On Power (electrical)

I think Car Pool and Ferry are in. And Public Transportion is a Building not a Tech.

Mr Azure, could you have a look at the google doc and change/add property values for TH Buildings (I think you said you wanted to do that? Maybe I'm wrong). Or any other buildings if you know what you're doing. 1 Property Point = 1MW.

https://docs.google.com/spreadsheet/ccc?key=0AsZ97EvYjrFzdFdWQnBJUDNSMmR1bzhURlhyd29PLXc#gid=2

Sure I'll take a look.
I would make power consumption based on resources required.

I highly recommend you make a chart for resources and give resource a power value.

Add all the resource values for a building.

Level of Algorithm = level of power need, based on cloud servers . Add extra to buildings

Speech recognition =+1
Facial recognition =+2
Intuitive Algorithm =+3
Evolutionary =+4
A.I core =+5

If it involves the following :

Robot = +2
Droids =+3
Nanobots =+4
Mecha = +20
Androids =+5
Choloroplasts +6
Nanites =+50

If it uses:
Computers +1
Flash Memory +1
Electroactive Polymers +1
Organic Photonics +1
Plasma +4
Metamaterials +5
Liquid metals +5
Shockwave Engine +10
Novus Chemicals +25
Super strong Alloys +25
Antigrav +50
Hypermagetics +75

For the Factory x 10 (min 50)

Example :
Flash Fabricator 100
Plasma Generator 400
Novus Refinery 2,500
Antigrav Generator 5,000
Hypermagetic Core 7,500



For Assemblers, they will be have very high power consumption, they are like a small town.

Epsilon = 500
Delta =1000
Gamma =2000
Beta =4000

I highly recommend you make a chart for resources and give resource a power value.

Add all the resource values for a building.

As notice the farther along we on tech tree the more power consumption is needed.

Biological
Pre- Gene Enhancement = +1
After Gene Enhancement = +3
After Smart Medicine +4
After Quadruple Helix = + 5
After Artifical Life =+10
 
I don't really understand what you mean. I think you overestimate the Power Consumption of Factories. Some, like the Semiconductor Factory might consume a lot, but basically because they need to produce pure silicon from scratch. But most factories just assemble the parts and this is not very energy consuming.

You really think Power Consumption keeps increasing? I was thinking that Solar Roofs, Artificial Chloroplasts all produce power on their own and therefore reduce the total consumption.
 
Shoulder
I don't really understand what you mean. I think you overestimate the Power Consumption of Factories. Some, like the Semiconductor Factory might consume a lot, but basically because they need to produce pure silicon from scratch. But most factories just assemble the parts and this is not very energy consuming.

You really think Power Consumption keeps increasing? I was thinking that Solar Roofs, Artificial Chloroplasts all produce power on their own and therefore reduce the total consumption.

I am probably exaggerated, but I think we should make a chart for resources enabled after Industrial or Modern and give them a power rating each .

Yes I do believe power consumption will increase in exponential , but by how much is the question.

fuel cell, Electroactive Polymers, fusion, plasma, Shockwave, Antigrav, Photon, Liquid metals, hypermagetics,Nueron, Nucleosynthesis, Helium3, Antimatter .

We need to establish how much electrity it requires to Power those things. We can start by asking how much does a Fusion reactor require.

I
Am thinking instead of Megawatts or Mkv to use a generic Energy format.
 
What do you mean by that?

I was thinking that Computers for example should consume +1 MW per pop.

Computers the resource? Good, then we make a chart and give a MW value to resources.
 
Yeah the resource. Not sure if it's better with the resource or if the tech "Computers" should increase the consumption. Probably the Resource is better. I'll make a List of resources in the Google doc (since I don't know how to make a new google doc :mischief:) and add MW values to them.
 
Yeah the resource. Not sure if it's better with the resource or if the tech "Computers" should increase the consumption. Probably the Resource is better. I'll make a List of resources in the Google doc (since I don't know how to make a new google doc :mischief:) and add MW values to them.

Yeah it would be alot easier for you to plan MW with resources.
 
Ok I have to admit that I'm overwhelmed with the Electricity Mod. I have no idea what values I should use for buildings, for Resources, for Techs... I want it not like "10*buildingcost", I want it as realistic as possible. Intlidave did an amazing job when he "reviewed" the google doc but after that I couldn't do much. I couldn't find most of the buildings in the Internet since it depends of the size of the building. Also, these values are all for nowadays and I have no clue how much a average Skyscraper consumed before isolated windows, energy saving lightbulbs etc were invented (for example).

