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Thread: Erik's Efficient Sim Guide to Villa 2

  1. #1

    Default Erik's Efficient Sim Guide to Villa 2

    Google Doc of spreadsheet to assist with NPCing and checking the math.
    [note: If you ever have a discrepancy between the spreadsheet and the build order, go with the spreadsheet. It has numbers backing it up]


    This is a guide for someone who wants to sim to their second village without having to raid at all. With the quests it is possible to do this in a very reasonable amount of time so long as you don’t get distracted from your main objective. Get fields for resources to power up your economy as quickly as possible.

    If you just want to skip to the meat of this guide, Below I will lay out the build order to efficiently take you from spawn to your second villa via pure simming after these walls of text.

    This guide assumes the following things:
    You are playing as a Gaul.
    You use Travian Plus.
    You use the % resource bonuses.
    You are willing to use the NPC merchant occasionally.


    Travian Plus is recommended (helps for the queueing and checking how long things take to build) and, again %resource bonuses are mandatory for the expectations of this guide. I tried to keep the NPCing of resources reasonable (you only need 7 times in the first 9 days) by building organically (clay-wood-iron-wheat) so that resources balance out pretty well.

    Also either using Gold Club of sitting for someone who has Gold Club is recommended for finding a good cropper site for your capital/second village. Since you aren't going to settle sooner than 3 weeks in, it is likely that the really good spots (150% and 125% 15c's near the center) are going to be taken already. It is nice to be able to keep tabs on multiple settling site locations so you can track who goes where, just in case you want to pick a fight with them over a spot later (say if they are slow growing after settling, or if they exhibit some other weakness, or if you are just bloodthirsty like me).

    When simming, there is one tribe that stands head and shoulders above the rest. Gauls have the best merchants, best crannies, and most balanced defense unit (who is also the cheapest... I call the phalanx "the maceman of defense"), along with early game intimidation factor of the trapper and the least expensive settlers as icing on that cake. This guide will assume that you are playing as a Gaul since it is the easiest to accomplish.


    Not a gaul? =-(

    If you intend to sim as a Roman or Teuton it will play much the same except you will get less profits from the marketplace (if you choose to make trades for early resource profits), your granary needs to go 1 level higher to pay for settlers, you will need to build more level 10 crannies and you will need to build your extra crannies earlier. These extra costs may set you back about 1-2 days versus Gaul expectations.


    Can I go faster? Are these wait times rock solid?

    Periodically you will need to wait to accumulate resources in order to buy your next batch of fields and buildings. I have noted wait times in my build order based upon my calculations. What I did not note is build times for how long fields and structures take. My guide assumes that structures taking longer than a few minutes to build will be instant completed. In actuality this is not necessary later on since you can usually just start building earlier into the scheduled wait time as my waiting periods for resources usually let them pile up enough to queue up several items at once. If there is a 12 hour wait you could start queueing stuff at 8 hours and get an early jump on construction and production.

    There are things you can do to speed up your progress on this guide. NPC to build as soon as possible, trade on the marketplace for profits (and NPC those undesirable resources into desirable ones), instant complete everything, be online often to queue up stuff as soon as resources become available... but realistically if you have time for all that then you may as well be raiding. I try to keep things relatively undemanding and reasonable in the spirit of easy simming.

    Anywho, here goes the build orders.

    Day 1
    • Wood lvl 1
    • Wheat lvl 1
    • Quests 1-4
    • Clay lvl 1
    • Iron lvl 1
    • Quests 5-8
    • Wheat lvl 1 (x2)
    • Wood lvl 1
    • Clay lvl 1
    • Iron lvl 1
    • Wheat lvl 1 (x3)
    • ...
    • wait 12 hours for rat
    • Quest 9-10
    • Wood lvl 1
    • Quests 11
    • Wood lvl 1
    • Clay lvl 1 (x2)
    • Iron lvl 1 (x2)
    • Quests 12-13
    • Cranny lvl 1
    • Quest 14
    • Wheat lvl 2
    • Clay lvl 2
    • ...
    • 2 hour wait
    • Wood lvl 2
    • ...
    • 2 hour wait
    • Iron lvl 2
    • Quest 15-16
    • ...
    • 2 hour wait
    • Wheat lvl 2
    • ...
    • 5 hour wait
    • MB 2-3
    • Quest 17-18
    • Gran lvl 1
    • Quest 19 (E)
    • Ware lvl 1
    • Quest 20 (E)
    • Market lvl 1
    • Quest 21 (E)
    • NPC
    • Wheat lvl 2 (x3)
    • Wood lvl 2
    • Clay lvl 2


    If you instant-build the buildings (MB, granary, warehouse, market) and let fields grow at their own pace then you will take about 24 hours to get to this point.

