EU5 city skyline with production buildings and construction cranes.
A building is a bet on a chain: location, control, inputs, workers, method, then demand.

The economy is one balance sheet. Every building, every raw-good operation, every estate either adds to your income or eats into it, and the art is knowing which side a given construction lands on before you pay for it. That is why memorized build orders age so badly: they assume a market, a workforce, and a level of state reach that your save may not have. Learn the chain instead and you can derive the right building for any country, any start, and any patch, because the chain is what the numbers are actually measuring.

For the wider loop of income, spending, and the levers that move both, keep the EU5 Economy Guide open beside this one. If your trouble is specifically prices, routes, imports, or exports, that is the EU5 Trade and Markets Guide. And if a rich location simply refuses to pay, the missing piece is almost always state reach, which the EU5 Control Guide covers in full.

The Building Chain

Start with the reframe that makes everything else click: your tax base is not your population. It is the combined profit of your raw-good operations and buildings in a location. People matter because they work those buildings, but the number the treasury actually sees is profit, not heads. A province with few pops and very profitable industry can out-earn a crowded backwater, and a province with many pops and no control can pay you almost nothing.

From that follows the core idea of this whole guide: a building is a bet on a chain, not an item on a list. Between you clicking "build" and ducats arriving in the treasury, the value has to survive every one of these links:

  1. Location and control. Can the state actually reach this place? Control is the master multiplier on whether you keep a location's value, and it radiates outward from your capital.
  2. Market access. Can the location buy and sell at all? A disconnected location produces into a void.
  3. Inputs. Can the market supply the goods the building's production method consumes? If a required input is short, the whole method throttles down to the weakest supply.
  4. Workers. Are the right pop types present, or will they have to promote or migrate in over months?
  5. Production method. Is the active method the one that actually serves your economy, not just the one with the highest sticker profit?
  6. Demand and tax capture. Does someone want the output, and do you — not your estates — collect the tax on the profit it generates?

Break any one link and a building that looked profitable on paper becomes dead weight. This is the entire discipline. Everything below is a deeper look at one link or another.

Two consequences are worth internalizing early, because they overturn how new players spend money.

First, a building's value often lives in its modifier, not its profit. The Temple is the classic case. On its own it is cheap and unremarkable. But it raises a location's maximum control, and because control multiplies the income of every raw-good operation and building in that location, a single Temple in a built-up province can behave like about ten extra production buildings for the price of one. The same logic runs through many "support" buildings: a Bailiff projects proximity, a Dock produces sailors, a Counting House adds crown power. Judge these by what they multiply, not by their own line-item profit.

Second, cheap construction goods mean cheap construction. The cost to build or found anything is scaled by the price of its input goods — masonry, lumber, and the rest. If those are cheap on your market, every building you ever raise costs less, all the way down to a hard discount floor. This is why players who look at a lumber mill and see a break-even building are missing the point: its profit is irrelevant, its job is to make everything else cheaper. You will meet this idea again in the price-collapse section, because it is one of the most profitable ideas in the game.

The practical payoff of the chain is a six-question checklist you can run before any construction:

QuestionIf the answer is "no"
Does the state reach this location (control)?Expect to keep only a fraction of the profit. Build closer to the capital first, or fix reach with infrastructure.
Does the location have market access?Production cannot buy inputs or sell output reliably. Connect it before investing.
Can the market supply the inputs?The method runs at reduced output. Secure the input good first, locally.
Are the right workers available?Output ramps slowly as pops promote or migrate. Read the promotion figures before you expect full production.
Is the output in demand?You will flood the market and crash the price. Export the surplus or diversify.
Will the crown capture the value?Estates take the profit and pay little tax. Fix crown power and tax capture before scaling output.
Run the chain top to bottom. The first "no" tells you what to build instead.

Control and Proximity

If you remember one mechanic from this guide, make it this one: control is the quiet multiplier behind almost every good building. It scales how much of a location's value you actually keep — and not just money. Low control also means fewer levies, less manpower, slower assimilation and conversion, and slower promotion of your pops. A building placed where control is weak is a building you mostly do not get paid for.

Control is built on proximity. Proximity is simply how hard it is to get to a place, measured as movement cost across land and sea tiles, and the control you gain from it is roughly three-quarters of the proximity value. Your capital is your best proximity source — it always sits at the top — and its influence radiates outward, compounding weaker the further you go. A province right next to your capital can already be noticeably discounted, because every point of movement cost between you and it is a point of proximity lost.