And I'm also not confidend enough to add the Property. There are things missing like the min/max values etc and I can't figure out the code (if it exist). So I would be more then happy if Mr Azure (who turned out to be the new expert with Properties :goodjob:) would help me to implent it and have a closer look if all required tags exist.
And if Intlidave or someone else with knowledge on energy consumption could have a look at the google doc and add/change values for buildings and resources would also be nice.

Sorry, I thought I could do more, but I totally underestimated it :sad:

Oh and Hydro (and others), please comment on my questions at the bottom of the previous page.
 
1. Instead of Electricity, I would call it Power or even Energy.

Reasoning:
A.) It would make it easier for you to add values since you won't need much research.
B.) There are several power sources in Transhuman and Galactic.
C.) Instead of MV call it Energy or Power.

2. Lets start with the Phase I of your Property.

Code:
<PropertyInfo>
			<Type>PROPERTY_ELECTRICITY</Type>
			<Description>TXT_KEY_PROPERTY_ELECTRICITY</Description>
			<Strategy>TXT_KEY_PROPERTY_ELECTRICITY_STRATEGY</Strategy>
			<ValueDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_DISPLAY</ValueDisplayText>
			<ChangeDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_CHANGE</ChangeDisplayText>
			<ChangeAllCitiesDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_CHANGE_ALL_CITIES</ChangeAllCitiesDisplayText>
			<PrereqMinDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_PREREQ_MIN</PrereqMinDisplayText>
			<PrereqMaxDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_PREREQ_MAX</PrereqMaxDisplayText>
			<bSourceDrain>0</bSourceDrain>
			<iAIWeight></iAIWeight>
			<AIScaleType>AISCALE_CITY</AIScaleType>
			<iOperationalRangeMin>0</iOperationalRangeMin>
			<iOperationalRangeMax>0</iOperationalRangeMax>
			<FontButtonIndex>0</FontButtonIndex>
			<PropertyManipulators>



Code:
<Strategy>TXT_KEY_PROPERTY_ELECTRICITY_STRATEGY</Strategy>
			<ValueDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_DISPLAY</ValueDisplayText>
			<ChangeDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_CHANGE</ChangeDisplayText>
			<ChangeAllCitiesDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_CHANGE_ALL_CITIES</ChangeAllCitiesDisplayText>
			<PrereqMinDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_PREREQ_MIN</PrereqMinDisplayText>
			<PrereqMaxDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_PREREQ_MAX</PrereqMaxDisplayText>

You add the Text Strings at Properties_Civ4GameText in XML/Text

Code:
<bSourceDrain>0</bSourceDrain>

Properties that are declared as bSourceDrain are produced or consumed on game objects, move/spread/diffuse to other game objects and interact with other properties on the same game object. Game objects are plot, unit, city, player, team and game.

Since Electricity is produced by buildings we set it to 1.

Code:
<iAIWeight></iAIWeight>

A positive number is good, and a negative number is bad. For Electricity I would set it to 85.

Code:
<AIScaleType>AISCALE_CITY</AIScaleType>

tells the AI how it should scale the weight. AISCALE_CITY will cause it to consider the property more important in larger cities and less important in smaller cities.

This makes sense for Electrcity.


Code:
<iOperationalRangeMin>0</iOperationalRangeMin>
			<iOperationalRangeMax>0</iOperationalRangeMax>

I would set Operation Range Max at 1 million which should be enough for Galactic.

Code:
<FontButtonIndex>0</FontButtonIndex>

For you it would be 16.
 
So far so good..
Code:
<PropertyInfo>
			<Type>PROPERTY_ELECTRICITY</Type>
			<Description>TXT_KEY_PROPERTY_ELECTRICITY</Description>
			<Strategy>TXT_KEY_PROPERTY_ELECTRICITY_STRATEGY</Strategy>
			<ValueDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_DISPLAY</ValueDisplayText>
			<ChangeDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_CHANGE</ChangeDisplayText>
			<ChangeAllCitiesDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_CHANGE_ALL_CITIES</ChangeAllCitiesDisplayText>
			<PrereqMinDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_PREREQ_MIN</PrereqMinDisplayText>
			<PrereqMaxDisplayText>TXT_KEY_PROPERTY_ELECTRICITY_PREREQ_MAX</PrereqMaxDisplayText>
			<bSourceDrain>[COLOR="RoyalBlue"]1[/COLOR]</bSourceDrain>
			<iAIWeight>[COLOR="RoyalBlue"]85[/COLOR]</iAIWeight>
			<AIScaleType>AISCALE_CITY</AIScaleType>
			<iOperationalRangeMin>0</iOperationalRangeMin>
			<iOperationalRangeMax>[COLOR="RoyalBlue"]1000000[/COLOR]</iOperationalRangeMax>
			<FontButtonIndex>[COLOR="RoyalBlue"]16[/COLOR]</FontButtonIndex>
			<PropertyManipulators>





Phase II
Now we add PropertyManipulators. Lets Say if hypothertically, Electricity Property was a "building" these would be the stats for it.

