Latest Shouts In The Shoutbox -- View The Shoutbox · Rules -  
Zurumon -- The plan is to update every Saturday
Ryker Stormblade -- AND THUS TCOMBAT RIDES AGAIN
Greatest_Dude -- and thus Korinna was forgotten as they didn't post
Greatest_Dude -- not if they don't post
Ryker Stormblade -- Korianna SHALL RULE

[ Smilies | BBCodes ]

Pages: (4) « First ... 2 3 4  ( Go to first unread post ) Reply to this topicStart new topic

> Tcombat because some ppl has deep issues, Might start charging per update
Greatest_Dude
 Posted: Oct 10 2017, 07:52 PM
Quote Post


EPIC WIN MAN
******

Group: Members
Posts: 218
Dollars: 240
Member Inventory: View

Donate
Member No.: 48
Joined: 5-October 11









to asgard:
-we are debating the allowance of trade with your country. we find our values to align and your leader(s) to be reasonble, but it is not the governace that makes a culture. we have heard rumours of your people raiding others with no warning and we wish to asure that our people are safe. we wish to continue our investigation into the culture and dynamics of your people. and will debate futher matters within our counsil.
-and sadly we must decline a representative at the meeting due to Asgardians as of now being not allowed into the main land

To Arkedon:
-the scouts will decline, a representative will be one their way to so see if your society aligns with ours. and the heavier the escort the more one shows that they are hiding something.

To Ingight inc.
-though we will not assist in this war we will take in refugees
(send civilian and 3 navy fleets to collect any refugees)

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
PM
^
The Everchosen
 Posted: Oct 14 2017, 09:03 PM
Quote Post


Newbie
*

Group: Members
Posts: 7
Dollars: 170
Member Inventory: View

Donate
Member No.: 81
Joined: 27-August 17









The Chosen:

Misc: Scouts 1 will try their dice game out

Research: (3)
Completed:
Skeletons 5/5
Arctic survival 4/4
Ugabooga lang 3/3
Diverse Necromancy 3/3
Hell's Peak sickness 6/6 medicine credit

Working on:
The Dark Portals 7/10
Intelligent Undead 3/8 (This is my 3rd post working on this)
Corruption 2/6


Building: (4)
Completed:
Fel-Forge 5/5
reinforce scouts 3/3
Skeletons 3/3
Farms 3/3
Aqueduct 4/4
Hell-Knights 7/7
Shrine to demons 3/3
Fortifications: 3/3
Apothecarium 3/3
School 3/3
Full-Plate Skeletons: 5/5

Working on:
University 2/8
Undead Production Factory 3/10
Storage Facility 2/3
School #2 1/3

Scouts:
Scout Unit 1: Continue North of their current position
Scout Unit 2: Continue South along the coast

Army:
Standing Army 1: Defend the bottleneck in the mountains between the Ugabooga people and myself
Standing Army 2: Defend the City
Skeleton Army 1: Defend the City
Hell-Knights 1: Defend bottleneck

Spys:
Spys 1: Attempt to establish a spy network
Spys 2: Perform Counter intelligence
PMEmail Poster
^
Zurumon
 Posted: Oct 15 2017, 12:59 AM
Quote Post


EPIC WIN MAN
******

Group: Moderator
Posts: 216
Dollars: 6400
Member Inventory: View

Donate
Member No.: 47
Joined: 5-October 11









user posted image
Summer year 402, vast wanton slaughter and violence sparks across the world not even civilians are being spared. Such evil burdens the heavens so much that a piece plummets to earth(meteor). Death toll in Insight Inc. approx. 8k, Death toll in Vashenburg war approx. 23k.(SA is 1k of troop for reference)

Primus Lux trades map info with Lochigolia, learns of Arkedon to the north but not info about them. In a series of brutal lightning raids the armies of Valenkrag dissolve(SA1-80%, SA2-85%). Haussen sends another spy to defend its military officers(partial success), they begin torching all of Vashenburg(psycroc) that they can get their hands on. The people of Primus Lux show majority support for the new plan to step out of shadows. Approx. 35% are against it though with 15% unsure. The Kingdom of Luminox is holding off sending traders until a safe passage is navigated. The Meritocracy of Pan, applauds Primus Lux for fighting against Haussen.

