IOT Developmental Thread

Awesome.
 
most of my games have been futile attempts at something different

so i figure why stop now

I wanna ressurect my idea of a fantasy game where players interract with the world rather than have direct control of its borders. The idea for this new concept is players control parties of individuals that can go around on adventures or enlist as mercenaries and influence the events of the world.

It would be similar to my old concepts in the respect that player characters will start the game as relatively famous people - being above the average joe in terms of respect and ability. A single player party could sway the result of a major military engagement or influence the political atmosphere of a whole country.

in addition to controlling the party - which is for all intents and purposes what keeps a player in the game, the party leader can have assets in the world - I will even allow people to climb the political ladder and control countries eventually.

how does this concept sound?
http://forums.civfanatics.com/showthread.php?t=419663 check this out
 
Don't talk to Tyo about wizards. He is still demanding them.
 
joan pls

Interesting. I'll be sure to take notes.

Here's some rulecrafting.
Spoiler :

The Party

The Party is central to player involvement in this game. Each player must create a party and can only influence the world through characters in that party.

Party and Character Creation (essentially the application)

Party Name: This is the name of the party. This can be used just for OOC discussion and my own purposes to keep track of your party, or can be what your party is referred as within the world.
Party Size: Parties must have at least 3 members and can only have up to 5 at creation, and may have a maximum of 10 overall. A bigger party does not always mean a better party though. The "Party Controller" must be skilled enough in making decisions in order to handle this number or the party will face disorganization penalties - which could include something as grim as team-killing.
Party Leader: This is the name of the party leader and is for all intents and purposes the Player Character. By default, this character is the "Party Controller" and the "Party Manager" who handles all the party's assets such as buildings. These responsibilities can be handed out, but frequently changing these responsibilities can lead to unrest within the party. This character is the only character that can hold more than one party title.
Party Controller: Controls the party in combat engagements. Instills party-wide bonuses based on her own stats in combat. Decides party effectiveness in combat.
Party Manager: Controls party assets; effectiveness can mean more gold income or better returns on what certain structures do. Can also train other members in increasing a stat with effectiveness depending on how high the manager's same stat is.

Character creation is a bit more involved than fill-in-the-blank. Party members have stats that you must assign. In this section I will describe how you go about assigning stats and I will explain what each stat does below. So, by default characters in your party start with a base of 5 per stat - this stat allocation describes that of an average person. From there, you can "buy" higher stats using points. Each character has 40 points to spend. This may seem like a high, number, but there is a catch. The first stat increase higher than the base, 5, costs 1 point. The second, however, costs two. The next costs 3 and so on. In other words, the cost to raise a stat by 1 increases by how much you have already raised it. So, in order to have 10 strength (thus double the overall strength of the average person) you must expend 15 points. You can also "dump" a stat, but that will merely be a 1-for-1 trade. So, dumping Intelligence to 1 point will only net you 4 extra points.
Party Member 1
  • Stats
    • Strength: Describes how strong the character is. Allows use of heavier equipment and increases effectiveness with that equipment.
    • Dexterity: Describes how coordinated this character is. Useful for stealth and increases effectiveness with light equipment.
    • Constitution: Describes how sturdy this character is. Increases chances of surviving physical damage and natural hazards like illness.
    • Intelligence: Describes how smart this character is. Increases effectiveness with Ethereal and Natural schools of Magic and increases decision-making capabilities.
    • Wisdom: Describes how experienced this character is. Increases effectiveness with Natural and Unknown Schools of Magic and increases decision-making capabilities.
    • Loyalty: Describes how willing this character is to follow the Party Leader. By default, this stat cannot be overtly known by other characters like how other stats could be. Can be increased using other methods. For the Party Leader, this stat modifies the loyalty of the members.
  • Race: View Races section. Changes some stats.
  • Class: Merely describes this character's starting equipment. A list of classes and related equipment will come in the following post.
  • Background: A character's background can give bonuses to certain stats as it makes sense for the background in question. For example, if this character wrestled a bear by themselves to a victory, I might give them some bonus strength points. My condition is that the background must be compelling. A one-sentence "This character wrestled a bear and won" will not net you many points, if any at all.
 
I killed them, Tyo. I killed them all.
 