Code:
<PropertyPropagator>
         			<PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
          			<PropertyType>PROPERTY_ELECTRICITY</PropertyType>
          			<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
          			<TargetObjectType>GAMEOBJECT_CITY</TargetObjectType>
          			<TargetRelationType>RELATION_TRADE</TargetRelationType>
          			<iPercent>5</iPercent>
        		</PropertyPropagator>

PROPERTYPROPAGATOR_DIFFUSE Moves a property from a source object to target objects with a rate depending on the difference between them. Since its coming from a bundling inside a city we select

RELATION_TRADE which currently is only defined for cities with target cities and means the cities with which the city has trade routes.


This means Electricity would move 5% on Trade Routes connecting city. Since Routes have Power Lines, to me this makes sense.


Code:
<PropertySource>
        			<PropertySourceType>PROPERTYSOURCE_DECAY</PropertySourceType>
          			<PropertyType>PROPERTY_ELECTRICITY</PropertyType>
          			<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
          			<iPercent>4</iPercent>
        		</PropertySource>

PROPERTYSOURCE_DECAY decays X% of Property / Turn

This means 4% of Electricity is lost a Turn in the City. We can lower it to 2% or 1% but this has to exist to prevent over inflation. You can see it as electricity is lost because of storms, maintenance or etc.

Code:
<PropertyPropagator>
          			<PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
          			<PropertyType>PROPERTY_ELECTRICITY</PropertyType>
          			<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
          			<TargetObjectType>GAMEOBJECT_PLOT</TargetObjectType>
          			<TargetRelationType>RELATION_NEAR</TargetRelationType>
          			<iTargetDistance>1</iTargetDistance>
          			<iPercent>5</iPercent>
        		</PropertyPropagator>

RELATION_NEAR uses iDistance and means all objects within that distance of the TargetObjectType (e.g. with target object).

In this code Electricity is transferred to Plots 1 distant from the city at 5%.

Code:
	<PropertyPropagator>
          			<PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
          			<PropertyType>PROPERTY_AIR_POLLUTION</PropertyType>
          			<GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
          			<TargetObjectType>GAMEOBJECT_CITY</TargetObjectType>
          			<TargetRelationType>RELATION_SAME_PLOT</TargetRelationType>
          			<iPercent>20</iPercent>
        		</PropertyPropagator>
        		<PropertyPropagator>
        	  	<PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
          			<PropertyType>PROPERTY_ELECTRICITY</PropertyType>
          			<GameObjectType>GAMEOBJECT_PLOT</GameObjectType>
          			<TargetObjectType>GAMEOBJECT_PLOT</TargetObjectType>
          			<TargetRelationType>RELATION_NEAR</TargetRelationType>
          			<iTargetDistance>1</iTargetDistance>
          			<iPercent>4</iPercent>
          			<TargetCondition>
          			  <Not>
          			    <Is>TAG_PEAK</Is>
          			  </Not>
          			</TargetCondition>
          			<Active>
          			  <Not>
          			    <Or>
          			      <Has>
          			        <GOMType>GOM_TERRAIN</GOMType>
          			        <ID>TERRAIN_OCEAN</ID>
          			      </Has>
          			      <Has>
          			        <GOMType>GOM_TERRAIN</GOMType>
          			        <ID>TERRAIN_TROPICAL_OCEAN</ID>
          			      </Has>
          			      <Has>
          			        <GOMType>GOM_TERRAIN</GOMType>
          			        <ID>TERRAIN_POLAR_OCEAN</ID>
          			      </Has>
          			    </Or>
          			  </Not>
          			</Active>
        		</PropertyPropagator>

I don't know what RELATION_SAME_PLOT does, but all the other properties have it. The second part prevents Electricity from traveling on Peaks and Oceans.



Code:
	<PropertySource>
          			<PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
          			<PropertyType>PROPERTY_ELECTRICITY</PropertyType>
          			<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
          			<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
          			<iAmountPerTurn>-1</iAmountPerTurn>
        		</PropertySource>

This code is saying that Population decreases Electricity points by 1 a Turn. I beleive 2 population will decrease it 2 a turn and so on.

