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AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I've done like 30 minutes to poke at all the pretty buttons so far... I'm going on vacation soon, and rather than skiing like my family intends, I shall... uhm... inwardly perfect my perfect empire of lifeseeded pops and shield away all undesirable worlds.

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AtomikKrab
Jul 17, 2010

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GotLag posted:

You can shield primitives in your empire, but you can't crack their planet :(

Invade, free them, redeclare war, crack.

AtomikKrab
Jul 17, 2010

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Would it be possible given enough time and insanity to give up your original habitable worlds as vassals, free, declare on them, and then crack the planets to build ringworlds with?

AtomikKrab
Jul 17, 2010

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Decided to hive mind with new patch + verenerable + all leader level boosters.


All three of my scientists are mad scientists... the gently caress

AtomikKrab
Jul 17, 2010

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Or just keep repeating techs that upgrade weapons/armor/defense platforms/etc

I am continuing progress towards figuring out how to purge my homeworld after moving to a ring so I can crack EVERY inhabitable planet.

AtomikKrab
Jul 17, 2010

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So I got bored and decided to do a new start, and to maximize my initial growth I uh... dissasembled my starting fleet so I could get more mineral production freed up

AtomikKrab
Jul 17, 2010

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Libluini posted:

This is interesting. So what happens when the first pirates show up? Will you be able to rebuild your fleet fast enough to stop them, or will they raze your empire to the ground? Don't leave us hanging!

It is 2209 I have 81 production of minerals per month after pop expenses.

I did build my race to try to maximize my production of minerals

industrious very strong inward perfecting lifeseeded fanatic pacifists.

by getting rid of the fleet, I could actually afford to move off my orks (yes these are pacifist orkz) off the power plants and onto free mineral fields, so my first months mineral production was 33.

AtomikKrab
Jul 17, 2010

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Libluini posted:

I can't understand this, wouldn't you need to build ships in the first place? Why the refitting to zero, if you can just refit to what you need at the moment anyway? Is it just to min-max some ship-upkeep?


Fascinating! I'm always going for simply collecting as many research-modifiers as I can. (This time around I even started with logic engines as a starting trait, just so my machines could get to science even faster. Now that I can robo-mod, I of course have specialist bots for everything, and my production in everything is slowly gearing up.)

I am actually doing much better in terms of research production because I am simply outracing my ability to build poo poo, I have two engineering ships going all the time building, 3 starbases already and a fleet of 6 corvettes waiting for the pirates to show.

I also play on .25 unity/research cause I like fast tech for everyone.

Found the crystal asteroid field... next to the only empire I have found so far which is a hivemind, looks like I'll need to gear up to take that over.

AtomikKrab fucked around with this message at 22:27 on Mar 5, 2018

AtomikKrab
Jul 17, 2010

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Staltran posted:

Your starting corvettes seem to have a combined mineral upkeep of 3.26 (at the starting starbase with cargo docks), and I didn't check the exact value of the energy upkeep but it should be half that. Pirates can spawn at 2210 at the earliest I believe, so that's ten years of savings, or 120*3.26=391.2 minerals and 195.6 energy. A starting corvette costs 145 minerals, so you come behind mineral-wise by about 44 minerals, and ahead by almost 200 energy. But you get the minerals earlier, so you might very well come ahead in minerals too by expanding faster etc. And the energy savings are considerable, an extra scientist, or two thirds of a private colony ship if you're playing a corporate dominion, or 2 tile blockers in your home world, or just working less power plants and more mines. I don't think the AI will ever attack you that early either, so that really seems like a good strategy. I'll have to try it out later.


You mean they'll release a new version of the beta? I hope they do one soon then, the tradition cost bug is, uh, pretty big.

That was my summary, it also allows you to switch your cargo docks to the trading hub and your first planet to producing energy from the starbase. (which as life seeded I did once I built shipyards in another system.)


Crystal asteroids will only attack once you start mining right? so If I build up a bastion in that system before hand, it would attack them for me right?

AtomikKrab
Jul 17, 2010

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Your star control is threatened, better break out your precursor cruiser before you get wrecked by a construction ship.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Hives Handled, Mineral production past 200 net a month with 100 odd going to fleet maintenance. I have yet to build past corvettes or increase fleet in any way instead focusing on economy tech. seems to be working.year is 2225

AtomikKrab
Jul 17, 2010

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I got a lifeseeded inward perfection ai empire! I was really surpised.

AtomikKrab
Jul 17, 2010

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AAAAA! Real Muenster posted:

Anyone know how I get this to change to green?


