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Thread: Asia Ton Barbaron - ΑΣΙΑ ΤΩΝ ΒΑΡΒΑΡΩΝ

  1. #121
    jirisys's Avatar Kihei
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by Pharoah View Post
    But but I was only judeging by the qoute. crying voice "why jrisys why?!!"
    Well, you should have read the spoiler too.

    Because adding the Maks would have also pressured me to add the spartans and athenians. Not being unhistorical we would have also had to add the getians and roxolani, though the roxolani wouldn't be such a problem, the getians would consume a culture slot or be portrayed as slaves.

    Also the Maks didn't really expand too much to the east.

    So... The only trace of the Kingdom of Macedon will be the slave-controlled island of Lesbos.

    ~Jirisys ()
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  2. #122
    Pharoah's Avatar Indefinitely Banned
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    possiblility of an exotic chinese faction?

  3. #123
    jirisys's Avatar Kihei
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by Pharoah View Post
    possiblility of an exotic chinese faction?
    Many, but we won't tell.

    Although what I can tell is "Han might not be going Solo this time".

    ~Jirisys ()
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  4. #124
    medievaldude's Avatar Sōkō no yari
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by jirisys View Post
    Many, but we won't tell.

    Although what I can tell is "Han might not be going Solo this time".

    ~Jirisys ()
    Intresting Jirisys looking forward to it

    Ductus Exemplo
    Fas est et ab hoste doceri !
    He who knows when he can fight and when he cannot will be victorious.
    Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.

  5. #125
    Pharoah's Avatar Indefinitely Banned
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by jirisys View Post
    Many, but we won't tell.

    Although what I can tell is "Han might not be going Solo this time".

    ~Jirisys ()
    three kigndoms period chinise?

  6. #126
    medievaldude's Avatar Sōkō no yari
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by Pharoah View Post
    three kigndoms period chinise?
    When does it start again?

    Ductus Exemplo
    Fas est et ab hoste doceri !
    He who knows when he can fight and when he cannot will be victorious.
    Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.

  7. #127
    Pharoah's Avatar Indefinitely Banned
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    247 BCE - 100 BCE

  8. #128
    Grymloq's Avatar Senshi
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    IIRC the 3 kingdoms were in the 3rd century AD

  9. #129
    medievaldude's Avatar Sōkō no yari
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by Pharoah View Post
    247 BCE - 100 BCE
    Definitely Han dynasty not 3 kingdoms :S

    Ductus Exemplo
    Fas est et ab hoste doceri !
    He who knows when he can fight and when he cannot will be victorious.
    Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.

  10. #130
    Deutschland's Avatar East of Rome Mod Leader
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Looks great will there also be exotic minor factions like lets say the Bosporan Kingdom?

  11. #131
    jirisys's Avatar Kihei
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by Deutschland View Post
    Looks great will there also be exotic minor factions like lets say the Bosporan Kingdom?
    Of course!
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  12. #132
    jirisys's Avatar Kihei
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    More quotes about the ancient guys I'm reading about.

    "When Philip took you on, you were a pack of indigent drifters. Most of you were dressed
    in skins and grazed on the hills a few sheep, for which you fought – and fought badly –
    against Illyrians, Triballians and the Thracians on your borders. Philip gave you cloaks to
    wear in place of the skins and he brought you down from the hills to the plains."


    -Speech by Alexandros to his men, as told by Arrianos, Anabasis Alexandri; 7.9.2.

    Spoiler Alert, click show to read: 
    Did you know that Phillip II lost an eye on the siege of METHone? He was a junkie, and probably looked very bad.


    ~Jirisys ()
    Last edited by jirisys; August 02, 2011 at 11:54 PM.
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  13. #133
    beos777's Avatar Supai
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Indeed..Philip the monofthalmos(the guy with one eye)......



  14. #134
    AnthoniusII's Avatar Μέγαc Dομέστικοc
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Philip's reconstructed head.
    TGC MOD looks for IWTE tool experts. Find us here.[TGC]

    TGC Pechenegs preview is here.

  15. #135
    jirisys's Avatar Kihei
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by AnthoniusII View Post
    Philip's reconstructed head.
    Yes, I've seen this. Why couldn't he be made to wear a cloth. It's so damn scary.

    ~Jirisys ()
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  16. #136
    beos777's Avatar Supai
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    lol jr



  17. #137
    jirisys's Avatar Kihei
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron



    Concepting/Coding.

