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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.

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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
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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?

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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
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Суворов

дайте плиз тот файл? свой потерялв пучине компа

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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]
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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?

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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.

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