Everything that makes a place easier to reach raises control, and this is where a lot of building strategy quietly lives:

  • Roads and bridges. Roads cut the flat proximity cost between locations; bridges and canals shave it further. Upgrading road tiers is one of the most reliable long-term control investments in the game.
  • Harbors and maritime presence. Coastlines are far easier to control than inland land. A location with strong harbor capacity pays almost nothing to project across the sea, so a good port can reach a distant coastal holding better than an inland neighbor two tiles away. Maritime presence works the same way over water: the more of it you have on a sea tile, the cheaper control projection becomes.
  • Settlement tier and key buildings. Founding a town, then a city, raises control directly. A Temple raises a location's maximum control. A Bailiff becomes a local proximity source, setting a floor and radiating to neighbors — invaluable for a far-flung rural pocket that would otherwise sit near zero.

The strategic reading is that you should concentrate buildings where you keep the profit. Sort your buildings by profit and you will see the pattern at once: the holding next to your capital returns essentially all of it, while a distant frontier province may hand you only a small slice. Building out into low-control land is how you forfeit most of a project's value. Expand outward as your control improves, not before.

There is a clean workaround for land you simply cannot reach: let a subject hold it. A far or inland province you take directly may yield almost nothing, add unhappy pops, and become territory you must defend. Released as a vassal, that same province enjoys good control around its own capital and pays you income instead. Where you cannot project control, use subjects until you can.

Control feeds directly into crown power, and crown power deserves its own warning. Crown power is not an average of your locations — it is one pooled pie, the sum of all your locations' crown power weighed against the sum of your estates' power, and urban locations hold the most of it. The number to watch is the threshold: below roughly a quarter crown power, your tax efficiency goes negative. You bleed income for no visible reason. Counting Houses — which add local crown power and pay only a fraction of their input cost — are the standard way to climb out of that hole, and they matter most while you are still under the threshold. The EU5 Estates and Crown Power Guide covers the full tug-of-war; the building takeaway is that crown power is a thing you build, not just a thing you policy.

One last habit: full control everywhere is a centuries-long project, not an early-game target. Development, roads, harbors, centralization, and technology all grind the numbers upward over time. Read the control and proximity figures in the tooltips and the relevant map modes — they show you the exact current values for any location — and let those, not a memorized target, tell you where you can afford to build.

RGOs vs. Urban Buildings

A location makes goods in two fundamentally different ways, and knowing which one you are looking at prevents a whole class of bad investments.

A raw-good operation (RGO) is the abstract mine, farm, forestry, hunting ground, or gathering operation that yields exactly one raw material. Every province has some RGO potential — wheat, livestock, wine, olives, marble, furs, gold, wood, and dozens more. RGOs run on laborers, and their profit feeds straight into the location's tax base. A building, by contrast, usually takes goods in and does something with them: refining a raw good into a finished one, enhancing a location's performance, providing trade capacity, food, sailors, manpower, or a state modifier.

The choice between them is mostly a choice about where the labor and the slots run out. This is the non-obvious part that separates a strong economy from a sprawl of half-working buildings:

  • Rural locations get a large bonus to maximum RGO size, plus growth and food bonuses, but no extra building levels. Raw-material buildings employ large numbers of pops per level, so in the countryside you tend to run out of people before you run out of building levels. That is a good fit for resource production.
  • Urban locations have the highest tax base and more building levels, but their buildings employ smaller, more specialized pops. In a city you tend to run out of building slots before you run out of people. That is a good fit for processing, trade, and state functions.

So the rough rule: raw-material production belongs in rural locations; processing and state buildings belong in towns and cities. A resource building's maximum level scales with maximum RGO size, not with development, which is exactly why the rural RGO-size bonus lets you build it taller in the countryside. An urban processing building scales off development and population instead. Match the building to the place whose limit it hits last.

Lean toward RGOs whenLean toward buildings when
The market lacks a raw material, food, or construction input.You already have inputs and workers for processing.
A province sits on a valuable raw good with room to grow.A town or city can support specialized workers and good market access.
You want a simple, low-maintenance early investment.You want a production chain, a modifier, or a strategic effect.
The location is rural and labor-rich.The location is urban and slot-rich.