    AtB annexation system.


    All possible choices (26):
    Spoiler Alert, click show to read: 
    Code:
    Military Occupation > Subjugation > Military Base > Military Province > Annexation
    Military Occupation > Subjugation > Military Base > Directly Ruled Province > Annexation
    Military Occupation > Pacification > Local Military Re-Integration > Military Province > Annexation
    Military Occupation > Pacification > Local Military Re-Integration > Directly Ruled Province > Annexation
    Military Occupation > Pacification > Local Military Re-Integration > Indirectly Ruled Province (Governor) > Annexation
    Military Occupation > Pacification > Policing > Indirectly Ruled Province (Governor) > Annexation
    Military Occupation > Pacification > Policing > Colony > Annexation
    Military Occupation > Pacification > Full Autonomy > Bribe/Control the Political Body > Autonomous Province
    Military Occupation > Pacification > Full Autonomy > Bribe/Control the Political Body > Puppet State
    Military Occupation > Pacification > Full Autonomy > Bribe/Control the Political Body > Client state
    Military Occupation > Pacification > Full Autonomy > Install a Client Ruler > Autonomous Province
    Military Occupation > Pacification > Full Autonomy > Install a Client Ruler > Puppet State
    Military Occupation > Pacification > Full Autonomy > Install a Client Ruler > Client state
    Military Occupation > Pacification > Full Autonomy > Allied Independent State
    Military Occupation > Deposition of Local Authorities > Local Garrison > Indirectly Ruled Province (Governor) > Annexation
    Military Occupation > Deposition of Local Authorities > Local Garrison > Colony > Annexation
    Military Occupation > Deposition of Local Authorities > Full Citizenships > Indirectly Ruled Province (Governor) > Annexation
    Military Occupation > Deposition of Local Authorities > Full Citizenships > Colony > Annexation
    Military Occupation > Deposition of Local Authorities > Full Citizenships > Bribe/Control the Political Body > Autonomous body
    Military Occupation > Deposition of Local Authorities > Full Autonomy > Bribe/Control the Political Body > Client state
    Military Occupation > Deposition of Local Authorities > Full Autonomy > Bribe/Control the Political Body > Autonomous Province
    Military Occupation > Deposition of Local Authorities > Full Autonomy > Bribe/Control the Political Body > Puppet State
    Military Occupation > Deposition of Local Authorities > Full Autonomy > Install a Client Ruler > Autonomous Province
    Military Occupation > Deposition of Local Authorities > Full Autonomy > Install a Client Ruler > Puppet State
    Military Occupation > Deposition of Local Authorities > Full Autonomy > Install a Client Ruler > Client state
    Military Occupation > Deposition of Local Authorities > Full Autonomy > Allied Independent State


    Basics:
    Spoiler Alert, click show to read: 

    -Each culture will have separate banners and names.
    -The tree followed will be similar for all factions and cultures but the naming differs. For example, Sanskrit names for Indian building tree, Appropriate naming for Eastern Hellenes (macedonians) and Greco-Roman cultures.
    -There will be high costing buildings with fast results, to give variance and more roleplaying options.
    -The units available for recruitment will be varying; depending on the building we are currently holding in the province. Possibly using hidden resources?
    -This is not a government type model, but a region colonization/annexation one. Governments types are not really useful at all, since the real issue is how you handle the region, not the governing bodies, though there will be another system for government too (hopefully).

    Also. Another thing. There will only be one set of banners. Built only for the player, but depending on the faction (or culture) that built them, they will have different effects. For instance, if a western greek Homeland is taken by a seleucid AI, they will only receive the effects of say... Amicable populace. Now, if a Eastern Nomad homeland building falls into the hands of a western greek AI, it will have the effects of the "Counter Expansionism" banner.

    Keep in mind that these are just concept, so possibly some might not be implemented. Or other can be too.


    Counter Expansionism:
    Spoiler Alert, click show to read: 
    This banner expresses the cultural, organizational and popular rejection of any heeded claims from you to their territory and their unrest towards you. Including some of your new soldier's uncomfortable dilemma.

    -Effects:
    Law -3
    Happiness -5
    Trade -5
    Morale -2
    Conversion -3


    Expansion Region:
    Spoiler Alert, click show to read: 
    This banner expresses the small resistance towards your conquest, it does not fully accept your rule; but the control of these revolt is not a problem. And some small land-seeking support from your troops.

