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Sillybones fucked around with this message at 00:43 on May 25, 2020 |
# ? May 25, 2020 00:41 |
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# ? May 23, 2024 08:09 |
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are unity ambitions bugged with the new edict system, Will to Power isn't giving any extra influence. I thought maybe something broke and so waited for it to tick off, then activated it again, and nope: I swear it was working earlier in the game, but not anymore. does having more of the edict cap edicts active break the unity ambitions?
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# ? May 25, 2020 02:37 |
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Aethernet posted:The best Space Weapons are those in the last book of the Three Body Problem trilogy.
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# ? May 25, 2020 05:36 |
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...! posted:So, uh... this is the first game of this type that I've ever played. The complexity is... intimidating, to say the least. The brief "tutorials" seem to assume that I'm extremely familiar with this genre. After spending an hour trying to figure things out, I gave up and played something else. I was in a similar boat when I started playing it last week. I'm still learning as I go, but the important thing is to just kind of keep the 4xs in mind and just kind of play. You'll start over a few times as you learn how things work, that's just part of the learning experience. I can only speak to peaceful human cultures but the main thing you always want to be doing in the beginning is the first 2xs, explore and expand. Take your science ship from system to system and survey them. Build another so one can scan anomalies while the other surveys. Spec captains towards anomaly scan speed and finding chance, they make your systems more valuable. Have a construction ship behind them building star bases and fixtures in the systems that are surveyed. You'll build more eventually as you split off in multiple directions. Don't build more pop districts than you need, focus on resource generation first. Colonize 70+ compatibility planets and concentrate on pop growth, if you have the energy credits to throw around pop an edict from the government tab. Each planet has incentives you can throw at it for cheap, to boost pop growth more. Get the 5 growth culture bonuses first when those start popping up too. Don't keep a just in case fleet until after you've researched cruisers, there's not much to fight until the midgame then unless you're a warmonger culture and your rinky dinky fleet won't do anything against crystalline mobs other than take up valuable upkeep resources. Lastly, wars are EXPENSIVE. Fighting a defensive war is one thing. Going on the offense should only be done when you're sure you can win quickly and decisively. You bleed out resources like crazy when you're flying a war fleet around and it can easily freeze your entire growth process to do so.
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# ? May 25, 2020 06:06 |
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OxMan posted:Colonize 70+ compatibility planets and concentrate on pop growth, if you have the energy credits to throw around pop an edict from the government tab. i asked google sensei "stellaris planet settling guide" and the first page was just gamefaqs and reddit threads of loving neckbeards saying "i would never settle a planet under size 20" so i thought well maybe they know what they're talking about then the first time the game actually clicked with me, i was settling anything above 10 as long as i had a high compatibility do you get anything from killing space whales? that's the one thing i skipped last time and i feel like that was a mistake
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# ? May 25, 2020 06:14 |
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The White Dragon posted:i asked google sensei "stellaris planet settling guide" and the first page was just gamefaqs and reddit threads of loving neckbeards saying "i would never settle a planet under size 20" so i thought well maybe they know what they're talking about Settle anything 60% or higher regardless of size. The more pops you have the better, and you can take mastery of nature for the 2 extra districts, and you can always research +habitability techs and gene-mod your pops for extra habitability, or terraform those planets to something desirable. As for space whales, killing them gives you energy+gas but you have to live with the shame of murdering space whales.
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# ? May 25, 2020 06:23 |
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The reason for not settling everything in the past was that you couldn't counteract the increased tech costs from empire size (systems and colonies). It was always a silly idea because you could just build more research to make up for the increased cost. It's even less relevant now we can expand our bureaucracy.
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# ? May 25, 2020 06:43 |
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And Tyler Too! posted:Settle anything 60% or higher regardless of size. The more pops you have the better, and you can take mastery of nature for the 2 extra districts, and you can always research +habitability techs and gene-mod your pops for extra habitability, or terraform those planets to something desirable. As for space whales, killing them gives you energy+gas but you have to live with the shame of murdering space whales. 60% itself is kinda on my 'meeeeh' list. The colony will struggle to produce net-positive, and it's a lot of busy-work now for a payoff later when you get habitability techs and/or proper races to live there. On that note, what's the actual cutoff for "habitability being so low it literally cannot self-sustain"? Anyone done the best-case math?