#magiclivesmatter
 
vnwar_sketch.jpg


Boots on the Ground: A Vietnam War Game

You are an officer in Bravo Company, a unit of the US Army deployed in Vietnam focused on helicopter insertion and extraction. The year is 1966, and the land is a rugged jungle filled with guerillas and disease. Your goal is to kill as many Communists as possible and secure various objectives scattered across the harsh Vietnamese landscape.

Bravo Company consists of 6 fifty man platoons. The overall commander is a Major, who controls a single platoon by himself, and the remaining platoons are split between 5 Lieutenants. Every turn, you will send in orders for your 50 men, and the Major will decide what strategic resources he wishes to employ. In absence of orders, command defaults to the Major.

The game takes place on a grid map. Each square represents an area 10 meters by 10 meters. A platoon fills up 5 x 2 squares. Movement distance per turn is 5 squares, line of sight is 10 in clear conditions and effective fire range is 5. A diagonal movement is treated the same as a horizontal or vertical. A turn represents roughly 2 minutes.

The forces allotted to a platoon are such: 42 riflemen, 1 officer, a 4 person mortar team and 3 person machine gun unit. A major’s platoon also includes 2 radio operators. Additional forces and equipment may vary per mission. Every rifleman can begin firing the turn immediately after contact with the enemy. Machine guns provide exceptional bonuses in open terrain and suppression, while mortar teams are good against cover and stationary vehicles. Both take one turn between contact and use to be set up. Officers rarely die unless a unit is entirely wiped out, but if they do then the player is replaced with another. Radio operators similarly rarely die, but if they do then no strategic resources can be called in.

The outcomes of combat are randomly determined but are weighted by cover, troop number and quality, positioning, terrain, and surprise and many other smaller factors. The defender generally has the advantage. Units can set up ambushes over the course of one turn which remove the set up time for units but can only be done in terrain with enough cover. If an ambush is discovered before it is sprung then the ambushers have a disadvantage, but if it is perpetrated effectively then it grants a large bonus. Moving while under fire is inadvisable. You cannot fire and move on the same turn.

Strategic resources are outlined at the beginning of each mission. Included in the description are their effects, limitations, set up time and cooldown. They require a living radio operator to use. They usually entail artillery strikes, fly overs, and paratroopers, but also can be more exotic. Their use is at discretion of the Major--if he dies but the radio operators survive, then command goes to the second platoon, then third, and so on.

You can request extraction at any point. The helicopters will at that point arrive at a suitable landing zone in 3 turns. You must then make your way back to the landing zone. The Major can order the helicopters to take off at any point. The only way to end a mission is extraction.

Terrain varies from mission. The major terrain types are jungle, light jungle and clear. Others that might appear are swamp, water, sand, and any other that are relevant. Clear leaves all values the same and provides no cover. Light jungle makes movement 4, line of sight 8 and fire range 4 and provides bad cover. Jungle makes movement 2, line of sight 5 and fire range 3 and provides good cover. Weather also has drastic effects: rain makes line of sight 8 and movement 3, for example. The effects of all terrain and weather present on the battlefield will be outlined pre-mission.

Enemy forces not within line of sight are hidden. When visible, they will appear as red units on the map. Known enemy emplacements will be marked even when not in line of sight, but can be inaccurate if they have moved since last observed. Buildings will appear as brown squares. All buildings can be entered and provide good cover.

------------

Rough outline. I'm looking for people to run a test mission Sunday night.
 
In celebration of new Star Wars crap coming out and because I lack the creative drive to create an entire universe from scratch, I formally introduce my next project that will utilize the Party system I talked about earlier.

Spoiler :
NgyRYTY.jpg


DISCLAIMER: This universe will be based on a lot of things in Star Wars and will certainly borrow factions existing in the Star Wars universe, but they will not be exactly the same. The Empire, for example, does not essentially control the entire Galaxy. But that stuff is covered later.

note: i will not go out of my way to make it smaller this is just a teaser gosh
 
So I know I've been teasing people lately with this 1850 Grande Game I'm thinking of running with the infamous Hohenzollern TL (you know, the one with Swabia), but even more recently I've stumbled upon an old ruleset I was developing for a WW1/Diplomacy NES I was working on last last August. After perusing it again, I decided I wanted to give it a go after all. As a sneak preview, here is an incomplete ruleset, and a sample of what army stats will look like:

h5UxpUH.jpg


And a map: (clickable link)
Spoiler :
Auz4DNc.png


The map was a work-in-progress until I decided that this was good enough horribly obvious beveling and all. So now I'm going to focus on developing the combat system and building the Python program I expect to crunch the numbers. I'm a deft hand at implementing QJM (read: I've done it twice, oooooh ~impressive~) so I don't expect it to take too long. I'd say something teasing like "Expect an October release!" but deadlines are notorious in this community so I won't even bother.