    -Effects:
    Law -1
    Happiness -2
    Trade -2
    Conversion -1


    Amicable Populace:
    Spoiler Alert, click show to read: 
    This banner expresses the population support, they will support your rule and will support you, but they will not side with you in great numbers.

    -Effects:
    Law +2
    Happiness +3
    Trade +1
    Conversion +1


    Homeland:
    Spoiler Alert, click show to read: 
    This banner expresses the great support for your rule, both your military and populace's support, the benefits from morale and trade that they bring.

    -Effects:
    Law +5
    Happiness +2
    Trade +2
    Conversion +5
    Morale +3


    Occupied!:
    Spoiler Alert, click show to read: 
    This banner represents when another nation has occupied and is trying to fully conquer your region, all your government changes will soon decrease at the same rate as their policies are built (Since the Method of "Peacekeeping" +5 turns). When they achieve full annexation or control over your old lands, the effects of your military occupation will be damaged 5 turns later. Then, this banner will be damaged too (if he makes your land an ally kingdom too).

    -Effects:
    Law -2
    Happiness -2
    Trade -2
    Conversion -2


    -Military Occupation:
    Spoiler Alert, click show to read: 
    This building lets you build very basic buildings, and is the only building you can build after you capture a city.

    Turns: 0
    Cost: None

    -Effects:
    Law +2
    Happiness -2


    -Subjugation:
    Spoiler Alert, click show to read: 
    The military have begun violently repressing rebellions and keeping the populace at line, the people don't like that, but they can't do anything about it but be beaten or killed.

    Turns: 2
    Cost: Minimal

    -Effects:
    Law +4
    Happiness -3
    Population Growth -3
    Conversion +2


    -Pacification:
    Spoiler Alert, click show to read: 
    This building represents when the military and the new ruler try to appease the people form revolting, using peaceful methods and some small "incentives" here and there.

    Turns: 4
    Cost: Medium

    -Effects:
    Law +1
    Happiness +3
    Trade +1


    -Deposition of Local Authorities:
    Spoiler Alert, click show to read: 
    The rulers are removed from the city, killed if needed, and the populace doesn't suffer much, nor are they really joyful about it; but you at least you got yourself visibly in power.

    Turns: 0
    Cost: None

    -Effects:
    Law +2
    Trade +2


    --Military Base:
    Spoiler Alert, click show to read: 
    It is easier to kill those revolting people when you live near them, your response time is higher, and safe-keeping is at it's highest. But paying those soldiers, and the people being really uneasy about them is the toll the base taks.

    Turns: 3
    Cost: Medium

    -Effects:
    Law +4
    Happiness -1
    Trade -1
    Conversion +1
    Morale +2


    --Local Disarmament:
    Spoiler Alert, click show to read: 
    The locals are dangerous, especially with something sharp. So it should be wise to "confiscate" these murder tools so they are not a threat to our men. Besides, it leaves them safe from any war or death, so the people breed more like rabbits now.

    Turns: 2
    Cost: Minimal

    -Effects:
    Law +3
    Happiness -2
    Trade +1
    Weapon Upgrades +1
    Population Growth +1


    --Local Military Re-Integration:
    Spoiler Alert, click show to read: 
    The soldiers in this region are very valuable, the few left that we spared were promptly sent to a drafting office and selected for more military service, their experience may prove valuable for the army. However, both of them might be uncomfortable fighting together after they defeated the other.

    Turns: 4
    Cost: Medium

    -Effects:
    Law +2
    Morale -1
    Experience +1


    --Policing:
    Spoiler Alert, click show to read: 
    A slight control; an eagle sight on the region can really come for the better, especially when your trusted soldiers report it. They can monitor what happens around your lands, capture thieves, slay rebels, etc. However smugglers and corrupt salesmen do not seem fond of them that much, they would rather not deal near your police force. It's easy to set up, and is not that expensive to maintain.

    Turns: 2
    Cost: Medium

    -Effects:
    Law +3
    Happiness +1
    Trade -2


    --Local Garrison:
    Spoiler Alert, click show to read: 
    Local forces are a good way to maintain order; they are paid by the people themselves, they really do care about the populace and will protect them; it is, in fact; their land. But sometimes, lack of control can become a drag when receiving a few coins less than expected. Or paying someone that does not exist.

