Newbie tips

Phykos

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Dec 16, 2019
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So attempted about 5 games so far and have been massively behind the AI in basically every category. I understand adjency bonuses and terrain usage and have a vague idea of what techs to research when though I could definetly improve that aspect. I play at Prince level currently and am trying to get a science victory with Gilgamesh. Any tips are welcome.
 
Post if you can, saves every few turns, so that we can have a clear idea of how you are making the game approach. Or, explain as best as you can.

What kind of map are you playing, what Pantheon did you choose, how many cities do you have on turn 100 etc. Scientific victory with Gilgamesh is quite straightforward;

Expand as much as you can until you are touching borders with other AIs (you can go to war too, but if your enemy is too far, you will have loyalty issues and the war could cost more than what you expected to get from it). Use your builder charges to improve the resources, and build as many Ziggurats as you can in your empire. Preferably by the river, so you can get the culture. Build your farms in other places. Then you can start building infrastructure in a sort of hierarchy/preference method. Break the Ziggurats when you can place a district on top if its going to be a better alternative for that tile, like aqueducts, industrial zones or whatever you need. They are a temporary boost for your early game science and culture while you expand, and they do a very good job at that, allowing you to delay Campuses and Theatre Squares a lot while still keeping up/catching up.

Clear all the barb camps you can, Gilgamesh gains extra benefit from them.

Other than that, just keep trying, and dont feel bad because you see yourself still behind in turn 100 (I know, easy to say, my anxiety levels go through the roof too if I think Im doing fine and suddenly I meet a civ in turn 150 that is doubling me and every other AI in every aspect). Keep up the good work and eventually you will catch up. If you havent got the Diplomacy ribbon activated, do so, its great help to track whats going on and who you want to be friends/enemies with.

Gilgamesh has a low production start, but he compensates with advancing the techs and civics faster than most, and having one of the most powerful unique units relevant to the era, especially considering they can be built from turn 1, and are very useful tools for taking cities and barb camps.

Take advantage of the small things, however inconsequential they might seem at first. Every bit counts.

Edit;

Key things for Science Victory are Science per turn (duh! :D ) and production. You want to have at least 1 city. Usually the capital, sometimes the 2nd or 3rd city are better located and have better pottential for production in the way of tiles to place your aqueduct and dam, with the industrial zone in between. Upgrade that industrial zone up to coal power plant, and as soon as you research spaceports, start building it in that city. You can accelerate this process by promoting Moksha or Reyna, and straight up buying the Spaceports with gold or faith, provided your economy allows it. Then start with the projects, and if you can, build/purchase one or 2 spaceports more in similarly developed cities. This will allow you to speed up the last stage when the spaceship is travelling through space, as it is the only one that must be done more than once, and shave several turns too. The government plaza has a building (Royal Society) which allows you to spend builder charges to speed up these projects.

Make sure to place a Spy to defend your industrial zone and spaceport from saboteurs. Best way is to send your first spies to foreign cities to complete easy missions, so they can grab some promotions, then take them back home and place them counterspying on loop. Take into consideration, that a spy is not a guarantee of immunity from sabotage, they can still mess your stuff, but at least you will capture/kill those spies and lower the chances of future sabotage. If you know whose spies they are, send one on offensive missions while working on the spaceport projects, so you can force them to use some for counterspy, and keep that spy (or spies) jumping around random cities delivering some chaos. Extra annoying points for breaching a dam and destroying the districts and improvements of several cities at once :D

As for districs, a Campus in every city is the "optimal" play, but its way overkill for prince, you can have a very decent science output with just 3 or 4, enough to carry you reliably to the end of the tech tree. You can skip theater squares if you want, enough Ziggurats in your lands give all you need. Commercial hubs and harbors are mostly used for the trade routes, depending on the government you use and the cards you pick, you can get between 5 and 10 production from EACH. Just think how much it can help your main city race through the space projects. You dont need encampments other than for defense, or increasing your strategic resource stock limit, a couple are a good idea, but dont rush them too soon in the game if you dont really need them. You are going to need a couple holy sites too, to build up your faith for the district purchases, also, no need to rush them unless you want a religion real bad.

