Убрать привязку строительства к магистратам - Моды и моддинг - Strategium.ru Перейти к содержимому

Убрать привязку строительства к магистратам

Рекомендованные сообщения

хочу сделать возможным строительство без магистратов, а то это лишний элемент микро-менеджмента. особенно когда у тебя империя.

Ссылка на комментарий

Закреплённые сообщения
хочу сделать возможным строительство без магистратов, а то это лишний элемент микро-менеджмента. особенно когда у тебя империя.

В папке с игрой, папка common, файл buildings.txt внутри нужно для каждого здания, которое хочешь изменить, добавить строчку:

officials = x, где х - кол-во магистратов для строительства.

Изменено пользователем Cicero
Ссылка на комментарий

В папке с игрой, папка common, файл buildings.txt внутри нужно для каждого здания, которое хочешь изменить, добавить строчку:

officials = x, где х - кол-во магистратов для строительства.

Какова на это будет реакция ИИ? Начнёт строить всё подряд, или никак не отразится?

Ссылка на комментарий

Daniock
Какова на это будет реакция ИИ? Начнёт строить всё подряд, или никак не отразится?

Вероятно никакой реакции не будет, просто ИИ станет быстрее обустраивать зданиями провинции.

Изменено пользователем Sisteratik
Ссылка на комментарий

Суворов

дайте плиз тот файл? свой потерялв пучине компа

Ссылка на комментарий

Semenar
дайте плиз тот файл? свой потерялв пучине компа

common/buildings.txt

СодержимоеНажмите здесь!
 # Do not change tags in here without changing every other reference to them.

