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	<updated>2026-06-29T15:51:45Z</updated>
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		<id>https://wiki.perregna.com/index.php?title=Trading_System&amp;diff=254&amp;oldid=prev</id>
		<title>Admin: Created page with &quot; = Trade System =  == Overview == The Trade System lets you exchange resources with other players in your galaxy through the Galactic Market. Trades are handled by the Trade Union, which runs convoys between colonies after a deal is accepted.  Trading is a way to balance shortages, move stock between colonies, and profit from favorable exchange rates—without moving your own combat fleets. ----  == Requirements == {| class=&quot;wikitable&quot; !Requirement !Detail |- |Realm leve...&quot;</title>
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		<updated>2026-05-21T15:12:47Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; = Trade System =  == Overview == The Trade System lets you exchange resources with other players in your galaxy through the Galactic Market. Trades are handled by the Trade Union, which runs convoys between colonies after a deal is accepted.  Trading is a way to balance shortages, move stock between colonies, and profit from favorable exchange rates—without moving your own combat fleets. ----  == Requirements == {| class=&amp;quot;wikitable&amp;quot; !Requirement !Detail |- |Realm leve...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
= Trade System =&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Trade System lets you exchange resources with other players in your galaxy through the Galactic Market. Trades are handled by the Trade Union, which runs convoys between colonies after a deal is accepted.&lt;br /&gt;
&lt;br /&gt;
Trading is a way to balance shortages, move stock between colonies, and profit from favorable exchange rates—without moving your own combat fleets.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Requirement&lt;br /&gt;
!Detail&lt;br /&gt;
|-&lt;br /&gt;
|Realm level&lt;br /&gt;
|Realm 2 or higher&lt;br /&gt;
|-&lt;br /&gt;
|Trading Center&lt;br /&gt;
|Built on the colony where you create offers (level 1+)&lt;br /&gt;
|-&lt;br /&gt;
|Buyer&lt;br /&gt;
|Must also have a Trading Center on the colony that accepts and pays for the trade&lt;br /&gt;
|-&lt;br /&gt;
|Warehouse&lt;br /&gt;
|Trading Center requires Warehouse level 10&lt;br /&gt;
|-&lt;br /&gt;
|Trade Networks&lt;br /&gt;
|Research level 4 (needed to build the Trading Center)&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trading Center (Building) ==&lt;br /&gt;
The Trading Center is the hub for all player market activity at a colony.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Purpose&lt;br /&gt;
|Post offers, view market stats, and manage trade slots&lt;br /&gt;
|-&lt;br /&gt;
|Realm&lt;br /&gt;
|Realm 2+&lt;br /&gt;
|-&lt;br /&gt;
|Industrialist affinity&lt;br /&gt;
|Strong (S)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What the building improves ===&lt;br /&gt;
Higher Trading Center level on a colony improves that colony’s trading power:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect of higher level&lt;br /&gt;
|-&lt;br /&gt;
|Trade slots&lt;br /&gt;
|More active offers at once&lt;br /&gt;
|-&lt;br /&gt;
|Max batch size&lt;br /&gt;
|Larger single offers and requests&lt;br /&gt;
|-&lt;br /&gt;
|Tax rate&lt;br /&gt;
|Lower tax on resources you receive (down to a minimum of about 2%)&lt;br /&gt;
|-&lt;br /&gt;
|Convoy speed&lt;br /&gt;
|Faster Trade Union deliveries involving that colony&lt;br /&gt;
|}&lt;br /&gt;
Trade slots (examples)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Trading Center level&lt;br /&gt;
!Max active offers (approx.)&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|10 (server cap)&lt;br /&gt;
|}&lt;br /&gt;
Max batch size (examples) — total resources per side of one offer:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Approx. max per offer/request&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1,000,000&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|~5,000,000&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|~38,000,000&lt;br /&gt;
|}&lt;br /&gt;
Exact numbers appear on your Trading Center screen and scale with level bonuses from research and monuments.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How a trade works ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Create an offer (seller) ===&lt;br /&gt;
&lt;br /&gt;