    Turns: 2
    Cost: Minimal

    -Effects:
    Law +2
    Happiness +3
    Trade -1
    Conversion +1
    Morale +2


    --Full Citizenship:
    Spoiler Alert, click show to read: 
    Giving the people a full citizenship should fairly easily add much to our treasury, giving some land grants should take away many coins from our coffers, but they will fairly easily repay them later, besides being able to buy more from foreign traders. However, I doubt they would like to submit to you when they become citizens; they are, in fact, ruled by the city.

    Turns: 5
    Cost: High

    -Effects:
    Law +1
    Happiness +2
    Trade +3
    Population Growth +1


    --Full Autonomy:
    Spoiler Alert, click show to read: 
    It's fairly easy to simply make sure that the people will not betray the ruler; perhaps "incentivize" them a bit, with some coins or swords. It's far easier to make people happy and like you; but you will lose much income, even with the tribute. Your support will be larger, but your governance power will diminish.

    Turns: 3
    Cost: Medium

    -Effects:
    Law -1
    Happiness +4
    Trade -4
    Conversion +2
    Will need to check "Automanage Buildings" to build anything at all, not required for recruitment.


    ---Military Province:
    Spoiler Alert, click show to read: 
    This region is ripe for our soldiers to train, practice or use as a quick drafting platform for future invasions; the people don't like their lives filled with so many soldiers messing around with them, but they are quite relieved that they are well protected. But rather quickly drafted. They may abstain from having so many boys; so less tax too.

    Turns: 5
    Cost: High

    -Effects:
    Law +5
    Happiness -3
    Trade -3
    Population Growth -3
    Experience +2
    Morale +4


    ---Directly Ruled Province:
    Spoiler Alert, click show to read: 
    King, Ruler, Monarch, Council, Chief. This is your new estate, controlled fully by your choices and rule, the people might not find it too shabby; since most of their lands will become your property, and they will stay with a tad of what was once theirs. But it's easier for you to manage what happens in your lands, from any wise-guy who wants to cheat you, to a petty thief on the street.

    Turns: 2
    Cost: Low

    -Effects:
    Law +3
    Happiness -2
    Trade +2


    ---Indirectly Ruled Province:
    Spoiler Alert, click show to read: 
    Why the need to work yourself out, when you can simply order someone to do it? That is why governors are for. It is quite easy and not expensive. You will always rule the region; but there is no need for you to actually do any work. People may even like it to a small extent due to their lands untouched by any reforms you want to give to yourself. And the governor might even rally some support for you. Though there's the matter of pay.

    Turns: 3
    Cost: Medium-Low

    -Effects:
    Law +1
    Trade -1
    Happiness +1
    Conversion +2
    Spawns Governor, unmovable and required to build anything. Spawns another when dead.


    ---Colony:
    Spoiler Alert, click show to read: 
    While having your own palace garden is a good idea, having your own arable lands, ripe for our soldiers to receive some well-earned compensation, while also leaving plenty for the ones that lived before them. While it's trade, farming and global happiness due to land grants is a great thing. The initial cost, lenght and lack of control might not be so appealing; but nothing out of the ordinary.

    Turns: 12
    Cost: Very High

    -Effects:
    Law -2
    Happiness +2
    Trade +5
    Trade Fleet +1
    Morale -1
    Conversion +3
    Agriculture +1
    Population Growth -1
    Navy Cost Bonus +1


    ---Bribe/Control the Political Body:
    Spoiler Alert, click show to read: 
    The old political body is easy to manipulate, you just give them some tracts of land, some coins, or even some threats and they will gladly help you without queston. Quite influential with the body of people, and make their acceptance and integration smoother, but also at the cost of the people realizing thay they are being played for fools. Though you can dismiss these as fools.

    Turns: 2
    Cost: Medium

    -Effects:
    Law +2
    Happiness -2
    Conversion +4
    Trade +2


    ---Install a Client Ruler:
    Spoiler Alert, click show to read: 
    A client ruler is not very expensive, and quite influential; certainly, since he is but another of these conquered men, but he has to ultimately answer to you. While general content rises, and people do like (albeit not that much) the small independence granted, the ruler does cost somewhat; and he likes to get more pay than needed, in exchange for the people's support.

