Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Latest Threads
[PB81 Mjmd] Heave Away
Forum: Pitboss 81
Last Post: Mjmd
2 hours ago
» Replies: 114
» Views: 3,577
civ 6 "little league" gam...
Forum: Civilization General Discussion
Last Post: greenline
3 hours ago
» Replies: 29
» Views: 834
Tech thread
Forum: Pitboss 80
Last Post: Commodore
3 hours ago
» Replies: 454
» Views: 8,825
[PB81] Clash of Island
Forum: Pitboss 81
Last Post: xist10
7 hours ago
» Replies: 48
» Views: 1,305
[PB81] naufragar is a roc...
Forum: Pitboss 81
Last Post: Commodore
7 hours ago
» Replies: 115
» Views: 3,893
New EitB PBEM
Forum: Erebus in the Balance PBEM LVIII
Last Post: Aurorarcher
9 hours ago
» Replies: 81
» Views: 1,585
[EitB LVIII Spoilers] col...
Forum: Erebus in the Balance PBEM LVIII
Last Post: shallow_thought
9 hours ago
» Replies: 15
» Views: 324
[PB79] MirOh No, what am ...
Forum: Pitboss 79
Last Post: greenline
10 hours ago
» Replies: 357
» Views: 8,610
Cornflakes Goes Classical...
Forum: Pitboss 82
Last Post: shallow_thought
10 hours ago
» Replies: 138
» Views: 4,706
[Game Spoilers] My browse...
Forum: Erebus in the Balance PBEM LVIII
Last Post: Brian Shanahan
11 hours ago
» Replies: 18
» Views: 351

 
Forum Statistics

Members: 5,284,   Latest member: plxazatu,   Forum threads: 10,710,   Forum posts: 852,611,   Full Statistics


  Hero advancement information word placement
Posted by: Bear - July 31st, 2019, 21:00 - Forum: Caster of Magic - No Replies

Just noticed this when I started to play game. In hero level advancement plate in the top portion where primary stats increase is shown, the word Defense is placed right next to the number without space in between. All others are properly spaced. I think I saw it long time ago too. So it might be introduced by some previous patch.

Print this item

  Counter magic
Posted by: Bear - July 31st, 2019, 15:25 - Forum: Caster of Magic - Replies (14)

Hi Seravy.
First of all, many thanks to you for doing what all mom lovers see in their dream but don't have time or skills to fulfill. You are the beacon in the dark!

Now to the not important part. I am curious why you changed formula(s) for magic countering? I understand it is not linear but so is many other things in the game. This particular aspect of the game didn't bother me much. Yes, you have a chance for your spell to be countered regardless of the cost but this is the game rule applicable to everyone. If a player believes it is overpowered and unfair - they can just chose Sorcery and cast it themselves, overpowering and annoying AI players. As the game mechanics designer you might try to fix the overall countering imbalance if you feel it is imbalanced and not just making formula a little bit different. The only effect I see you achieved with new linear formulas is emotional: now player may be sure their spell won't be countered beyond some cap spell cost. Or other way around - their disspell spells will work 100% of time at some cap level. Other than that it makes no much difference. Except now we need to learn new formula and adjust strategy slightly.

Here. I calculated two tables of casting against counter magic. Suppose opponent casted counter magic at max strength (50 in classical, 80 in CoM). Now you cast some particular spell 10 times in a row. Tables below show statistics for classical and your algorithms depending on the casting spell cost. Columns are: "co" your spell cost, "att" number of attempts (always 10 - I picked this number because in 10 turns classic counter will dissipate), "suc" number of successes (your spell wasn't countered), "suc%" rate of successes, "mtot" total mana spent by you, "mexc" excess mana spent by you or total mana wasted on casting spell those were coutnered, "mexc%" proportion of excess mana comparing to what you would spent without counter.

Classic
co att   suc   suc%  mtot  mexc  mexc%
 0 10.00  0.00  0.00     0     0   NaN
10 10.00  3.23  0.32   100    68  2.10
20 10.00  4.70  0.47   200   106  1.13
30 10.00  5.62  0.56   300   132  0.78
40 10.00  6.24  0.62   400   150  0.60
50 10.00  6.71  0.67   500   165  0.49
60 10.00  7.01  0.70   600   180  0.43
70 10.00  7.39  0.74   700   182  0.35
80 10.00  7.56  0.76   800   195  0.32
90 10.00  7.79  0.78   900   199  0.28

Caster of Magic
co att   suc   suc%  mtot  mexc  mexc%
 0 10.00  0.00  0.00     0     0   NaN
10 10.00  3.30  0.33   100    67  2.03
20 10.00  4.61  0.46   200   108  1.17
30 10.00  5.72  0.57   300   128  0.75
40 10.00  6.72  0.67   400   131  0.49
50 10.00  7.66  0.77   500   117  0.31
60 10.00  8.46  0.85   600    92  0.18
70 10.00  9.24  0.92   700    53  0.08
80 10.00 10.00  1.00   800     0  0.00
90 10.00 10.00  1.00   900     0  0.00

Classic version strategy versus counter magic is pretty obvious if your goal is to save mana - wear it down with cheap spells. CoM strategy adds another way: use costly spells to bypass counter. It doesn't wear it down but still cost effective.
The thing is - it is not obvious without actually gathering statistics. I am not saying your way is better or worse. I am saying by changing formula you add more strategical non-linearity. Which was probably unintentional effect.