Arkedon's expedition to the southern manawell is violently captured by Lochigolian troops. The Mages send a message beforehand, it is very likely Lochigolia is in possession of the manawell though doubtful they understand its importance as none of them seem to be magically talented. Alpha scouts discover a nation of Fungus men, Fisphk, A dictatorship run by Admiral-General Mopshk. They specialize in food production and hate the Triskal States, feeling is mutual. Trade with Kuobaku mostly revolves around raw materials heading in to Kuobaku and high quality weapons and armor coming out. Beta scouts discover a massive crater making their way home, nothing inside. The triskal states purpose The Trade Accords, making all traders subject to the laws of the nation they are in and requiring all nations to make their laws known. A Triskal noble wishes to purchase the poems(current offer is about 1/4 of standing army).

The Foundling is Joined by Cryos, Heirophant Sol(Hero unit), Earth-Blood Priest(Religious Magi), Cryos Hunters(Guerilla fighters). Their magick is granted purely through their worship of the Earth-King, Gorn. The eastern scouts discover a steam powered barber-bot buried in the sands. Insight Inc. is rapidly being conquered and Tharn is conscripting many of Insight's citizens. Tharn's Inquisition captures a spy from Asgard and burns him at the Stake. Charged with being a practitioner a false gods and trying to preserve the evils of the land. Arkedon is well policed and while protective of their knowledge do not seem outwardly hostile, unlike Lochigolia to the south.

Asgard fights its bloodiest battle in modern times, the army revealed to be woodwraiths, Dryads and wood spirits, who refuse to listen to words that arent whispered in their ears by Tharn priests. Despite a perfect flank, many warriors lost their nerve due to the dryads shrugging off sword blows and banshee like cries. Half of SA2(10% was 60 before deserters) flees the battle, dishonoring the central valleys they call home. The SA3(15%) is nearly wiped out to the last, only able to pull back at great cost to SA1(75%). SA4 at 80%, Kratar at 90%, with the Dryads suffering similar losses. At the end of the day The Woodwraith do not let one cursed branch into Asgard. Axes and torches become in high demand. Irune's followers after hours of pray and pleading after the battle are gifted with 3 torches of blue flame that burn with the cold of the Sea's frozen gale. Tharn's Inquisition captures the spy sent to Insight and burns him at the Stake. Charged with being a practitioner a false gods and trying to preserve the evils of the land. To the west, with all warning systems disabled the raiders make off with vast stores of loot(all 3 units full).

The Chosen's spy network confirms that the Ugan are fighting an advisory to the north. Scouts 1 managed to beat the demon and true to his word he grants them mechanical steeds, with wheels instead of legs(motorcycles). But he warns them it'll run out of gas. The scouts dont' know what this gas is.

Research:

Asgard:
Metalurgy 6/6
Warships 5/5
Divine Magicks 5/14
Alchemy 3/4 Geek fire 0/5
Irune 2/8

Arkedon:
Familar 4/4
Dalaraning it 7/7 portal credit
Angry Dead 2/2
Expl. Snow Contain 4/4
Shadow speak 3/3
Prospecting? 3/3
Snowbomb 1/4
Undead wards 1/3
Wind Magic 1/11

The Foundling:
Steam 14/14
ADvanced ships 6/6
Greenhouse 4/4
Rifling 3/6
Lavamancy 14/14 not Arcane but Divine magicks
Alchemy 3/4 Explosives 0/5 Credit from Cryos
Geology 4/6 Credit from Cryos

Primus Lux:*
Counter espianage 5/5
Long distance tele 9/9
IMporved Spies 5/5
Improved Diplomancy 5/5
Propaganda 3/3
Mito Ritual 2/10
Positive reinforcement only 2/7
Frozen "humans" 2/3

The Chosen:*
Skiletons 5/5
The Dark Portals 7/10
Artic survival 4/4
Hell's Peak sickness 6/6 medicine credit
Diverse necromancy 3/3
INT undead 3/8
Corruption 2/6

Production:
Asgard:
Kratar 6/6
Explorers 3/3
SA 4/4
Temples otmfotgata 3/3
Harbor 4/5
Re-equip ships 2/2
reinforce scouts 2/2
Raiders 2/3
W. Irune Tourny Grounds 2/11
Phalynx 1/4

Arkedon:
SA 4/4
SA 3/4
Fortress 5/5
Expansion+
Colonist 5/5+
Farms2 3/3
Roads 3/3
Mines 1/3
GCloaks 1/4
Royal Magical Acad. 1/6