And wonders... you dont really need them. There are a couple that help, like the Mausoleum at Halicarnassus, which will give your great engineers the ability to use twice their ability (very useful for upgrading your industrial zones and speed up the space projects). The rest are mostly boosts for your science output, and great scientist generation, which campuses already do. So theres that, they help, but they are not necessary.

Just consider that all these optional things do help you win faster, but building them very early in the game will set you back, or expose you to an AI attack because you didnt have time to build a small army. The art is in evaluating when you can do these things succesfuly. The more times you try, the better you will get at it. Myself here, have been a Civ fan since my balls were still bald back in 1992, and have always played prince. Its only now with civ 6 that I have started to try to improve my gameplay. Im doing a game with each civ and watching my victory times come shorter and shorter most of the time, and can finally gather the courage and strength to survive a deity game. Although considering I always play epic speed or marathon speed, Deity turn 15 5x warrior rushes are a hard thing to counter (being very euphemistic here) when all you had time to build was a scout. So I mostly stick to King-Immortal, depending on my familiarity with the civ.

Sorry for the mega wall of text. Got a bit carried away, I hope it helps at least :D Ill be happy to clear any doubts, me or any other more experienced people will surely help
 
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Without knowing anything else about your playing style, one thing I do is found a second city using gold (320) and then get a holy city in both cities with shrines and temples if available. I have only 2 cities at the end of the first era Then I choose the use third choice of my golden era choices to be able to "buy" settlers using faith in the second ear and establish as many cities in that time as possible If I have found a religious city-state, I make it a suzerain to benefit most. By the end of the second era, I can have somewhere between 5 and 10 cities. I use faith to buy settlers until I no longer have enough time left in the second era to buy one and then I buy pioneers to improve my cities. Now you're in the 3rd era and you're off and running on your game plan.

The choice I was thinking of is your dedication. Also, even though it's cheating, when you are first to discover a city state, send Amani there as soon as possible to make them a suzerain to get the history credit. They don't need to stay suzerain; you just want the 2 points, then move on to your next city-state. Of course, you want a religious city-state in the second era for the faith credit. You will need 150 faith for your third city, then 195, then 230 and so on. If you get Kandy and find a natural wonder, you get a relic for serious faith.
 
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Post if you can, saves every few turns, so that we can have a clear idea of how you are making the game approach. Or, explain as best as you can.

What kind of map are you playing, what Pantheon did you choose, how many cities do you have on turn 100 etc. Scientific victory with Gilgamesh is quite straightforward;

Expand as much as you can until you are touching borders with other AIs (you can go to war too, but if your enemy is too far, you will have loyalty issues and the war could cost more than what you expected to get from it). Use your builder charges to improve the resources, and build as many Ziggurats as you can in your empire. Preferably by the river, so you can get the culture. Build your farms in other places. Then you can start building infrastructure in a sort of hierarchy/preference method. Break the Ziggurats when you can place a district on top if its going to be a better alternative for that tile, like aqueducts, industrial zones or whatever you need. They are a temporary boost for your early game science and culture while you expand, and they do a very good job at that, allowing you to delay Campuses and Theatre Squares a lot while still keeping up/catching up.

Clear all the barb camps you can, Gilgamesh gains extra benefit from them.

Other than that, just keep trying, and dont feel bad because you see yourself still behind in turn 100 (I know, easy to say, my anxiety levels go through the roof too if I think Im doing fine and suddenly I meet a civ in turn 150 that is doubling me and every other AI in every aspect). Keep up the good work and eventually you will catch up. If you havent got the Diplomacy ribbon activated, do so, its great help to track whats going on and who you want to be friends/enemies with.

Gilgamesh has a low production start, but he compensates with advancing the techs and civics faster than most, and having one of the most powerful unique units relevant to the era, especially considering they can be built from turn 1, and are very useful tools for taking cities and barb camps.

Take advantage of the small things, however inconsequential they might seem at first. Every bit counts.

Edit;

Key things for Science Victory are Science per turn (duh! :D ) and production. You want to have at least 1 city. Usually the capital, sometimes the 2nd or 3rd city are better located and have better pottential for production in the way of tiles to place your aqueduct and dam, with the industrial zone in between. Upgrade that industrial zone up to coal power plant, and as soon as you research spaceports, start building it in that city. You can accelerate this process by promoting Moksha or Reyna, and straight up buying the Spaceports with gold or faith, provided your economy allows it. Then start with the projects, and if you can, build/purchase one or 2 spaceports more in similarly developed cities. This will allow you to speed up the last stage when the spaceship is travelling through space, as it is the only one that must be done more than once, and shave several turns too. The government plaza has a building (Royal Society) which allows you to spend builder charges to speed up these projects.