# If adding new buildings, make sure they are uniquely named.

#

# cost = x #==> cost in $ to build (subject to other modifiers)

# time = x #==> number of months to build.

# officials = x #==> number of magistrates to build (default 1)

# previous = x # a building that is the prerequisite of this building

# modifier = m # a modifier on the province that the building gives

# trigger = t # an and trigger that needs to be fullfilled to build and keep the building

# one_per_country = yes/no # if yes, only one of these can exist in a country

# manufactory = { trade_good trade_good } # list of trade goods that get a production bonus

# destroy_on_conquest = yes/no # destroy this building if conquered

# onmap = yes/no # show as a sprite on the map

# category = x # the category used for labels and such

# Government

temple = {

cost = 50

time = 12

modifier = {

stability_cost = -4 #reduces stability cost by 4$

}

destroy_on_conquest = yes

spare_on_core = yes

category = 1

}

courthouse = {

previous = temple

cost = 75

time = 12

modifier = {

local_revolt_risk = -1

}

destroy_on_conquest = yes

spare_on_core = yes

}

spy_agency = {

previous = courthouse

cost = 100

time = 12

modifier = {

local_spy_defence = 0.50

stability_cost = -2

}

destroy_on_conquest = yes

spare_on_core = yes

}

town_hall = {

previous = spy_agency

cost = 150

time = 12

modifier = {

local_tax_modifier = 0.25

}

destroy_on_conquest = yes

spare_on_core = yes

}

college = {

previous = town_hall

cost = 200

time = 24

modifier = {

local_spy_defence = 0.25

spies = 0.05

officials = 0.05

}

destroy_on_conquest = yes

}

cathedral = {

previous = college

cost = 300

time = 24

modifier = {

stability_investment = 10

local_spy_defence = 0.25

local_missionary_placement_chance = 0.01

missionaries = 0.05

}

destroy_on_conquest = yes

category = 1

}

# Land

armory = {

cost = 50

time = 12

modifier = {

regiment_recruit_speed = -0.1

local_regiment_cost = -0.05

local_manpower = 0.25

}

destroy_on_conquest = yes

category = 2

spare_on_core = yes

}

training_fields = {

previous = armory

cost = 75

time = 12

modifier = {

regiment_recruit_speed = -0.1

local_regiment_cost = -0.05

local_manpower = 0.25

}

destroy_on_conquest = yes

spare_on_core = yes

}

barracks = {

previous = training_fields

cost = 100

time = 12

modifier = {

local_regiment_cost = -0.1

local_manpower = 1

}

destroy_on_conquest = yes

spare_on_core = yes

}

regimental_camp = {

previous = barracks

cost = 150

time = 12

modifier = {

local_manpower_modifier = 0.2

}

destroy_on_conquest = yes

spare_on_core = yes

}

arsenal = {

previous = regimental_camp

cost = 200

time = 24

modifier = {

regiment_recruit_speed = -0.3

local_manpower_modifier = 0.25

}

destroy_on_conquest = yes

}

conscription_center = {

previous = arsenal

cost = 300

time = 24

modifier = {

local_manpower_modifier = 0.25

land_forcelimit = 2

}

destroy_on_conquest = yes

category = 2

}

# Naval

dock = {

cost = 50

time = 12

trigger = {

port = yes

}

modifier = {

local_ship_repair = 0.25

local_production_efficiency = 0.25

}

destroy_on_conquest = yes

spare_on_core = yes

category = 3

}

drydock = {

previous = dock

cost = 75

time = 12

modifier = {

ship_recruit_speed = -0.1

naval_forcelimit = 1

}

destroy_on_conquest = yes

spare_on_core = yes

}

shipyard = {

previous = drydock

cost = 100

time = 12

modifier = {

local_ship_cost = -0.1

naval_forcelimit = 1

}

destroy_on_conquest = yes

spare_on_core = yes

}

grand_shipyard = {

previous = shipyard

cost = 150

time = 12

modifier = {

local_ship_cost = -0.1

ship_recruit_speed = -0.1

}

destroy_on_conquest = yes

spare_on_core = yes

}

naval_arsenal = {

previous = grand_shipyard

cost = 200

time = 24

modifier = {

local_ship_cost = -0.2

ship_recruit_speed = -0.2

naval_forcelimit = 2

}

destroy_on_conquest = yes

}

naval_base = {

previous = naval_arsenal

cost = 300

time = 24

modifier = {

local_ship_cost = -0.2

ship_recruit_speed = -0.2

naval_forcelimit = 2

}

destroy_on_conquest = yes

category = 3

}

# Production

constable = {

cost = 50

time = 12

modifier = {

direct_tax_percentage = 0.25 #25% more direct tax

}

destroy_on_conquest = yes

spare_on_core = yes

category = 5

}

workshop = {

previous = constable

cost = 75

time = 12

modifier = {

tax_income = 1 #increase tax

}

destroy_on_conquest = yes

spare_on_core = yes

}

counting_house = {

previous = workshop

cost = 100

time = 12

modifier = {

local_production_efficiency = 0.25

}

destroy_on_conquest = yes

spare_on_core = yes

}

treasury_office = {

previous = counting_house

cost = 150

time = 12

modifier = {

direct_tax_percentage = 0.25 #25% more direct tax

}

destroy_on_conquest = yes

spare_on_core = yes

}

mint = {

previous = treasury_office

cost = 200

time = 24

modifier = {

local_tax_modifier = 0.5

}

destroy_on_conquest = yes

}

stock_exchange = {

previous = mint

cost = 300

time = 24

modifier = {

tax_income = 5 #increase tax with 5$

