, because that was my first impression too, and I'm not sure that's true.  Imagine an evil militaristic dictatorship (I'm sure you can imagine one from the real world) enveloped and enslaved a religious minority and a very barbaric, aggressive minority.  Neither is particularly happy about being enslaved, but one can at least appreciate the militaristic values of their conquerers and might even try to assimilate.  The other would resist.  Imagine if the militaristic empire was impressed by the religion of the minority and converted to a theocracy that followed it.  The minority might still be enslaved but could at least appreciate the improved values, while the barbaric minority might grow disgusted.


What's going to happen?  Rebellion, of course.  But who is going to rebel?  The least happy minorities, most likely.  Slavery will piss them off, but a decadent imperial values will also push certain minorities further than others.


But there are several problems with this model.  First, shouldn't the cravers be eating the minorities?  Then why don't they ever seem to go away?  And second, "In Rebellion" just means everyone quits eating.  I'm sure that's fine on an abstract level (we can argue they're all killing each other), but I'd personally rather see something more dynamic there.  Shouldn't there be a chance that the pissed-off slave races throw off their oppressive and decadent masters?  But that never happens.


I suspect Cravers will change a lot even without any direct changes to them because of some of the proposed changes coming up (especially the ability to move populations around and then raze/abandon colonies, which will allow the Craver population to "sweep" from world to world, devouring all in their wake while leaving empty, desolate worlds behind them), but I'll be curious to see if that's enough.

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8 years ago
Oct 28, 2016, 11:29:56 AM
idlih10 wrote:
atejas wrote:
idlih10 wrote:

Thanks all for the interesting insights. I've only played on hard so far with Cravers and by mid game, they are starting to fall behind rapidly. I actually make it a point to colonize multiple planets in the same system to spread out the Craver pops and reduce the depletion rate on each planet. I also try to colonize other systems to keep up the flow of FIDSI. I even tried to prioritize farms. All these however don't seem enough to stop my pop loss early on without any apparent reason (despite no signs of starvation whatsoever). I also don't understand why I sometimes get an approval malus even when I support the militarists and they win an election. It doesn't make any sense.


Pops from minor factions often aren't militarist, and they have an approval malus if a party they don't like is in power (remember, under their government style, you are unilaterally choosing 100% of your Senate).



The main things that the Cravers need to become competitive for me, imo, is the ability to raze systems and the ability to expel/consume/otherwise nullify minor faction pops. I appreciate the approval penalties in theory because it ties in with the depletion mechanic and the overall theme of the Cravers needing to expand to avoid collapsing in on themselves, but right now the player has no way to counteract those penalties (the happiness boosts from Militarist laws are totally outmatched by midgame).

Scaling of senate representation and the resulting effect on approval after elections don't seem to work the same way with Cravers as other factions. In other factions, the feeling I get is other affinities get represented too easily because any building/ship you construct will quickly boost the affinity to senate representation status. But as Cravers, the militarists seem to have an overwhelming influence on the senate at 100% early on even if you build other affinity type buildings/ships. Yet, I don't see such an approval malus in other factions. If a malus due to minority affinities not being represented in the senate is to be applied, it should be applied equally to all factions, not just the Cravers. They already suffer the depletion penalty, so why double penalize them?

It's a feature of the empire government system, not the Cravers as a faction specifically, unless I'm mistaken.

I do think the happiness maluses are fine, because if you play as an Empire you have 100% control over your Senate (though you can't mix and match parties) and have 0 influence costs for all decisions. Those are both immensely powerful and you need proportionately high costs for that sort of playstyle.

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8 years ago
Oct 27, 2016, 5:35:37 PM

Playing as the Cravers, it felt like they have been intentionally penalized for no good reason. In less than 30 turns of starting the game, I'm already losing population rapidly although my planets are not fully depleted yet and there's no sign of starvation (which even if true, is mind boggling in itself as I only have 1 or 2 pops per planet in the system). My ships do not seem to have any combat bonuses and they really need a ship building speed bonus trait to compensate for their need to take over other systems quickly before they eat themselves to death. The tech giving invading troops bonuses should also be brought forward to era 1 so Cravers have a better chance of invasion that they so desperately need early on. The rate of planet depletion also scales too much with pop growth. Just increasing the Craver pop by 1 on a planet doubles the depletion rate, which makes it meaningless to grow Craver pops with farms. I'm currently not having any fun with this faction, which needs some love badly.