Make sure to place a Spy to defend your industrial zone and spaceport from saboteurs. Best way is to send your first spies to foreign cities to complete easy missions, so they can grab some promotions, then take them back home and place them counterspying on loop. Take into consideration, that a spy is not a guarantee of immunity from sabotage, they can still mess your stuff, but at least you will capture/kill those spies and lower the chances of future sabotage. If you know whose spies they are, send one on offensive missions while working on the spaceport projects, so you can force them to use some for counterspy, and keep that spy (or spies) jumping around random cities delivering some chaos. Extra annoying points for breaching a dam and destroying the districts and improvements of several cities at once :D

As for districs, a Campus in every city is the "optimal" play, but its way overkill for prince, you can have a very decent science output with just 3 or 4, enough to carry you reliably to the end of the tech tree. You can skip theater squares if you want, enough Ziggurats in your lands give all you need. Commercial hubs and harbors are mostly used for the trade routes, depending on the government you use and the cards you pick, you can get between 5 and 10 production from EACH. Just think how much it can help your main city race through the space projects. You dont need encampments other than for defense, or increasing your strategic resource stock limit, a couple are a good idea, but dont rush them too soon in the game if you dont really need them. You are going to need a couple holy sites too, to build up your faith for the district purchases, also, no need to rush them unless you want a religion real bad.

And wonders... you dont really need them. There are a couple that help, like the Mausoleum at Halicarnassus, which will give your great engineers the ability to use twice their ability (very useful for upgrading your industrial zones and speed up the space projects). The rest are mostly boosts for your science output, and great scientist generation, which campuses already do. So theres that, they help, but they are not necessary.

Just consider that all these optional things do help you win faster, but building them very early in the game will set you back, or expose you to an AI attack because you didnt have time to build a small army. The art is in evaluating when you can do these things succesfuly. The more times you try, the better you will get at it. Myself here, have been a Civ fan since my balls were still bald back in 1992, and have always played prince. Its only now with civ 6 that I have started to try to improve my gameplay. Im doing a game with each civ and watching my victory times come shorter and shorter most of the time, and can finally gather the courage and strength to survive a deity game. Although considering I always play epic speed or marathon speed, Deity turn 15 5x warrior rushes are a hard thing to counter (being very euphemistic here) when all you had time to build was a scout. So I mostly stick to King-Immortal, depending on my familiarity with the civ.

Sorry for the mega wall of text. Got a bit carried away, I hope it helps at least :D Ill be happy to clear any doubts, me or any other more experienced people will surely help
Super frustrated atm. Everyone says be aggressive against barabarians but every map I have tried (standard size, civs, on continents) has multiple camps around my city. I go after them, kill them then another camp pops up. I focus that get behind on settler production and get out settled by the AI. I literally haven't come CLOSE to doing well in like 10 startups. Love the game but it is royally pissing me off right now. Damn AI just declared war on me when I was weak. Gave up that game too. How many cities should I have by turn 100? Some say 10 but Jesus Christ how the hell can you manage that when barbarians keep appearing? Also only have the base game atm but will have the other expansions soon.
 
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@Phykos
If playing at prince the barbs are not too bad. When you start the game fog bust around your city and kill any camp you find with your warrior, look out for barb scouts and try and stop them from seeing your city. A good way of helping in this regard is do not have your city on a hill because barbs can see it from 3 tiles away.

Eurekas and inspirations are very important in the game. Try to get a builder out early to improve 3 tiles for the craftsmanship inspiration and then when you get there slot agoge and build about 4-6 slingers/archers and 3-4 warriors and a spearman. These will be able to deal with any barbs and attack/defend your country just fine.

Culture is really helpful to push where you can as getting to ancestral hall gives an extra 50% to settlers as does getting to early empire. Getting to 10 cities can be hard if done peacefully but that is where chopping comes in. Look below and there are links to guides and advice, the key one is the chopping example, this gives a rough idea of how you speed things up. When you get more used to the game you will find it not so bad.