Original formula for counters and disjunctions is pretty smart and has perfect sense. Essentially it translates to forcing opponent to spend more mana. For example, for the counter with strength S, you would need to spend exactly S more mana on average to cast any spell successfully one time. This is regardless of casting spell cost. So the one investing some amount of mana in the counter forces the opponent to spend that much more mana for every successful spell on average. Disspelling/disjunction is not exactly like that but similar. To disspell spell of strength S you have to spend at least S mana on average. You get closer to this value if you cast disspell in small portions and you mana waste grows if you use stronger disspells. For example, you would spent about the S if you use 1/10th of disspell strength and you would use about 2S if you use 1:1 disspell strength spells.
So, as you can see, original formula was devised in an attempt to give players a simple estimation tool on how much extra efforts they should put into overcoming (bypassing counter or disspelling) malicious opponent spell in term of excess mana. Which makes a perfect sense to me.

To illustrate my point. Here are some more statistical tables.

Attempt to cast a spell against a counter of strength (counter magic, suppress magic, and the such). Player tries to cast a spell until they succeed once. In this simple scenario I assume counter strength does not deteriorate at all like suppress magic, for example, or any other overland supressive enchantments. This is not the case for combat counter magic spell but I ignore it here for simplicity just for illustrative purposes. The question is how much more mana they need to spend to overcome counter?
Columns: "co" desired spell cost that player want to cast, "sucP" success probability, "Mtot" average total mana spent until success, "Mexc" excess mana spent on top of the spell cost.

Classical (counter strength of 50)
co  sucP  Mtot  Mexc 
  0 0.00   NaN   NaN
 10 0.17    60    50
 20 0.29    70    50
 30 0.38    80    50
 40 0.44    90    50
 50 0.50   100    50
 60 0.55   110    50
 70 0.58   120    50
 80 0.62   130    50
 90 0.64   140    50

Caster (counter strength of 80)
co  sucP  Mtot  Mexc 
  0 0.00   NaN   NaN
 10 0.13    80    70
 20 0.25    80    60
 30 0.38    80    50
 40 0.50    80    40
 50 0.63    80    30
 60 0.75    80    20
 70 0.88    80    10
 80 1.00    80     0
 90 1.00    90     0

The very interesting observation is that in classical model player spends extra mana equals to counter strength. Whereas in Caster player spends total mana equals to counter strength - regardless of spell cost.
The first model makes perfect sense to me in a way that investing some mana into counter spell makes opponent to spend exactly so much more to successfully cast a spell and this amount does not depend on a spell cost. In other words, player makes bot their and opponents life equally harder in term of mana spend. Sane and understandable strategical choice.
The second model does not make sense to me in strategical way. Player has to spend exactly same amount as counter strength even if they cast cheapest spell possible. In this model it is not the opponent generic spell casting what is punished but casting their cheapest spells while expensive spells just fly freely. So the pure "counter magic" in this model turns to "counter cheap spells magic". Which, I believe, is not intended effect.

Here another one for disspell/disenchant/disjunction against imaginary target spell of cost 40. I took this value so that Caster 1.5 coefficient makes it round ten. This table shows how much mana player has to spend on average if they attempt to disspell some spell by using X strength disspells multiple time until succeeded.
Columns: "st" disspell spell strength, "sucP" success probability, "N" average number of attempts until succeeded, "Mtot" total mana spent on disspelling, "Mext" extra mana spent on top of the price of first disspell cost.

Classical
st  sucP  N     Mtot  Mext 
  0 0.00 Infinity   NaN   NaN
 10 0.20  5.0    50    40
 20 0.33  3.0    60    40
 30 0.43  2.3    70    40
 40 0.50  2.0    80    40
 50 0.56  1.8    90    40
 60 0.60  1.7   100    40
 70 0.64  1.6   110    40
 80 0.67  1.5   120    40
 90 0.69  1.4   130    40

Caster
st  sucP  N     Mtot  Mext 
  0 0.00 Infinity   NaN   NaN
 10 0.17  6.0    60    50
 20 0.33  3.0    60    40
 30 0.50  2.0    60    30
 40 0.67  1.5    60    20
 50 0.83  1.2    60    10
 60 1.00  1.0    60     0
 70 1.00  1.0    70     0
 80 1.00  1.0    80     0
 90 1.00  1.0    90     0

Here again I can see pretty simple sense in classical model. You spend so much mana as target spell cost plus the cost of disspell spell you throw at it. Which translates to simple strategy: use smaller increments to save mana.
In Caster model the batch size doesn't matter. You will spend 1.5 times more than the target spell cost whatever you do. So the best strategy is just to spend that much and be done with it. That is also quite logical. I embrace this approach. The only questionable thing is coefficient 1.5 which makes it harder to disspell. Is this an intent?

Print this item

  Couple of things noticed from a recent game
Posted by: Ozymandyus - July 27th, 2019, 12:09 - Forum: Caster of Magic - Replies (2)

Hey folks, I just finished a game and thought I'd post the few odd things I noticed.  Might be known already, but figured it couldn't hurt.

First, there's a misspelling in the description of the Water Elemental spell, 'shot' instead of 'shoot':

   

In another situation, I went to conquer an NPC city of Orcs, but discovered that it was partially occupied by Klackons!

