ValihrAnt Posted November 4, 2019 Report Share Posted November 4, 2019 (edited) This is a balance mod meant for testing changes before creating patches for them on trac. The changes are purposefully small and not drastic, and I don't plan to fix all of the balance issues as I don't have too much time available and additionally it makes it harder to get into the game. Additionally I'm also limited by other factors, such as map generation. Currently mines are spawned entirely randomly, which means that in team games one team will occasionally enjoy a huge metal advantage, while the other team has no extra metal mines or has to share 1 mine between all of them. This means that if champions are balanced in such a way that they are cost efficient vs citizen soldiers then we will much more frequently have the winning side decided on map generation. CURRENT CHANGES Team bonuses: Iber: 20% to 10% Rome: 20% to 10% Kush: 20% to 10% Technologies: Loom: 50% to 100% and cost from 150F to 200F Armor plating: 500W, 250M to 300W, 150M Advanced Siege: 1000W, 500M to 700W, 300M Citizen soldiers: Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers). Archers: 6P to 6.7P. Citizen cavalry: Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 16.0 and run speed from 29.2 to 26.6 Elephants: War Elephant: 250F, 250M to 300F, 200M Elephant Archer: 200F, 80W, 20M to 150F, 75W Champions: Archer Cav: Move speed from 20.3 to 18.4 and run speed from 33.8 to 30.7 Catapults: Splash damage radius: 10m to 7m Buildings: Carthaginian temple: 400S to 300S Kushite small pyramid: 300F, 300S to 300S VERSION 6.0 CHANGES Actually changed archer damage to 6.7P from 6.8P Fixed elephant archer speed, as I originally didn't realise they had cav archers as parent template. Carthaginian temple cost from 400S to 300S Kushite small pyramid cost reduced from 300F 300S to 300S Spoiler Changes in this mod. Team bonuses: Iber: 20% to 10% Rome: 20% to 10% Kush: 20% to 10% Technologies: Loom: 50% to 100% and cost from 150F to 200F Armor plating: 500W, 250M to 300W, 150M Advanced Siege: 1000W, 500M to 700W, 300M Citizen soldiers: Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers). Archers: 6P to 6.7P. Citizen cavalry: Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 16.0 and run speed from 29.2 to 26.6 Elephants: War Elephant: 250F, 250M to 300F, 200M Elephant Archer: 200F, 80W, 20M to 150F, 75W Champions: Archer Cav: Move speed from 20.3 to 18.4 and run speed from 33.8 to 30.7 Catapults: Splash damage radius: 10m to 7m INITIAL CHANGES Team bonuses: Iber: 20% to 10% Rome: 20% to 10% Kush: 20% to 10% Technologies: Loom: 50% to 100% Unlock champion units: 1000M and 90s to 300M and 120s. Armor plating: 500W, 250M to 300W, 150M Advanced Siege: 1000W, 500M to 600W, 300M Citizen soldiers: Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers). Archers: 6P to 6.8P. Elephants: War Elephant: 250M, 250F to 225M, 225F Elephant Archer: 200F, 80W, 20M to 150F, 75W Champions: Infantry: 125F, 75W, 100M, 20s to 90F, 75W, 30M, 15s Cavalry: 250F, 100W, 100M, 30s to 150F, 90W, 45M 20s Sword Cav: 250F, 100W, 100M to 150F, 80W, 55M Merc Champs: Black Cloaks and Fanas the same. So they're still strong P2, but mostly uncompetitive P3. Skirmishers: 100W, 150M to 75W, 90M Heavy Swords and Cardaces Hoplite: 75W, 150M to 75W, 90M VERSION 3.0 CHANGES Technologies: Loom: 50% to 100% and cost from 150F to 200F Advanced Siege: 1000W, 500M to 700W, 300M Citizen cavalry: Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 15.4 and run speed from 29.2 to 25.7 Champions: Archer Cav: Move speed from 20.3 to 17.8 and run speed from 33.8 to 29.7 Crush based champion metal cost increased by 30M: Mauryan Yoddhas from 90F, 75W, 30M to 90F, 75W, 60M Iberian Fire Cav from 150F, 90W, 45M to 150F, 90W, 75M VERSION 4.0 CHANGES Champion cost increased: Champ cav from 150F 90W 45M to 175F 90W 50M Champ sword cav 150F 80W 55M to 175F 80W 60M Champ infantry swords 90F 75W 30M to 90F 75W 40M Mauryan Yoddhas 90F 75W 60M to 90F 75W 70M Champ infantry spear and pike 90F 75W 30M to 90F 85W 30M Champ infantry archers 90F 75W 30M to 90F 90W 30M Cavalry archer speed change: move from 