}

destroy_on_conquest = yes

}

# Trade

marketplace = {

cost = 50

time = 12

modifier = {

local_trade_income_modifier = 0.10

}

destroy_on_conquest = yes

spare_on_core = yes

category = 6

}

trade_depot = {

previous = marketplace

cost = 75

time = 12

modifier = {

trade_income = 1

}

destroy_on_conquest = yes

spare_on_core = yes

}

canal = {

previous = trade_depot

cost = 100

time = 12

modifier = {

local_trade_income_modifier = 0.10

}

destroy_on_conquest = yes

spare_on_core = yes

}

road_network = {

previous = canal

cost = 150

time = 12

modifier = {

trade_income = 1

local_movement_speed = 0.1

}

destroy_on_conquest = yes

spare_on_core = yes

}

post_office = {

previous = road_network

cost = 200

time = 24

modifier = {

global_trade_income_modifier = 0.01

}

destroy_on_conquest = yes

ai_will_do = {

factor = 1

modifier = {

factor = 0

trade_efficiency = 2.0

}

}

}

customs_house = {

previous = post_office

cost = 300

time = 24

modifier = {

trade_efficiency = 0.01

}

destroy_on_conquest = yes

ai_will_do = {

factor = 1

modifier = {

factor = 0

trade_efficiency = 2.0

}

}

}

# Fortresses

fort1 = {

cost = 50

time = 12

modifier = {

fort_level = 1

local_missionary_placement_chance = 0.004

supply_limit = 0.5

}

destroy_on_conquest = no

category = 4

}

fort2 = {

previous = fort1

cost = 75

time = 12

modifier = {

fort_level = 1

local_missionary_placement_chance = 0.007

supply_limit = 0.5

}

destroy_on_conquest = no

}

fort3 = {

previous = fort2

cost = 100

time = 12

modifier = {

fort_level = 1

local_missionary_placement_chance = 0.01

supply_limit = 0.5

}

destroy_on_conquest = no

}

fort4 = {

previous = fort3

cost = 150

time = 12

modifier = {

fort_level = 1

local_missionary_placement_chance = 0.014

supply_limit = 0.5

}

destroy_on_conquest = no

}

fort5 = {

previous = fort4

cost = 200

time = 24

modifier = {

fort_level = 1

local_defensiveness = 1

local_missionary_placement_chance = 0.017

supply_limit = 1

}

destroy_on_conquest = yes

}

fort6 = {

previous = fort5

cost = 300

time = 24

modifier = {

fort_level = 1

local_defensiveness = 1

local_missionary_placement_chance = 0.02

supply_limit = 1

}

destroy_on_conquest = yes

}

# One per country

tax_assessor = {

cost = 1000

time = 12

trigger = {

OR = {

is_capital = yes

base_tax = 10

}

}

modifier = {

inflation_reduction = 0.05

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

embassy = {

cost = 500

time = 12

trigger = {

any_neighbor_province = {

NOT = { owned_by = THIS }

}

NOT = { is_core = THIS }

}

modifier = {

diplomats = 1

badboy = -0.4

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

glorious_monument = {

cost = 1000

time = 12

modifier = {

cultural_tradition = 0.01

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

march = {

cost = 500

time = 12

trigger = {

is_core = THIS

any_neighbor_province = {

NOT = { owned_by = THIS }

}

}

modifier = {

local_defensiveness = 2.0

local_manpower = 0.5

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

grain_depot = {

cost = 1000

time = 12

trigger = {

is_core = THIS

trade_goods = grain

}

modifier = {

land_forcelimit_modifier = 0.20

land_maintenance_modifier = -0.20

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

royal_palace = {

cost = 1000

time = 12

trigger = {

government = monarchy

is_capital = yes

}

modifier = {

legitimacy = 0.01

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

war_college = {

cost = 1000

time = 12

modifier = {

army_tradition = 0.01

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

admiralty = {

cost = 1000

time = 12

trigger = {

port = yes

}

modifier = {

navy_tradition = 0.01

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

#Manufactories

refinery = {

cost = 1000

time = 60

manufactory = {

wine

sugar

}

modifier = {

trade_tech_investment = 5

population_growth = 0.01

}

onmap = yes

category = 7

}

wharf = {

cost = 1000

time = 60

modifier = {

naval_tech_investment = 5

population_growth = 0.01

}

manufactory = {

naval_supplies

}

onmap = yes

category = 7

}

weapons = {

cost = 1000

time = 60

modifier = {

land_tech_investment = 5

population_growth = 0.01

}

manufactory = {

copper

iron

}

onmap = yes

category = 7

}

textile = {

cost = 1000

time = 60

modifier = {

production_tech_investment = 5

population_growth = 0.01

}

manufactory = {

wool

cloth

}

onmap = yes

category = 7

}

fine_arts_academy = {

cost = 1000

time = 60

modifier = {

stability_investment = 5

population_growth = 0.01

cultural_tradition = 0.01

}

manufactory = {

}

onmap = yes

category = 7

}

university = {

cost = 1000

time = 60

modifier = {

government_tech_investment = 5

population_growth = 0.01

}

manufactory = {

}

onmap = yes

category = 7

}

[Cкрыть]
Ссылка на комментарий

MoskowEror
common/buildings.txt

СодержимоеНажмите здесь!
 # Do not change tags in here without changing every other reference to them.