   

I assume what must've happened is that a nearby NPC Klackon city had conquered it and started building native units, but wasn't aware that NPC cities of different races could conquer each other.

Lastly, just because I was curious (and somewhat masochistic), I went all the way through a game to the Spell of Mastery.  I noticed that in the final animation, even though I'm running Seravy's alternate wizard/hero graphics, the faces that showed on the orbs being sucked into the void were those of the legacy wizards.  That may just be unavoidable due to code limitations, but I note it for completeness.

Print this item

  PB46 Signup Thread
Posted by: Krill - July 25th, 2019, 05:02 - Forum: Pitboss 46 - Replies (297)

RtR_4.1.1.6 can be found here

Bumping the thread. Currently aiming for game hosting week commencing 30/9/19.

I've got a test version of the mod discussed here running, and once tech cost scaling is put in (and I've reset the tech costs for the late era techs), I'll post the mod (RtR 4.1.1.6) for bug checks and for players to get a feel for.

As this is a test game, below are the settings, in addition to which settings are majority player discretion.

Map: Big and Small using Full of resources. Here is the map script and an example map settings file, this is the suggested settings file, however resource settings and start balance will be left to the map maker (none mirrored starts). This is the same map script that was responsible for PB42 with a few tweaks (more resources to limit the Lewwyn desert).
Map size and sea level: dependent on player number.
Snaky continents.
World wrap - player discretion, could be left to the map maker.
Difficulty Monarch.
AI Diplo
Era: Ancient


Game options: Unrestricted Leaders (well duh) - snake pick. Not random for a test game.
No Tech Trading
No Vassal States
No Tribal Villages
No Map Trading
No City Trading
No Immediate Peace
No Wonder Resource modifiers
AI Diplo [game option] - ON


Sign ups:

  1. Krill
  2. Pindicator
  3. Commodore
  4. superdeath
  5. Gavagai
  6. Rusten
  7. GKC
  8. Old Harry + Hitru
  9. BaII
  10. BeardBeard
  11. Dark Savant
  12. Adler
  13. Borsche
  14. Elkad
  15. TBW
  16. 2MetraNinja

Sign ups are now closed.

And votes:

Era: Classical: 1: GCK
Ancient: 10: superdeath, OldHarry, BAII, Dark Savant, Adler, Beardbeard, Commodore, Elkad, Krill, Rusten - Ancient Era CHOSEN!

Events: On: 9: Commodore, superdeath, Krill, BAII, Dark Savant, GCK, Beardbeard, Old Harry, Rusten - Events ON!
Off: 0:

AI diplo [game option]: On: 9: BAII, Dark Savant, Adler, GCK, superdeath, Krill, Old Harry, Commodore, Rusten - AI Diplo ON!
Off: 0
Abstaining: BeardBeard

This puts us to 16 already. We need a map checker, and there are other individuals who have asked for a heads up once the sign up thread is live. We could be looking at a reasonable size game here. Are there any settings people want to discuss? Any changes to sign ups, any oner else who wishes to join?


Original post below:

This thread is being posted to guage community interest in a future game, to start around the beginning of September (or maybe a few weeks later due to summer holidays).

I'm in the process of putting together a test mod to try out a few changes in the RtR mod. Looking at changes to naval movement and promotions, and civics changes centred around Emancipation, Free Speech and Universal Suffrage affecting Ren and Ind era cottage usage. This is on top of a new Ind trait interpretation and possible changes around the Chokonu or Xbow.

The full discussion that can be found here.

What I want to know, is what sort of games players would like to play? Do people want to stick with a standard ancient era FFA game, or would players be interested in a later era start, or even some form of a team game (2v2, 4v4)?

Print this item

  AI trade offers
Posted by: Seravy - July 21st, 2019, 20:08 - Forum: Caster of Magic - No Replies

I've found today the AI trade offers don't work as intended : the relation based modifier is broken.
This might be for the better as it allows trade offers to be limited from ~50% to up to ~200% trade value. That's a lot, it means trading a 24 value spell (Lightning Bolt) for the highest value Time Stop (55) in the best case scenario. Good thing it never worked as intended because this much bonus is unreasonable.

So we need to remake this formula. I believe instead of a percentage, a simple addition is better. Each 10-15 trade value represents an entire tier, so if we want trades to allow a specific amount of tiers of difference, addition works, multiplication does not.

We can include of exclude anything, these were in the original :
Trade Interest : This is how much the AI wants to trade, basically the time elapsed since the last trade happened. It has to be at least halfway filled otherwise a trade doesn't get offered, meaning using this variable in the formula feels unneeded redundancy. I think not including it is better.
Relation : How much the enemy likes you from -100 to 100. Most likely should be the main factor.
Hidden Relation : Same effect on diplomacy but the value is not included in the displayed relation level. Should be included the same way as he above in my opinion.
Treaty status : The AI won't make offers during war so this is limited to Nothing, Wizard's Pact or Alliance. I think only an Alliance should improve the trades, and only if an AI enemy with much larger power than this allied AI exists. Otherwise the AI should be aware they are "the" enemy the player will eventually use the spell against after breaking the alliance.
Luck: I see no reason for excluding this, as long as the effect is small enough. Sometimes the AI is in a better or worse mood. AI offers should not be predictable, and should risk losing the opportunity to trade for the good spell if they don't accept the offer immediately.
Other factors : Can't think of any but there might be something else worth including.