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# ? May 25, 2020 07:08 |
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Captain Invictus posted:are unity ambitions bugged with the new edict system, Will to Power isn't giving any extra influence. I thought maybe something broke and so waited for it to tick off, then activated it again, and nope: edit: will to power does not show up under influence gain, I simply make over 10 influence a month now instead. what they hell did they do to that particular edict with the last patch. Captain Invictus fucked around with this message at 07:14 on May 25, 2020 |
# ? May 25, 2020 07:09 |
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Serephina posted:60% itself is kinda on my 'meeeeh' list. The colony will struggle to produce net-positive, and it's a lot of busy-work now for a payoff later when you get habitability techs and/or proper races to live there. That's my whole point though. 60% sucks in the short-term, but stellaris is 100% about playing the long-con. You can either terraform the world to something better, form a migration treaty with a more suitable species, or brute-force a better habitability through research or gene-modding. Anything less than 60% is a hard-no, though. 60% by itself falls into "barely adequate" territory, but that can be fixed.
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# ? May 25, 2020 09:09 |
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Captain Invictus posted:I turned off Forge Subsidies and my influence INSTANTLY(not at the start of the month, like normal) jumped up to 11+ a month, so I'm guessing there is, as usual, something fucky in the new patch that makes the new edict types gently caress around with the unity ambitions, specifically, will to power.
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# ? May 25, 2020 09:58 |
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Enjoy posted:The reason for not settling everything in the past was that you couldn't counteract the increased tech costs from empire size (systems and colonies). It was always a silly idea because you could just build more research to make up for the increased cost.
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# ? May 25, 2020 10:13 |
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Poil posted:Is it added under base influence gain like the suppressing/boosting factions is? By the way why haven't such an obvious stupid decision been fixed yet?
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# ? May 25, 2020 10:26 |
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Serephina posted:60% itself is kinda on my 'meeeeh' list. The colony will struggle to produce net-positive, and it's a lot of busy-work now for a payoff later when you get habitability techs and/or proper races to live there. Well, I just did the math of this to answer my own question. Assuming: Normal pops with no racial bonuses or malus, standard bio pops, happiness&stability not included, etc. Using only Farmers, Miners, Technicians, Entertainers, Artisans, and 0 ruler jobs, can a world sustain itself? At 60%, yes. at 55%, flat-no. I used matrices for this, and factored in upkeep costs for districts etc. Math might be off, but it kinda gives results one would expect. Makes me kinda regret doing this as it gives zero new info, but it was a fun exercise I guess! I still wouldn't colonize 60%, because the game is enough busywork without making more it in the name of optimization.
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# ? May 25, 2020 10:53 |
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I’m playing a game right now for the first time in several years and I’m wondering about administration and how far above it is cool to go? I can only manage 50 points and I’m being picky on which systems I claim. But the closest enemy empire is like taking everything and are they just not caring about the penalties? Should I build admin buildings? Also i just ran across a cluster of three systems that all have habitable planets. Should I just grab that poo poo and at what point should I colonise? ASAP or when my original two colonies are producing enough to contribute? Also pop growth? Is it supposed to be so slow? It feels way slower then when I played a few years ago?
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# ? May 25, 2020 11:32 |
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Yeah, you can literally build admin cap. That's going to far oustrip what you'll get from research, at least in the short term, so go wild.
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# ? May 25, 2020 11:37 |
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Affi posted:I’m playing a game right now for the first time in several years and I’m wondering about administration and how far above it is cool to go? Colonise everything 60% habitable and up ASAP. Each planet gives you more pop growth. Take the best systems first, but take all systems. Build admin buildings when you go over your admin cap. Have a planet that just has office buildings, specialise it as a bureaucratic centre.
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# ? May 25, 2020 11:43 |
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Affi posted:I’m playing a game right now for the first time in several years and I’m wondering about administration and how far above it is cool to go?
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# ? May 25, 2020 13:32 |
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Stellaris (and Warhams) is a lot easier to understand once you realize that it’s an ontology with luminiferous ether rather than proper vacuum in space.
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# ? May 25, 2020 13:39 |
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Splicer posted:On top of what Gort said, outside of exceptional circumstances you should expand contiguously. If you've got a line of good system - bad system - good system, don't leapfrog over the bad system. If t's more if a web and you've expanded around a bad system though there's no need to backfill until you feel like it. Yeah, the main limiter to expansion is influence, and it costs more influence the further from your borders the system you're taking is, so if you want a system that's a long way away for a planet or a resource or a choke-point, expand in a line to it, don't just take that system first.
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# ? May 25, 2020 13:45 |
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I honestly thought I could claim a few systems, destroy all their fleets, take every system they have and bomb every one of their planets to get the systems I claimed. Seems that is actually impossible or something and I have a few months till the war is ended and a total waste of time. What? Also, where are their random ships coming from? They just blink into existence in their home sector.