This framing also answers the question new players ask constantly: should I urbanize this province? The rule is clean — never urbanize over a good until a building can replace its production. If a raw-material building can make the same good (fiber crops, salt, horses, and stone all have building substitutes), then upgrading over the RGO is fine, because the building picks up where the RGO left off. If nothing can replace it, urbanizing destroys a production base you cannot get back. And beware the bread-basket trap: a location you are using for maximum food output often wants to stay rural, because the rural RGO-size bonus is what your stacked food-percentage modifiers multiply. Upgrading it to a town shrinks the very base you were trying to boost.

Two reading habits will keep you honest here. First, a single location's RGO panel tells you how that one operation is doing — employment, level, output per level, profit, and how long until workers fill it. It does not tell you whether you should have built it at all. For that, hover the good's icon on the map to see the whole market: total output, total demand, the ending balance, and the current price. A location screen answers "is this mine healthy?"; the market panel answers "should this mine exist?" Second, do not assume you must import a good you have no RGO for — a building may produce the very same thing. A winery makes wine from fruit, sugar, or beeswax; a quarry makes stone; a fishing village makes fish. Check the building option before you commit to a trade route.

Production Methods

Production methods are the lever inside every building, and they are the part of the economy most players never properly learn. The whole mechanic reduces to one sentence: a production method does exactly one of two things — it turns a raw good into a refined good, or it makes a building perform better. That is the entire job. Every method you will ever see is one of those two.

A building can hold several method options, but only one is active at a time. The Paper-maker's Guild is a good illustration: it can turn leather and lumber into a little paper, or fiber crops and lumber into more paper, and a technology later unlocks a rag-paper method that uses cloth and lumber. The Spinners' Guild can spin wool or cotton into cloth. The Tailor's Guild can turn cloth, wool, or silk into fine cloth. Which method is active decides what the building consumes, what it produces, and how profitable it is.

By default the game auto-selects the most profitable method for each building, and you can override it by hand at any time. For most routine buildings, automation is genuinely fine — let it pick. But "most profitable" is a narrow calculation. It looks at that building in isolation. It does not know about your wider supply chain, your employment, or your tax base. And that is where the real skill lives.

The most profitable method is not always the best method. The classic example is rag paper. On its own, the rag-paper method can look worse — paper costs more to make from cloth than from fiber crops. But if you have a booming cloth industry, switching your paper-makers to rag paper creates demand for that cloth, employs more pops, and generates more taxable profit across the whole chain. The single-building spreadsheet says one thing; the economy says another. This is the difference between playing buildings and playing an economy.

The same supply-chain logic runs through method choice everywhere:

  • Match the method to your abundance. A Spinners' Guild making cloth from cotton out-produces one making it from wool once cotton becomes abundant, and England's starting edge is that wool RGOs are everywhere, giving cheap cloth early and cheap rag paper later. Pick the method fed by the good you actually have in surplus.
  • Secure the upstream good before the downstream method. Want to get into tools? Secure cheap iron first, even if iron is less immediately profitable than the alternative. Want to keep pops happy? Secure the goods they actually want, even if those are less lucrative. Happiness converts into more tax, fewer rebels, and faster development.
  • Watch the workforce shift as buildings upgrade. As a building climbs its tiers — Paper-maker's Guild to Manufactury to Mill, say — the later tiers usually yield more from the same workforce and frequently switch the building from one pop type to another, often toward laborers. A late-game economy that has not grown a large laborer pool will find its top-tier buildings unable to staff. Read each tier's employment in the tooltip; the shift is visible there.

Two placement tricks multiply a method's output, and both are visible in-game. First, input matching: when a building's only input is produced somewhere in the same province, the building gains a production-efficiency bonus. A distillery placed where the wheat is, or a Spinners' Guild placed in a wool town, works harder than the same building dropped anywhere. The tooltip shows the bonus. Second, weigh that bonus against control. A processing building in a distant input-rich province may gain efficiency but hand most of its profit back to low control. The efficiency bonus is real; so is the control loss. Add them up before you commit, and let the in-game figures settle the tie rather than a rule of thumb.

