[DLL] (8-NS) 4UC Ottomans / Morocco - Tweaks

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Hinin

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Current :
Spoiler Current :

Ottomans

See pineappledan's recap of the Ottoman kit with 4UC components here.

UA - Kanuni

Completing a :trade: Trade Route grants +150 :c5science: Science and :c5food: Food to the origin City if International, or :c5culture: Culture and :c5gold: Gold if Internal, scaling with Era.

Siege Foundry (replaces Forge)
Unlocked at Bronze Working
110 :c5production: Production cost
1 :c5gold: GPT maintenance cost

+3 :c5production: Production
+1 :c5science: Science

+1 :c5production: Production from Mines worked by the City.
+50% :c5production: Production towards Siege Units, and all Siege Units trained in the City gain the Volley Promotion.

Grant 20% of the :c5production: Production cost of Military Units produced in the City as :c5science: Science.


+1 :c5production: Production / :c5gold: Gold to Iron worked by the City
+2 :c5gold: Gold to Copper worked by the City

Morocco

See pineappledan's recap of Morocco's 4UC kit with 4UC components here.

UA - Gateway to Africa

+1 to all Yields in the Capital per unique :trade: Trade Route partner, scaling with Era. Distance does not reduce Trade Routes yields to or from Moroccan Cities. Can plunder :trade: Trade Routes between foreign Cities without declaring War.

UU2 - Corsair (replaces Corvette)
Unlocked at Navigation
350 Production cost

42 CS (instead of 40)
4 MP / 2 Vision

Razzia - Can freely enter Rival Territory. Grant :c5food: Food and :c5production: Production to the nearest Coastal City when killing Units, pillaging Improvements or plundering :trade: Trades Routes.


Proposal :

Spoiler Proposal - Ottomans :

Ottomans :

- Ottoman UA changed to the following

UA - Devshirme

+50% :c5production: Unit production in Annexed Cities and gain 20% of the :c5production: Production cost of newly-trained units as :c5science: Science. :trade: Trade Route Yields to or from Ottoman Cities are not affected by distance.

- UB - Replaces the Siege Foundry with the Arrows Outpost

UB - Arrows Outpost (replaces Caravansary)
Unlocked at Currency
200 :c5production: Production cost

+2 :c5culture: Culture
+3 :c5food: Food / :c5gold: Gold
(instead of +1 :c5gold: Gold)

When a :trade: Land Trade Route originating here and targeting another Civ is completed, receive a :tourism: Tourism boost with the Civ based on your recent Culture output.
:trade: Land Trade Routes gain +50% Range and +3 :c5gold: Gold

Gain 100 :c5gold: and :c5science: on the completion of :trade: Internal Trade Routes and 100 :c5food: and :c5culture: on the completion of :trade: External Trade Routes originating from the City, scaling with Era.

Grant the "Akinji" promotion to Ranged Mounted Units produced in the City (+10% base :c5strength: CS / :c5rangedstrength: RCS when on a pillaged tile ; -50% :c5gold: Gold cost to upgrade)


+1 :c5food: Food and :c5gold: for every 2 Desert or Tundra tile worked by City.
Truffles +2 :c5gold: Gold
Cotton +1 :c5production: Production / :c5culture: Culture
Furs +1 :c5gold: Gold / :c5production: Production

- UMU1 - Janissary kept as is

- UMU2 - Great Bombard kept as is

- UGPTI - Tersan kept as is


Spoiler Proposal - Morocco :

Morocco :

- Moroccan UA changed to the following

UA - Gateway to Africa => renamed to "Golden Companies"

+1 to all Yields in the Capital per unique Trade Route partner, scaling with Era. Distance does not reduce Trade Routes yields to or from Moroccan Cities. Can plunder :trade: Trade Routes between foreign Cities without declaring War. Units can freely enter Rival Territory but suffers -10 % :c5strength: CS when defending.

- Corsair changed to the following

UU2 - Corsair (replaces Corvette)
Unlocked at Navigation
350 Production cost
Doesn't suffer an experience or movement penalty when purchase with :c5gold: Gold

42 CS (instead of 40)
4 MP / 2 Vision

Razzia - Can freely enter Rival Territory. Grant :c5food: Food and :c5production: Production to the nearest Coastal City when killing Units, pillaging Improvements or plundering :trade: Trades Routes.