# Open the Trading Center → Create Offer.&lt;br /&gt;
# Choose the colony listing the trade.&lt;br /&gt;
# Set what you offer and what you want (at least one resource on each side).&lt;br /&gt;
# Set duration (how long the offer stays on the market).&lt;br /&gt;
# Optionally enable Auto-Fulfill by Trade Union.&lt;br /&gt;
# Submit.&lt;br /&gt;
&lt;br /&gt;
When you create an offer:&lt;br /&gt;
&lt;br /&gt;
* Offered resources are removed immediately from that colony and held until the offer ends, is cancelled, or completes.&lt;br /&gt;
* The offer appears on the Galactic Market for other players in your galaxy.&lt;br /&gt;
* You cannot accept your own offer.&lt;br /&gt;
&lt;br /&gt;
=== 2. Accept an offer (buyer) ===&lt;br /&gt;
&lt;br /&gt;
# Browse the Galactic Market (filter by resource, alliance, sort by rate/amount/newest).&lt;br /&gt;
# Pick an offer and choose which colony will pay the requested resources.&lt;br /&gt;
# Confirm.&lt;br /&gt;
&lt;br /&gt;
When someone accepts:&lt;br /&gt;
&lt;br /&gt;
* Requested resources are deducted immediately from the buyer’s chosen colony.&lt;br /&gt;
* Two Trade Union convoys launch (seller → buyer and buyer → seller).&lt;br /&gt;
* Both sides get mail when the offer is accepted and when delivery finishes.&lt;br /&gt;
&lt;br /&gt;
=== 3. Convoys and delivery ===&lt;br /&gt;
&lt;br /&gt;
* Convoys are Trade Union fleets (not your warships).&lt;br /&gt;
* Travel time depends on distance and the Trading Center levels of both parties (higher levels = faster).&lt;br /&gt;
* Very long routes take longer; there is a minimum travel time.&lt;br /&gt;
* When both convoys arrive, the trade is completed and you receive a completion report.&lt;br /&gt;
&lt;br /&gt;
=== 4. Cancel or expiry (seller) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Outcome&lt;br /&gt;
!What happens to your offered resources&lt;br /&gt;
|-&lt;br /&gt;
|You cancel (before acceptance)&lt;br /&gt;
|Full refund to the listing colony&lt;br /&gt;
|-&lt;br /&gt;
|Expires (no auto-fulfill)&lt;br /&gt;
|Full refund&lt;br /&gt;
|-&lt;br /&gt;
|Expires (auto-fulfill on)&lt;br /&gt;
|Trade Union completes the deal (see below)&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Taxes and what you actually receive ==&lt;br /&gt;
Each side pays tax on what they receive, based on their own colony’s Trading Center level (and bonuses).&amp;lt;blockquote&amp;gt;You receive = Agreed amount − Tax on that amount&amp;lt;/blockquote&amp;gt;Example&lt;br /&gt;
&lt;br /&gt;
* You sell 1,000,000 Steel for 500,000 Quartz.&lt;br /&gt;
* Buyer receives 1,000,000 Steel minus buyer tax.&lt;br /&gt;
* You receive 500,000 Quartz minus your tax (e.g. 8% at low Trading Center → 460,000 Quartz if no other reductions).&lt;br /&gt;
&lt;br /&gt;
Lower tax and faster convoys come from upgrading the Trading Center and investing in trade research (below).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Exchange rates and fair pricing ==&lt;br /&gt;
&lt;br /&gt;
=== Simple trades (one resource for one resource) ===&lt;br /&gt;
The market shows an exchange rate (e.g. &amp;lt;code&amp;gt;2:1&amp;lt;/code&amp;gt; = 2 offered per 1 requested).&lt;br /&gt;
&lt;br /&gt;
=== Market rate guard (±20%) ===&lt;br /&gt;
For single-resource pairs, your offer must stay within about ±20% of the reference rate:&lt;br /&gt;
&lt;br /&gt;
* Reference rate = recent 7-day market median for that pair (from real player trades), when enough history exists (at least 5 completed trades).&lt;br /&gt;
* If the market has little data, a default fair rate based on relative resource value is used instead.&lt;br /&gt;
* If recent prices have drifted too far from the default, the game uses the safer default so listings stay fair.&lt;br /&gt;
&lt;br /&gt;
Use Auto Set in the create screen to fill amounts near the current market rate.&lt;br /&gt;
&lt;br /&gt;
=== Resource value (for fair comparisons) ===&lt;br /&gt;
Resources are compared using an internal fuel-weight scale (used for rate limits and market math), roughly:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Resource&lt;br /&gt;
!Relative weight (higher = more “valuable” per unit)&lt;br /&gt;
|-&lt;br /&gt;
|Gas&lt;br /&gt;
|1× (baseline)&lt;br /&gt;
|-&lt;br /&gt;
|Steel&lt;br /&gt;
|Heavier than gas&lt;br /&gt;
|-&lt;br /&gt;
|Quartz&lt;br /&gt;
|Heavier than steel&lt;br /&gt;
|-&lt;br /&gt;
|Iridium / Silicium / Elerium&lt;br /&gt;
|Progressively more valuable&lt;br /&gt;
|}&lt;br /&gt;