The Foundling: N*
Dock 3/3 Harbor 5/5
Schools 4/4
Ships 4/4
Watchtowers and walls 4/4
Reinforce 2/2
SPY!!!!!! 3/3
Ships 3/4
Ships 3/4
University 5/8
Settlers 2/5
Hydropon Farm 1/3
Factory 1/9

Primus Lux:*
SA 4/4
Infrastructure: Roads 3/3 Sewers 2/2 acqueducts 3/3
Universities 7/8
SA 4/4
Mine 3/3
Spies 3/3
SA 2/4
SA 2/4
Military acad 1/6
2 SA Bought out

The Chosen:*
Fel Forge 5/5
Hellknights 7/7
Acqueduct 4/4
Shrine to demons 3/3
Fortifications 3/3
Skeletons in Full plate 5/5
reinforce scouts 3/3
Apothecarium 3/3
School 3/3 1/8 University(research facility)
UNdead production Factory 3/10
Storage facility 2/3
SChool2 1/3
PM
^
Spookums
 Posted: Oct 17 2017, 07:24 AM
Quote Post


EPIC WIN MAN
******

Group: Members
Posts: 110
Dollars: 1200
Member Inventory: View

Donate
Member No.: 70
Joined: 13-November 13









[Actions]

-Ask Triskal States what they know of the crater. Was it formed recently, or has it been there since time immemorial?

-Accept Triskal's Trade accords with an addendum that they provide use maps of the surrounding lands that they've explored. Additionally, sell the poem to the noble and begin work building a new military unit.

-Trade Arkedian materials to the Kuobaku in return for quality arms and armor. Additionally ask them for any maps of the surrounding regions that they've explored

-Send Lochigolia a stern warning. Return the explorers unharmed and issue a formal apology. Arkedon does not tolerate unprovoked aggression. Choose your next actions carefully, the fate of your entire nation is at stake.

[Research Slots]

-Snowbomb
-Undead Wards
-Wind Magic

[Build Slots]

-Infantry Unit
-Mines
-Green Cloaks
-Magic Academy

[Explorers]

-Alpha scouts: Keep heading east
-Beta scouts: Follow the rim of the crater west

[Armies]

-(Basic infantry) "Gold-cloaks" Head to the southern borders and prepare for war
-(Basic infantry) "Gold-cloaks" Head to the southern borders and prepare for war
-(Basic infantry) "Gold-cloaks" Head to the southern borders and prepare for war


[Completed projects]

-City Repairs
-Raven taming
-Citadel Below floating city
-Portal from city to citadel
-Farms and roads
PMEmail Poster
^
Greatest_Dude
 Posted: Oct 17 2017, 07:26 PM
Quote Post


EPIC WIN MAN
******

Group: Members
Posts: 218
Dollars: 240
Member Inventory: View

Donate
Member No.: 48
Joined: 5-October 11









Today is a great day we welcome cryos into our humble nation and a seat upon the counsel.

Army
-hold at city

Navy
-hold at docks
-escort transport ships

Spy stuff
- head to inight Inc. to keep eye on war and be careful on to get caught

Explorers:
Explorer 1(90%) northern (west now)
-see whats up with that island that the navy passed by
Explorer 2(100%) east
-split
-half send back the robot (we reconized this tech)
-half explore the ruins (the ones barely visible on the map
Explorer 3(100%)
-head south

Hero
Barry the bear
-with explorer 1
Heirophant Sol
-in Cryos

Misc.
-Asgardian debate finished. Asgard enters on approved countries
-Arkedon on approved countries
-ask for map info from okayed countries (Arkedon, Asgard, Insight, Ursonoc) and map info in turn
-send representative to Tharn to check their culture

Build:
university 6/8
settlers of the bravest and hardiest people 3/5
Hydroponics farm 2/3
factory 2/9

Research:
Alchemy 4/4
Explosives 1/5
rifling 3/6
geology/plate tectonics 5/6
self loading cannons/rifles (semi auto) 1/? (can i get credit for last turn i forgot that we have 4 tech slots not 3) You only have 4 once university is completed

Questions:

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
PM
^
Invisible
 Posted: Oct 20 2017, 11:30 PM
Quote Post


EPIC WIN MAN
******

Group: Members
Posts: 168
Dollars: 1780
Member Inventory: View

Donate
Member No.: 52
Joined: 8-October 11









Build:
Irune tournament grounds. 3/11
Pikeman/Phalynx ( troops with pikes/spears and sheilds) 2/4 (barracks/Metallurgy)

Pikeman/Phalynx ( troops with pikes/spears and sheilds) 1/4
Reinforce losses 1/?

que: Berserkers (shock troops that self or drug induce psychosis) 1/?