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# ? May 25, 2020 14:17 |
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Sillybones posted:I honestly thought I could claim a few systems, destroy all their fleets, take every system they have and bomb every one of their planets to get the systems I claimed. Seems that is actually impossible or something and I have a few months till the war is ended and a total waste of time. you need to land invasion forces to capture a planet, you build them from your planets, uh, army screen?
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# ? May 25, 2020 14:35 |
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Why are space battles like napoleonic /age of dreadnaught sea battles? Because in this reality space literally is an ocean. Now go put the lash to the coal monkeys to shovel harder or we’ll never Cross The T!
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# ? May 25, 2020 14:37 |
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Schadenboner posted:Why are space battles like napoleonic /age of dreadnaught sea battles? Because in this reality space literally is an ocean. Now go put the lash to the coal monkeys to shovel harder or we’ll never Cross The T! Because it looks cooler than a bunch of ships all pointing in random directions.
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# ? May 25, 2020 14:45 |
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Sillybones posted:Also, where are their random ships coming from? They just blink into existence in their home sector. When you defeat a fleet (or rather, either when the AI/player decides to retreat or is forced to retreat since all ships are disengaged/destroyed) they emergency-FTL and go MIA for some number of weeks/months, (depending on how far they are from friendly territory?) I haven't really been able to work out exactly how it decides where they return, but it looks like they try to go for the nearest(?) friendly system (but it tries to prefer one with an upgraded starbase) or if none are available they appear at the capital(??). They'll show up in occupied systems if someone else controls every starbase that empire nominally owns. So you can shut down their shipyards and still be stuck playing whack-a-mole as their corvettes keep reappearing at like 3% hull, looking for a place to repair. But if you take literally every system they own and then leave a small fleet to camp their home system, then eventually you can grind their navy down to zero. silentsnack fucked around with this message at 14:49 on May 25, 2020 |
# ? May 25, 2020 14:46 |
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Schadenboner posted:Why are space battles like napoleonic /age of dreadnaught sea battles? Because in this reality space literally is an ocean. Now go put the lash to the coal monkeys to shovel harder or we’ll never Cross The T! Because that is how almost every 4x runs space battles, because otherwise its into hard sci-fi areas and then you have to have all your tech make sense and you don't get to have cool things. Also because to properly do all that you need space to be properly huge, which takes a lot of computer power and stuff. silentsnack posted:When you defeat a fleet (or rather, either when the AI/player decides to retreat or is forced to retreat since all ships are disengaged/destroyed) they emergency-FTL and go MIA for some number of weeks/months, (depending on how far they are from friendly territory?) I haven't really been able to work out exactly how it decides where they return, but it looks like they try to go for the nearest(?) friendly system (but it tries to prefer one with an upgraded starbase) or if none are available they appear at the capital(??). They should prioritize going to whatever is marked as their "home" starbase, and if they can't go there I think it is nearest upgraded starbase?
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# ? May 25, 2020 14:51 |
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Real space combat would be loving annoying. Like that one anomaly where the 160 Million Year Old mass reactive round glances one of your Science Ships and you get 150 Engineering Points but purposeful.
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# ? May 25, 2020 15:00 |
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Sillybones posted:I honestly thought I could claim a few systems, destroy all their fleets, take every system they have and bomb every one of their planets to get the systems I claimed. Seems that is actually impossible or something and I have a few months till the war is ended and a total waste of time. The only hard time limit on a war is that if either side hits 100% war exhaustion for two years, they can be forced into a status quo peace - and I think this is what you mean by "the war is ended and a total waste of time", but that isn't the same as a white peace from other PDS games, where nothing changes. War exhaustion also isn't the same as war score from the other games: it does make AIs more willing to accept peace, but not enough to make up for some of the penalties that might exist, particularly the one from demanding systems that you don't fully occupy (as in, space control and also occupying any colonies in the system). In Stellaris, a status quo peace usually means you keep any system you fully occupy where you have the strongest claim of anyone in the war. So like uncurable said, if any of the systems you claimed have colonies, you need to land troops to take them, and then you should be able to get the enemy to cede them in a peace deal (either by running out the WE clock or just flat-out winning the war). (alternatively you can play a total war empire or build a colossus and then not have to care about any of this).
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# ? May 25, 2020 15:35 |
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It was really weird that they made a bunch of games where a "status quo peace" means "territory will return to how it was prior to the war" and then this game where it means "territory will be as it is right now".