There won't be fixed alliances and players will be free to pursue whatever agreements they like within the confines of the game rules. So, you know, doesn't have to be Central Powers vs The Good Guys. Like a game of Diplomacy, except convoluted by my weird fixation on industrial militaria.
 
It owns very little parts of it; mostly those south of Old Great Mountain (yes, I know, I know..) to the river of Maritsa which currently makes the southern border with Greece.
 
Why is Spain a single province? I demand moar.
 
X0tpydj.png


More Star Wars game progress!

Spoiler :
DISCLAIMER: This universe will be based on a lot of things in Star Wars and will certainly borrow factions existing in the Star Wars universe, but they will not be exactly the same. The Empire, for example, does not essentially control the entire Galaxy. But that stuff is covered later.

Say you didn’t see my last few posts and you’re wondering exactly what this game is about. I will now tell you.

The Party
Players will take command of “parties.” These parties are entirely player-made and they will be how players will primarily influence the galaxy. Rather than what my previous posts implied, parties will not be made up of “well known” individuals, merely above average ones. That said, these above average parties can still make quite the difference and I expect you to become quite famous in a short time. I will explore what exactly parties can do later on. For now, I will cover how to create them.

So obviously by now, the Party is central to player involvement in this game. Each player must create a party and can only influence the world through characters in that party.

Party and Character Creation (essentially the application)
Party Name: This is the name of the party. This can be used just for OOC discussion and my own purposes to keep track of your party, or can be what your party is referred as throughout the galaxy.
Party Size: Parties must have at least 3 members and can only have up to 5 at creation, and may have a maximum of 10 overall. A bigger party does not always mean a better party though. The "Party Controller" must be skilled enough in making decisions in order to handle this number or the party will face disorganization penalties - which could include something as grim as team-killing.
Party Affiliation: The faction this party starts out aligned with. This sets a precedent for the party’s starting relationship with the large governing bodies in the Galaxy, which can change to something completely different over time.
Party Leader: This is the name of the party leader and is for all intents and purposes the Player Character. By default, this character is the "Party Controller" and the "Party Manager"(read below for details). These responsibilities can be handed out, but frequently changing these responsibilities can lead to unrest within the party. This character is the only character that can hold more than one party title.
Party Controller: Controls the party in combat engagements. Instills party-wide bonuses based on her own stats in combat. Decides party effectiveness in combat.
Party Manager: Controls party assets; effectiveness can mean more gold income or better returns on what certain structures do. Can also train other members in increasing a stat with effectiveness depending on how high the manager's same stat is.

Character creation is a bit more involved than fill-in-the-blank. Party members have stats that you must assign. In this section I will describe how you go about assigning stats and I will explain what each stat does below. So, by default characters in your party start with a base of 5 per stat - this stat allocation describes that of an average person. From there, you can "buy" higher stats using points. Each character has 40 points to spend. This may seem like a high, number, but there is a catch. The first stat increase higher than the base, 5, costs 1 point. The second, however, costs two. The next costs 3 and so on. In other words, the cost to raise a stat by 1 increases by how much you have already raised it. So, in order to have 10 strength (thus double the overall strength of the average person) you must expend 15 points. You can also "dump" a stat, but that will merely be a 1-for-1 trade. So, dumping Intelligence to 1 point will only net you 4 extra points. Also, dumping to 1 is not really advised.