15.4 to 16.0 and run from 25.7 to 26.6 Champion cav archers speed change: from 17.8 to 18.4 and run from 29.7 to 30.7 Merc Champs: Skirmishers 75W 150M to 100W 90M Heavy swords 75W 150M to 75W 105M Cardaces Hoplite 75W 150M to 85W 90M VERSION 5.0 CHANGES Reverted all champion changes, due to extra metal mine spawns being entirely random. This means that very often 1 team will have a considerable advantage, due to having access to extra metal. I've even played multiple matches just in this balancing mod where one team had only 1 or no extra metal mines at all, while the other team had safe access to all other metal spawns. Also removed the champion tech unlock change. Citizen archers: 6.8P to 6.7P War elephants: 225F and 225M to 300F and 200M Catapults: Splash damage radius: 10m to 7m VERSION 6.0 CHANGES Actually changed archer damage to 6.7P from 6.8P Fixed elephant archer speed, as I originally didn't realise they had cav archers as parent template. Carthaginian temple cost from 400S to 300S Kushite small pyramid cost reduced from 300F 300S to 300S BalanceTestModV6.zip Edited January 25, 2020 by ValihrAnt Update the mod to V6 3 6 Quote Link to comment Share on other sites More sharing options...
av93 Posted November 4, 2019 Report Share Posted November 4, 2019 2 hours ago, ValihrAnt said: As borg- isn't going to be implementing his balance mod to base game testBalMod.zip 31.87 kB · 6 downloads Is not more a problem of acceptance between the team, rather than Borg being willing to implement it? Quote Link to comment Share on other sites More sharing options...
borg- Posted November 4, 2019 Report Share Posted November 4, 2019 1 hour ago, av93 said: Is not more a problem of acceptance between the team, rather than Borg being willing to implement it? As far as I know, the team would be willing to implement it. But I've been working for many months on this mod, and I would need many more months to convert it to a24 and make the patches separate and up. It's a time I don't have now, unfortunately. 5 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 5, 2019 Report Share Posted November 5, 2019 @borg-, @ValihrAnt Couldn't you guys work together as a team ? Thanks for the initative btw 4 Quote Link to comment Share on other sites More sharing options...
ValihrAnt Posted November 5, 2019 Author Report Share Posted November 5, 2019 (edited) Quote @borg-, @ValihrAnt Couldn't you guys work together as a team ? Thanks for the initative btw I'm not doing this all alone. I have mostly been cooperating with Feld as borg- is generally harder for me to reach, but both of them have given me their opinions on things, helped test and offered suggestions on how to improve the changes. Edited November 5, 2019 by ValihrAnt 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 5, 2019 Report Share Posted November 5, 2019 Nice ! I just meant you guys could have a common mod repo on github Quote Link to comment Share on other sites More sharing options...
Boudica Posted November 5, 2019 Report Share Posted November 5, 2019 (edited) ValihrAnt's patch looks useful to improve the gameplay fast and relatively easily, but now i'm more worried about borg's changes. If there is an intention to eventually let them into the game, it can become harder the longer it's postponed. I believe rebasing those changes onto the new alpha wouldn't be comparably hard to making and testing them, especially for someone used to working with patches. How strict is the requirement of separating the changes into several patches? This is something that could be really hard to do. There has been a lot of testing of the mod as a whole. Trying to split it into several patches could be as hard as making several balanced mods out of the borg's original one. I think an exception should be considered in this case. If we agree to allow submitting borg's mod in a single patch, I'd consider volunteering in rebasing those changes onto the current game version. Is it possible to get a any of guarantee that making the rebase won't come to a waste? Edited November 5, 2019 by Boudica 3 1 1 Quote Link to comment Share on other sites More sharing options...