You do not need to calculate this manually—the create preview and Terms line show whether your offer is within allowed limits.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
* You cannot offer and request the same resource.&lt;br /&gt;
* Total offered and total requested must each stay under your max batch size.&lt;br /&gt;
* You need a free trade slot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Offer duration ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Player type&lt;br /&gt;
!Default listing time&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|48 hours&lt;br /&gt;
|-&lt;br /&gt;
|Imperial Access&lt;br /&gt;
|24 hours&lt;br /&gt;
|}&lt;br /&gt;
You can choose a shorter or longer duration up to a maximum of 7 days.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Galactic Market ==&lt;br /&gt;
&lt;br /&gt;
* Lists active offers from players in your galaxy only.&lt;br /&gt;
* Does not show your own offers (use My Offers).&lt;br /&gt;
* Filters: resource offered, resource wanted, alliance-only, sort by rate / amount / newest.&lt;br /&gt;
* Alliance-only: only offers from members of your active alliance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trade Union Auto-Fulfill ==&lt;br /&gt;
Optional when creating an offer: if no player accepts before expiry, the Trade Union buys you out instead of returning your cargo.&lt;br /&gt;
&lt;br /&gt;
=== How it works ===&lt;br /&gt;
&lt;br /&gt;
# You enable Auto-Fulfill on the offer (uses a separate auto-fulfill slot limit).&lt;br /&gt;
# Your offered resources stay locked until expiry.&lt;br /&gt;
# About 1 hour before expiry, you get a warning mail with the estimated Union rate and fee.&lt;br /&gt;
# At expiry, if still unaccepted:&lt;br /&gt;
#* Union fulfills at market rate (7-day median when reliable, otherwise default fair rate).&lt;br /&gt;
#* A service fee is deducted (default 5% of what you receive).&lt;br /&gt;
#* You get the requested resource (after fee), not necessarily the full amount you originally asked for if market rate differs.&lt;br /&gt;
#* Any leftover offered resources may be refunded if the deal is capped by batch limits.&lt;br /&gt;
# Offer status becomes Auto-Fulfilled; you receive a mail summary.&lt;br /&gt;
&lt;br /&gt;
=== Auto-fulfill slots ===&lt;br /&gt;
&lt;br /&gt;
* By default, about half of your max trade slots can use auto-fulfill (rounded up).&lt;br /&gt;
* Galactic Commerce research can increase auto-fulfill capacity.&lt;br /&gt;
* Each auto-fulfill offer counts toward this limit separately from normal slots.&lt;br /&gt;
&lt;br /&gt;
=== When auto-fulfill helps ===&lt;br /&gt;
&lt;br /&gt;
* You want to guarantee liquidity (e.g. dump Steel for Quartz at market price).&lt;br /&gt;
* You are okay paying the 5% Union fee instead of waiting or cancelling.&lt;br /&gt;
&lt;br /&gt;
=== When to skip it ===&lt;br /&gt;
&lt;br /&gt;
* You only want a specific player rate; without acceptance you get market rate minus fee, not your listed ratio.&lt;br /&gt;
* You prefer a full refund on expiry—leave auto-fulfill off.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Research that affects trading ==&lt;br /&gt;
&lt;br /&gt;
=== Trade Networks (economy) ===&lt;br /&gt;
Unlocks and supports the Trading Center.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Per level&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Trade efficiency → lower tax on received goods&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Trade route speed → faster convoys&lt;br /&gt;
|}&lt;br /&gt;
Requires Research Lab and industrial/energy prerequisites.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Galactic Commerce (late economy, Realm 4+) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Per level&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Trade auto-fulfill&lt;br /&gt;
|More auto-fulfill slots&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+0.2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Larger max batch size&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Cargo capacity (general fleet bonus)&lt;br /&gt;
|}&lt;br /&gt;
Requires Trade Networks level 10 and other high-tier research.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Monuments (empire bonuses) ===&lt;br /&gt;
Some monuments add:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect type&lt;br /&gt;
!Player benefit&lt;br /&gt;
|-&lt;br /&gt;
|Trade efficiency&lt;br /&gt;
|Lower effective tax&lt;br /&gt;
|-&lt;br /&gt;
|Trade slot cap increase&lt;br /&gt;
|More concurrent offers&lt;br /&gt;