Name: The character’s name. Star Wars doesn’t really have much of a naming convention for most things, so I’ll give you all free reign. However, your character(s) cannot be a major character from the Star Wars movies or otherwise big players within the factions, such as Admiral Thrawn.
  • Stats
    • Strength: Describes how strong the character is. Allows use of heavier equipment and increases effectiveness with that equipment.
    • Dexterity: Describes how coordinated this character is. Useful for stealth and increases effectiveness with light equipment.
    • Constitution: Describes how sturdy this character is. Increases chances of surviving physical damage and natural hazards like illness.
    • Intelligence: Describes how smart this character is. Increases decision-making capabilities and ability to use technology.
    • Wisdom: Describes how experienced this character is. Increases decision-making capabilities and affinity with The Force.
    • Charisma: Describes how good this character is at speaking. Can help get higher pay rates.
    • Piloting: Describes how skilled this character is at piloting ships and other vehicles. Also increases ability to use technology.
    • Loyalty: Describes how willing this character is to follow the Party Leader. By default, this stat cannot be overtly known by other characters like how other stats could be, such as a brutish character’s apparent strength. Can be increased using other methods. For the Party Leader, this stat modifies the loyalty of the members.
  • Race: View Races section. Some races changes some stats in unique ways. Others are purely cosmetic. If you wanna play a Star Wars race not listed, ask me about it.
  • Class: Merely describes this character's starting equipment. A list of classes and related equipment will come in the following post. Class should agree with your background - if you've been a smuggler all your life, you're not an ex-Jedi. You're just not.
  • Background: A character's background can give bonuses to certain stats as it makes sense for the background in question. Just don’t try to be too overt about what stats you want boosted - make it interesting for me and I’ll make it worthwhile for you.

    Setting
    I said we’d get to how the Galaxy looks compared to the Star Wars Galaxy we all know and love, so here it is.

    There is something of a “point of diversion,” but that point really isn’t clear. Without needing to get to involved, the big factions at present (~2 BBY)are: the Galactic Imperium, the Galactic Republic, the Rebel Alliance, the Confederacy of Independent Systems, and the Hutt Cartel. The reason for this fragmented galaxy is traced back to an “Order 66.” For reasons unknown, the clone troopers of the previously-unified Galactic Republic set themselves upon the Jedi by order of the now-declared Emperor Palpatine. However, the move was faced with backlash and the Republic became divided - between the Imperium and the Republic. The CIS, heavily tolled by the Clone Wars, was unable to take advantage of this split and progress on all fronts simply flatlined. Soon after, an alliance of rebels rose up as a voice against the autocracy of the Imperium and the corruption of the defunct Republic, but its ranks are filled with vile and reprehensible men and women. With the Galaxy in such turmoil, the Hutts thrived as they criminal empire faced no retribution of the law, growing into a beast that rivals the other factions of the galaxy.

    The background of your parties within the context of this interpretation of the Star Wars Universe is completely up to you. If you have questions, I’ll answer what I can but I would prefer if you left it to the updates to get information about the background of this timeline.

    The Party Part 2: Electric Boogaloo
    So you know how to make parties, and now you know the setting. Now, what exactly can your party do with all this information? That’s what this section aims to answer: What you can do with your party.

    Parties, within the context of the game, are merely groups of people with some sort of common goal or interest. Maybe they’re all friends seeking adventure around the galaxy. Maybe the leader simply hired the rest as mercenaries with an up-front payment in order to become a criminal overlord. Or perhaps they’re a ragtag low-ranking squad in the rebel alliance that is merely together by circumstance. In any case, this leaves you with many directions to go.

    Really, what you want to do is rather open-ended. From the get-go you can enlist in one of the five factions and if you do that, you will be sure to receive missions. The nature of the missions will vary from faction to faction but you can be sure there will be combatant and noncombatant missions for each — but that is not really to say that noncombatants aren’t in danger of the war.

    Other than that, there will be a “Cantina” section on the first page. Here, things like bounty listings and other such missions will be posted. While many of these listings would be more “independent” factions can put up missions up for grabs by freelancers.

    Of course, you are fully capable of finding other things to do to make credits. Independent adventuring can yield artifacts that you can decide what to do with — sell to the highest bidder or see what secrets they hold yourself. With enough credits, you can begin building your party’s assets to make yourself more independent. Things like creating a freighter service or a new mining operation on Mustafar are open.

    No matter which route of growth you choose, you will inevitably find yourself growing in wealth and influence (so long as you don’t get your party killed). When you hit a particular influence mark - whether that be for a particular faction or entirely independently, you will find yourself at a point where you can expand yourself further by creating what amounts to a “guild.” This can be within the framework of becoming the leader of a company in the Imperium or a more literal interpretation. At the end of the day, you can control several NPC “parties” and send them on missions - they’ll be less effective than your main party unless you properly train and manage them. These parties can be sent to do effectively anything your party would be able to do — from combat missions shooting Hutt gangsters on Nal Hutta to running smuggling operations into the Imperial Capital. From there, your influence could grow more and more - you could find yourself being a very important member of the galactic community, potentially swaying the war into a faction’s favor with your support alone.
 