    End of day 1 populaton & production: 44 pop+1 rat, 35/35/30/16 production. Not too shabby.

    I have the rat is factored into wheat production always since people may be afraid to attack a large fast growing gaul in the early game. If you can get a friend to kill it for you that will save you a fair chunk of wheat over time.



    Day 2 (24+ hours passed) (slow day)
    • ...
    • 8 hour wait
    • Wheat lvl 2
    • Clay lvl 2
    • ...
    • 13 hour wait
    • Wood lvl 2 x2
    • Clay lvl 2
    • ...
    • 9 hour wait (goes on into day 3...)


    49 population, 45/45/30/17 production


    Day 3 (48+ hours passed) finish level 2 fields, and get that cranny before BP wears off!
    • NPC
    • Iron lvl 2 (x3)
    • Quest 22-23
    • Wheat lvl 3
    • ...
    • 13 hour wait
    • Cranny 2-7 (Ready for BP ending during next waiting period!)
    • ...
    • 9 hour wait (72hr Beginner Protection is over!)


    57 population, 45/45/45/17 production (920 cranny protection, 736 vs teuts in v3.5-3.6)

    Day 4
    • NPC
    • Clay lvl 3 (x2)
    • ...
    • 9 hour wait
    • Wheat lvl 3 (x2)
    • ...
    • 10 hour wait
    • Cranny lvl 8
    • ...
    • 1 hour wait (i.e. while the cranny builds)
    • Cranny lvl 9


    61 population, 45/60/45/30 production (1540 cranny protection, 1232 vs teuts in v3.5-3.6)

    Note: I don’t recommend completing the embassy quests right away. The quest rewards do make it very good value for your CP production, but you really need to focus on fields early on. Level 4 fields get you to where the embassy costs are only a speed bump to your production.

    Day 5
    • ...
    • 12 hour wait
    • Clay lvl 3
    • Wheat lvl 3
    • Wood lvl 3
    • ...
    • 6 hour wait
    • Wood lvl 3 (x2)
    • ...
    • 10 hour wait


    65 population, 68/68/45/33 production

    Day 6
    • Clay lvl 3
    • Wood lvl 3
    • Iron lvl 3
    • ...
    • 10 hour wait
    • Wheat lvl 3 (x2)
    • Iron lvl 3
    • ...
    • 11 hour wait


    71 population, 75/75/60/42 production

    Day 7
    • Iron lvl 3 (x2)
    • Wheat lvl 4
    • ...
    • 12 hour wait
    • NPC
    • Clay lvl 4 (x2)
    • Wood lvl 4
    • ...
    • 12 hour wait


    78 population, 84/93/75/44 production

    Day 8
    • NPC
    • Wheat lvl 4 (x2)
    • Ware lvl 2
    • Embassy lvl 1
    • Quest 24
    • ...
    • 12 hour wait
    • Clay lvl 4 (x2)
    • Cranny lvl 10
    • ...
    • 12 hour wait


    86 population, 84/110/75/51 production (2000 cranny protection, 1600 vs teuts in v3.5-3.6)

    If you are making profits off the market and NPCing there, then I recommend using those profits to upgrade your marketplace as you go along. Having an upgraded market helps your CP/day and gives you more chances to trade for profit.

    Day 9
    • Wood lvl 4 (x3)
    • Ware lvl 3
    • ...
    • 12 hour wait
    • NPC
    • Wheat lvl 4 (x2)
    • Embassy lvl 2-3
    • Quest 25
    • Iron lvl 4
    • Cranny lvl 1 (x2)
    • ...
    • 15 hour wait


    96 population, 110/110/84/59 production (2400 cranny protection, 1920 vs teuts in v3.5-3.6)

    The extra crannies are more for CP than for resource protection at this time, though you will need them later. You should keep building level 1 crannies until you have 12-13 crannies in total. They give better CP than level 1 embassies for their price (almost tied until you factor in population costs over time) and give better protection than fully upgraded crannies for their price.