|}&lt;br /&gt;
Check active monuments on your empire overview.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Effect types (quick reference) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!What players feel&lt;br /&gt;
|-&lt;br /&gt;
|Trade efficiency %&lt;br /&gt;
|Less tax on incoming resources&lt;br /&gt;
|-&lt;br /&gt;
|Trade route speed %&lt;br /&gt;
|Shorter convoy wait after acceptance&lt;br /&gt;
|-&lt;br /&gt;
|Trade batch size %&lt;br /&gt;
|Bigger offers allowed&lt;br /&gt;
|-&lt;br /&gt;
|Trade auto-fulfill&lt;br /&gt;
|More offers can use Union buyout on expiry&lt;br /&gt;
|-&lt;br /&gt;
|Trade slot cap increase&lt;br /&gt;
|More listings at once&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Reports and notifications ==&lt;br /&gt;
You receive mail for:&lt;br /&gt;
&lt;br /&gt;
* Offer accepted (convoy ETA)&lt;br /&gt;
* Convoy arrived (partial delivery)&lt;br /&gt;
* Trade completed&lt;br /&gt;
* Offer cancelled / expired (refund)&lt;br /&gt;
* Auto-fulfill warning (~1 hour left)&lt;br /&gt;
* Auto-fulfill completed (fee applied)&lt;br /&gt;
&lt;br /&gt;
Battle-style Trade Reports summarize what each side gave and received, including tax.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Example A — Straight resource swap ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|You offer&lt;br /&gt;
|2,000,000 Steel&lt;br /&gt;
|-&lt;br /&gt;
|You want&lt;br /&gt;
|800,000 Quartz&lt;br /&gt;
|-&lt;br /&gt;
|Rate&lt;br /&gt;
|2.5:1&lt;br /&gt;
|-&lt;br /&gt;
|Duration&lt;br /&gt;
|48 h, no auto-fulfill&lt;br /&gt;
|}&lt;br /&gt;
Another player accepts. Convoys travel; you receive Quartz (minus your tax), they receive Steel (minus their tax).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Example B — Market listing with auto-fulfill ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|You offer&lt;br /&gt;
|5,000,000 Gas&lt;br /&gt;
|-&lt;br /&gt;
|You want&lt;br /&gt;
|1,000,000 Iridium&lt;br /&gt;
|-&lt;br /&gt;
|Auto-fulfill&lt;br /&gt;
|On&lt;br /&gt;
|-&lt;br /&gt;
|Market&lt;br /&gt;
|7-day median says ~4.8M Gas per 1M Iridium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If a player accepts → normal trade at your listed terms (subject to tax).&lt;br /&gt;
* If nobody accepts → at expiry Union pays ~market rate, 5% fee on Iridium received; you get a mail with final amounts.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Example C — Planning batch limits ===&lt;br /&gt;
Trading Center level 3, max batch ~2.25M per side.&lt;br /&gt;
&lt;br /&gt;
* You cannot post 3M Steel for 1.5M Quartz in one offer—you must split into two offers or upgrade the building / Galactic Commerce.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
# Upgrade Trading Center on busy trade colonies first (slots, batch size, tax, speed).&lt;br /&gt;
# Trade Networks early if you trade often—tax and convoy time add up.&lt;br /&gt;
# Use Auto Set and market rate hints to avoid rate rejected errors.&lt;br /&gt;
# Alliance filter for safer or coordinated deals inside your alliance.&lt;br /&gt;
# Auto-fulfill for liquidation; no auto-fulfill when you only want a premium rate or a full refund.&lt;br /&gt;
# Remember offered resources are locked until the offer ends—plan colony stock accordingly.&lt;br /&gt;
# Both parties need a Trading Center on the paying/receiving colony.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
Can I trade with players in another galaxy?&lt;br /&gt;
&lt;br /&gt;
No. The market only shows offers from your galaxy.&lt;br /&gt;
&lt;br /&gt;
Do I need ships for trade?&lt;br /&gt;
&lt;br /&gt;
No. Trade Union convoys handle delivery after acceptance.&lt;br /&gt;
&lt;br /&gt;
What happens if I run out of resources after posting?&lt;br /&gt;
&lt;br /&gt;
Resources are taken when you create the offer, so you cannot double-spend them while the offer is active.&lt;br /&gt;
&lt;br /&gt;
Does auto-fulfill use my listed exchange rate?&lt;br /&gt;
&lt;br /&gt;
No. It uses market rate (recent trades or default fair value), then applies the Union fee.&lt;br /&gt;
&lt;br /&gt;
Is Elerium tradeable?&lt;br /&gt;
&lt;br /&gt;
Yes, along with Steel, Quartz, Gas, Iridium, and Silicium, subject to batch limits and rate rules.&lt;br /&gt;
----&amp;#039;&amp;#039;Fees, durations, tax floors, and caps may be tuned in live updates. Your Trading Center screen always shows current stats for that colony.&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
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