People who have taken advice seem to say the chopping example and the advice of not finishing many districts early is the key to improving as is not building many wonders. Most are pretty useless for they production cost.
 
Super frustrated atm. Everyone says be aggressive against barabarians but every map I have tried (standard size, civs, on continents) has multiple camps around my city. I go after them, kill them then another camp pops up. I focus that get behind on settler production and get out settled by the AI. I literally haven't come CLOSE to doing well in like 10 startups. Love the game but it is royally pissing me off right now. Damn AI just declared war on me when I was weak. Gave up that game too. How many cities should I have by turn 100? Some say 10 but Jesus Christ how the hell can you manage that when barbarians keep appearing? Also only have the base game atm but will have the other expansions soon.
I feel your pain, slower speeds dont make barbs spawn slower, so imagine how fun it is to have the capital surrounded by red horsemen in turn 20. Sending the first warrior in scout missions is a risky ordeal, and the first 50-80 turns, at least for me, are basically focused in juggling clearing camps, fogbusting, and playing "dodge the scout" with my settlers. You dont HAVE to clear all the camps in your area, just enough so they let you a window in which you can squeeze your settler into that nice spot you saw. A single warrior to clear a camp is doable, but its a risky move, because now they breed like crazy and you can find yourself surrounded by horsemen or archers in a couple turns if you are not careful. They cant take your capital, so you dont have to defend it, the 2nd and next ones, they can, so be sure to protect those, especially in the beginning.
What I usually do is at first explore with the starting warrior, usually scout is 2nd, depending on what I got from the goody huts. Start bringing the warrior home while the scout clears fog in another direction, as it is very likely a barb scout has already been around my capital.
Ideally next a settler, slinger if barb raid is coming. Use the defensive bonuses, and try to catch archery boost. Immediately next finish the settler, by the time its complete the barbs around me should be clear. If not, ill wait with the setller a couple turns in the capital until its safe to get out (because my units are badly wounded and its too risky to get out again with half or less health). Place the 2nd city, a slinger straight up, and that city is immune to barb raid for a good chunk of turns while I go on exploring/expanding more, finishing off the camp that started the raid.
Its a slow process for sure, as sometimes I spot a barb camp with my lone warrior on t5, and it starts spawning horsemen every 2 turns. Even on defensive or upgraded, the warrior cannot hold 2 horsemen, so there I have an early horsemen rush. This settler is going to be delayed even more, but theres nothing you can do about it. You can try to lure the barbs closer to another civ, or cs, which can help you with those barbs, or the barbs will help you cripple your rivals progress.

Quick example: (This is King, Epic speed, Standard size continents)

Warrior spots a camp T6

Spoiler :

My scout is discovered by a barb raid spawn T16


Bringing the party to Mali T17


Taking my scout behind Malis city for protection, I spot a camp he has been working on T21


I manage to snipe the camp, but the horseman archer finishes my scout off. However, as the camp to the southeast has not spotted my capital, and the raid is now on Malis lands (if you watch his military str he is down to one wounded warrior, or 2 almost dead ones) I have a brief moment to get my settler out. T22 & T25


First warrior back home for safety, 2nd city down, and working on slingers to defend both T27

Now, more camps will spawn for sure, but at least now you have 2 cities, and if barbs come knocking, you have your archery boost waiting. You can buy the slinger directly in any of your cities if you have the money. I got 60g from a camp but didnt use it yet for demonstration purposes. Keep taking advantage of that small window of opportunity and keep trying. Sometimes a scout will appear the very moment you take you settler 1 step out of the capital, so there you need to evaluate, can I get to my settle spot before he can get to me? If theres a river, hills, or forest separating both, usually its doable, but you might have to wait for an escort unit. This is the perfect time to buy a unit with gold if the others are busy healing or exploring. Just buy the slinger or a warrior, and escort the settler safely to their destination. You can finish off the chasing scout once settled and fortified.
 
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That’s going a long way from defending your city.
A city without a warrior in it is strength 13, with it is strength 23 in your case.
What do you mean, better have a 2nd unit before going outside? I find this usually works for me. If I dont venture out soon and push the fog back, Ive had countless starts (like when you are a bit hidden between hills/forest/mountains) where I would have all the camps spawn in a 6 tile radius from my capital and absolutely wreck anything coming out of the capital.