# If adding new buildings, make sure they are uniquely named.

#

# cost = x #==> cost in $ to build (subject to other modifiers)

# time = x #==> number of months to build.

# officials = x #==> number of magistrates to build (default 1)

# previous = x # a building that is the prerequisite of this building

# modifier = m # a modifier on the province that the building gives

# trigger = t # an and trigger that needs to be fullfilled to build and keep the building

# one_per_country = yes/no # if yes, only one of these can exist in a country

# manufactory = { trade_good trade_good } # list of trade goods that get a production bonus

# destroy_on_conquest = yes/no # destroy this building if conquered

# onmap = yes/no # show as a sprite on the map

# category = x # the category used for labels and such

# Government

temple = {

cost = 50

time = 12

modifier = {

stability_cost = -4 #reduces stability cost by 4$

}

destroy_on_conquest = yes

spare_on_core = yes

category = 1

}

courthouse = {

previous = temple

cost = 75

time = 12

modifier = {

local_revolt_risk = -1

}

destroy_on_conquest = yes

spare_on_core = yes

}

spy_agency = {

previous = courthouse

cost = 100

time = 12

modifier = {

local_spy_defence = 0.50

stability_cost = -2

}

destroy_on_conquest = yes

spare_on_core = yes

}

town_hall = {

previous = spy_agency

cost = 150

time = 12

modifier = {

local_tax_modifier = 0.25

}

destroy_on_conquest = yes

spare_on_core = yes

}

college = {

previous = town_hall

cost = 200

time = 24

modifier = {

local_spy_defence = 0.25

spies = 0.05

officials = 0.05

}

destroy_on_conquest = yes

}

cathedral = {

previous = college

cost = 300

time = 24

modifier = {

stability_investment = 10

local_spy_defence = 0.25

local_missionary_placement_chance = 0.01

missionaries = 0.05

}

destroy_on_conquest = yes

category = 1

}

# Land

armory = {

cost = 50

time = 12

modifier = {

regiment_recruit_speed = -0.1

local_regiment_cost = -0.05

local_manpower = 0.25

}

destroy_on_conquest = yes

category = 2

spare_on_core = yes

}

training_fields = {

previous = armory

cost = 75

time = 12

modifier = {

regiment_recruit_speed = -0.1

local_regiment_cost = -0.05

local_manpower = 0.25

}

destroy_on_conquest = yes

spare_on_core = yes

}

barracks = {

previous = training_fields

cost = 100

time = 12

modifier = {

local_regiment_cost = -0.1

local_manpower = 1

}

destroy_on_conquest = yes

spare_on_core = yes

}

regimental_camp = {

previous = barracks

cost = 150

time = 12

modifier = {

local_manpower_modifier = 0.2

}

destroy_on_conquest = yes

spare_on_core = yes

}

arsenal = {

previous = regimental_camp

cost = 200

time = 24

modifier = {

regiment_recruit_speed = -0.3

local_manpower_modifier = 0.25

}

destroy_on_conquest = yes

}

conscription_center = {

previous = arsenal

cost = 300

time = 24

modifier = {

local_manpower_modifier = 0.25

land_forcelimit = 2

}

destroy_on_conquest = yes

category = 2

}

# Naval

dock = {

cost = 50

time = 12

trigger = {

port = yes

}

modifier = {

local_ship_repair = 0.25

local_production_efficiency = 0.25

}

destroy_on_conquest = yes

spare_on_core = yes

category = 3

}

drydock = {

previous = dock

cost = 75

time = 12

modifier = {

ship_recruit_speed = -0.1

naval_forcelimit = 1

}

destroy_on_conquest = yes

spare_on_core = yes

}

shipyard = {

previous = drydock

cost = 100

time = 12

modifier = {

local_ship_cost = -0.1

naval_forcelimit = 1

}

destroy_on_conquest = yes

spare_on_core = yes

}

grand_shipyard = {

previous = shipyard

cost = 150

time = 12

modifier = {

local_ship_cost = -0.1

ship_recruit_speed = -0.1

}

destroy_on_conquest = yes

spare_on_core = yes

}

naval_arsenal = {

previous = grand_shipyard