For the amounts added by each, it's entirely up to how much we want the offer to be affected.
My current plan is to use these modifiers :
Relation and hidden relation adds their summed value/10, but a max of 6. So you get ~+/-6 out of it which is roughly half of a tier difference.
Being allied against a much more powerful enemy should be a large boost, like +7. This extends the effect of the two together to a full tier difference.
Luck I think at most 0-2 subtracted, so equivalent to a change of 20 (one displayed category) of relation?

Print this item

  RtR 4.1.1.6 Discussion and Download Thread
Posted by: Krill - July 17th, 2019, 04:08 - Forum: Rebalance the Realms Mod - Replies (83)

Here are the links to RtR_4.1.1.6, which works for SP and for PB games hosted on the Zulan server. A version for generic server can be provided but will not be hosted at present.

Full Change log here:

Quote:Change log 4.1.1.6

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank. +35% production of Library, Market.

Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.

Creative: +2 culture per city. +100% production of Theatre. +35% production of Library, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions. +100% production of Colosseum, +35% production of Library.

Protective: Free Drill 1, Drill 3 promotion for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +50% production of Settlers. +100% Great General points. +100% production of Custom Houses. -10% city maintenance [Numerical bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.]

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Numerical Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Philosophical: +150% Great Person production, +100% production of University.

Industrious: +50% wonder production. Does not apply to Pyramids. +100% production of Forge. +35% production of Bank, University. -15% civic maintenance.

Organized, Spiritual: No change from BtS


Civs:

Civ: start tech 1/start tech 2. UB: building replacement: name. Effects changed from standard building (in RtR). UU: unit replacement. Name. Effects changed from standard unit (in RtR).

America: Agriculture/Fishing. UB: Barracks replacement: Armoury. +1XP to Gunpowder, +1XP to Mounted, +1XP to Armour, +2XP to Melee. UU: Musket replacement. Minuteman. Starts with Guerrilla 1 and Woodsman 1.

Arabia: Mysticism/Agriculture. UB: Library replacement: Madrassa. 2 Priest slots, 4 culture, cost 70. UU: Knight replacement: Camel Archer. starts with March. Does not require Horse.

Aztecs: Hunting/Mysticism. UB: Courthouse replacement: Sacrificial Alter. 50% anger duration after sacrificing population, +2 priest slots, +1 happy requires Monotheism, cost 90. UU: Sword replacement. Jaguar Warrior. Starts with Woodsman 2.

Babylon: Agriculture/The Wheel. UB:  Granary replacement: Garden. Requires Agriculture, cost 45, +1 health, no bonus production from trait. UU: Archer replacement. Bowman. +50% against melee,  no free strike, starts with Drill 1 and 2.

Byzantium: Fishing/Mysticism. UB: Barracks replacement. Hippodrome. +1 happy from iron, horse. UU: Trebuchet replacement. Counterweight Trebuchet. Strength 7. +40% city attack. Starts with Accuracy.

Carthage: Fishing/Mining. UB: Harbour replacement: Cothon. +1 trade route. UU: Horse Archer replacement. Numidian Cavalry. +35% against melee, -35% against spearmen.

Celts: Hunting/Mysticism. UB: Wall replacement: Dun. Free Guerrilla 2 promotion to units built in this city, no trait production modifier. UU: Sword replacement. Gallic Warrior. Starts with Guerilla 2.

China: Agriculture/Mining. UB: Theatre replacement: Pavilion. Available at Aesthetics. UU: Crossbow replacement. Chokonu. Causes Collateral Damage (max 60%), +2 free strikes. Requires Machinery (Does not require Construction)

Dutch: Fishing/Agriculture. UB: Customs House replacement: Dike. +1 commerce from river tiles, +1 trade route. Cost 120. UU: Galleon replacement. East Indiaman. Strength 6.

Egypt: The Wheel/Agriculture. UB: Monument replacement: Obelisk. +2 Priest slots. UU: Chariot replacement. War Chariot. Strength 5. -25% against archers. Flank attack against Catapults (3 units, max 100%).

England: Fishing/Mining. UB: Bank replacement: Stock Exchange. +15% science. UU: Rifle replacement. Redcoat. +25% against gunpowder units, starts with Amphibious.

Ethiopia: Hunting/Mining. UB: Monument replacement. 1 Merchant slot; gives sentry to units built in this city. UU: Musket replacement. Oromo warrior. Starts with Drill 2 and Drill 4.

France: Agriculture/The Wheel. UB: Observatory replacement: Salon. +1 free specialist. UU: Musket replacement. Musketeer. +1 movement point.

Germany: Hunting/Mining. UB: Forge replacement: Werkstatt. -25% city maintenance. UU: Grenadier replacement. Strosstrupp. Strength 14.

Greece: Hunting/Fishing. UB: Colosseum replacement: Odeon. +1XP to all land units in addition to base Colosseum XP. UU: Axe replacement. Phalanx. +100% defence against chariots.

Holy Roman Empire: Hunting/Mysticism. UB: Courthouse replacement: Rathaus. -75% city maintenance. UU: Longbow replacement. Landskneckt. +50% against Mounted units.