Raiders 3/3 (barracks)
Harbor 5/5
Reinforce scouts 2/2
Implement new warship technology 2/2
Kratar (now custodes) 6/6
Standing army 4/4
Temples of the many faces of the gods around the altars 3/3
Explorers 3/3
Forge 4/4
Ships 4/4
SA 4/4
Raiders 3/3
Raider 3/3
Raiders 3/3
Barracks 3/3

Research:

Divine magiks 6/14
Alchemy 4/4 Geek fire 1/5
Irune 3/8

Metallurgy 6/6
Warships 5/5
Altars/shrines: 6/6
Faster ships 4/4
Raids! MOAR DOTS ON THE WHELPS 4/4


Army:

SA 1 (75%) - move up to center guard
SA 2 (10%) - move back to rear
SA 3 (15%) - move back to rear
SA 4 (80%) - move up to center
Custodes "the wolves" (90%) - joined by my leader who takes a ice torch along with the leader of the custodes and will sweep and advance


1st Raiders "The Hounds teeth" - be ready in case drakjoon pulls some shit but I don't think they will -- if so just stay and use our naval superiority

2nd Raiders "The Wolf's Bite" - be ready in case drakjoon pulls some shit but I don't think they will
3rd Raiders "The Eagle's wing" - be ready in case drakjoon pulls some shit but I don't think they will

4th raiders (to be named) - replace flanking position

1st Navy - Head to River to prepare to back up Raider retreat in the case of retaliation/ attack



Explorers:

Explorer 1 - expand scouting area (claim this land)

Explorer 2 - going south west around them to the new continent

Spy:

Spy 1 - *deceased*
Spy 2 - sabotage early warning systems/guard responses to raiding

Misc.

Sweep and advance on wood wraiths taking advantage of their losses our fresh troops and increased furvor now that blood has been spilled.
Send priests to the battle so they can dedicate our soon to be victory.

Tell insight i need their map information to be able to accurately respond to the force




QUESTIONS:
PMEmail Poster
^
The Everchosen
 Posted: Oct 21 2017, 01:10 AM
Quote Post


Newbie
*

Group: Members
Posts: 7
Dollars: 170
Member Inventory: View

Donate
Member No.: 81
Joined: 27-August 17









The Chosen:

Misc:

Research: (3)
Completed:
Skeletons 5/5
Arctic survival 4/4
Ugabooga lang 3/3
Diverse Necromancy 3/3
Hell's Peak sickness 6/6 medicine credit

Working on:
The Dark Portals 8/10
Intelligent Undead 4/8
Corruption 4/6

Building: (4)
Completed:
Fel-Forge 5/5
reinforce scouts 3/3
Skeletons 3/3
Farms 3/3
Aqueduct 4/4
Hell-Knights 7/7
Shrine to demons 3/3
Fortifications: 3/3
Apothecarium 3/3
School 3/3
Full-Plate Skeletons: 5/5
Storage Facility 3/3

Working on:
University 3/8
Undead Production Factory 4/10
School #2 2/3
School #3 1/3


Scouts:
Scout Unit 1: Ask the demon what "gas" is (if they still can). Then make their way back home and ensure a few of the mechanical horses work when arriving. Go slowly if needed
Scout Unit 2: Continue South along the coast

Army:
Standing Army 1: Defend the bottleneck in the mountains between the Ugabooga people and myself
Standing Army 2: Defend the City
Skeleton Army 1: Defend the City
Hell-Knights 1: Defend bottleneck

Spys:
Spys 1: Find out more about their enemy to the north
Spys 2: Perform Counter intelligence
PMEmail Poster
^
Ryker Stormblade
 Posted: Oct 21 2017, 02:12 AM
Quote Post


Awesome
*****

Group: Members
Posts: 63
Dollars: 1020
Member Inventory: View

Donate
Member No.: 68
Joined: 4-February 13









Continue push into Valenkrag, move militia to the eastern border.
Organize strikes and movements with Vashenberg. Looking to use superior communication to outmaneuver them.