myosotis Posted November 5, 2019 Report Share Posted November 5, 2019 These sound like some pretty straight forward ideas. Thanks for taking the time to look at this! I can't wait to try it. For Black cloaks and P2 mercenary champions: Why not have a cheap technology that makes them a bit stronger in P3 instead of reducing their cost? It would have a similar effect if you want them to continued to get used in P3. I hope this goes well! @borg- Sorry to hear you don't have the time. I really like your mod as it is and I feel it adds more than just balance to the game. I know there were a couple people trolling you on it a while back, I hope you didn't take their opinions to heart to much. I'm not sure they even tried playing your mod. Some people are maybe just afraid of change. 3 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted November 5, 2019 Report Share Posted November 5, 2019 @ValihrAnt, @borg-, @Boudica, Am I seeing a game balance department in the making? If you're able to reach consensus on things amongst yourselves, then convincing the community probably won't be that hard. We need some experienced people to take initiative on this, because there currently isn't a balance department in the dev team. If you work as a team on this, you'd effectively become that department, and I think the devs might/should be amenable to this. Even if they're not, we'll just start a small riot on the forum (and by riot I mean a public poll or something ) Just make sure the documentation is on point, so that everyone can easily see all the changes (even if there are hundreds of changes, we just need a list). 2 1 Quote Link to comment Share on other sites More sharing options...
smiley Posted November 5, 2019 Report Share Posted November 5, 2019 (edited) 34 minutes ago, Sundiata said: Even if they're not, we'll just start a small riot on the forum (and by riot I mean a public poll or something ) "since when do we care about forum polls?" - a recent quote where the context was very similar to this one. The correct course of action is to just: https://code.wildfiregames.com/differential/diff/create/ and hope someone looks at the thing and goes "hey, that might be cool. I need to add that". Also, if you need inspiration or something, https://code.wildfiregames.com/D1400. It was conjured up by two top players. Seems like neither of them are really around anymore. Edited November 5, 2019 by smiley 1 Quote Link to comment Share on other sites More sharing options...
borg- Posted November 5, 2019 Report Share Posted November 5, 2019 1 hour ago, Boudica said: ValihrAnt's patch looks useful to improve the gameplay fast and relatively easily, but now i'm more worried about borg's changes. If there is an intention to eventually let them into the game, it can become harder the longer it's postponed. I believe rebasing those changes onto the new alpha wouldn't be comparably hard to making and testing them, especially for someone used to working with patches. How strict is the requirement of separating the changes into several patches? This is something that could be really hard to do. There has been a lot of testing of the mod as a whole. Trying to split it into several patches could be as hard as making several balanced mods out of the borg's original one. I think an exception should be considered in this case. If we agree to allow submitting borg's mod in a single patch, I'd consider volunteering in rebasing those changes onto the current game version. Is it possible to get a any of guarantee that making the rebase won't come to a waste? Which really takes time is to make the patches separate. If we could upload a complete patch, I would certainly could work on it. 2 Quote Link to comment Share on other sites More sharing options...
badosu Posted November 6, 2019 Report Share Posted November 6, 2019 I'll take a look at the source and work on the weekend to figure out how to make changes in separate commits. Does the development team accept patches in.. well patch format? Since I use git I would be more comfortable just using my workflow and sending each patch separately. Some should be pretty straightforward to be included in separate patches/commits, e.g.: loom 100% health, archer buff, slinger nerf, ele buff, etc... 1 Quote Link to comment Share on other sites More sharing options...
sarcoma Posted November 6, 2019 Report Share Posted November 6, 2019 git diff --no-prefix master..branch > somefile.diff https://stackoverflow.com/questions/708202/git-format-patch-to-be-svn-compatible Quote Link to comment Share on other sites More sharing options...