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# ? May 25, 2020 17:01 |
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Defense Platforms are really meant to be used with a couple stacked -cost bonuses (like Secure the Borders in oligarchies), then they work ok until super lategame. I half-completed a mod back in the day where I just stole Star Ruler mechanics and had an empire resource that just assembled platforms over time for free. Part of the motivation was how easy it was to kneecap someone by ganking their shipyard starbase in the early game. With that mechanic capital starbases tended to have full platform allotments. Gotta say I'm super not a fan of the new take on sprawl. Whats the drat point of adding a mechanic to penalize large empires and then adding another mechanic which counters it for a penalty of jobs? I'm sure it's been said before. Just whining.
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# ? May 25, 2020 18:59 |
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TheDeadlyShoe posted:Gotta say I'm super not a fan of the new take on sprawl. Whats the drat point of adding a mechanic to penalize large empires and then adding another mechanic which counters it for a penalty of jobs? I'm sure it's been said before. Just whining. The point of sprawl is to generate negative feedback. Both in being such an annoying pointless busywork tax feature that it becomes That One Feature, and in putting a damper on the tendency for wargames to turn into a predictable cascade of "win fight" == "get more resources" == "win more" ...and repeat until bored or you run out of map to recolor and/or doodads to hoard.
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# ? May 25, 2020 19:10 |
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silentsnack posted:The point of sprawl is to generate negative feedback. Both in being such an annoying pointless busywork tax feature that it becomes That One Feature, and in putting a damper on the tendency for wargames to turn into a predictable cascade of "win fight" == "get more resources" == "win more" ...and repeat until bored or you run out of map to recolor and/or doodads to hoard.
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# ? May 25, 2020 21:21 |
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Splicer posted:Yes, but that worked fine before when it was just "You big? Everything's harder DWI". Now it's this weird math game where sometimes it's worth throwing down a bureaucracy building and sometimes it's not, and a big empire can research like a small empire if they fill habitats with pencil pushers which eventually is basically free to do. Yeah, it worked and that's why (some) players hated it. So it got changed. Now the hard limit was removed, turning the whole mess into a meaningless waste of time and (some) players hate it.
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# ? May 25, 2020 22:04 |
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Gort posted:It was really weird that they made a bunch of games where a "status quo peace" means "territory will return to how it was prior to the war" and then this game where it means "territory will be as it is right now". I like it more this way Turning over control of a castle you'd already taken was a big deal, it was a concession you had to extract in a peace deal Imagine playing Mount and Blade and having to storm the same castle again and again with every peace treaty Also from a gameplay perspective you've already paid the resource cost to take the claim, in EU4 it's free until you core.
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# ? May 25, 2020 22:09 |
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here's a "fun" weird bug that just happened it seems that merging army fleets with individual generals doesn't actually remove all the generals, they are apparently still attached to the combined fleet somehow. how do I know this? because I dropped my 3-into-1 combined army on one of the fallen empire's homeworlds and over the course of the assault EVERY SINGLE GENERAL I HAD WAS KILLED IN THE BATTLE like yeah they're generals who gives a poo poo, but it's such a ridiculously stupid bug.
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# ? May 26, 2020 03:47 |
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now here's an actual for real, not quite game-breaking, but certainly broken bug. yanno how you get 4 art monuments per playthrough? well, I have 83 art monuments, one on every single world in my empire. I noticed the option kept showing up past the 4 planets I chose, so I clicked "exhibit art monument" on every single planet while paused and they all completed at the same time, so they all went through, so now everyone gets an art monument. YOU GET SOME ART, AND YOU GET SOME ART! EVERYONE GETS SOME ART!
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# ? May 26, 2020 04:41 |
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Captain Invictus posted:now here's an actual for real, not quite game-breaking, but certainly broken bug. There are many of those types of bugs/exploits in Stellaris.
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# ? May 26, 2020 04:42 |
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Captain Invictus posted:now here's an actual for real, not quite game-breaking, but certainly broken bug. yeah that's been the case for a couple patches now, it's annoying if you want to add them to future well-developed planets because whoops you're already over a hundred art monuments over cap!
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# ? May 26, 2020 04:44 |
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Captain Invictus posted:here's a "fun" weird bug that just happened I'm not sure if that's a bug or just a UI issue - I think in actuality generals attach to specific units, even though that's not at all well communicated. I'm not sure how it picks one in particular to be the face of the army fleet.
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# ? May 26, 2020 06:16 |
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# ? May 23, 2024 08:09 |
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if it still keeps them attached despite all the armies merging into a single group, then either they're tagging along without providing benefit, or the benefits stack which would be even more ridiculous. either way, I kept getting "died in battle on Boundary" messages until my final general bit it.
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# ? May 26, 2020 07:07 |