cost = 200

time = 24

modifier = {

local_ship_cost = -0.2

ship_recruit_speed = -0.2

naval_forcelimit = 2

}

destroy_on_conquest = yes

}

naval_base = {

previous = naval_arsenal

cost = 300

time = 24

modifier = {

local_ship_cost = -0.2

ship_recruit_speed = -0.2

naval_forcelimit = 2

}

destroy_on_conquest = yes

category = 3

}

# Production

constable = {

cost = 50

time = 12

modifier = {

direct_tax_percentage = 0.25 #25% more direct tax

}

destroy_on_conquest = yes

spare_on_core = yes

category = 5

}

workshop = {

previous = constable

cost = 75

time = 12

modifier = {

tax_income = 1 #increase tax

}

destroy_on_conquest = yes

spare_on_core = yes

}

counting_house = {

previous = workshop

cost = 100

time = 12

modifier = {

local_production_efficiency = 0.25

}

destroy_on_conquest = yes

spare_on_core = yes

}

treasury_office = {

previous = counting_house

cost = 150

time = 12

modifier = {

direct_tax_percentage = 0.25 #25% more direct tax

}

destroy_on_conquest = yes

spare_on_core = yes

}

mint = {

previous = treasury_office

cost = 200

time = 24

modifier = {

local_tax_modifier = 0.5

}

destroy_on_conquest = yes

}

stock_exchange = {

previous = mint

cost = 300

time = 24

modifier = {

tax_income = 5 #increase tax with 5$

}

destroy_on_conquest = yes

}

# Trade

marketplace = {

cost = 50

time = 12

modifier = {

local_trade_income_modifier = 0.10

}

destroy_on_conquest = yes

spare_on_core = yes

category = 6

}

trade_depot = {

previous = marketplace

cost = 75

time = 12

modifier = {

trade_income = 1

}

destroy_on_conquest = yes

spare_on_core = yes

}

canal = {

previous = trade_depot

cost = 100

time = 12

modifier = {

local_trade_income_modifier = 0.10

}

destroy_on_conquest = yes

spare_on_core = yes

}

road_network = {

previous = canal

cost = 150

time = 12

modifier = {

trade_income = 1

local_movement_speed = 0.1

}

destroy_on_conquest = yes

spare_on_core = yes

}

post_office = {

previous = road_network

cost = 200

time = 24

modifier = {

global_trade_income_modifier = 0.01

}

destroy_on_conquest = yes

ai_will_do = {

factor = 1

modifier = {

factor = 0

trade_efficiency = 2.0

}

}

}

customs_house = {

previous = post_office

cost = 300

time = 24

modifier = {

trade_efficiency = 0.01

}

destroy_on_conquest = yes

ai_will_do = {

factor = 1

modifier = {

factor = 0

trade_efficiency = 2.0

}

}

}

# Fortresses

fort1 = {

cost = 50

time = 12

modifier = {

fort_level = 1

local_missionary_placement_chance = 0.004

supply_limit = 0.5

}

destroy_on_conquest = no

category = 4

}

fort2 = {

previous = fort1

cost = 75

time = 12

modifier = {

fort_level = 1

local_missionary_placement_chance = 0.007

supply_limit = 0.5

}

destroy_on_conquest = no

}

fort3 = {

previous = fort2

cost = 100

time = 12

modifier = {

fort_level = 1

local_missionary_placement_chance = 0.01

supply_limit = 0.5

}

destroy_on_conquest = no

}

fort4 = {

previous = fort3

cost = 150

time = 12

modifier = {

fort_level = 1

local_missionary_placement_chance = 0.014

supply_limit = 0.5

}

destroy_on_conquest = no

}

fort5 = {

previous = fort4

cost = 200

time = 24

modifier = {

fort_level = 1

local_defensiveness = 1

local_missionary_placement_chance = 0.017

supply_limit = 1

}

destroy_on_conquest = yes

}

fort6 = {

previous = fort5

cost = 300

time = 24

modifier = {

fort_level = 1

local_defensiveness = 1

local_missionary_placement_chance = 0.02

supply_limit = 1

}

destroy_on_conquest = yes

}

# One per country

tax_assessor = {

cost = 1000

time = 12

trigger = {

OR = {

is_capital = yes

base_tax = 10

}

}

modifier = {

inflation_reduction = 0.05

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