Inca: Agriculture/Mysticism. UB: Granary replacement: Terrace, +1 culture, cost 45 hammers, No trait production modifier. UU: Warrior replacement: Quechua. +100% against archery units.

India: Mysticism/Mining. UB: Granary replacement: Harrapan Granary, +1 happy, +1 health, cost 45 hammers, no bonus production from trait. UU: Pike replacement. Urukku Pikeman. Strength 8.

Japan: Fishing/The Wheel. UB: Harbour replacement. Nanban Harbour. +2XP for land units. UU: Maceman replacement. Samurai. Requires only Machinery (Does not require Civil Service) Starts with Drill 2.

Khmer: Mining/Hunting. UB: Aqueduct replacement: Baray. +1 food, +1 culture, +1 Artist slot. Cost 80. UU: War Elephant replacement. Ballistaphant (I don't know the actual name). Targets mounted first outside of cities. Can construct baray.

Korea: Agriculture/Mining. UB: University replacement. Seowan: +40% research, cost 150. UU: Catapult replacement. Hwacha. +50% against Melee units. Can kill.

Mali: The Wheel/Mining. UB: Forge replacement: Mint. +10% gold, +10% beakers. UU: Archer replacement. Skirmisher. Strength 4, -40% against archers.

Maya: Mysticism/Mining. UB: Colosseum replacement: Ball Court. +4 Happiness. UU: Spear replacement. Holkan. Strength 5.

Mongolia: Hunting/The Wheel. UB: Stables replacement: Ger. +1 culture, +4XP to mounted units, requires Archery, +100% production with horse, no trait production modifier. UU: Horse Archer replacement. Keshik. +1 free strike. Ignores terrain movement costs.

Native America: Fishing/Agriculture. UB: Monument replacement: Totem Pole. +3XP to Archery units, +1XP to Gunpowder units. Obsoletes at Assembly Line. UU: scout replacement. Tracker. Starts with Woodsman 3, can create Totem Pole. Upgrades to Explorer and musketman

Ottomans: The Wheel/Agriculture. UB:  Aqueduct replacement: Hammam. +2 happy, cost 80. UU: Musket replacement. Janissary. +25% against mounted, archery, melee units.

Persia: Hunting/Agriculture. UB: Market replacement: Satrap Court. -25% city maintenance. UU: Chariot replacement. Immortal. +15% withdraw. 1 Free strike. Starts with March.

Portugal: Fishing/Mining. UB: Customs house replacement: Feitoria. Water tiles +1 commerce, cost 120. UU: Caravel replacement. Carrack. 4 movement, 2 transport capacity.

Rome: Fishing/Mining. UB: Market replacement: Forum. +35% GPP. UU: Sword replacement. Preatorian. Strength 7, cost 40 hammers.

Russia: Hunting/Mining. UB: University replacement: Research Institute. Cost 120 hammers. Free Scientist. UU: Cavalry replacement. Cossack. +50% against Mounted units.

Spain: Mysticism/Fishing. UB: Castle Replacement. Citadel. -20% city maintenance. +2 culture. No espionage bonus. +2XP to siege units. Does not obsolete. Does not require Walls. UU: Cuirassier replacement. Conquestador. +50% against melee units. Can build Citadel.

Sumeria: The Wheel/Agriculture. UB: Courthouse replacement: Ziggarut. Available at Writing. Cost 90. UU: axe replacement. Vulture. Strength 6. 25% bonus against melee. 5% bonus against axemen.

Vikings: Hunting/Fishing. UB: Lighthouse replacement: Trading Post. Builds water units +25% faster. UU: Maceman replacement: Berserker. Starts with Amphibious.

Zulu: Agriculture/Hunting. UB: Barracks replacement: Ikhanda: -20% city maintenance. +100% production with iron. No production modifier from trait. UU: Spear replacement: Impi: -40% against archers, 2 moves


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics: Government civics:

Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.


Legal Civics:

Vassalage: Provides free support for military units (only affects  Pacifism unit cost). Requires Feudalism. Medium upkeep.

Bureaucracy: Effect unchanged. High Cost.

Nationhood: Effect unchanged. No upkeep.

Emancipation: +100% Improvement Upgrade Rate Modifier. +1 food, -1 commerce from Town. iAnarchyLength = 0 (does not cause anarchy to revolt to this civic). Requires Constitution. Low upkeep.


Labor Civics:

Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. [On Quick speed, that's 20/33/46/60.]

Serfdom: +75% Worker Speed, +1h for Watermills and Windmills. Unlimited Scientist, Artist and Merchant slots. Requires Feudalism. Medium upkeep. Labor civic.

Caste System: +1h for workshops. Unlimited Scientist, Artist and Merchant slots. Requires Code of Laws. Medium upkeep. Labor civic.

Environmentalism: +4 health, +2 health from public transport. +2 gold per specialist, +1 hammer from lumber mill. +3 hammers, +2 commerce from forest preserves. Unlimited Scientist, Artist and Merchant slots. Requires Chemistry. High upkeep.


Economy Civics:

Mercantilism: +1 free specialist, Medium Cost, requires Banking.

Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.

State Property: Effect unchanged. Medium cost.

Free Speech: +1 commerce from villages, +3 commerce from towns, +100% Culture, Low cost, requires Economics.


Buildings:

Barracks: +1 culture, +3XP to land units. Cost 60 hammers.