Rest of the kit kept as is with the exception of the Riad, for which I prefer azum4roll's proposed version.


Rationale : Within the original 2UC kit, the Siege Foundry makes perfect sense. It provides the strong Siege focus the civ needs to fulfill its power fantasy of conquest during the second third of the game. With 4UC, the civ already gets the most hard-hitting Siege Unit in the game, and putting Volley on top of it really doesn't add much.

The goal of my proposal is to instead allow the player that accomplished the conquest to get more than half-destroyed cities. The Bab-i Ali is meant to convert one of these Cities (preferably an enemy capital with numerous World Wonders in it) into the jewel of your empire, with bonus working range, bonus yields for WWonders and the transfer of your capital status towards it (so it means all Capital bonuses are gained by this conquered City). On top of it, the vassals you'll get (and you'll surely be able to get some with such superior firepower in the midgame) will give you plenty of levy units afterwards so that you can further expand your military power, and the faster Trade Routes boost the UA even more. Of course, all of this requires you to conquer a city in the first place.

The loss of the Siege Foundry has another consequences though, which is the reason why the Moroccan tweaks also happen here. Indeed, the Science gained from producing Units is a very useful part of the current Ottoman kit : it allows, combined with the UA, to speed through the Classical and Medieval eras and so to quickly gain access to the core unit of the civ, the Janissaries, that does so well when used alongside your Siege Units with Volley. The change to the UA, which takes the mantle of Science production while giving its yield bonus from trade routes to a classical era building, is meant to counterbalance that change and provide a good way for Ottoman players to have good ways to progress towards their power spike.

However, one part added to the Ottomans is removed from the Moroccan kit. That's where the tweaks for Morocco come in. Currently, the Moroccan ability to plunder trade routes that don't go towards Moroccan cities is quite undersupported by the rest of the kit. Only the Corsair truly helps this kind of "mafia playstyle" that I think is both flavorful and gives an incentive for other players to counter Morocco in some way (and not let it play defensive and passive until victory). The change to the UA is meant to fill the spot left void by a military element meant to further support the plunderer element of the civ's kit : by allowing the units to infiltrate rival territory, it not only gives the civ some flexibility for CS quests or conquest, but also allows it to bully those who did not take the necessary measures to neuter the Moroccan threat (plus, it is a nice nod to the Arabo-Berber origins of the people of the region) in exchange for a bit less durability for the civ when on the defensive. The change of the name for the UA (Ahmad al-Mansour was named "the Golden" for the ranson he obtained, and he allowed the creation of multiple Companies with Europe) is meant to show this more agressive version of the civ that, it must be noted, ended the Songhai Empire to take control of the Transaharan trade.

Finally for the Corsair, the loss of the unique ability to enter rival territory (now part of the UA, so it doesn't change the result) is compensated by a bonus to unit purchase that I think makes perfect sense for a civ so focused on Trade.

As always, thanks for reading. :)

Edit 1 : Change Ottoman kit based on pineappledan's suggestions (mix of ideas). Changed the Moroccan UA to affect all Units in exchange for a combat nerf.
 
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I swear the Bab-I-Ali is utterly monstrous in terms of bonuses. I think a few could be sanded down like the extra sight on trade and the tripled yields as opposed to the normal printing press. The extra working range too should be removed, cause with Tradition’s throne room, you can get a 5 tile working radius which was stated in a Celtic rework a couple of months ago to be ridiculous and extreme.
 
Magi: @Hinin is there a reason these two are put together rather than in seperate threads? (aka you are swapping abilities between the two or something I'm not seeing so the two have to go together).
 
The AI will need to be ultra offensive to make sure it captures a good enough city and vassalizes someone, while not too offensive to piss off everyone.

Also, the current implementation won't move any of the capital buildings (Palace, Tradition free buildings etc.) to the new capital.

If you happen to lose the new capital, you'll have two palaces (and duplicates of every capital free building) if the game picks a different city as your capital replacement. You can then also build the UNW to move the capital again.
 
Also, the current implementation won't move any of the capital buildings (Palace, Tradition free buildings etc.) to the new capital.
I was just about to ask about that.

That's good, isn't it? That prevents a situation where you have a city with a 5 tile working radius.