Reading a method panel is a two-second habit that pays for itself. Open the building, look at the method's inputs and outputs, and ask: can my market reliably supply these inputs, and does the output go somewhere useful? If the market cannot feed a method, a simpler, cheaper method will outperform the "better" one, because a starved method runs at reduced output. Automation will not notice this. For your strategic buildings — the expensive chains, the military inputs, anything that suddenly turned unprofitable — take manual control and choose the method that serves the economy, not the tooltip.

The Price-Collapse Economy

Here is the idea that turns a competent economy into a great one. Raw-material buildings — lumber mills, masons, charcoal kilns, clay pits, sand pits — are individually weak. At their base methods they barely break even. New players look at that margin and skip them. That is exactly backwards, because their job was never direct profit. Their job is to collapse prices.

Two goods matter more than all the rest at the start of any market. Lumber collapses the price of everything — both buildings and RGOs use it as an input. Masonry collapses the price of your cities — it is a required input for almost all urban construction. Get those two cheap and every building you raise from then on costs less, down to a hard discount floor on construction cost. Sand does the same for roads, to a lesser degree. Masonry then makes glass and tools affordable, and those five goods together are what actually starts an economy.

The mechanic that makes this work is subtle and worth understanding properly, because it explains why the obvious shortcut fails. Prices are set by effective supply and demand, not raw totals. Local production carries the most weight; pop trades carry less; active trade routes carry the least. The consequence is the single most counterintuitive rule in the economy: you cannot import your way to a price collapse. Importing a good actually raises its price, because it shifts demand toward the low-weight trade channel. The only thing that pushes a price down is producing the good locally, in surplus. Produce a little more than you consume and the surplus trades away and the price falls — and you do not need a deep collapse to start saving on every building. A small surplus is enough.

This is also why production efficiency is the whole game on these thin-margin buildings. When a building barely breaks even, a modest efficiency bonus is a huge relative gain — it is the difference between filler and profit. And efficiency compounds through the production loop. Tools need iron; the bog iron smelter needs coal; the charcoal kiln needs lumber; the lumber mill needs tools. Most of that loop is near break-even on its own. But add efficiency and you produce more with the same building count, so you need fewer of the inefficient links and can pack in more of the efficient ones within your building cap. With real efficiency across the whole loop, a chain that looked pointless becomes wildly profitable. Small margins are precisely why efficiency matters so much, not so little.

A few operational rules fall out of this:

  • Produce locally; never import to collapse a price. If you want cheap lumber or masonry, build the mill or the mason. Buying it from abroad moves the price the wrong way.
  • Place raw-material buildings for the input-efficiency bonus. A building whose only input is made in the same province works harder. Build masons where the clay or stone is; build lumber-fed buildings where the lumber is. This is a reason to deliberately leave some provinces rural.
  • Subsidies are legitimate. It can be correct to run a mason or a naval-supplies guild at a loss, because the goal is supplying the market, not the building's own profit. Subsidize to feed a chain; do not subsidize to hide a bad investment forever.
  • Use force-multiplier buildings. Windmills, sawmills, and rural smelters boost output with almost no inputs and a fraction of normal upkeep. They are easy to overlook and very good value, especially once you run short of laborers.
  • Do not overbuild past your inputs. A building shuts down or throttles when its inputs run dry. You cannot stack an efficient building past its supply of inputs, so grow the upstream good alongside the downstream one.

There is even a deliberate opening move here: temporarily close your heaviest lumber and masonry consumers, force the price collapse with fewer producers, exercise your most profitable building opportunities at the discounted price, then reopen them. It is a small trick, but it captures the whole mindset — the price of your inputs is a lever you can pull, and pulling it early makes everything that follows cheaper. Prices, trade capacity, and the market panel that shows all of this are the territory of the EU5 Trade and Markets Guide; the building-side lesson is that your own production is the strongest price tool you have.

What to Build When

With the principles in place, the "what do I build" question stops being a memorized list and becomes a matter of which role your economy needs filled. The game moves through three broad phases, and each phase is trying to solve a different problem. Get the role right and the specific buildings almost choose themselves; the exact names and numbers shift over time, but the roles do not, and the tooltip on each building tells you its current figures.