Yeesh that bulgaria is a disgrace it doesn't even own the original borders of the modern Bulgarian state

Thanks, I made a few changes (link). I'm staunch on Gibraltar (big enough to be represented on the map). I probably messed up Thrace, but screw it, it doesn't really matter.

JohannaK said:
Why is Spain a single province? I demand moar.

All NPCs are single-province countries, except Serbia which adds Montenegro (and butchers historical Ottomans 1914 but again, screw it).
 
X0tpydj.png


I'm feeling productive today. Also I'm pretty sure this wraps up the ruleset for players. Does anybody think I missed something ie any questions you have that you felt went unanswered in the current rules?

Spoiler :
Credits and Progression
As I implied just now, you can earn credits by a number of ways. And as you can obtain them in a number of ways, so to can you use them in a number of ways.
The most obvious use of the currency in Star Wars is buying equipment and other such things. Depending on your allegiance to a faction, you will have a number of things available to you. There will be 6 different “stores” for this purpose. One for each faction plus an “open market” anybody can purchase from. Each “store” has a sort of quality ethic. Imperials will sell generally high-end equipment that costs a pretty penny. The Republic will sell equipment that is durable and built to last, but may not be as effective as the others. Rebels will sell things that shoot or propel really fast, but may not be able to hold against too much firepower themselves. The Hutts will sell things with a (decidedly illegal) kick, but may not be reliable in terms of durability. The CIS will sell generally poor equipment, but they are cheap and easy to replace. The open market is generally a balance and may sell items from some of the other factions.
These distinctions are admittedly partly cosmetic, but they have differences that will be reflected in the missions. For example, if you buy CIS equipment it could very possibly fail during the mission, but if their low price allowed you to purchase spares then this could turn a mission from failure to success. Not to mention, some equipment is better than others at particular jobs. As another example, Rebel equipment may be used pretty effectively for smuggling and stealth operations.

The Galaxy
Within the context of the game, there are two kinds of worlds: Worlds of Interest and Standard Worlds. Worlds of Interest are the worlds where events you can feel the effects of actively take place, and are the only worlds you can interact with on a major level. I will track Worlds of Interest below. Meanwhile, Standard Worlds are the rest of the worlds in this galaxy - both known and unknown. Parties can interact with and explore these worlds, but they won’t be major in the war or the galactic scene as a whole. Essentially, you can treat standard worlds as a means to an end and Worlds of Interest as that end. You want to interact with Worlds of Interest the most, but there is profit to be made in taking missions and adventuring in Standard Worlds.
In the beginning of the game, your parties’ skills will be above average but their reputation and monetary assets will be essentially non-existent. This limits your ability to travel, as you will need permission to travel through controlled space during this time of war, or pay travel fees to access public galactic and planetary transportation. As mentioned in the party creation section, you must pick a world to start on. You are limited only to Worlds of Interest as starting locations. Below, I will detail the current Worlds of Interest you may start on; you will not be able to start on any for several contextually relevant and irrelevant reasons, such as that world being an all-out battlefield or me not wanting to lose my sanity making a ton of worlds you cannot interact with anyways. As you gain factional permission and the means to travel, you will unlock more Worlds of Interest. For simplicity, everybody will see the details of a new World of Interest, but still only those with access to that world will be able to interact with it directly.

Roleplay
The bread and butter of all games, roleplay. I like a good story, so I definitely encourage you to write them. If I begin to care about your character, I can be sure to make the updates and mission assignments more interesting for them. I’d prefer this game to be less “you give me an action and I tell you the result” and more a collaborative effort for an interesting game and story.
 
I really wanna play this.
 
More dev woo

Covering the factions in detail as well as the first Worlds of Interest.

Spoiler :
Factions
The Galactic Imperium
Description: The Galactic Imperium boasts itself as a force of order for the Galaxy. The claim that the Republic remnant is to blame for the fractured state of the Galaxy. Armed with the majority of the Clone army, including the infamous 501st, and the largest navy in the Galaxy, they are a force to be reckoned with.
Factional Advantage: The Imperium tirelessly researches new ways to get a competitive edge on their opponents. As time progresses, the effectiveness of old equipment rises and new equipment unlocks at a faster rate than other factions.