    Turns: 1
    Cost: Medium

    -Effects:
    Law +2
    Happiness +1
    Morale +1
    Conversion +2
    Trade -2
    Will need to check "Automanage Buildings" to build anything at all, not required for recruitment.
    Client Ruler Spawns, unmovable and needs to be present to build anything (even with automanage on)


    ---Allied Independent State:
    Spoiler Alert, click show to read: 
    It is quite easy to make a region free, to maintain alliances but solidify them with your forces. Full independence will be granted of course. But the "annoyance" with your rule over them can be easily swayed. However their pay is must, and their expenses should cover themselves, we might aid them a bit, but they are independent; they surely should rely on themselves. Though you will not be received with flowers either, or expect them to maintain straight faces when you order a building project yourself.

    Turns: 2
    Cost: Low

    -Effects:
    Happiness +4
    Trade -4
    Morale +2
    All expenditure is scripted to be totally compensated. With some random tribute included.
    Automanage Buildings and Troops is required in order to be able to build or recruit anything


    ----Annexation:
    Spoiler Alert, click show to read: 
    We have successfully united the recently conquered lands with the old ones; they are now part of your lands, your rule and your forces. The people are surely relieved that now you will try to protect their lands more than before. Trade flourishes now as more cities trade internally with the others, your influence with them is certainly rising; though some people do not like it that they have to join another ruler and claim that it will happen again; they are unimportant really. As they become part of your lands too, they receive some people from other cities and great urban sprawls appear. It certainly cost us much money and time; but it seems it was really worth it.

    Turns: 16
    Cost: Very High

    -Effects:
    Law +3
    Happiness +1
    Trade +4
    Trade Fleet +1
    Morale +1
    Conversion +5
    Population Growth +2


    ----Autonomous Province:
    Spoiler Alert, click show to read: 
    Lands do rule themselves apparently, or so have you chosen anyways. These newly acquired lands will rule themselves, however they want. They will be surely part of your reign; but you will not rule over them. That will affect the overall law enforcement, but will content people, becoming more and more accepting towards you, though their governing bodies would likely want to keep some "compensation" from the income for themselves.

    Turns: 3
    Cost: Low

    -Effects:
    Law -1
    Happiness +2
    Trade -1
    Conversion +2


    ----Puppet State:
    Spoiler Alert, click show to read: 
    They are fully free, free from any rule, and only paying some tribute to you in return for keeping them free. Or so they think. The people believe you have granted them independence; that you have given them the permit to build their own government, but you and the government itself knows it. They understand that they are no more but puppets (hence the name), they answer to themselves unless you tell them not to. It is quite laborious to convince people that they are free, and the rulers choose to take some extra pay for their services, income from them is quite small, since you have to pay for most things; but you get to keep the people happy.

    Turns: 5
    Cost: Medium

    -Effects:
    Law +2
    Happiness +2
    Trade -2
    Conversion +1
    Will need to check "Automanage Buildings" to build anything at all, not required for recruitment.


    ----Client State:
    Spoiler Alert, click show to read: 
    Internally, they may be independent, but tribute is high, and so is the importance of your orders. You control them, rule over them, but they are allowed some freedom, people don't like being clients that much, primarily because they have to go to war to another lord, and their lands might not have much importance in his eyes. Still, trade flourishes as well as income. It is not cheap or fast, but it is a great way to have control over their lands and cities, but keeping much autonomy internally.

    Turns: 8
    Cost: Medium-High

    -Effects:
    Law +2
    Happiness -1
    Trade +2
    Morale -1
    Scripted random tribute, no scripted expense compensation.
    Will need to check "Automanage Buildings" to build anything at all, not required for recruitment.


    Spoiler Alert, click show to read: 
    Any feedback would be appreciated.
    The campaign script for this system is starting to get built, and the EDU will follow soon.


    ~Jirisys ()
    Last edited by jirisys; August 10, 2011 at 11:17 AM.
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    Because we all need to compensate...

  18. #138
    Populus Romanus's Avatar Sōkō no yari
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    hooray
    Last edited by Populus Romanus; August 09, 2011 at 05:15 PM. Reason: 1111th post!

  19. #139
    jirisys's Avatar Kihei
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Looks like nobody else feels that way

    ~Jirisys ()
    Signature
    Because we all need to compensate...

  20. #140
    medievaldude's Avatar Sōkō no yari
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    Default Re: Ασια των βαρβαρων - Asia Ton Barbaron

    Quote Originally Posted by jirisys View Post
    Looks like nobody else feels that way

    ~Jirisys ()
    Hey, Hey the party jsut started give it some attention they'll come rolling in

    Love the time put into that :O

    Ductus Exemplo
    Fas est et ab hoste doceri !
    He who knows when he can fight and when he cannot will be victorious.
    Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.

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