My first 30 or so turns always go the same way, but Im open to new ideas!
 
but Im open to new ideas!
I will move my warrior out about 3 tiles and then start circling by city, the first unit out then comes out the other side and covers the other side. Then after the nearby cityhas been exposed then sure, move out. They way you are doing it is luck, if the camp had been on the other side of your city...
 
I will move my warrior out about 3 tiles and then start circling by city, the first unit out then comes out the other side and covers the other side. Then after the nearby cityhas been exposed then sure, move out. They way you are doing it is luck, if the camp had been on the other side of your city...
As far as I know, there is at least 1 camp south of my city, probably southeast. Where the archer and horseman are coming from. I dont know where their scout is, but it didnt spot my capital. The scout that can be seen smashing its head against the city came from the camp to the northwest (I crossed paths with him T3 or T4 not sure).
So lets say there is another camp southwest. A scout has to appear through the fog and do their alarm thingy right?. Instead of finishing the camp with the lone warrior, I come down to see whats up, my scout would still probably be exploring (or doing the sabotage Mali thing), while I switch the settler to a slinger. In the 4 turns or so that it will take the warrior to get down there, the raid could already be at my doorstep, but unlikely, because its a 2 or 3 tile wide mountain pass by the coast full of hills and trees, so theres at least a couple more turns while I put my warrior in a nice defensible position and have time to finish the slinger, in case the nortwest camp starts spawning units. All this is just to get those 3,4 turns of safety around my capital that will allow me to take the civilian unit out. This way my capital kills several melee barbarians. If ranged come, I hide the warrior if he is in danger of dying, most likely a melee barb would come and try to kill it, and then I will use the fortified slinger to kill them while I run with a limping warrior around the cap.
I only do this because barbs cant conquer your capital. I might be wrong, but at least they never did to me, so until I have 2 or 3 cities laid down I wont have any improvements or districts most likely, because another camp is going to spawn anyway. Once I have 3 cities each with a fortified slinger to protect from barbs, I go on from there.

I mean, I understand what you are saying, its a strategy that involves certain amount of risk, but Ive come to see this works better for me in the long run. Rough, a bit messy start, but Im able to catch up faster. Waiting for the 2nd unit before going beyond 3rd ring of the capital is usually very late and some Ai has already passed by and stolen my goody huts and first envoys, which translates to a much longer game start grind, and higher risk against the AI. In standard speed there might be enough time to get a second unit out before exploring. Its just that usually on epic speed unless I go warrior directly, the first "serious" military unit is the 2nd, or 3rd in the build order, but wont come until T25 or later. These shots are an exception, I dont usually spawn by a 4/2 spices tile and get 2 extra pop from goody huts.
 
A scout has to appear through the fog and do their alarm thingy right?.
fog is your visibility, not the scouts. But yes,as your city is not on a hill the scout can only see 2 tiles. Still not what I would do but that’s a personal choice
 
fog is your visibility, not the scouts. But yes,as your city is not on a hill the scout can only see 2 tiles. Still not what I would do but that’s a personal choice
so a scout can technically spot my capital even if I wasnt able to see it due to fog? That I didnt know. Thanks.
Thinking about it, it does make sense. I just didnt realize
 
So I am on turn 160 prince difficulty. Built several campuses and universites. Even got the Oxford wonder. Yet somehow at 88.3 beakers a turn I am in 7th place. Starting to tick me off. Standard everything continents.
 

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So I am on turn 160 prince difficulty. Built several campuses and universites
Several by T188 is not really enough. All cities in the world have universities so why not in the game? A campus is the most powerful thing.
Get a scout or slinger first, then a builder then a settler. Then build army, 1 campus and the government plaza with ancestral hall. Then build lots of settlers placing a campus down in each but not finishing it. Then when you get to Feudalism get builders with the 5 charge builder card slotted and it is at this stage your science will skyrocket.
You do have to try to get good adjacency bonus on campuses and use the double adjacency card.

You do not have to play this way every game but getting the idea that campuses are great and settlers are greater will get you there.
 