The pictured planet is a Gaia world but I dont see an option anywhere to declare it "Hallowed".

It also really pleases the spiritual fallen if you do it on one of their holy worlds. like a lot.

AtomikKrab
Jul 17, 2010

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zooming in can actually teach your star tactics.

AtomikKrab
Jul 17, 2010

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Let me just start up a fanatical purifier game.

Doo doo starting resear....




:getin:

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Aethernet posted:

If the +5 starbases perk also gave +10% sublight speed in systems with starbases it would turn from a joke into something amazing. Call it "Hyperspace Bypass Construction."

Planet Crack Earth

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I upped my econ game one step further.


I now dismantle the starting shipyward and fleet hookup for more energy each month. (I am playing lifeseeded and thus need that to be my trading hub until I can get to other planets.)

AtomikKrab
Jul 17, 2010

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ConfusedUs posted:

You're crazy (like a shark)

Pretty much, I don't need a fleet for 10 years. thats around 2 energy and 3 minerals a month for 120 months. junking the module and building immediately is another 2 energy really helps the early game.

I wouldn't do it on a nonlifeseeded game though, since I could just in that time grab another planet and get a base there and the minerals from the module and building would be lost.

AtomikKrab
Jul 17, 2010

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My latest highest initial is 33 minerals a month at 2200.1.1 but I got lucky and got two 2 food 2 mineral tiles... which will be GREAT when I finish the adaptability tree. oh and my ruler is an industrialist who wants to develop industry, no wonder thats a 20% boost right there.

AtomikKrab
Jul 17, 2010

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Nitrousoxide posted:

If you say so Stellaris. I don't think I really control that much of the galaxy but whatever.



37 habitable planets in your galaxy, you own exactly 40%, thats a win there.

AtomikKrab
Jul 17, 2010

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GotLag posted:

The population on one of my planets rioted against the presence of another species, and killed one of the pops. The other species is my empire's standard robot.

I feel like this event could have used another check or two.

Some people don't like robots. Working as intended.

AtomikKrab
Jul 17, 2010

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Sometimes I would really like to have a fourth ethic slot... that would be a cool ascension perk, then I could make militaristic, xenophile, materialist, authoritarians etc. Or double fanatics

AtomikKrab
Jul 17, 2010

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Baronjutter posted:

I'd love to see various interactions and diplomacy we could do with primitives based on their level. Like why not make some sort of protectorate arrangement with an early industrial age civilization? You guys provide us food and minerals in exchange for lofty technological promises, or trick them into worshiping you as a god and paying tribute? Let me get my stargate on and have a vast vassal empire of primitives.

Let us further shape their ideologies and civics. If a civ is mechanist, why not sell them robots in return for whatever the hell it is we like.

AtomikKrab
Jul 17, 2010

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I spawned next to a science nexus and a sentry array. I'm focusing on just enough to avoid pirates and keep off the other empires until I double science and then probably cackle maniacally.

AtomikKrab
Jul 17, 2010

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I am trying to figure out how to murder corvette spam without using corvettes.

AtomikKrab
Jul 17, 2010

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Nuclearmonkee posted:

Use corvettes.

Yes Yes, but surely there must be something else that murders corvettes adequately as well.

AtomikKrab
Jul 17, 2010

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ZypherIM posted:

You'll want small mounts and high acc/tracking weapons. The chance to hit is basically [self.accuracy]-[enemy.evasion - self.tracking], with the second part not being able to go below 0 (so if you have more tracking than enemy's evasion you don't get any bonus).

So look at the enemy corvettes, see what their evasion is, aim to get enough tracking to counter that if possible. You get some from weapon, some from sensors, picket computer. Small weapons have way better tracking (lasers are [50][30][5] for small/med/large).

If you have auxiliary fire control tech you can slap +5 accuracy into your Aux slots.

Small lasers on cruisers can hit 80% accuracy against 90% evasion corvettes, and medium lasers 60% with tier 2 tech.
Autocannons (small slot only) are even better against high evasion targets (75 base tracking, 5 from level 2 sensors, 10 from picket computer = 90, negative all evasion), and with aux fire control you'd be sitting at 95% accuracy.
Disrupters are good as well, with 10% better accuracy and tracking over lasers at small size, and 10% accuracy and 5% tracking at medium size.
Missiles are at 100 acc and 25 tracking, so 60% with my tier 2 tech + fire control, equal to medium lasers.

If you have to use large slots, cloud lightning is the best by far (100 acc, 30 track compared to 90/5 for the next best), though maybe if you math out the later tier techs they'd be better even after the accuracy penalty (not sure where the inflection point is, but needs to make up for 35% less accuracy).