Feldfeld Posted November 6, 2019 Report Share Posted November 6, 2019 (edited) 4 hours ago, badosu said: I'll take a look at the source and work on the weekend to figure out how to make changes in separate commits. Does the development team accept patches in.. well patch format? Since I use git I would be more comfortable just using my workflow and sending each patch separately. Some should be pretty straightforward to be included in separate patches/commits, e.g.: loom 100% health, archer buff, slinger nerf, ele buff, etc... This is not straightforward because the reason the mod has to be broken in several patches is to organize them functionally in order to indepedently discuss them/ test their behaviour, meaning that a functionnality like the counter system will be spread over several files, but also that a template file can be affected by multiple functionnalities (patches), eg borg's counter system and base stats harmonization. Edit : ah thought you were speaking about borg's mod, in Valihrant's case it's different since most of the changes in files are indeed independant from each other making the process much easier Edited November 6, 2019 by Feldfeld Quote Link to comment Share on other sites More sharing options...
ValihrAnt Posted December 31, 2019 Author Report Share Posted December 31, 2019 The mod has now been updated. I initially stopped working on the mod after the revitalization on completing borg's balance mod, but as all activity on it has died down I'm back to finish up this mod. VERSION 3.0 CHANGES Technologies: Loom: cost from 150F to 200F Advanced Siege: 600W, 300M to 700W, 300M Citizen cavalry: Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 15.4 and run speed from 29.2 to 25.7 Champions: Archer Cav: Move speed from 20.3 to 17.8 and run speed from 33.8 to 29.7 Crush based champion metal cost increased by 30M: Mauryan Yoddhas from 90F, 75W, 30M to 90F, 75W, 60M Iberian Fire Cav from 150F, 90W, 45M to 150F, 90W, 75M Mod can be downloaded from the initial thread. 2 Quote Link to comment Share on other sites More sharing options...
Havran Posted December 31, 2019 Report Share Posted December 31, 2019 On 11/4/2019 at 7:01 PM, ValihrAnt said: As borg- isn't going to be implementing his balance mod to base game and no one else is planning to do anything about current game balance, I decided to take things into my own hands and prepare some changes. I am most interested in the champion changes and how they play out in team games. Their stats are fine in the current base game, the reason they aren't used is their high cost. I also reduced their metal cost quite severely since metal mine spawns aren't consistent and in team games there rarely are enough mines for all players. During testing they are able to fight cost efficiently against citizen soldiers, but don't dominate. When playing 1v1s against Feldfeld it felt like champions are much more useful, but not a necessity. Of course there are other changes. Slingers are nerfed, archers buffed, cavalry archers(camels) have had their speed reduced. Changes in this mod. Team bonuses: Iber: 20% to 10% Rome: 20% to 10% Kush: 20% to 10% Technologies: Loom: 50% to 100% and cost from 150F to 200F Unlock champion units: 1000M and 90s to 300M and 120s. Armor plating: 500W, 250M to 300W, 150M Advanced Siege: 1000W, 500M to 700W, 300M Citizen soldiers: Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers). Archers: 6P to 6.8P. Citizen cavalry: Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 15.4 and run speed from 29.2 to 25.7 Elephants: War Elephant: 250M, 250F to 225M, 225F Elephant Archer: 200F, 80W, 20M to 150F, 75W Champions: Infantry: 125F, 75W, 100M, 20s to 90F, 75W, 30M, 15s Cavalry: 250F, 100W, 100M, 30s to 150F, 90W, 45M 20s Sword Cav: 250F, 100W, 100M to 150F, 80W, 55M Archer Cav: Move speed from 20.3 to 17.8 and run speed from 33.8 to 29.7 Crush based champion cost increased by 30M: Mauryan Yoddhas from 90F, 75W, 30M to 90F, 75W, 60M Iberian Fire Cav from 150F, 90W, 45M to 150F, 90W, 75M Merc Champs: Black Cloaks and Fanas the same. So they're still strong P2, but will be unable to compete P3. Idk how to have P3 automatically reduce their cost, but it would be good to have their cost drop right after P3 is reached. Skirmishers: 100W, 150M to 75W, 90M Heavy Swords and Cardaces Hoplite: 75W, 150M to 75W, 90M Spoiler this mod download ?? 