If We don't want that we could replace this with:

Code:
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_ELECTRICITY</PropertyType>
<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
<RelationType>RELATION_ASSOCIATED</RelationType>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<iAmountPerTurn>-4</iAmountPerTurn>
<Active>
<Greater>
<PropertyType>PROPERTY_ELECTRICITY</PropertyType>
<Mult>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<Constant>6</Constant>
</Mult>
</Greater>
</Active>
</PropertySource>
</PropertyManipulators>

This would subtract 4 Electricity when cities population became &#8805;6.
This is where you consumption comes into play. How much Electricity did you want to subtract per population? That is a game design question. You would have to make several copies of this code and replace <Constant>6</Constant> with Population and <iAmountPerTurn></iAmountPerTurn> with how much electricity is lost.

So a population of 20 reduces Electricy by ?
A population of 25 reduces electricity by?

Im sure there a similiar code can be used to subtract electricity from buildings specifically but this is a property global.
 
Phase III
Buildings Code:

Code:
<PropertyManipulators>
			  <PropertySource>
			    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
			    <PropertyType>PROPERTY_ELECTRICITY</PropertyType>
			    <iAmountPerTurn>5</iAmountPerTurn>
			  </PropertySource>
			</PropertyManipulators>

This code gives +5 Electricity per turn to a building.

Code:
<PropertyManipulators>
			  <PropertySource>
			    <PropertySourceType>PROPERTYSOURCE_DIFFUSE</PropertySourceType>
			    <PropertyType>PROPERTY_ELECTRICITY</PropertyType>
			    <iAmountPerTurn>5</iAmountPerTurn>
			  </PropertySource>
			</PropertyManipulators>

This building creates 5% Electricity a Turn.

Code:
	<PropertyInfos>
		<PropertyInfo>
			<Type>PROPERTY_ELECTRICITY</Type>
		      	  <PropertyBuildings>
			 	<PropertyBuilding>
			     		<BuildingType>BUILDING_ORBITALPOWERPLANT</BuildingType>
			     		<iMinValue>1500</iMinValue>
			     		<iMaxValue>1000000</iMaxValue>
 			  	</PropertyBuilding>
 			</PropertyBuildings>
		</PropertyInfo>
	</PropertyInfos>

This means The Orbital Power Plant requires 1500 Electricity to be enabled. Any less and its disabled.



Code:
<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_ELECTRCITY</PropertyType>
					<iAmountPerTurn>5</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_TECH</GOMType>
				   			<ID>TECH_CYBERNETICS</ID>
						</Has>
					</Active>

This means the building gains 5 Electricity at Cybernetics.


Code:
<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_ELECTRCITY</PropertyType>
					<iAmountPerTurn>-5</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_BUILDING</GOMType>
				   			<ID>BUILDING_DIGITALIBARY</ID>
						</Has>
					</Active>

This means the Digital Library Consumes 5 Electricity a Turn.

Code:
<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_ELECTRCITY</PropertyType>
					<iAmountPerTurn>-1</iAmountPerTurn>
					<Active>
						<Has>
				   			<GOMType>GOM_BONUS</GOMType>
				   			<ID>BONUS_COMPUTER</ID>
						</Has>
					</Active>

The Computer Resource consumes 1 electricity.
 
Yes Power sounds better than electicity especially for foreginers ;)

Think that we have buildings tha coresponds to power
Power plant (nuclear, solar, coal etc)
 
Part IV
Add Power Consumption or Generation to Each Resource (list is Faustmouse)

Name |
DTyyQbS.png

Aircraft |
Algae |
Androids |
Antigrav Generators |
Antimatter |
Automobiles |
Bicycles |
Biofuels |
Bionic Suits |
Blender |
Candles |
Canned Food |
Cellphones |
Computers |
Cybernetic Chloroplasts |
Digitized Membranes |
Dishwasher |
Electroactive Polymers |
Electrolyte Cells |
Exoskeletons |
Helicopters |
Holographic Projectors |
Hovercrafts |
Hydrogen |
Jet Engine |
Kerosine |
Mechs |
Medical Tricoders |
Micro Generators |
Microwave Ovens |
NanoActuators |
Nanobots |
Nanogeneratosr |
Neuroimplants |
Oil Products |
Olive Oil |
Omega Acids |
Organic Computers |
Phonographs |
Plasma Generator |
Power Tools |
Radio |
Refridgerator |
Replicators |
Rocket Fuel |
Service Bots |
Shockwave Engines |
Tanks |
Televisions |
Theremin |
Typewriters |
Unmanned Aircraft |
Vacuum |
Washerdryer |
|