The Galactic Republic
Description: The Galactic Republic is made up of member systems that saw Palpatine's declaration as illegitimate. Some Clone battalions defected to this side but the vast majority of troops are conscripts from various Republic-controlled worlds. The leadership uses rhetoric against Imperial autocracy, but the grim reality is that the two factions are not so ideologically different; the pressures of war has caused the Republic to commit to very desperate measures. Republic officials have become notorious for doing whatever it takes to get ahead. Even so, the Republic still harbors the remains of the Jedi Order, perhaps the only thing left the Republic has to remember its roots.
Factional Advantage: The Republic wants to see its glory days return very badly. They stop at nothing to accomplish their goals. You may bring Republic military members temporarily on missions for the Republic equal to your ranking within the Republic. You receive half the number you are eligible if you already have 10 members in your party and must be able to compensate for the higher demand of tactical knowledge.

The Confederacy of Independent Systems
Description: The Confederacy’s aspirations remain unchanged since the beginning of the war. They seek a less invasive Galactic government and use their deep pockets as a means of doing so. They are infamous in their wide use of combat droids for their armies, but the realities of war have taken a toll on them. They now field live troops to fight their enemies in addition to the droids to lessen the economic demands of the war.
Factional Advantage: The Confederacy has many droids for sale. You may purchase a wider variety of droids for cheaper than in other factions and these droids have a 2-turn warranty. Furthermore, the Confederacy gives out semi-random bonuses for those that go above and beyond for their cause.

The Hutt Cartels
Description: The Hutt Cartels have been around for centuries. They were always powerful as a criminal organization, but the recent chaos in the galaxy has made them very successful opportunists. While they cannot match the legitimate governments in raw firepower, they have access to illegal technologies and lead a wide array of criminal elements throughout the galaxy - making them a real threat to all of the other factions.
Factional Advantage: The Hutts have a large hand in the Black Market and other underground activities. Affiliates of the Hutts can expect cheaper prices for Black Market purchases and higher pay-outs for completing Cantina and Hutt missions compared to others.

The Rebel Alliance
Description: This rag-tag group is the newest big influence in the Galactic scene. They seek to overthrow the current regimes, often seeing the Republic as corrupt and the Imperium as dictatorial and inhumane. However, many of their recruits are simply opportunists and often criminals from Republic or Imperial space, or worse, Hutt agents. However, they are a persistent bunch and their elites are very good at their jobs.
Factional Advantage: The Rebels work on borrowed technology. They can much more seamlessly incorporate equipment from other factions into their own equipment. The Rebels also have many friends in low places - it is cheaper to have your party smuggled into other worlds, and any world can be smuggled into. In addition, the Rebels are in dire need for more officers. Active supporters of the cause can progress through the ranks faster than in other factions.

Worlds of Interest
Coruscant
Description: Coruscant is the capital of the Galactic Imperium, subjected to Imperial rule after Order 66. The world is one giant city that remains as a center of economic prosperity even during this time of war. Though in general it is ruled supremely by the Imperium, it has a large criminal underground due to its immense size as a city - even the Hutt Cartel has influence in the undercity of Coruscant. You are sure to find those from any walk of life here.
Controlled by: The Galactic Imperium
Markets Available: Imperial, General, Hutt(Black Market)

Tatooine
Description: Tatooine is an outer-rim world that is generally unimportant to the Galactic scene yet maintains a fairly high population, despite the entire rock being covered in a harsh desert. This combination of population and unimportance makes it a great hub for the scum of the galaxy. However, this also makes it something of a target. Agents from all factions can definitely be found on this desolate world, and so can equipment. It is unlikely this world will ever be a real battlefield, even with this awkward mix.
Controlled by: The Hutt Cartels
Markets Available: Imperial, General, Hutt, Rebel, Republic, CIS

Naboo
Description: What used to be a beautiful world is now a battlefield between the Galactic Republic and the Confederacy of Independent Systems. Other factions have been reported on the planet disrupting both sides, which is due to drastically lengthen the battle for this world.
Controlled by: [Contested - CIS vs Republic]
Markets Available: Imperial(Black Market), Hutt(Black Market), Rebel(Black Market), Republic(Alignment Only), CIS(Alignment Only)
 
Back
Top Bottom