I think this Ottomans would be less fun to play. The UA is already extremely delayed, forcing you to wait ~30 turns after building your first trade unit before you get your first yields trigger. Ottomans might feel like a naked, base civ for a really long time.
Also a lot of these bonuses are duplicated off the Slater Mill America wonder.
 
On the other hand you now have 2 cities with a 4 working range, and potentially more if you intentionally lose your new capital. I don't think the "Capital" column is ever intended to be true on any non-Palace building.
 
Magi: @Hinin is there a reason these two are put together rather than in seperate threads? (aka you are swapping abilities between the two or something I'm not seeing so the two have to go together).
One part of the current Moroccan UA is given to the Ottoman UA as a way to give more consistency to the Ottoman early game.
UA - Kanuni

Completing a :trade: Trade Route grants +150 :c5science: Science and :c5food: Food to the origin City if International, or :c5culture: Culture and :c5gold: Gold if Internal, scaling with Era. :trade: Trade Route Yields to or from Ottoman Cities are not affected by distance.
UA - Gateway to Africa => renamed to Golden Companies

+1 to all Yields in the Capital per unique Trade Route partner, scaling with Era. Distance does not reduce Trade Routes yields to or from Moroccan Cities. Can plunder :trade: Trade Routes between foreign Cities without declaring War. Scout, Naval, Mounted and Armor Units can freely enter Rival Territory.
The formulation can be homogenized between the two, but the trade route distance part is the same. This bonus also has the benefit of making TR duration the same whatever the distance, which in the case of the Ottomans is very useful to time TR completions well.

If both civ changes aren't in the same thread, there is a chance that the same bonus ends up present in two UAs.
If you happen to lose the new capital, you'll have two palaces (and duplicates of every capital free building) if the game picks a different city as your capital replacement. You can then also build the UNW to move the capital again.
All Capital Tradition buildings, as well as the Palace, are lost on conquest, no ? So if you happen to have your new capital conquered, all is destroyed anyway. You can't stack capital bonuses this way.
Also a lot of these bonuses are duplicated off the Slater Mill America wonder.
These tweaks to the Ottomans have been present in my Tweaks mod for some time, so perhaps the Slater Mill has got some of them in the meantime. I will check.
I think this Ottomans would be less fun to play. The UA is already extremely delayed, forcing you to wait ~30 turns after building your first trade unit before you get your first yields trigger. Ottomans might feel like a naked, base civ for a really long time.
Hence why the UA is made more consistent with the added bonus. Ottoman early game has always been about preparing for the midgame powerspike anyway : having a meat and potato economic UA that is predictable, easy to use and can be employed in a variety of ways (depending on internal / external TR + capital vs secondary cities) is already an interesting element for a warmonger civ, and it allows some skill expression. I don't see how this civ is made "naked" by this proposal.
On the other hand you now have 2 cities with a 4 working range, and potentially more if you intentionally lose your new capital. I don't think the "Capital" column is ever intended to be true on any non-Palace building.
As said, the Bab-i Ali is lost if your city gets conquered, so you cannot have more than 2 cities with 4 range anyway.
I swear the Bab-I-Ali is utterly monstrous in terms of bonuses. I think a few could be sanded down like the extra sight on trade and the tripled yields as opposed to the normal printing press. The extra working range too should be removed, cause with Tradition’s throne room, you can get a 5 tile working radius which was stated in a Celtic rework a couple of months ago to be ridiculous and extreme.
The lateness of the Bab-i Ali, in addition to its requirements, makes it obligatory to give it major bonuses. That said, I agree that, if all of this is implemented, we should keep an eye on Ottoman performances for a nerf. All that said, around half of the bonuses described are situational (vision on TR, bonus levy, bonus yields on WWonders).
 
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there is a chance that the same bonus ends up present in two UAs.
I don't think this is an issue, seeing Polynesia and Shoshone were in different polls as well last congress.
All Capital Tradition buildings, as well as the Palace, are lost on conquest, no ? So if you happen to have your new capital conquered, all is destroyed anyway. You can't stack capital bonuses this way.
They're kept in Bursa. If you lose the new capital, you get another copy of those buildings in the auto-assigned capital, while Bursa's are kept intact because the game doesn't know about that.
As said, the Bab-i Ali is lost if your city gets conquered, so you cannot have more than 2 cities with 4 range anyway.
You can build it in another city to have 3 cities with 4 range. Two due to Throne Room, one due to Bab-i Ali.
 