    Day 10
    • Iron lvl 4 (x3)
    • Wheat lvl 4
    • ...
    • 13 hour wait
    • Ware lvl 4
    • Gran lvl 2
    • Clay lvl 5
    • Wheat lvl 5
    • ...
    • 10 hour wait
    • Clay lvl 5
    • Wood lvl 5


    Population 107, 124/138/110/70 production

    Day 11
    • ...
    • 12 hour wait
    • NPC
    • Clay lvl 5
    • Wood lvl 5
    • Wheat lvl 5
    • Cranny lvl 1 (x6)
    • ...
    • 14 hour wait


    Population 109, 138/151/110/82 production (cranny protection 3600, 2880 vs teuts in v3.5-3.6)

    The extra crannies are for CP and resource protection now since the long waits are starting to make serious piles of resources. Remember that marketplace trades add to your resource total for the limit on what the cranny protects, so vs teut raiders you may need a lot more protection than the full warehouse capacity if you have several trades up at a time.

    Day 12
    • Wood lvl 5
    • Wheat lvl 5
    • Iron lvl 5
    • ...
    • 12 hour wait
    • NPC
    • Clay lvl 5
    • Wheat lvl 5
    • Wood lvl 5
    • Gran lvl 3
    • Cranny lvl 1 (x3)


    Population 115, 165/165/124/103 production (4000 cranny protection, 3200 vs teuts in v3.5-3.6)

    Day 13
    • ...
    • 12 hour wait
    • NPC
    • Iron lvl 5 (x3)
    • ...
    • 12 hour wait
    • Wheat lvl 5 (x2)
    • Ware lvl 5
    • Gran lvl 4-5
    • MB 4-5


    Population 126, 165/165/165/119 production


    Level 5 fields done, and a fair bit of infrastructure at the ready for your next step.


    On day 14 you will begin building level 6 fields. Much in the same order as level 4 and 5 fields went down. Do a couple clay, then a wood. Another couple clay and a couple wood. Throw in some wheat and iron afterward. An easy way to figure out what resource you need to build next is to just check which one will be ready to build at the earliest. That’s usually the right one to build.

    Level 6 and 7 fields will give a huge boost to production and they each give +1 CP/day as well (bonus!)

    The flour mill will be built at the intervals described on the kirilloid resource calculator.

    Level 1 flour mill with wheat fields at 6/6/6/6/ 5/5
    Level 2 flour mill with wheat fields all at 7
    Level 3 flour mill with wheat fields all at 8

    Briefly your next days will go:
    Day 14:
    2 Clay, 1 Wood, 1 Wheat
    186/207/165/133 production

    Day 15:
    2 Clay, 2 Wood, 1 Wheat
    229/250/165/145 production

    Day 16:
    1 Wood, 3 Iron, 2 Wheat, 1 Flour Mill
    250/250/229/188 production

    Day 17:
    1 Iron, 2 Wheat (level 6’s done!), 2 Clay lvl 7
    250/300/250/227 production

    Day 18:
    2 Clay 7, 2 Wood 7, Ware 6, Gran 6
    300/350/250/221 production

    Day 19:
    2 Wood 7, 2 Iron 7, Cranny 2-10 (now have 5800 cranny)
    350/350/300/206 production

    Day 20:
    2 Iron 7, 3 Wheat 7, Ware 7
    350/350/350/275

    Day 21:
    3 Wheat 7, Mill 2, Ware 8, Cranny 2-10 (now have 7700 cranny), Res 1-2, Rally 1
    350/350/350/370

    Work on that residence to 10 and settlers.
    You are producing about 34k res/day. It will take about 130k resources to get your residence up to 10 and your 3 settlers. That’s 4 days from now.
    Day 25-ish send settlers to your new village and while they are traveling pour all your resources into raising your marketplace as high as you can (level 14 is usually a good spot since the costs start ramping up at 15).