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8 years ago
Oct 28, 2016, 11:49:26 PM

Well, apparently the ability to raze systems is what's coming in the next update, according to the new roadmap. Might help with some of the Cravers issues, depending on how that ends up working. But the Cravers will definitely need a ton of work to be even remotely competitive later on.

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8 years ago
Oct 29, 2016, 7:41:10 AM
idlih10 wrote:
atejas wrote:

It's a feature of the empire government system, not the Cravers as a faction specifically, unless I'm mistaken.

I do think the happiness maluses are fine, because if you play as an Empire you have 100% control over your Senate (though you can't mix and match parties) and have 0 influence costs for all decisions. Those are both immensely powerful and you need proportionately high costs for that sort of playstyle.

I don't remember seeing any loss in approval after elections in my other factions' campaigns. In the current system, elections are forced on you every 20 turns and affinities change at the whim of almost any building/ship type you construct. So you basically have no control over your senate. Perhaps a discussion on the approval maluses arising from political decisions would be more appropriate if the current politics system is revamped. I hope the devs will consider some of the suggestions mentioned in my other political volatility thread.

Were your other factions dictatorships?


As an experiment, I tried the Sophons and pushed them into Dictatorship


Which is easier than you might think, given they can grab, er, adaptive bureaucratics (or whatever the tech is) in Era 1.  The hard part is making them happy enough to accept your dictatorship.  In any case, I had actually lost to the pacifists in the previous election, but the moment I announced the anarchy, the Science party went through the roof.  (Were I to offer a suggestion, I think you should be able to pick your party at this point.  The laws are completely  under your control, so if I wanted to pick pacifist over scientist, I should be able to, provided I am willing to suffer the happiness penalty.  Perhaps that's even the case! I should go check).


It's a little hard to see (perhaps you can click on the picture), but I'm suffering a -18 to happiness as a result of this election, just as the cravers would.  The happiness problem is not craver specific, it's dictatorship specific.


EDIT


I'm not 100% convinced you can outright choose your ideology, but the impact of your decisions is absolutely huge.  I reloaded a save from precisely the previous save, chose the pacifists... and got the Pacifists.



Also, I only have two law slots in my senate on a dictatorship, when I should have 3, thanks to adaptive bureaucratics (which is necessary to switch government like this).  That strikes me as a bug (but it won't let me upload the picture)



Updated 8 years ago.
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8 years ago
Oct 29, 2016, 11:01:02 AM

@Mailanka, no I did not turn my other factions into dictatorships. Perhaps the disapproval penalty after elections may be specific to dictatorships, which is actually worse because 1) the penalty recurs after EVERY election (at least for the Cravers), 2) the Cravers lose militarist pops who eat themselves to death, resulting in a downward spiral of falling militarist senate representation and ever increasing unhappiness if you support the militarists over time until your entire empire is in rebellion, and 3) the Cravers cannot access the change government tech immediately unlike the Sophons until they actually reach era 2.


I'll explain more in my other political volatility thread to avoid double posting.

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8 years ago
Oct 29, 2016, 3:28:28 PM
idlih10 wrote:

@Mailanka, no I did not turn my other factions into dictatorships. Perhaps the disapproval penalty after elections may be specific to dictatorships, which is actually worse because 1) the penalty recurs after EVERY election (at least for the Cravers), 2) the Cravers lose militarist pops who eat themselves to death, resulting in a downward spiral of falling militarist senate representation and ever increasing unhappiness if you support the militarists over time until your entire empire is in rebellion, and 3) the Cravers cannot access the change government tech immediately unlike the Sophons until they actually reach era 2.


I'll explain more in my other political volatility thread to avoid double posting.

To also avoid double posting, I'll point you to my "This is what a death spiral looks like" thread.  Cravers definitely have some problems, and they're the only civ I've seen that can wreck themselves if you play them "as intended,"  or at least as I understood them to be intended.  I suspect there are a few changes coming up that will fix it, but while I prefer to avoid slapping the "Broken!" label on things that I might not fully understand, I think at this point I'm willing to do that for the Cravers.

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8 years ago
Oct 29, 2016, 6:25:12 PM

In general, Cravers missing core mechanics to keep them floating.


Problems of Cravers:


- They are destined to be an extremely wide Empire, since they must expand nonstop to consume new worlds, and yet there are no game mechanics/laws/race specific techs to help them with that. That means they must tech for happiness/food/production/science/dust just like everyone else. So instead of teching for new weapons and manpower you find yourself slowly teching for social stuff. And it is worse than everyone else, since you have no crazy Vodyani bonuses from pops+Ark modules, or Sophon affinities, etc.