I don't think this is an issue, seeing Polynesia and Shoshone were in different polls as well last congress.
Well, I let the Magi decide, but it's pretty clear cut to me.
They're kept in Bursa. If you lose the new capital, you get another copy of those buildings in the auto-assigned capital, while Bursa's are kept intact because the game doesn't know about that.
Then there is an issue with the way Tradition buildings are assigned more than with the Bab-i Ali itself, no ? Tradition buildings should be in the current Capital only : that's what the GameText indicate, and so there shouldn't be any weird gaps or exploits. The goal to me has always been to give the ability for a Tradition Ottoman player to reach the 5 working range in its Bab-i Ali capital (for one city only, that's not excessive).
 
1) When you settle/gain your first city, lose your original capital, or regain your original capital, the palace (or unique replacements) and other free capital-only buildings are removed from the old capital (if any), and added to the new capital.
2) Adding a palace (or any building with Capital = true) to a city triggers CvPlayer::setCapitalCity (same as the Lua function), which sets the new capital as your current capital (not original unless there isn't already one).
3) Losing a current capital triggers CvPlayer::findNewCapital, which automatically sets the "best" city as your new current capital and "moves" palace and other free buildings to it, by removing them from the old capital and adding them to the new one.

Now, building the Bab-i Ali skips directly to 2), so the palace and free buildings remain in Bursa, or whatever the current capital is. The new capital also doesn't gain any of these.
Losing the Bab-i Ali city triggers a), which adds yet another set of palace/free buildings to the "best" city, if it's not Bursa.
You can then build the Bab-i Ali again, and repeat the process.

I don't know how to rewrite the logic so that building Bab-i Ali makes the city also gain palace and free buildings.
Your original capital will also always be Bursa.
 
Current :

Ottomans

See pineappledan's recap of the Ottoman kit with 4UC components here.

UA - Kanuni

Completing a :trade: Trade Route grants +150 :c5science: Science and :c5food: Food to the origin City if International, or :c5culture: Culture and :c5gold: Gold if Internal, scaling with Era.

Siege Foundry (replaces Forge)
Unlocked at Bronze Working
110 :c5production: Production cost
1 :c5gold: GPT maintenance cost

+3 :c5production: Production
+1 :c5science: Science

+1 :c5production: Production from Mines worked by the City.
+50% :c5production: Production towards Siege Units, and all Siege Units trained in the City gain the Volley Promotion.

Grant 20% of the :c5production: Production cost of Military Units produced in the City as :c5science: Science.


+1 :c5production: Production / :c5gold: Gold to Iron worked by the City
+2 :c5gold: Gold to Copper worked by the City

Morocco

See pineappledan's recap of Morocco's 4UC kit with 4UC components here.

UA - Gateway to Africa

+1 to all Yields in the Capital per unique :trade: Trade Route partner, scaling with Era. Distance does not reduce Trade Routes yields to or from Moroccan Cities. Can plunder :trade: Trade Routes between foreign Cities without declaring War.

UU2 - Corsair (replaces Corvette)
Unlocked at Navigation
350 Production cost

42 CS (instead of 40)
4 MP / 2 Vision

Razzia - Can freely enter Rival Territory. Grant :c5food: Food and :c5production: Production to the nearest Coastal City when killing Units, pillaging Improvements or plundering :trade: Trades Routes.

Proposal :

Ottomans :

- Capital City renamed to Bursa (for reasons you'll understand)

- Ottoman UA changed to the following

UA - Kanuni

Completing a :trade: Trade Route grants +150 :c5science: Science and :c5food: Food to the origin City if International, or :c5culture: Culture and :c5gold: Gold if Internal, scaling with Era. :trade: Trade Route Yields to or from Ottoman Cities are not affected by distance.