Early game is about population, control, and market connectivity. You are poor, your reach is short, and your locations are disconnected. The buildings that matter here connect things and grow things: a market building that gives a location market access and spawns the literate pops that drive innovation; settlement buildings that fill empty locations; a Temple in every new town and city for the control ceiling; a Library for the cultural influence that is otherwise so hard to get; and the building that supplies your early manpower. The single highest-leverage early building is usually the one that connects a location to the market, because a disconnected location produces into a void and its pops stagnate.

Mid-game is about infrastructure, institutions, and food. Now you want to push control outward and deepen your locations. Roads and bridges first — they are the backbone of proximity — then canals in your cities, an armory once a town's culture is accepted (military buildings gate on accepted culture, which catches people out), a university once the relevant institution and advance land, a hospital in the capital to protect your ruler and court, and irrigation where food is tight. This is also the phase where the price-collapse economy comes online: get lumber and masonry cheap and every mid-game building costs less.

Late game is about crown power, tax capture, control caps, and parallel construction. Upgrade your roads to their top tiers, then stack the buildings that convert a mature economy into treasury: a parliament and a supreme court (the latter cuts proximity cost country-wide, raising control everywhere at once), a tax assessor that effectively pays for itself in monthly income, a minting office for local crown power and a higher control cap, and construction centers that let you raise several buildings per location at once so you can snowball. If you have gold or silver, the mercury patio is a categorical must-build — a large output multiplier that is easy to overlook. And watch your laborer pool: the final tier of most production buildings is laborer-intensive, so a shortage caps your late-game output precisely when you least want it.

PhaseProblem it solvesTypical buildings
EarlyDisconnected locations, no reach, no manpower, slow innovation.Market access building, settlement, Temple, Library, early manpower building.
MidControl does not reach far enough; institutions and food lag.Roads and bridges, canals, armory, university, hospital, irrigation, lumber and masonry for price collapse.
LateCrown power, tax capture, control ceilings, construction tempo.Road upgrades, parliament, supreme court, tax assessor, minting office, construction center, mercury patio.
The roles are stable across patches; the exact building names and numbers are not. Read each tooltip for the current figures.

Two cross-cutting priorities deserve a callout because they are easy to sleep on. Harbor capacity is what turns a coastline into an empire. Stack it in your main port and the cost to project control across the sea falls toward nothing; a high-harbor hub can reach a distant coastal holding at near-full control while an inland neighbor pays dearly for far less. Build markets and urbanize outward from these hubs. And a capital hospital, built early, protects the characters who actually live there — your ruler, court, and family — long before you bother spreading hospitals to the provinces.

When Buildings Fail

When a building misbehaves, it is almost always one link in the chain breaking, and the building tooltip will tell you which one if you know what to read. The most common complaint — "my building will not hire" — has a precise cause: a building only staffs up while working it is worth it, and it sheds workers when the economics turn. The tooltip's profit breakdown — output value against input cost, shaped by market price, market access, production efficiency, and employment — tells you which side of that line it sits on. So a building that refuses to hire is not bugged; it is telling you an input is too expensive, the output price has collapsed, market access is weak, or the right workers are not there.

SymptomLikely broken linkFix
Building will not hire, or keeps firing.Negative potential profit.Read the tooltip; fix input or output prices, or market access.
Building runs below full output.A required input is short.Produce the input locally; a starved method throttles to its weakest supply.
Output price keeps falling.Oversupply; you flooded the market.Stop expanding that output, export the surplus, or diversify.
Building is built but barely produces.Wrong or too few workers.Build where the pop type exists, or wait for promotion and migration.
RGO never reaches full employment.Laborers promote from peasants over time.Read the promotion and time-to-full figures; a new RGO in a laborer-poor location is not instant money.
Useful building stays unprofitable.Good output, bad market math.Subsidize only if the strategic value is worth it; otherwise fix the chain.

Subsidies are a tool, not a failure state. It is correct to keep an unprofitable building open when its output feeds something you need — a naval-supplies guild for a navy, a mason to keep masonry cheap, a farming village to keep food flowing. What you must not do is subsidize every red building indefinitely instead of fixing the market underneath it. A subsidy that papers over a broken input chain is just a slow leak. And remember that locals will auto-close an unprofitable building; forcing it back open only delays the re-closure unless you cheapen its inputs or raise the price of what it sells.