Theoretically strike craft should work well (100 acc, 60-70 tracking, ignore shields, tends to also have small gun mounts on hanger sections), but I haven't messed with them and others have reported them sucking.

I can't find anything for if there is a max accuracy or not.


When you look at slot conversions, you get the same number of weapons no matter if you do corvettes, destroyers, or cruisers. Cruisers get you a second aux slot, which gets you another +5 hit. Going up on sizes gets you more hull per command point, and from corvette->cruiser you get twice as many armor/shield slots at medium size instead of small. So I think cruisers with missile slots (6 small mounts, 3 missile mounts) and double aux fire control would be your best bet.

I was actually thinking that + using swarm missiles as they have the fastest firing rate of the missiles. Was also thinking of L slot destroyers early as I found that void clouds tended to eat corvettes pretty well.

AtomikKrab
Jul 17, 2010

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Captain Oblivious posted:

It gets even better, because I had so many Gaia Worlds (and eventually Habitats) what's been happening all game is that my neighbors who started the game as kind of ambivalent warrior klingons and materialists and so on and so forth, originally they didn't care for me much. However, I buttered them up enough for migration treaties and positive relations. All my gaia worlds brought scores of people to my empire, who were then indoctrinated into my dark cult of peace and multiculturalism. Over time they then trickled back to their native empires and hosed up the ethics demographics back home.

Yeah every single empire in the galaxy except the Glost-Wertheni are now some shade of Spiritualist and/or Xenophile and/or Pacifist. Friendship cannot be stopped. It does not feel fear, or remorse, and it will never...EVER stop until you love thy neighbor.

If only you had cold heartless... servitors, to pamper you until you need no friends.

AtomikKrab
Jul 17, 2010

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AAAAA! Real Muenster posted:

I'm not sure what you mean by "cycling" but what I'm saying is if I am researching Planetary Unification and it has 10 months to go, and I will get the next Tradition pick in 13 (the pick that will unlock Faith In Science), I will switch Planetary Unification to something else (that I am going to research later anyway; the RP spent stick with the tech even if it does not come up in my next draw once I complete one of the current draw) for four months, then go back to (and finish) Planetary Unification. It means I wait 4 months (8 unity income had I completed Planetary Unification) to get 30 (I usually have 10 Unity income by the time I finishing my first techs; FiS gives 3 months worth). Its nothing insane but a 22 Unity boost that early is also not insignificant. If you do it with three techs, though, its almost a whole Tradition point by itself.

It gets ridiculous if you go below 1x tech/tradition time.

I also had a 38 initial mineral production on a lifeseeded run.

industrialist + industry boost + fanatic pacifist + v strong + industrious species trait + gaia world. And I had some very good tiles including a 3 mineral and 3 clear 2 mineral tiles. I am running a 1 point food deficit but i'm gonna build a hydroponics farm in my starbase to offset that.

AtomikKrab fucked around with this message at 01:08 on Mar 23, 2018

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

AAAAA! Real Muenster posted:

Does anyone know if that new beta patch update dropped? I cannot trade with the merchant guilds for food yet.

Ah, fair enough. I had not considered just not researching because I have always felt that the "banking" research is not shown in the UI and is thus a dubious and may-not-actually-be there thing that I dont trust. But I should just give it a try.
Regardless, I'll trade 4 months of ~6-8 Science for the extra unity. But that is just personal preference. Same goes for the Trading Post in the starbase - its just what I like to do so I can take a worker off of my starting secondary energy farm since my Species is Industrious and I have the Mining Guilds civic.

:stare:

I still have the initial covered deposits as well so +1 mineral and +2 to work on later... and i'm inward perfection so my farms will produce minerals soon. SOON

I hit 50 minerals per tick inside 18 months. :v:

My total before happiness bonus is 65% boost so each mine I build at level 1 is 3.30 minerals added per tick. and It will increase once I get some factions/other happiness stuffs going.

I guess also to note is that ruler traits/industry plans effect mining stations but species does not. So do global technologies/Edicts? I need to check on edicts.

AtomikKrab fucked around with this message at 01:27 on Mar 23, 2018

AtomikKrab
Jul 17, 2010

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ZypherIM posted:

Heavy slave builds can hit numbers like that as well. Fanatic auth + syncreatic evolution and you've got like +52% minerals on tiles.

Slaves won't hit happiness boosts though.

AtomikKrab
Jul 17, 2010

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ZypherIM posted:

Yea but you can just nerve staple them. You also don't have to chase happiness boosts, so different paths of what you're taking are more viable.