Several by T188 is not really enough. All cities in the world have universities so why not in the game? A campus is the most powerful thing.
Get a scout or slinger first, then a builder then a settler. Then build army, 1 campus and the government plaza with ancestral hall. Then build lots of settlers placing a campus down in each but not finishing it. Then when you get to Feudalism get builders with the 5 charge builder card slotted and it is at this stage your science will skyrocket.
You do have to try to get good adjacency bonus on campuses and use the double adjacency card.

You do not have to play this way every game but getting the idea that campuses are great and settlers are greater will get you there.
Ok I'll try thay build order and see what happens lol. I love the game just gotta get over this hump.
 
So I am on turn 160 prince difficulty. Built several campuses and universites. Even got the Oxford wonder. Yet somehow at 88.3 beakers a turn I am in 7th place. Starting to tick me off. Standard everything continents.
Are you researching many unboosted techs? That could be a reason too. Someone with about half the science per turn, but is reliably getting all the eurekas on their path, is going to keep up. Can you show us the diplomacy ribbon and the overal progress screen? Also, I cant see any governors on the shot you showed us. Pingala is very useful for science and culture generation. And, remember that the bigger you expand (in number of cities) the longer its going to take to catch up, but once you do, your progress will have a much steeper curve than the others, so you need to be patient.
Heres some detail in my starting city in a random game. Note how the campus just has +1 adjacency and a libray but, there really isnt much else to boost science, yet its almost 40 science per turn on its own thanks to Pingala.

Keep your armies busy with clearing barb camps! I dont know if you have any that you can clear right now, but remember Gilgamesh gains goody hut benefits on top of the standard rewards to help you develop and advance quicker.

Edit: Forgot about City states. Scientific city states will give boosts to science generation, depending on the envoys you placed on them. 1: +2 Science in your capital (stacks from several city states). 3: Extra science from libraries 6: Extra science from Universities.

Correct me if Im wrong, but it seems to me that you are kinda new to the game? Civ 6 at least. You might want to watch some videos on game basics to help you better understand them. We can give you a lot of tips, but if you dont quite get why we are leading you in a certain way, it might be difficult for you to really learn about what works for you and what doesnt.

Spoiler :
 
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Super frustrated atm. Everyone says be aggressive against barabarians but every map I have tried (standard size, civs, on continents) has multiple camps around my city. I go after them, kill them then another camp pops up. I focus that get behind on settler production and get out settled by the AI. I literally haven't come CLOSE to doing well in like 10 startups. Love the game but it is royally pissing me off right now. Damn AI just declared war on me when I was weak. Gave up that game too. How many cities should I have by turn 100? Some say 10 but Jesus Christ how the hell can you manage that when barbarians keep appearing? Also only have the base game atm but will have the other expansions soon.
It's not the number of cities that's important, it's science(or culture, or faith - whatever wincon you are pursuing) per turn. I consistently beat Immortal with 5-6 cities. The twist is also that if you focus on early infrastructure, later in the game you will be able to flip your opponent's cities(25-pops Khmer capital is no joke) and compensate in this way. And even if you don't, well, you have nice science or culture, you will win anyway, but in 300 turns instead of 280(my fastest game was a T210 religious victory with Gitarja, standard map size, Continents and Islands). I used this strategy, and even despite I only flipped 1 city and settled 6, I had enough faith to convert everyone.
 
I feel that ”lock in a district” is a pretty glitchy way to roll... :p

I have not played much Civ before I got VI to iPad this summer.
Trying to improve and learn by reading this forum and the in game pedia.
 
I feel that ”lock in a district” is a pretty glitchy way to roll...
You can always try the district discounts approach then. (in the links below this)
The whole district costs thing is a bit glitchy anyway.
You start building your campus and by the time you fiunish it the cost has gone up but you are building only to the cost at the start regardless of if you delay building it or not and the fact a campus costs say 48 to build at the start and 480 to build at the end of the game is a bit glitchy in itself but each to their own.
 
You can always try the district discounts approach then. (in the links below this)
The whole district costs thing is a bit glitchy anyway.
You start building your campus and by the time you fiunish it the cost has gone up but you are building only to the cost at the start regardless of if you delay building it or not and the fact a campus costs say 48 to build at the start and 480 to build at the end of the game is a bit glitchy in itself but each to their own.

Thanks, haven’t heard about the discounts thing. Seem a bit to complicated for me to think about when I try to ”master” Emperor :p
 
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