Part V
Add Base Power Consumption or Generation to Zones (my experimental values)
Name |Level I
DTyyQbS.png
|Level 2
DTyyQbS.png
|Level 3
DTyyQbS.png

Residential | x1 use =100 |200|300
Commercial| x2 use =200|400|800
Agricultural| x3 use=300|600|900
Scientific/Academic/Medical |x4 use =400|800|1600
Industrial|x5 use =500|1000|2000

A house (Level 1 Residential) uses 100.
A small business (Level 1 Commercial) uses 200.
A skyscraper (level 3 Residential) uses 300.
A farm (Level 1 agriculture) uses 300.

HydromancerX would be very good at this since he loves SimCity.

Part VI
Add Resource + Base Power Consumption or Generation.

Some Buildings may have special fuel requirements.
Make Bonuses for Power Source if we don't have it.

This is tied to Bonuses.
Name |
DTyyQbS.png

Nuclear |add 2000 power generation for plant, buildings that use nuclear consumes 50 power.
Solar| add 50 power generation to building.
Plama| consumes 50 power.
Natural Gas| Plant produces 1000 power, buildings that require natural gas -10 power.


Part VII

Storage.
We have the mother "Power Plants" and the child's" Capacitors".
Code:
-50
   0

The child's can generate power when their is a Blackout.
They activate when their is negative energy, and the first ones generate high air pollution (because of natural gas) or water pollution (dams), then the air pollution is removed once artificial photosynthetic resource Cybernetic Chloroplasts is discovered.

Name |
DTyyQbS.png

City Solar Capacitor | generates 25 power. Min Value = -50, Max Value =0
Flora Voltage | generates 100 power. MinValue =-200, Max Value =0

Medical buildings should have a MinValue of like - 400 or something. They have generators on site.

Electricity mod should have a Min operation range of - 500 to 1 million.
 
Part VII

Now let's talk about selling extra power.

This would be done by :

Building
Generates :gold:
High MinValue
Population requirements
-Electricity (you are using it on transfer)

We can make it generate 10 gold /turn and - 10 electricity with a population equal or greater of 20 and electricity MinValue of 2000

And -15 gold /turn and - 15 electricity with a population of equal or greater than 25, and electricity MinValue of 2500

And -2 gold /turn and - 2 electricity with a population equal or greater of 2 and MinValue of 100

This is all in one building .want to sell more power? Build that building several times until you can unlock the next upgrade. Once you go under the MinValue or population it shuts off.

You can create a chart. That way you can sell extra electricity but don't severely drain the resource on a new city. Needed for the AI
 
Wow, you have some really great ideas here :eek:

But I think you oversimplify the Power consumption for example. An Aluminiumsmelter consumes easily >1000 MW while a Nutella Factory consumes less then 4 MW. Both are Industrial in your chart.
Maybe my problem is that I want it as realsitic as possible and therefore I'm stucked since this requires to much work and makes me demotivated to work on it at all...
 
Wow, you have some really great ideas here :eek:

But I think you oversimplify the Power consumption for example. An Aluminiumsmelter consumes easily >1000 MW while a Nutella Factory consumes less then 4 MW. Both are Industrial in your chart.
Maybe my problem is that I want it as realsitic as possible and therefore I'm stucked since this requires to much work and makes me demotivated to work on it at all...

You know more about values better than me. You can still make it quasi realistic.. Make 5 levels of Industrial and give each one a range .

Industrial

So level 1 is 1-5 power. food factories

Level 2 is 6-10 power. electronic parts factories.

Level 3 is 10-100 power. industrial parts factories

Level 4 is100-1000 power. Mines

Level 5 is 1000-max power. Smelters

Each level doesn't have to have a specific value, but a range like level 1 can be 1-5 power, it helps you think and categorize stuff..

Remember that it's a game, Crime and Disease and Pollution are not realistic in their values, but you can still have some realism.

Edit :look at the u. S department of energy Building Data Book

http://buildingsdatabook.eren.doe.gov/

You are more likely to find energy use than electrical use.
 
@MrAzure

Why would he folloing have power consumption?

- Algae
- Bicycles
- Biofuel
- Candles
- Canned Food
- Hydrogen
- Kerosine
- Oil Products
- Omega Acids
- Rocket Fuel
- Typewriters

Ones like the Bicycles and Typewriters don't even need electricity. And others like Algae and Hydrogen are natural resources. The rest like Biofuel or Rocket Fuel are just fuel types, and would not necessarily need electricity.
 
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