That is true,


30 from species for your proles. +10 auth +10 slave optimize ruler +10 industrious leader + 10 slaving guilds + 10 iron fist so an 80% max possible

25 from species + 10 pacifist + 10 gaia + 10 industrialist + 10 develop industry = 65% boost, so slaving has an initial edge but with happiness boosters it hits 85% Note that the biggest edge a slaver empire can get is an iron fist governor as there is no equivalent for a not slaving empire, which is strange as there is one for food and one for research but not for energy/minerals. Without that it goes to 70% vs 65% with happiness picking up the edge.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

ZypherIM posted:

Proles would be 10(prole)+10(nerve staple)+10(v.strong)+15(industrious) for 45 off species, so you're at 35 even at the very start. Chattel slavery gives another +10, slave processing facility gives another +10, there's also the 'Artificial Moral Codes' for another +5, think you got the rest of the slavery specific ones.

I'm not sure how long it takes you get to that max happiness, slave processing is pretty early tech wise.

The nice thing about slaves is you free up your main race from having to be v.strong+industrious. Lets you focus them on +tech/unity instead.

you can't get very strong and industrious on your proles, you can get strong and industrious so +30 at start... and I also realize you, on testing you can actually just have all but one pop enslaved if you really feel like it your starting ruler knocks unrest down below problem levels., the primary interference is you would need to build your main pop industrious + v strong and then the proles industrious + strong, and then hope you get a stupidly good starting planet somehow.

If we look through the course of a game.
v strong + robust + industrious + proles + staple = 50%+30% from gov and civics (35% if you go pacificst slavers)+10 if you put them on a gaia world (why not)+10 industrialist ruler +10 slave optimizations or grow industry, +10iron fist +10 chattel slavery + 10slave factory. +5% from politics tech +5% from the exoskeletons. so 150(155 pacifist slavers)% mineral production? have I missed anything?
Meanwhile
v strong + robust + industrious =30%... so why not become as robits?
Synths with drills = 30% + 20% gov and civics (pacificst and mining guilds) +10% gaia world? haven't checked that for synths, +25 industrialist growing industry synth ruler, +5% synth governor. +5% robot politics tech + 5% exoskeletons. +20% happiness max. so 120%, with the extra civic, building, and most importantly governor slot giving the advantage to slavery.

Machine intelligences get turbo hosed in the minerals race. 10% drills +10% civic + 20% machine world? + uh the traditions and their buildings so like +15% there? tech for 10% from the two trees. and so they kinda crap out at 65%? Losing out on ethics and more importantly ruler choice costs 30% mineral production right there. In addition organics can get at a low end +30% racial and machine intellgiences 10% lack of happiness or slavery stuff costs at a minimum 20% as well with only machine worlds giving an advantage over gaia worlds closing the gap by a net 10% there.

Tell me if i'm missing anything

AtomikKrab fucked around with this message at 06:02 on Mar 23, 2018

AtomikKrab
Jul 17, 2010

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ZypherIM posted:

Unrest isn't an issue with slavery until you've got majority slavery planets, adding in another couple slaves onto your starting planet won't move you into penalties. My bad on forgetting you can't get v.strong off the bat. Slavery with syncreatic starts at +62% default, and can get up to +30% more depending on if you get governor, leader, and agenda for minerals for a +92%. Later on you can add in another +15% from techs (tier 1 and tier 2) that don't apply to happiness.

Whats your starting happiness bonus to production?

If you're shifting 6 guys onto minerals at the start, that means you're keeping.. 1 food and 1 energy while skipping out on all unity and science? Ok I guess if you stunt all your other growth for extra minerals you can get more minerals. Meanwhile a syncreatic slaver race starts out their main race with +science/+unity, maybe falls slightly behind as you focus 100% on minerals, and the rockets past as soon as they look at a second planet while pumping out a lot more tech+traditions.


edit: If you get synths without going synthetic ascension you can actually enslave them, and get the synth bonus AND the slavery bonus. I don't think you can get enough species mod points to fit robust and nerve staples and v.strong, but I could be wrong. Level 2 refinery gives another +20% that I don't think you have listed, and I'm pretty sure 170% is around where I remember the cap being.
Starting happiness is 60% but can exist depending on ruler traits you can also throw on the higher standard of living for a boost to 70%, or communal for 65-75% to begin with. Whats your average starting mineral production per tick with your build?

Refinery is pretty much anyone at any time so I don't really include it. I mean you can say 175 140 85% if you want but that doesn't change things too much. In the end slaving is the best way to rev your economy on the cheap since it also boosts food production. Organics and synth ascended organics are regardless still extremely better than machines with even a little effort directed to producing minerals.