Estate-built buildings are their own category. Your estates construct things on their own, so their projects appear in your queue whether you asked for them or not. Treat these buildings as part of the economy, not as automatically bad — an estate building that produces a useful input or supports a profitable local chain is worth keeping. But watch the ones that quietly hurt you: some estate buildings lower your maximum control, which is a direct tax on everything else in the location. Destroying an estate building can solve an economic problem, but it is still a political act aimed at a class that funds you. Do it deliberately, with your crown-power plan in mind, not as reflexive cleanup. The estate side of this trade is the EU5 Estates and Crown Power Guide.

Common Building Mistakes

Most building errors are the same handful of chain breaks repeated. If your economy is underperforming, one of these is almost certainly the cause:

  • Building where control is too low. You forfeit most of the profit. Concentrate near the capital and expand outward as reach improves.
  • Building where market access is weak. The location cannot buy inputs or sell output reliably. Connect it first.
  • Trusting the auto-selected method blindly. The most profitable method on paper can be the wrong one for your supply chain and employment. Take manual control of strategic buildings.
  • Switching methods without securing the inputs. A better method that the market cannot feed runs worse than the simpler one.
  • Importing to collapse a price. Imports raise price; only local production lowers it. Build the mill, do not buy the good.
  • Urbanizing over a good too early. If no building can replace the RGO's production, you have destroyed a base you cannot recover. And do not upgrade a food province you are using for maximum output — you lose the rural bonus your modifiers multiply.
  • Expanding one output until the price collapses. A good that was profitable can become worthless if you flood the market. Export the surplus or diversify.
  • Ignoring workers. A profitable building with no suitable pops is not income. RGOs ramp as peasants promote; read the figures before expecting full output.
  • Judging support buildings by their own profit. Temples, bailiffs, docks, and counting houses are worth what they multiply, not what they earn.
  • Letting crown power sit below the threshold. Negative tax efficiency bleeds you invisibly. Counting houses are the climb out.
  • Destroying estate buildings reflexively. The satisfaction cost can outweigh the cleanup. Decide with your estate plan in hand.
  • Copying a build order verbatim. It assumes a market, a workforce, and a reach you may not have. Derive the building from the chain instead.

The repair order is always the same, and it is deliberately boring: find the first broken link in the chain, fix it, and only then keep building. Reach before output. Inputs before methods. Workers before expansion. Price before scale. The players who grow fastest are not the ones who memorized the most buildings — they are the ones who can look at any location and read which link is failing.

FAQ

What should I build first in EU5?

Build the thing that fixes your current bottleneck. In many starts that is the building that connects a location to the market, followed by control infrastructure, food, and the construction inputs that make everything else cheaper. The right answer depends on your market and locations, which is why the chain checklist beats any fixed opener.

What is the difference between an RGO and a building?

An RGO yields one raw material and runs on laborers; its profit feeds the location's tax base. A building usually takes goods in and refines them, enhances the location, or provides trade, food, sailors, manpower, or a modifier. Raw production fits rural locations; processing and state buildings fit towns and cities.

Should I automate production methods?

For most routine buildings, yes — the auto-pick is fine. Manually override strategic buildings, expensive chains, military inputs, and anything that suddenly turned unprofitable, because the auto choice maximizes that one building's profit and ignores your wider economy.

Why is my building not hiring workers?

Its potential profit is probably negative, or the right pops are not present. Check input and output prices, market access, production efficiency, and the local workforce in the tooltip before you reach for a subsidy.

Why are lumber and masonry so important if they barely profit?

Because their job is to collapse prices, not to earn directly. Cheap lumber lowers the cost of buildings and RGOs; cheap masonry lowers the cost of urban construction. You must produce them locally — importing raises the price instead of lowering it.

Should I urbanize a province?

Only once a building can replace the RGO's production. Urbanizing over a good nothing can replace destroys that production base, and upgrading a food-focused province costs you the rural RGO-size bonus your food modifiers multiply.

How do I know the exact numbers for a building?

Read the building tooltip and the relevant map modes — they show the current control, proximity, market access, efficiency, and method figures for any location. The roles in this guide are stable, but the specific numbers move with the game, so let the in-game figures be your authority rather than a memorized value.

Are RGOs better than urban buildings?

Neither is universally better. RGOs are the answer for raw goods, food, and basic inputs, especially in labor-rich rural locations. Urban buildings are the answer for processing, trade, state functions, and specialized chains. Match the building to the place whose limit — slots or people — it hits last.

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