- They are affected by politics volatility much worse than everyone else, since their Senate is 100% military. That means a steady -37 Happiness every elections.


- This gets even more saturated when they start capturing enemy worlds, according to their gameplay mechanics - with the above penalty, expansion penalty, and Slavedrivers penalty, they are going downward spiral into Rebellions up to the point when their Empire is not functioning at all


- They get hurt by horrid forced truces much worse than anyone else, since they rely heavily on that +15 happiness bonus per war from their Jingoist law. By forcing truce on them you are not just stopping Cravers dead in their tracks, you also drop their entire Empire into unhappiness trash bin.


Proposed solutions:


- Cravers need to have the expansion disapproval removed completely. This race is meant to expand and consume, it is their core mechanic. Every new colony they settle or capture should give a happiness bonus, not penalty. The actual value of expansion disapproval is not that big, but it will definitely help.


- Cravers need some sort of racial mechanic to consume local population and turn it into food for their own pops. Think of Stellaris "Purge" mechanic, with dinner involved. This will give them much needed jumpstart in new systems, since they are expanding fast they need some boost to get going in newly gained worlds.


- The Ecologists law which equalizes entire Empire into "Content" happiness definitely should belong to Militarists, as it will help Cravers immensely and is tailored for them much better than any other empires. Think of it as keeping the food, err slaves at bay with your ground forces.


- There should  be no way to force truce Cravers. Otherwise their whole "Endless War" concept is just a bad joke.


- Dictatorship should be immune to political frolicking by default.


- The cravers "Spoils of War" law of extra science/ dust is nerfed compared to the first game into per ship, not per destroyed CP as it was. It falls off very, very fast, and basically does not mean anything by era II. It should either upgrade with eras, or have it changed back to "per CP".




Updated 8 years ago.
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8 years ago
Oct 29, 2016, 7:40:30 PM


- Cravers need to have the expansion disapproval removed completely. This race is meant to expand and consume, it is their core mechanic. Every new colony they settle or capture should give a happiness bonus, not penalty. The actual value of expansion disapproval is not that big, but it will definitely help.


Counter proposal: If we get the system razing/destruction mechanic paired with the population movement mechanic, we could allow races to abandon systems and move on.  This suits the theme of Cravers pretty well, in that they can stick around with a smaller number of worlds, but sort of "sweep" through the galaxy like a fire, consuming what they find, then ditching the ruined system and moving on to the nex worlds.

- Cravers need some sort of racial mechanic to consume local population and turn it into food for their own pops. Think of Stellaris "Purge" mechanic, with dinner involved. This will give them much needed jumpstart in new systems, since they are expanding fast they need some boost to get going in newly gained worlds.


Or at least have local populations dwindle somehow. Or some way to turn slavery on or off?

- The Ecologists law which equalizes entire Empire into "Content" happiness definitely should belong to Militarists, as it will help Cravers immensely and is tailored for them much better than any other empires. Think of it as keeping the food, err slaves at bay with your ground forces.

You're trying to fix a Craver problem with a Militarist law.  Cravers aren't the only ones who'll be militaristic.  Should militarist Vodyani or Sophons be able to enforce a level of contentedness?  Does that even make sense?  No, the problem isn't that Militarism needs better happiness management, but that Cravers do.


- There should  be no way to force truce Cravers. Otherwise their whole "Endless War" concept is just a bad joke.

Yeah, that's kind of weird, isn't it?

- Dictatorship should be immune to political frolicking by default.

I see a lot of people saying this.  Doesn't it make sense that dictatorships cause discontent without extensive propaganda efforts?  And, again, I think we're trying to fix a craver-specific problem with a dictatorship fix.  This would make a Sophon or Vodyani dictatorship equally stable, and I don't agree that this is a good idea (and probably a discussion better for the political volatility thread)

- The cravers "Spoils of War" law of extra science/ dust is nerfed compared to the first game into per ship, not per destroyed CP as it was. It falls off very, very fast, and basically does not mean anything by era II. It should either upgrade with eras, or have it changed back to "per CP".

Again, just a note, this is a Militarism law, which is not unique to the Cravers.  Any change you apply here will propagate to other militarist civilizations (which is not meant as a mark against it.  I think this is just as good an idea for Militaristic Sophons as for Militaristic Cravers)

Updated 8 years ago.
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