Colosseum: +1 happy, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and siege units. Requires Construction. Cost 80 hammers, Bonus XP applies to all Colosseum UB.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets. Obsolete at Corporation (Except defensive bonus). Requires Walls. No trait or resource production bonus. Cost 80 hammers.

Temple: now requires Meditation (plus religion in city, no longer requires Priesthood)

Lighthouse: +1XP to naval units. +1 food from water domain tiles. Require Sailing. Cost 60 hammers.

Harbour: +2XP to naval units. +1 health from crab, clam, fish, +50% trade route yield. Requires Compass. Cost 80 hammers.

Customshouse: +3XP to naval units, +100% intercontinental trade route yield. Requires Economics. Cost 120 hammers.

Drydock: +7XP to naval units. +50% production of naval units. -1 health. Requires Steel. Cost 120 hammers.


Wonders, Projects:

Wonder Resource Modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.

Moai: +4XP to naval units.

Rushmore: Now -50% WW, (from -25%).

Red Cross: 200h.

West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).

Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory. Can be built on Medieval starts and earlier.

Taj Mahal: Triggers Golden Age, +2 Great Artist points/turn, requires Nationalism (No production bonus from marble)

Mausoleum of Maussollos: +50% Golden Age length. Cost 450 hammers. Requires Calendar. Obsoletes at Nationalism (No production bonus from marble)

The Internet: Now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game

Religious Shrines: Buddhist, Hindu and Jewish Shrines can only be built in Ancient start games. Confucian shrine can only be built in Classical and Ancient start games. Taoist, Muslim and Christian shrines can only be built in Medieval, Classical, and Ancient start games.


Base unit changes:

Scouts: Require no tech. Every player starts with a scout instead of a warrior.

Swordsman (and all replacements): +50% city attack

Archer (and all replacements): +30% defense against Swordsmen.

War Elephants: Strength 7, +50% vs. Mounted units. Requires Iron, Iron Working, Horseback Riding, Construction.

Trebuchet: Now requires Machinery, instead of Engineering.

Crossbowman: Strength 6, 1 free strike, +50% against melee units, +25% defense against macemen. Archery unit, requires iron, Archery, Machinery, and Construction. iCollateralDamageLimit: 40%; iCollateralDamageMaxUnits: 3 (causes maximum 40hp damage through collateral, collateral damage hits maximum 3 units)

Maceman: Melee unit, strength 8, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, [copper or iron].

Airship: Cannot see submarines

SAM Infantry: 75% interception chance (up form 40%)

Marine: Requires Assembly Line, Fascism, Rifling.

Paratrooper: Requires Assembly Line, Fascism, Flight.

Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.

Gunships: decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 450h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 200h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
  • iCost: 60h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4


Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


Naval units, promotion and mechanic changes:

Promotions and mechanics:

Ocean: Now costs 3 movement points to enter.

Circumnavigation: +1 movement point on naval units, individual achievement completed by unfogging a single tile on each row and/or column of the map on which the map wraps.

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.

Drill 1, Drill 2, Drill 3 Drill 4 Flanking 1, Flanking 2, Sentry: No longer available to Naval units.

Sentry: Requires Combat 3 OR Flanking 2 OR Naval Flanking 2 OR Navigation 2.

Navigation 1: Requires no prior promotion. +1 movement. +1 free strike chance.

Navigation 2: Requires Navigation 1. +1 movement. +1 free strike.

New promotion: Naval Flanking 1: Requires no prior promotion. +10% withdrawal chance. -1 terrain movement cost.

New promotion: Naval Flanking 2: Requires Naval Flanking 1. +30% withdrawal chance. +20% Collateral Damage Reduction.

New promotion: Naval Drill 3: Requires Navigation 2 OR Naval Flanking 2. +2 free strike chances. -20% collateral damage.

New promotion: Naval Drill 4: Requires Naval Drill 3. +2 free strikes. -20% collateral damage.

New promotion: Naval Sentry: +1 vision range. Requires Naval Flanking 2 or Navigation 2.


Naval unit changes:

Work boat: Base movement 2. Ignores terrain movement cost.

Galley: Base movement 1. Starts with Navigation 1.

Trireme: Base movement 1. Starts with Navigation 1.

Caravel: Base movement 2. Starts with Navigation 1. Strength 4, -30% against galleys and triremes, 1 capacity (can transport any units). Cost 60 hammers, requires Optics. Remove ability to enter cultural borders.

Carrack: Base movement 3. Starts with Navigation 1. Strength 4, -30% against galleys and triremes, 2 capacity. Remove ability to enter cultural borders. Cost 60 hammers, requires Optics.

Galleon: Base movement 3. Starts with Navigation 1.

East Indiaman: Base movement 3. Starts with Navigation 1. Lower to 3 capacity, remove ability to enter culture without OB.

Privateer: Base movement 3. Starts with Navigation 1, Sentry. +65% attack against Ships of the Line. Requires Optics and Paper, Upgrades to Transport (not Destroyer). (Removed ability [to attack without war declaration] and [hidden nationality].)

Frigate: Base movement 3. Starts with Navigation 1. Upgrades to Transport (not Destroyer).

Ship of the Line: Base movement 3. iCollateraldamage = 75, iCollateraldamagelimit = 70 (ie 30% hp max damage from collateral), iCollateralDamageLimit = 5. Cost 120 hammers.