    Your CP may be a bit short since this works so quickly. If think you are going to be short on CP you can simply continue upgrading fields to level 8.

    Level 7 fields vs. Level 8 fields before settling?


    This guide assumes you want to settle ASAP but with a decent economy able to push and develop both your spawn further and your expansion village quickly after settling. If you had the CP for it, you could actually settle about 1 day faster by saving for residence and settlers upon completing level 6 fields... but you would not be able to push nearly as many resources and you'd likely find your economy stagnating compared to someone who waited a bit longer to settle. So level 7 fields are a pretty good compromise for getting a sufficient economy to grow and not taking too long to settle.

    Upgrading your fields to level 8 and getting a level 3 flour mill will take you about 3 and a half days extra on this guide's timeline. The upside is that from that point on it shaves off 1 day from saving up for residence and settlers. So the real delay for boosting your spawn production by almost 750 res/hr is only 2 and a half days late on your settling versus level 7 field projections. If you are short on CP when you build the level 1 residence then you can just focus on fields and have a rocking spawn production of 2363 res/hr before you even settle your 2nd village.

    If you are nervous about having to spend 3 days saving up for settlers, then you may prefer only needing 2 days to save up for settlers with level 8 fields. If you are nervous about a neighbor developing catapults and ruining your spawn before you expand (and you have not made friends with your largest neighbors), then you may not want to wait those extra 2 days for level 8 fields! If you are in a rush to make certain you get to an awesome cropper location then you may not want to wait those crucial 2 days. If you are going to be going into a cropper fight for sure, then waiting those extra 2 days could give you a big advantage since you know what you are preparing for whereas your opponent may not be ready for a fight. The extra economy boost of level 8 fields will let you upgrade fields while building troops at the same time at your spawn.

    There's a lot of 'If's in that last paragraph. Decide which applies best to your personal situation and let that be your compass.

    With level 8 fields your spawn alone will be generating over 56k res/day... nearly 400k/week. And with no troop losses you can see how very quickly you will overtake all but the very best raiders in production. If you can push 30k res/day to your expansion that leaves a bunch left over to upgrade your spawn and have a beast of an economy. A week after settling it is not unreasonable to expect your total economy to be in the neighborhood of 600k+/week. Watch yourself quickly outpace the best raiding economy.

    Happy simming. The lovely thing about this guide is that you lose nothing to raids, it is too early for catapults (unless you have really bad luck in neighbors), so it should be very repeatable.


    Thanks to Wren for inspiring me to write this guide with his work on a sim guide to villa 2 (and I borrowed his format for listing my build orders).
    Thanks to Greenman and Red Peasant for testing out the guide and correcting some of my transcription errors.
    Thanks to Forgivable for catching a transcription error as well.
    And thanks to all the kind comments =-)
    Last edited by Erik; 09-21-2010 at 06:56 AM. Reason: sprucing up and credits (changed start day from day zero to day 1, and advanced everything else to keep it right)

  2. #2

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    Tactical notes:

    As a Gaul you may want to leave out 1 cranny spot to make a trapper in your spawn villa so you can help friends hide their settlers in your traps, since you may want to find someone who can do the same favor for you (if you aren't using goldclub/autododge anyway). Whatever you're doing you don't ever want to let your settlers get killed. I don't recommend using a trapper as a real line of defense in your spawn. Just as a settler storage pen if you find a friend in need. This can be built later if needed.

    A note for the success of a simmer is that your chances of surviving go way down the later you start this guide into a server. Frustrated farmers who have catapults are likely to crop kill you in the hopes that your warehouses may finally fill past cranny coverage. Or just out of rage at wasting their precious rally point time with your salacious resources that they keep scouting. So ideally you want to start this guide on day 1 of a server. An upside to starting later is that you can make bigger trades for 2:1 resources since players will have larger stockpiles, but you are in greater danger of getting catapulted by someone like me who isn't interested in long term success and will have a scary army+catapults before second villa.

    If you start later and don't wind up in a safe spot (i.e. somebody scary too near you) then you may wish to delete before you invest too much time into things. The nicer thing about starting later is that you will be farther out and closer to the boonie croppers. That will cut your merchant travel time way down when you are developing your second village.