- Replaces the Siege Foundry with the Sublime Porte, or Bab-i Ali

Bab-i Ali (replaces Printing Press)
Unlocked at Printing Press
Requires a Chancery in the City
Requires a Courthouse in the City (meaning it can only be built in a conquered City)
125 :c5production:Production cost (scaling with number of Cities in the Empire) / No Population requirement

When constructed, grant a free Chancery in the City and makes the City the new :c5capital: Ottoman Capital

3 :c5gold: Gold / :c5culture: Culture / :c5greatperson: Great Diplomat points
(instead of 1 :c5culture: Culture / :c5greatperson: Great Diplomat point)

+3 :c5gold: Gold and :c5culture: Culture to World Wonders in the City

All Trade Units gain +4 Vision and all Trade Routes' duration is reduced by 25%
+1 Working Range to the City

+20 % :c5production: Production towards Diplomatic Units in the City and Diplomatic Units trained in the City gain the Literacy promotio
+1 Paper
Double the amount of Levy Units gained from Vassals at the start of each Era

1 Civil Servant specialist

Morocco :

- Moroccan UA changed to the following

UA - Gateway to Africa => renamed to Golden Companies

+1 to all Yields in the Capital per unique Trade Route partner, scaling with Era. Distance does not reduce Trade Routes yields to or from Moroccan Cities. Can plunder :trade: Trade Routes between foreign Cities without declaring War. Scout, Naval, Mounted and Armor Units can freely enter Rival Territory.

- Corsair changed to the following

UU2 - Corsair (replaces Corvette)
Unlocked at Navigation
350 Production cost
Doesn't suffer an experience or movement penalty when purchase with :c5gold: Gold

42 CS (instead of 40)
4 MP / 2 Vision

Razzia - Can freely enter Rival Territory. Grant Food and Production to the nearest Coastal City when killing Units, pillaging Improvements or plundering :trade: Trades Routes.

Rationale : Within the original 2UC kit, the Siege Foundry makes perfect sense. It provides the strong Siege focus the civ needs to fulfill its power fantasy of conquest during the second third of the game. With 4UC, the civ already gets the most hard-hitting Siege Unit in the game, and putting Volley on top of it really doesn't add much.

The goal of my proposal is to instead allow the player that accomplished the conquest to get more than half-destroyed cities. The Bab-i Ali is meant to convert one of these Cities (preferably an enemy capital with numerous World Wonders in it) into the jewel of your empire, with bonus working range, bonus yields for WWonders and the transfer of your capital status towards it (so it means all Capital bonuses are gained by this conquered City). On top of it, the vassals you'll get (and you'll surely be able to get some with such superior firepower in the midgame) will give you plenty of levy units afterwards so that you can further expand your military power, and the faster Trade Routes boost the UA even more. Of course, all of this requires you to conquer a city in the first place.

The loss of the Siege Foundry has another consequences though, which is the reason why the Moroccan tweaks also happen here. Indeed, the Science gained from producing Units is a very useful part of the current Ottoman kit : it allows, combined with the UA, to speed through the Classical and Medieval eras and so to quickly gain access to the core unit of the civ, the Janissaries, that does so well when used alongside your Siege Units with Volley. The change to the UA, which makes it more reliable, is meant to counterbalance that loss and provide a good way for Ottoman players to time their Trade Route completions much better in order to balance their economy and reach the Great Bombard tech with a good enough economy to go on the warpath.

However, the part added to the Ottomans is removed from the Moroccan kit. That's where the tweaks for Morocco come in. Currently, the Moroccan ability to plunder trade routes that don't go towards Moroccan cities is quite undersupported by the rest of the kit. Only the Corsair truly helps this kind of "mafia playstyle" that I think is both flavorful and gives an incentive for other players to counter Morocco in some way. The change to the UA is meant to fill the spot left void by a military element meant to further support the plunderer element of the civ's kit : by allowing the most mobile units of the civ to infiltrate rival territory (both UUs are amongst them by the way), it not only gives the civ some flexibility for CS quests or conquest, but also allows it to bully those who did not take the necessary measures to neuter the Moroccan threat (plus, it is a nice nod to the Arabo-Berber origins of the people of the region). The change of the name for the UA (Ahmad al-Mansour was named "the Golden" for the ranson he obtained, and he allowed the creation of multiple Companies with Europe) is meant to show this more agressive version of the civ that, it must be noted, ended the Songhai Empire to take control of the Transaharan trade.

Finally for the Corsair, the loss of the unique ability to enter rival territory (now part of the UA, so it doesn't change the result) is compensated by a bonus to unit purchase that I think makes perfect sense for a civ so focused on Trade.