embassy = {

cost = 500

time = 12

trigger = {

any_neighbor_province = {

NOT = { owned_by = THIS }

}

NOT = { is_core = THIS }

}

modifier = {

diplomats = 1

badboy = -0.4

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

glorious_monument = {

cost = 1000

time = 12

modifier = {

cultural_tradition = 0.01

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

march = {

cost = 500

time = 12

trigger = {

is_core = THIS

any_neighbor_province = {

NOT = { owned_by = THIS }

}

}

modifier = {

local_defensiveness = 2.0

local_manpower = 0.5

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

grain_depot = {

cost = 1000

time = 12

trigger = {

is_core = THIS

trade_goods = grain

}

modifier = {

land_forcelimit_modifier = 0.20

land_maintenance_modifier = -0.20

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

royal_palace = {

cost = 1000

time = 12

trigger = {

government = monarchy

is_capital = yes

}

modifier = {

legitimacy = 0.01

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

war_college = {

cost = 1000

time = 12

modifier = {

army_tradition = 0.01

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

admiralty = {

cost = 1000

time = 12

trigger = {

port = yes

}

modifier = {

navy_tradition = 0.01

}

destroy_on_conquest = yes

one_per_country = yes

category = 8

}

#Manufactories

refinery = {

cost = 1000

time = 60

manufactory = {

wine

sugar

}

modifier = {

trade_tech_investment = 5

population_growth = 0.01

}

onmap = yes

category = 7

}

wharf = {

cost = 1000

time = 60

modifier = {

naval_tech_investment = 5

population_growth = 0.01

}

manufactory = {

naval_supplies

}

onmap = yes

category = 7

}

weapons = {

cost = 1000

time = 60

modifier = {

land_tech_investment = 5

population_growth = 0.01

}

manufactory = {

copper

iron

}

onmap = yes

category = 7

}

textile = {

cost = 1000

time = 60

modifier = {

production_tech_investment = 5

population_growth = 0.01

}

manufactory = {

wool

cloth

}

onmap = yes

category = 7

}

fine_arts_academy = {

cost = 1000

time = 60

modifier = {

stability_investment = 5

population_growth = 0.01

cultural_tradition = 0.01

}

manufactory = {

}

onmap = yes

category = 7

}

university = {

cost = 1000

time = 60

modifier = {

government_tech_investment = 5

population_growth = 0.01

}

manufactory = {

}

onmap = yes

category = 7

}

[Cкрыть]

В файлах не присутствует подпись officials, что делать?

Ссылка на комментарий

В файлах не присутствует подпись officials, что делать?
В папке с игрой, папка common, файл buildings.txt внутри нужно для каждого здания, которое хочешь изменить, добавить строчку:

officials = x, где х - кол-во магистратов для строительства.

Ссылка на комментарий

Присоединиться к обсуждению

Вы можете оставить комментарий уже сейчас, а зарегистрироваться позже! Если у вас уже есть аккаунт, войдите, чтобы оставить сообщение через него.

Гость
Ответить в тему...

×   Вы вставили отформатированное содержимое.   Удалить форматирование

  Only 75 emoji are allowed.

×   Ваша ссылка автоматически преображена.   Отображать как простую ссылку

×   Предыдущее содержимое было восстановлено..   Очистить текст в редакторе

×   You cannot paste images directly. Upload or insert images from URL.

  • Ответы 9
  • Создано
  • Последний ответ
  • Просмотры 6191

Лучшие авторы в этой теме

  • MoskowEror

    2

  • verwaq

    1

  • dashkkyar

    1

  • Gambit

    1

  • Суворов

    1

  • Daniock

    1

  • Walick

    1

  • Semenar

    1

  • Cicero

    1

Лучшие авторы в этой теме

  • Сейчас на странице   0 пользователей

    • Нет пользователей, просматривающих эту страницу


Copyright © 2008-2024 Strategium.ru Powered by Invision Community

×
×
  • Создать...