    Your best hope if you do find such a nasty neighbor is to negotiate for future chiefing of your starter villa such that they won't want to mess it up with their catapults. If your intent is to leave the area entirely, most expert players won't be nearly as concerned with your presence and welcome the availability of a developed village that they can chief early on (since chiefing with just 1 conquering unit requires many trips and generally only works on willing, inactive or directly adjacent targets).

    Growing your 15-Cropper Capital... and Cropper Fights!

    For people intending to take a 15c and be serious contenders on a server, it is likely gonna take a bit more gold to get that capital developed. I like building up a high granary, warehouse, main building and then just NPCing whenever that granary nearly caps out in order to build more fields. Wash rinse repeat and with pushes from your spawn you will soon have a monster of an economy.

    For the love of all that is holy, I strongly recommend settling your 15c capital as your second village. Settling a 5 clay next to it is dangerous. It is a sign of weakness to many players, and may invite someone into starting a cropper fight with you over your intended location.

    Cropper fights are costly and can really set you back... if you win. If you lose, you just got screwed. Hard. Probably wasted several days, even a week or two of critical early growth time. Maybe more. I have cost a top 50 player 3-4 weeks of growth in a cropper fight and caused him to delete after such a setback. It hurts.

    Also, someone may already have had their settlers en route to that cropper location and whether they intended to or not, because you didn't occupy the spot you are now in a cropper fight. BAM. And worse you have to pry him out of that spot now.

    And last reason why it is a good idea to settle that 15c spot first, if you *do* get in a cropper fight, it is much, much, much easier to defend early on, especially as a Gaul. Cranny up, ignore your enemy as he wastes his time trying to raid you get your expansion economy roaring faster than the enemy. Whatever you cannot push from your spawn, use to upgrade spawn fields for a while, and then quickly shift into phalanx spamming mode at your spawn. You should be able to build and make bulk shipments of phalanxes faster than your opponent can build local troops to harass you with. Just make sure that when you do finally send your defense in to town, it is enough to decisively win the fight. That loss of resources right there may put your opponent back on his heels.

    Once that 15c economy is hot (level 2 bakery and wheat fields 10/8/8/8/8/7's as kirrioid suggests) you may build a trapper up (but do not build traps until you are ready to make a serious defensive stand). You can sit enough phalanxes in there with enough pathfinders to keep them hidden from scouting attempts and prepare to reap hero XP when the guy tries to bust free his trapped troops later. Once you get level 10 fields, your level 20 trapper isn't that expensive (v 3.5-3.6 anyway) and you can put down 400 traps. That plus 1000+ phalanxes is enough to make many enemies cry in the first month or two. Your opponent certainly will be doing no better than you at the expansion on economy so he cannot afford a larger army, especially if he wants to tech to catapults first.

    In a cropper fight against an opponent much larger than you, or someone who is really, really good. You may have to bite the bullet and create a hammer from your 15c that you have settled. One thing to remember is that it is easy to defend one village. If your opponent has several villages by you then they have to pick and choose targets. Being smaller is an advantage in that sort of situation. You can stack crazy D all in one spot and taunt them as you harass and pick apart their villas. If you must expand, I recommend expanding into something like another 15c or a 9c in the opposite direction of your enemy. Then you can build troops there and have time to shuttle troops to or from your capital and outrace your enemy's attacks. They might not like the vulnerability of sending their attacks even farther out when you have a closer more intimidating village near to them.


    If you don't get in a fight at your capital site, then all the better. You can lazily build a pretty high level granary and warehouse and perhaps only have to NPC once every day or few, and just keep queueing up fields. It is handy to have a high main building if you don't intend to gold complete all dem fields. It is a bit expensive in gold to start out that capital but your growth will be very impressive.



    [reserved for lolcats]



    (thanks to Sleeping Bear for editing in such an appropriate lolcat)
    Last edited by Erik; 09-18-2010 at 11:41 AM. Reason: /modbot

  3. #3
    Philosopher Sleeping Bear's Avatar
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    I like the second post, Erik.

  4. #4

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    I endorse this for a sticky somewhere!
    I no longer check reputation regularly. If you want to leave feedback, please PM me.