2 Hide contents INITIAL CHANGES Team bonuses: Iber: 20% to 10% Rome: 20% to 10% Kush: 20% to 10% Technologies: Loom: 50% to 100% Unlock champion units: 1000M and 90s to 300M and 120s. Armor plating: 500W, 250M to 300W, 150M Advanced Siege: 1000W, 500M to 600W, 300M Citizen soldiers: Slingers: 9.5P, 1C and 3.0 accuracy to 9.2P, 0.9C and 3.5 accuracy(right between skirms and archers). Archers: 6P to 6.8P. Elephants: War Elephant: 250M, 250F to 225M, 225F Elephant Archer: 200F, 80W, 20M to 150F, 75W Champions: Infantry: 125F, 75W, 100M, 20s to 90F, 75W, 30M, 15s Cavalry: 250F, 100W, 100M, 30s to 150F, 90W, 45M 20s Sword Cav: 250F, 100W, 100M to 150F, 80W, 55M Merc Champs: Black Cloaks and Fanas the same. So they're still strong P2, but will be unable to compete P3. Idk how to have P3 automatically reduce their cost, but it would be good to have their cost drop right after P3 is reached. Skirmishers: 100W, 150M to 75W, 90M Heavy Swords and Cardaces Hoplite: 75W, 150M to 75W, 90M VERSION 3.0 CHANGES Technologies: Loom: 50% to 100% and cost from 150F to 200F Advanced Siege: 1000W, 500M to 700W, 300M Citizen cavalry: Cavalry archers: Move speed from 17.5(same as javelin cavalry) to 15.4 and run speed from 29.2 to 25.7 Champions: Archer Cav: Move speed from 20.3 to 17.8 and run speed from 33.8 to 29.7 Crush based champion metal cost increased by 30M: Mauryan Yoddhas from 90F, 75W, 30M to 90F, 75W, 60M Iberian Fire Cav from 150F, 90W, 45M to 150F, 90W, 75M BalanceTestMod.zip 34.19 kB · 1 download Quote Link to comment Share on other sites More sharing options...
Havran Posted December 31, 2019 Report Share Posted December 31, 2019 2 minutes ago, Havran said: this mod download ? Quote Link to comment Share on other sites More sharing options...
ValihrAnt Posted December 31, 2019 Author Report Share Posted December 31, 2019 Yes, the only mod called BalanceTestMod 1 Quote Link to comment Share on other sites More sharing options...
ValihrAnt Posted December 31, 2019 Author Report Share Posted December 31, 2019 The 4 games of playtesting I've done so far. Two 1v1 games and one 4v4, and one 3v3. Should give a decent impression to how the balance plays out. BalanceTestMod Replays.zip Quote Link to comment Share on other sites More sharing options...
ValihrAnt Posted January 4, 2020 Author Report Share Posted January 4, 2020 Through these days I've played and spectated a lot of matches with the mod. And so far I'm satisfied with the citizen soldier and technology changes and I haven't received complaints about them either. What I have received complaints about, though, are the champion changes where the feedback was very split. Some people were happy about them and some not so much. In my experience champion infantry melee units are in a good spot. It isn't a rush to get to them and then losing is impossible, they can be dealt with by players utilizing fully citizen soldier armies, but that's not so much the case for ranged infantry or cavalry, which currently seem a bit too strong. Ranged infantry are generally a fair distance away from the frontline and that way suffer much fewer casualties meaning they are more cost efficient, due to which I think it would be warranted for them to have a higher cost. Cavalry champ cost in general is too low now I think, so that's something I'll change for the next version. I would also really like to know the opinions of the players on this since I generally only know the stance and not the reasoning behind it. Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 4, 2020 Report Share Posted January 4, 2020 On 11/4/2019 at 7:01 PM, ValihrAnt said: Champions: Infantry: 125F, 75W, 100M, 20s to 90F, 75W, 30M, 15s Cavalry: 250F, 100W, 100M, 30s to 150F, 90W, 45M 20s Sword Cav: 250F, 100W, 100M to 150F, 80W, 55M These are the most significant changes: infantry from 300 to 205 resources, cavalry from 450 to 285. Champions used to be rather expensive (towers cost only 200), so I'm not against making them cheaper. However, perhaps reduce their armour a bit to compensate. (Four armour levels is equivalent to +52% health and champions already have twice as much health as citizens, so effectively they're three times as hard to kill. Plus they have double the attack damage, so they're “worth” six times as much?) Maybe it would be a good idea to take the opportunity to differentiate