So pacifism ethos raises mining/research station production, as does industrialist for station minerals. So my mining stations are running at 121% which is nice, didn't realize I was getting that boost.

AtomikKrab fucked around with this message at 06:20 on Mar 23, 2018

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

ZypherIM posted:

If I remember correctly off-hand you should be getting 1% production for every 2 happiness over 60, so 5-7% from happiness.

My starting build runs: spiritualist (trade off the 5% resources for temple unity bonuses, unity edicts), mining guilds (stations benefit), main race - intelligent, traditional, quick learner.

If I get no bonus mineral options +19.41, starter mineral tiles on the planet are a +1 and a +2 (unsure if default mine tiles on a gaia are different). With a +2 mineral station as the extra starting station I sit at +21.61. There is always a +2 mineral tile under a blocker which would give another +6.48. So +28.09 is the sort of bottom line. Getting another +1 mineral tile and taking an energy hit until you get stuff like trading hub up and +33.22 is what I'm at.

Around +30 and you should be limited by influence instead of minerals for expansion, which translates into a pretty fast second planet. After building a temple I'm at +7.56 unity as well.


I included refinery because you included stuff like exoskeletons, figured you were looking for everything. Also yes, the benefit of stations from pacifism bonus is probably a large contributor to your large mineral gain you've noticed.


edit: that is +33.22 with 1 extra 1 mineral mine tile built. No leader, governor, agenda bonus.

Nah I only have my starting system for mineral mines. Ok so a gaia world has 8 blockers vs 6 with an extra energy and mineral under them. You also have more tiles base with random resources on them. not all the remaining tiles are guaranteed but the most empties I have ever had is 3, they are also more likely to be richer than base planet goodies. limitation is you need to go tall, but I use robots to colonize, specializing the robots for rapid production as I go. Also being xenophobic lowers starbase influence cost so you are less limited influence. (expansionist of course lowers it further but I did not roll that.) I would have built a unity booster but its single player and i'm experimenting. right now I do get 6.05 from my stations and another 46 from pops + the 10 base amount from existing. already built a second science ship and constructor, maxed out my starbase to energy and food, and planning a second one soonish at 2002.01.01. Thanks to inward perfection I am closing in on my next pop as well.

AtomikKrab
Jul 17, 2010

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AAAAA! Real Muenster posted:



:stare: I uh, I mean...you might fit in here, if you are okay with people staring at you for having so many Ethics...


edit: lol, less than 10 years ago I conquered planets from those guys' previous overlords....their species are still set to "Undesirable" and I cant change it for 2 more years :xd:

edit2: gently caress, that really sucks because I would have loved to have them but they will immediately get purged if I accept them into my empire and their species being set to undesirables cant be changed for two years :(

edit3: thank goodness I am not on Ironman, I used the "free_policies" console command to rectify the problem.

I wish I could be quad fanatic. These guys are almost there themselves.

AtomikKrab
Jul 17, 2010

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Arrath posted:

Playing a multiplayer game with some friends, what are a few handy ways to cause Fun(TM) things to happen?

Get synths, treat them like poo poo? Poke a FE?

Planet Crack a Holy World.


Hey if you shield a holy world so literally no one can touch it... is the FE pleased by this?

AtomikKrab
Jul 17, 2010

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Ms Adequate posted:

Just some soft Rowdy Robot Boys.

(What year are you on now? A 400-year war against the Contingency is pretty big time :staredog:)

Look, its a galaxy wide hellwar for survival, give the robot man a break here.

So I am trying a wide instead of tall build as robots.

I took both the robot traits for minerals and build speed, and the robot civics for those. so my robots build 40% faster, and get 20% more minerals. Its year 16 and i'm colonizing my 6th planet and have completely filled my first with robot boys that i'm now going to start shipping out to my colonies once my energy situation stabilizes, which it will because I found a planet that is nearly entirely energy tiles with a betharian stone deposit and 1 single blocker on the whole thing.

And zanaam... Zanaam is blocking my access to another arm of the galaxy, but I want it once I can break through those guardian boys.

AtomikKrab fucked around with this message at 04:42 on Mar 28, 2018

AtomikKrab
Jul 17, 2010

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I just succeeded on a grimacing planet and got a size 25. :krakentoot: :toot: :krakentoot: Not bad resources either.

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AtomikKrab
Jul 17, 2010

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iospace posted:

What was, shall be.

What shall be, was.

Greetings fellow traveler, How long have you loved the worm, and the worm loved you for?

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