  5. #5
    Philosopher Greenman's Avatar
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    Quote Originally Posted by Erik View Post
    • Wood lvl 1
    • Wheat lvl 1
    • Quests 1-4
    • Wheat lvl 1
    • Clay lvl 1
    • Iron lvl 1
    • Quests 5-8
    • Wheat lvl 1 (x2)
    • Wood lvl 1
    • Clay lvl 1
    • Iron lvl 1
    • Wheat lvl 1 (x3)
    Running through this, I count 7 level 1 wheat fields. That's all I've found so far as errors go. Looks great!
    Like riding a bike... Only with more typing and less riding a bike
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  6. #6

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    Nice guide! I was always too lazy to raid at the start, hopefully now I can totally avoid it.
    You should definitely expand it. Capital fields(when and why), big celebration(when and why), conquering(when and why), maybe even when to start your hammer...just throwing ideas here, but I do think it needs to be expanded...

  7. #7

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    Quote Originally Posted by Greenman View Post
    Running through this, I count 7 level 1 wheat fields. That's all I've found so far as errors go. Looks great!
    Much Thanks!

    The single field after quest 4 was a typo from a conversion of a different build order when I had an inferior and more wheaty version that was under the impression that pop limit was based on normal what production and not plus wheat production. I was scurred it was a miscalculation and I was gonna hafta revisit my spreadsheet from the start on down (I did that once already when I left out the rat early on, arg)... even after I took the precaution to count off the fields on my spreadsheet just to avoid that kinda hijinks.

    @ Sleepingbear. Me too! Nice use of teching up a lol cat.

    @ Tifforo. Thanks. =-) Maybe after it is vetted some on us5...

    @ NIDzA. Conquering and hammer building are a bit beyond the scope of this and most guides. Those things are very situation dependent and can vary greatly from player to player. Celebrations (big or small) are for when your economies are going strong and capital fields are somewhat dependent upon what you take for your capital and how far away it is and who your neighbors are. So even those are somewhere that can go off the rails on a guide. I am considering appending a timeline for how long it will take to build up a capital but that largely depends upon how close you are for how much you can reasonably push.

    Just to show how many different options you can start having once you get your second villa... I am simming for my us4 account but decided to be crazy and took a nearby 15c to a 150% 15c to join a 2-way fight between two established top-60 players over a 150% cropper (one owns it the other took a 6c near it) to make it a 3 way fight between two top-60 players and one top 1000 player (I like my odds). Since I chose to be in this fight I had to focus on military more heavily than I initially intended and I'm torn between many options. I am considering laying my 3rd villa (I have the CP right now) versus finishing level 10 cropper fields next week, versus starting up my imperian factory to capture an oasis next week that will have to be protected from raids due to its proximity to neighbors, versus getting those imps and catas and starting to plow down my neighbors (but hampering my economy) that will take ~2 weeks.

  8. #8
    Philosopher Greenman's Avatar
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    Quote Originally Posted by Erik View Post
    Much Thanks!

    The single field after quest 4 was a typo from a conversion of a different build order when I had an inferior and more wheaty version that was under the impression that pop limit was based on normal what production and not plus wheat production. I was scurred it was a miscalculation and I was gonna hafta revisit my spreadsheet from the start on down (I did that once already when I left out the rat early on, arg)... even after I took the precaution to count off the fields on my spreadsheet just to avoid that kinda hijinks.
    Hmph, well I'm testing it out as is on s5. I'll let you know if I find any more kinks or hijinks.
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  9. #9
    Artisan x-factor's Avatar
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    This is the type of guide i have been waiting for! Thanks

  10. #10
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    This guide is very helpful and teaches you to be efficient with your village and building it up to be a very powerful empire. I know this is a simming guide but maybe you could suggest to start on military so you would truly have a strong empire.

    Another point, following your guide it takes 24 days to settle your second village. In my opinion, since you're making so much resources from the fields you're probably better off saving for a celebration rather than building so many extra buildings just to gap that extra space. In the long term, yes it would produce more but do keep in mind that the Town Hall produces quite a load of Culture Points.

    That's just my opinion and following other means suggested in your guide might also work.
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