Look to steal Map info from Valenkrag and Haussen.

See if Luminox Kingdom is willing to trade map info.

Activate military edicts. Primus Lux has moved to full war footing.
Use a turn of monies to organize and give a headstart to war materials.
(making tent villages for moving soldiers, using government funds for capital to get metal and food production ramped up faster.)

Continue actively improving relations with known countries.

Questions?
How much control do I actually have over my people again? Depending on how close your government is to a totalitarian dictatorship, more freedom= more chance for spontaneous inventions and hero chance. But even in "free" countries you still have a lot of control over policy.
I would like to make sure that there are no unemployed members of the populace.
How much is it to purchase a merchant fleet? 3 turns of cash. You currently have 1 turn of cash.
How detailed can I get in troop movement? As detailed as you want but try and keep it reasonable.
How long would it take to research the next step of my transformation magic?(specifically full control) 8-10 turn(unmodified) if you can find/trad/research similar things you get discounts
What is the building that gives the next research slot again? (is it research station or is that for the 2nd additional slot?) After university is the research station

--------------------
user posted image
PM
^
Zurumon
 Posted: Oct 22 2017, 12:39 AM
Quote Post


EPIC WIN MAN
******

Group: Moderator
Posts: 216
Dollars: 6400
Member Inventory: View

Donate
Member No.: 47
Joined: 5-October 11









user posted image
Fall year 402
Insight Inc. becomes the first country to unconditionally surrender.
Top 5 Military powers
1. The Last Dragonic Holds/???????
2. Lochigolia
3. Tharn
4. ??????/Ugan/Haussen/Vi'troucia
5. Asgard

Primus Lux steals a remarkable amount of map info from Valenkrag and Haussen. Kingdom of Luminox agrees to the map info trade and Primus Lux becomes aware of Drak'joon a country ruled by a Lich king(not The Lich King but a Lich who is king). Lochigolia invades and conquers the city state of Ji'hyla slaughtering the previous ruling class and freeing the slaves. Lochigolia request info on the Kingdom of Arkedon , and makes an offer of a vast hoard of riches(4 SA worth) for Primus lux to install basic infrastructure across Lochigolia. Accepting will cost Primus Lux a build slot for 8 turns. The push into Valenkrag fall into disarray as the commander mistakenly takes year old spy reports leading his troops into an enemy gunline(blunderbusses). In Vashenburg Haussen forces push their superior numbers to begin destroying as much of Vashenburg as possible. Many refugees begin fleeing towards Primus Lux. Southern scouts manage to evade a massive invasion fleet heading for the cost, the numbers house at least 6 SA. The frozen "humans" are clearly supernatural and likely near immortal or at least live longer than 1000 years. They can't respond telepathically but are conscious. Lastly the Ice of the glacier is supernatural as well it can't be melted by heat, perhaps a hint to these entities abilities?
Vashenburg (SA1-65%, SA2-80%)
Valenkrag SA3-60%, SA4-90%, SA5-95%

Arkedon's expedition is returned though not unharmed, Lochigolia interrogated them heavily and managed to break of few of them. Lochigolia warns that they've destroyed a country in Arkedon's very spot and not to make demands without the strength to back it up. Lochigolia invades the newly reunited Wuju Inc. The Triskal States agree, but Kuobaku does not. Tiskal also informs Arkedon that the creator has been there for 100 years. While eager to trade Kuobaku refuses to make deals outside of that as if to try and stay completely neutral. Fisphk denounces Arkedon for forming ties with the treacherous Triskal States. A disgraced wizard claims he can move a manawell to Arkedon with the proper resources, he only shows half of his research as proof of concept and fear of his work being stolen. Leading Arkedon wizards advise against it as it relies on Theories barely tested. Support will cost 2 turns of the treasury.

The Foundling's evact ships are too late as Insight Inc. unconditionally surrendered with most of its leadership imprisoned awaiting execution or already executed. Though there might be some still wanting to leave "eastern Tharn". Insight Inc. sends map info to Drak'joon, Asgard, and The foundling as a final action. Tharn agrees to accept a emissary provided The Foundling accepts a Emissary from Tharn. Eastern scouts discover precious loot in the undead ruins while avoided the angry dead. Spy reports on immediate and forced social reform many citizens are fearful of being branded a heretic. Tharn's Inquistion is self-policing as an Inquistor was burned by another for abuse of power. Some Cryosians begin preaching in the mainland but finds little faith on the mainland.