unit types by their cost; e.g.: Spoiler citizen infantry: 100 resources, 10 seconds javelinist: 50 food + 50 wood spearman: 50 food + 40 wood + 10 metal swordsman: 50 food + 30 wood + 20 metal citizen cavalry: 150 resources, 15 seconds javelinist: 100 food + 50 wood spearman: 100 food + 40 wood + 10 metal swordsman: 100 food + 30 wood + 20 metal champion infantry: 200 resources, 20 seconds javelinist: 100 food + 75 wood + 25 metal spearman: 100 food + 65 wood + 35 metal swordsman: 100 food + 55 wood + 45 metal maceman (yoddha): 100 food + 40 wood + 60 metal champion cavalry: 300 resources, 25 seconds javelinist: 150 food + 100 wood + 50 metal spearman: 150 food + 90 wood + 60 metal swordsman: 150 food + 80 wood + 70 metal champion elephants: 600 resources, 30 seconds melee: 300 food + 150 wood + 150 metal (Just throwing up some numbers, didn't test.) Of course, it's up to you, it's your mod. On 11/4/2019 at 7:01 PM, ValihrAnt said: Loom: 50% to 100% and cost from 150F to 200F Maybe change it to +2 armour for 100 wood (no food) instead? The other changes in your mod are rather minor and probably not very controversial. Quote Link to comment Share on other sites More sharing options...
sarcoma Posted January 4, 2020 Report Share Posted January 4, 2020 make those champs cost 2 pop Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 4, 2020 Report Share Posted January 4, 2020 5 minutes ago, sarcoma said: make those champs cost 2 pop All champions or only champion cavalry or all cavalry? (I'm in favour.) Quote Link to comment Share on other sites More sharing options...
ValihrAnt Posted January 10, 2020 Author Report Share Posted January 10, 2020 New mod version uploaded and is available from the first post. Quote make those champs cost 2 pop Currently champs aren't strong enough for that to be required. Would make them obsolete in the current balance, but maybe in some future rebalancing. Quote Maybe it would be a good idea to take the opportunity to differentiate unit types by their cost I suppose it wouldn't be bad to do so and it is already done for some units (swordsmen in vanilla, swords and all champion infantry types in my mod). Additionally why change something that works perfectly fine considering that the changes will require much more testing and one of my goals is to keep the changes as uncomplicated as possible. Quote These are the most significant changes: infantry from 300 to 205 resources, cavalry from 450 to 285. Champions used to be rather expensive (towers cost only 200), so I'm not against making them cheaper. However, perhaps reduce their armour a bit to compensate. (Four armour levels is equivalent to +52% health and champions already have twice as much health as citizens, so effectively they're three times as hard to kill. Plus they have double the attack damage, so they're “worth” six times as much?) I have increased cost of champs slightly in the newest version. 4 armor levels is 34% armor, I'm not exactly sure how that would work out to 52% extra hp but maybe I'm missing something. Additionally armor levels don't scale linearly. 4 armor is 34%, level 5 is 41%, level 6 is 47%, 7 is 52% and so on. Normal spear cav have 4 base pierce armor and champ spear cav have 8 pierce armor, that is 34% vs 57% pierce armor. With armor upgrades those percentage differences become smaller. For the champions having two times more health, it is half true. Champions have 2x more health of phase 1 units, but phase 2 gives a 20% hp bonus to just citizen soldiers and phase 3 gives a 10% hp bonus on top of the phase 2 hp value. So the difference becomes quite a bit smaller. There are a few more things disadvantages, those are that champions give more loot and experience, and that they can't work or build. So champs don't work out to be 6x better in the end. 0ADs citizen soldier utility makes things on the balancing department a lot more difficult. 2 Quote Link to comment Share on other sites More sharing options...
Nescio Posted January 17, 2020 Report Share Posted January 17, 2020 (edited) On 11/4/2019 at 7:01 PM, ValihrAnt said: Team bonuses: Iber: 20% to 10% Rome: 20% to 10% That has been committed by @elexis earlier this week (rP23399). Edited January 17, 2020 by Nescio 1 Quote Link to comment Share on other sites More sharing options...
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