As always, thanks for reading. :)
Very cool ideas. For moroccan units entering rival territory: isn't it more fitting for the skirmisher line to be able to enter than for th melee cavalry line? The UU is also ranged cav.
 
I'm not allowed to make counterproposals this round, but if I could, this is what I would propose for Ottomans:
Spoiler :

Ottomans
UA: Devshirme
+50% :c5production:Unit production in Annexed Cities and gain 25% of the :c5production:production cost of newly-trained units as :c5science: Science.
Melee and Siege units gain 10HP on kills and ignore 50% of all tile defense bonuses.

Unique promotion that gives HP and tile ignoring called Kapikulu
For example of the tile bonus:
- Forts only give a functional +25% defense vs Ottoman units
- Citadels only give +50% defense
- Forest only gives +12% defense

UB1: Bedesten (Caravansary)
200 :c5production:
unlocked at Currency
+1:c5gold: , +1:c5science: , +1 :c5culture:, 1:c5food:
When a Land Trade Route originating here and targeting another Civ is completed, receive a :tourism:Tourism boost with the Civ based on your recent Culture output.
Land Trade Routes gain +50% Range and +3:c5gold: Gold
+1 :c5food: / :c5gold: for every 2 desert, or tundra tile worked by city.
Truffles +2 :c5gold:
Cotton +1 :c5production:/ :c5culture:
Furs +1:c5gold: / :c5production:
Gain 100 :c5gold: and :c5science: on the completion of internal Trade Routes and 100 :c5food: and :c5culture:on the completion of external trade routes, scaling with era

UU1: Janissary (unchanged)

UU2: great bombard - Gains free Volley promotion

UI2: Tersane (unchanged)

Rationale
I agree with Hinin that the Siege Foundry's historical context overlaps with the Great Bombard, and ultimately does not do as good of a job portraying that aspect of Ottoman history.
However, losing the :c5science: on unit production would be a massive blow to Ottoman's early game, and hurts the unique economic incentives this leads to.
Without the Foundry and its early bonuses, the Ottomans have a slow, naked start. The instant yields from the current UA are too unreliable and spaced apart compared to the reliable unit production and science bonuses from the Foundry.

The solution I came up with is move the TR completion bonus to a UB, so it is moved off the start and behind the TR unlocks, then move the unit production bonuses to the UA. The production bonus in annexed cities is a reference to the Devshirme system which supplied Christian slave boys to be pressed into the imperial military and bureaucracy.

The Kapikulu promotion is an additional combat bonus to add character and emphasis to the centralization of the imperial system, something that Hinin's proposal also attempts to do. The hp on kill is moved from Japan's Bushido promotions (which Hinin are both hoping can be dropped). The anti-fortification bonus is a reference to the Ottomans' impressive siege capabilities that extended well beyond their capture of Constantinople. Unfortunately it would be new code.

The UNW that Hinin proposed, while interesting, is just too weird. I also don't think it will work the way he wants it to, because the kit he has designed demands you conquer an enemy capital in time for early Renaissance, before any of your UUs unlock. Instead, the most reliable way to build the UNW is to kill a city-state early and then pump it with ITRs until you can groom it into your new capital.

No Morocco changes. I don't think they need to be pulled into this.
 
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Edit 1 : Change Ottoman kit based on pineappledan's suggestions (mix of ideas). Changed the Moroccan UA to affect all Units in exchange for a combat nerf.
 
I'd put make use of spoiler tags, especially for the old kit. My squirrel brain has a hard time reading this layout :D
 
MAGI:
The Morocco part has the same requirements as the base (Azum Riad)
The Ottomans part is similar to
+50% :c5production: Unit production in Annexed Cities and gain 20% of the :c5production: Production cost of newly-trained units as :c5science: Science.
which is not on the base but is on some proposals. Needs DLL.
External trade route needs DLL.

The new promotion here is already supported UpgradeDiscount and PillageBonusStrength
 
DLL requirements :
- Ottomans : UnitProductionModifierInAnnexed column in the Trait table + put the Trait_TradeRouteEndYield on a Building table instead + same as pineappledan's Ottoman 4UC proposal
- Morocco : same as pineappledan's 4UC Morocco proposal
 
Timestamp post to arrange all the threads in a neat order.
 
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