Ironclad: Base movement 1. Starts with Navigation 1. Cannot enter Ocean (except within own borders). 1 free strike, strength 12, no defensive bonus, requires iron, coal, Steel and Steam Power, costs 120 hammers.

Transport: Base movement 3. Starts with Navigation 1, Navigation 2. Ignores terrain movement cost. Requires  Artillery (not Combustion) (requires Oil OR Uranium)

Destroyer: Base movement 6. Starts with Naval Flanking 1. Requires Artillery (not Combustion) (requires Oil OR Uranium)

Battleship: Base movement 4.

Carrier: Base movement 4.

Submarine: Base movement 4. Ignores terrain movement costs.

Attack Submarine: Base movement 5. Ignores terrain movement costs.

Missile cruiser: Base movement 4.

Stealth Destroyer: Base movement 6. Starts with Naval Flanking 1.


Barbarians:

Barbarians: Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +100% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +200% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
All difficulty levels adjusted: Human barbarian units are created from turn 40, barb cities can be created beginning from turn 50


Technology:

Adjusted tech cost is now calculated by ((log(cost of tech) / log (40) - 1) * (1.2X + 0.3), where X=iResearchPercent in CIV4WorldInfo.XML, and then modified by difficulty level. For further information, please see This spreadsheet for a saveable version of tech cost calculator (Thanks to Sevenspirits for the initial version of this spreadsheet and this mechanic)

Known tech bonus no longer scales with total player number. Scales depending on the tech era of the most advanced player in the game:

Ancient: No bonus
Classical: +2% per met player with tech, max +60% (no further bonus after 30 players)
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Renaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Industrial: +8% per met player with tech, max +80% (no further bonus after 10 players)
Modern: +8% per met player with tech, max +80% (no further bonus after 10 players)
Future: +8% per met player with tech, max +80% (no further bonus after 10 players)

Techs: Fishing, Agriculture, The Wheel, Hunting, Mysticism and Mining: base cost changed to 45.

Hunting: Enables pastures. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: Base tech cost decreased from 60 to 40.

Astronomy: Mandatory prerequisites: Code of Laws, Calendar, Optics.

Alphabet: No longer enables tech trading, allows Open Borders. Base cost reduced to 250.

Metal Casting: Base cost reduced to 300.

Writing: Enables Map trading, no longer enables OB.

Philosophy: Mandatory Prerequisite: Priesthood, Monotheism. Optional prerequisites: Drama, Code of Laws.

Meditation: Base tech cost increased to 100

Paper: enables Tech Trading. Mandatory Prerequisite: Metal Casting. Optional prerequisites: Theology, Civil Service.

Democracy: Base tech cost reduced from 2800 to 2100

Utopia (Communism): Base tech cost reduced from 2800 to 2100

Fascism: Base tech cost reduced from 2100 to 1800. Mandatory Prerequisite: Democracy. Option prerequisites: Utopia (Communism).

Industrialism: Mandatory prerequisites: Electricity, Fascism. Optional Prerequisite: Assembly Line


All medieval and earlier techs are untradeable:

The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking


Late Era start games:

Era starts: (Changes from base BtS, found in CIV4EraInfos.xml)

Classical: 2 settlers, 100% tech cost
Medi: 80% tech cost
Ren: 70% tech cost
Industrial: 40% tech cost
Modern: 30% tech cost
Future: No changes


Espionage:

Active missions removed.

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

The No Espionage game option now works properly:
  • GSpy points are converted into Great Merchant points.
  • Espionage no longer gets converted into culture.
  • Cultural expansion now happens at normal values.
  • Spies cannot be built.
  • Graphs are always visible on contact.


Tile Changes:

Lumber Mills: Available at Machinery. +1 hammer, +1 commerce, +1 commerce from river (not corner plots)

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.

Workshops: +1 base hammers, no longer receives +1h at Chemistry or Guilds. +1 hammer from Engineering.

Mines: +1 base hammer at Rep Parts.

Quarry: +1 base hammer at Rep Parts.

Whaling Boats: Enabled at Sailing.

Villages: Cannot be destroyed by air bomb mission or pillaged. Also provides access and tile yields to Copper, Iron, Oil, Coal, Aluminium and Uranium. (Can still be improved over by workers)

Towns: Cannot be destroyed by air bomb mission. Also provides access and tile yields to Copper, Iron, Oil, Coal, Aluminium and Uranium. (Can still be improved over by workers). Acts as cities. [Identical functionality as forts, for the purposes of rebasing air units, canals, city defense and city attack promotions etc].


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).

Corporations: Completely removed from the game.

Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000.

Peace Treaty Length reduced to 5 turns.

New game options: No City Trading, No Map Trading, and No Wonder resource production modifiers now available in custom game set up.

No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP


Events: THESE HAVE NOW BEEN FIXED! PLEASE TEST ACCORDINGLY, THERE MAY STILL BE BUGS!

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover


Miscellaneous:

AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.

Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).

Hut techs: Can only gain techs from the first three rows of the tech screen:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.

Maximum number of players is now 40, up from 18.

Circumnavigation requires 55% water on the map, otherwise it is disabled. Circumnavigation is no longer a "First to" bonus, but will grant +1 movement to naval units to each player as they individually navigate the map and complete the necessary conditions.