Asgard's navy approaches the river entrance to find it garrisoned by Drak'joon(3 SA) and their navy(X3) is nearby though currently fighting Pirates from the southeast. Pirates spotted on the southern end of Asgard. Insight Inc. sends map info to Drak'joon, Asgard, and The foundling as a final action. The woodwraiths fight a retreating battle allowing Asgard to inflict only a few casualties but in return inflict few. Despite the victory several Clans are at each others throat as they begin scheming on what to do about the cowardly warriors from the central territory Clans. Some call for the disband of all central clans and redistribution of territory while others call for disbanding of only the clans who ran, lastly a few call for leniency and to give the clans another chance to prove their worth.
SA 1 (70%) - move up to center guard
SA 2 (10%) - move back to rear
SA 3 (15%) - move back to rear
SA 4 (75%) - move up to center
Custodes "the wolves" (90%) - joined by my leade

The Chosen's Spy in Ugan, Markus Fellshade(hero promotion) successfully reveals Vi'troucia and how many troops Ugan sent exactly(4 SA). Ugan lost on their last offensive as Vi'troucia has repeating crossbows and grapeshot cannons. Scouts discover the Last Dragonic Holds, this artic land is spotted with massive volcanic Frotresses. The scouts are ignored by the floating glowing manifestations of light that work the fields. The ground here is heavily sanctified. The demon disappeared after handing off the motorbikes, on they way back several scouts crash bad enough to severely damage their bikes.

Research:

Asgard:
Metalurgy 6/6
Warships 5/5
Divine Magicks 6/14
Alchemy 4/4 Geek fire 1/5
Irune 3/8

Arkedon:

Prospecting? 3/3
Snowbomb 2/4
Undead wards 2/3
Wind Magic 2/11

The Foundling:
Steam 14/14
ADvanced ships 6/6
Greenhouse 4/4
Rifling 4/6
Lavamancy 14/14 not Arcane but Divine magicks
Alchemy 4/4 Explosives 1/5 Credit from Cryos
Geology 5/6 Credit from Cryos
Self loading 0/9 On hold

Primus Lux:*
Counter espianage 5/5
Long distance tele 9/9
IMporved Spies 5/5
Improved Diplomancy 5/5
Propaganda 3/3
Mito Ritual 3/10
Positive reinforcement only 3/7
Frozen "humans" 3/3
Gorilla Tactics 1/4

The Chosen:*
Skiletons 5/5
The Dark Portals 8/10
Artic survival 4/4
Hell's Peak sickness 6/6 medicine credit
Diverse necromancy 3/3
INT undead 4/8
Corruption 3/6

Production:
Asgard:
Kratar 6/6
Explorers 3/3
SA 4/4
Temples otmfotgata 3/3
Harbor 5/5
Re-equip ships 2/2
reinforce scouts 2/2
Raiders 3/3
W. Irune Tourny Grounds 3/11
Phalynx 2/4
Phalynx 1/4
Reinforice 1/7

Arkedon:
SA 4/4
SA 4/4
Fortress 5/5
Colonist 5/5+
Farms2 3/3
Roads 3/3
Mines 2/3
GCloaks 2/4
Royal Magical Acad. 2/6
SA 1/4

The Foundling: N*

SPY!!!!!! 3/3
Ships 4/4
Ships 4/4
University 6/8
Settlers 3/5
Hydropon Farm 1/3 ancidently started these before ships finished
Factory 1/9

Primus Lux:*
SA 4/4
Infrastructure: Roads 3/3 Sewers 2/2 acqueducts 3/3
Universities 8/8
SA 4/4
Mine 3/3
Spies 3/3
SA 3/4
SA 3/4
Military acad 2/6
2 SA Bought out
SA 1/4

The Chosen:*

Apothecarium 3/3
School 3/3 2/8 University(research facility)
UNdead production Factory 4/10
Storage facility 3/3
SChool2 2/3
School3 1/3
PM
^
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

Topic OptionsPages: (4) « First ... 2 3 4  Reply to this topicStart new topic


 


 

Skin made by Kman of Kskins