Included additional bug fixes:

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here


Observer mode

Observer mode is functional but disabled due to bandwidth issues. Requires pitboss logging enabled, and for the host to  run the observer program. Observer mode is then accessible at a preset web address. Only available in Pitboss, additional server side applications required for functionality, available from teh following links.

Pitboss Observer: https://github.com/novice-rb/observer
Pitboss Portal: https://github.com/novice-rb/pitboss-portal

And thanks to Charriu in implementing the Game options and sorting out the DLL for this version of the mod smile

Original post below:

Below is what I've put together that I want to discuss for a test game. I'm going out for a bit though, so I'll post my reasoning later.

Ideally this mod would be tested in an 8-12 player, standard game. Probably Big and Small map, as that is a forum favourite, but something that has water is a minimum. The naval changes could probably do with a late era test game as well.

Quote:Traits: Industrious: +50% wonder production. Does not apply to Pyramids. +100% production of Forge. +35% production of Bank, University. -15% civic maintenance.
Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank. +35% production of Library, Market.

Civs: Native America: Consider increasing cost of Tracker to 20 hammers, change Totem Pole to require Archery not Mysticism, obsolete at Assembly Line and give +1XP to Gunpowder units. Upgrades to Explorer and Musketman.
India: Change UB to: Granary Replacement: Name. Cost 45, +1 happy, no bonus production from trait.
Spain: Change UB to: Castle UB: Citadel. -20% city maintenance. +2 culture. No espionage bonus. +2XP to siege units. Does not obsolete. (Can still be built by Conquestador).

Terrain changes:
Ocean: Now costs 3 movement points to enter.

Buildings:
Harbour: +2XP to naval units.
Lighthouse: +1XP to naval units.
Customshouse: +3XP to naval units, cost 120.
Drydock: +7XP to naval units.

Units: Crossbowman: Strength 6, 1 free strike, +50% against melee units, +25% defense against macemen. Archery unit, requires iron, Archery, Machinery, and Construction. iCollateralDamageLimit: 40%; iCollateralDamageMaxUnits: 3 (causes maximum 40hp damage through collateral, collateral damage hits maximum 3 units)

Caravel: Base movement 2. Starts with Navigation 1.
Carrack: Base movement 3.
Galleon: Base movement 3. Starts with Mobility.
East Indiaman: Base movement 3. Starts with Mobility.
Privateer: Base movement 4. [Sentry].
Frigate: Base movement 4.
Ship of the Line: Base movement 3.
Ironclad: Base movement 1. Starts with Navigation 1
Transport: Base movement 4. Starts with Mobility.
Destroyer: Base movement 6. Starts with Mobility.
Battleship: Base movement 4. Starts with Navigation 1, Mobility.
Carrier: Base movement 5. Starts with Mobility.
Submarine: Base movement 4. Ignores terrain movement costs.
Attack Submarine: Base movement 5. Ignores terrain movement costs.
Missle cruiser: Base movement 5. Starts with Navigation 1, Mobility.
Stealth Destroyer: Base movement 7. Starts with Mobility.

Airship: Cannot see submarines.

New Game option: No Immediate Peace Treaties: Peace Treaties cannot be signed until 5 turns after war declaration unless a city has been captured by one of the two parties.

PS. That last one is if it is codeable in the DLL.

Print this item

  Is it possible to mod a hero to have random spells?
Posted by: OleSwifty - July 15th, 2019, 18:36 - Forum: Mods and Modding - Replies (1)

Title says it all.

I like the idea or mystic X or warrax to have assigned random spells they know.

Print this item

Brick [Spoilers] Borsche actually thinks things through this time
Posted by: Borsche - July 14th, 2019, 13:01 - Forum: Pitboss 45 - Replies (28)




feedback

Print this item

  the adventures of cool guy boak
Posted by: boak - July 13th, 2019, 23:06 - Forum: Pitboss 45 - Replies (279)

hello!  welcome to my thread. here's my start:

[Image: uGsJrQm.jpg]

we've typically played on rtr 2.0.8.3 so i still need to go over the changes in this version before I figure out who I want to play but my favourite traits are PRO, CRE, SPI and sometimes FIN and my favourite civ is probably the Dutch.

as I mentioned in the startup thread, this will be only my second realms beyond pitboss and my first was where i subbed in for someone halfway through, so please let me know if there's any critical meta information i've missed!

Print this item

  [spoilers] The Emperor Protects(?) Mr. Cairo PB45
Posted by: Mr. Cairo - July 12th, 2019, 22:59 - Forum: Pitboss 45 - Replies (75)

Why did I sign up to this again? I just started working nights and I barely have enough time/focus to play EitB and occasionally sub in for BGN in 43.

Oh well. More civ is always better.

But don't expect frequent reporting.

Civs I want to try in the new RtR:
Native America
Portugal
Mongolia
Korea

Traits I'm interested in:
Aggressive or Protective
Charismatic
Expansive if paired with the Khmer
Financial looks good as well

Some pairings I like the look of:
Mehmed/Pacal of the Khmer
Anyone Protective of Native America
Anyone Financial of Portugal
Boudica of Mongolia
Anyone Philosophical of Korea

I'll decide when it's my turn on the snake pick.


Edit: password:

adeptus

Print this item

Online Users
There are currently 122 online users. » 1 Member(s) | 121 Guest(s)
T-hawk