Field of Glory: Empires “Triumph” (1.04) Update is out

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

Moderator: Pocus

Daniele
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Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Daniele » Thu Sep 26, 2019 2:41 pm

Field of Glory: Empires “Triumph” Update is out. Version 1.04 brings tons and tons of improvements and additions, the most important (as previewed last week) are:

- Military Buildings overhaul (see below dedicated paragraph)
- Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
- An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)


But other game features have been looked into, such as an Administrative Burden increased for developed nations has been added, now there is a naval interdiction link in Mesembria, Imperial Roman Legion decision won't be given before being an Empire, and many more.

Check out the full changelog below

You can download the update from here

Version 1.0.4 Patchnotes


GAMEPLAY (improvements and fixes)

Very important
- Military Buildings overhaul (see below dedicated paragraph)
- Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
- An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)

Important
- Abandoning a region now costs legacy, no aging (tied to population amount)
- Administrative Burden increased for developed nations (approx +10% to +30% increase depending of context). See also new manpower and metal cap from the Military Buildings overhaul.
- Sudden Death Victory (winning instantly by having the proper legacy ratio) needs now 100 turns before being evaluated, not 50. New quick game option!
- Objectives can be given dynamically too
- Regions have 4 steps in culture generating Legacy
- Distance to center split in 4 categories for better deployment in battles (e.g. HI in wood is not dead center, mountainmen are more central in mountains, etc.)
- Regions with a small initial population will have hard time grows past a certain level.
- Conversion rate reduced by one fifth
- Foreign citizens generate one third less manpower
- Free Unit Upkeep is now limited to 20 money, 5 metal and 5 manpower per unit
- Inflation cost in money is now factored partially in upkeep

Other
- Archers get a specific deployment priority in battles (after militia if the front must be filled, but before if in the rear)
- Fix to moving capitals
- Minimum garrison defending an independent region down from 6 to 3
- A client-state will stop ongoing wars not also involving his protector
- If in money deficit, only half of it removed per turn, with a minimum 100 money of debts removed
- Fix to a loyalty bug for national citizens - slightly easier now
- If you have too many of the +5% global commerce structures, you risk losing money
- Fix to regional harbor used for transportation not always the best one
- Mercenary decision won't pick slaves as a valid mercenary army
- Absorbing a nation provides no legacy from it.
- Health cap (of 65%) not applied to events tests (Pop boom, plagues and epidemics)
- If possible, a new unit will appear within a city wall, not outside
- Armies that can't retreat are always destroyed
- A besieged region can still build a structure (with penalty). Prevent unwanted reset of important buildings under construction.
- Famine in regions thrice as hard as before (regarding population loss)
- Rulers in decadent nations degrade their health faster (from 'unhealthy life style')
- Tyranny modifier bug fixed
- Slave decimation further upped in case of revolts (1 per 3 units raised)
- Fix to abandon region not working if another nation had an army
- New option (MP compliant): Quick game. Win with a 2 to 1 ratio in Legacy (not 3 to 1)
- Slaves will never be put in commerce or culture (governor AI)


Military buildings overhaul
- Military Expertise modifier appears if you have not enough or a lot of military buildings in your nation (comparison is made using sum of buildings tiers versus regions amount)
- Max Metal and Manpower have a cap partly based on Military Expertise
- In a province, each military building providing XP will give half its amount to capital region, within a limit of 25 XP and 2 extra levels.
- Rebate in building cost also given (at a 50%) from buildings in all regions of a province.
- Autogarrisons get bonus XP from the sum of military buildings tiers, either in their region or the full province (Stronger garrisons with proper structures).


AI
- AI has much more chances to propose peace if without any region
- AI is slightly more interested in building high tier structures
- Rome as AI in higher diff gets some free legion camps
- In higher difficulty, AI more prone to war against legacy leader
- More sensible DOW evaluation for AI – also now factors relative economic advantage
- AI will build more ships
- AI will never build ships in lakes
- AI fleets will intercept more
- AI fleets will escort more
- AI boarded units will be much more prudent
- AI will have Increased interest to unblockade harbor
- Province AI builds more structures
- Structure valuation refined (more high tier buildings, handle better specifics functions)
- AI Ally can give back previously owned region
- AI vassal can be fully absorbed if having a last surrounded region
- AI can reply or propose peace even without region
-

BALANCING & SETUP
- Lalandia and Seladia regions names reversed
- Judea Barrack can recruit HI
- Provincial units from Gaetulia, Mauritania (occ. and or.) and Numidia are now Light Cav with extra perks
- Farm and flax field slightly changprovince.ia objectives spaced more (too bunched, leading to easy progress)
- Light infantry from various ethnicities get the Agile modifier (+1 attack in wood or hill)
- Heavy Infantries cost +1 metal in upkeep
- Added naval interdiction link in Mesembria
- Druid Covenants tweaked (weaker standard version, stronger specialized version)
- Imperial Roman Legion decision won't be given before being an Empire
- Owning the Archimedes Workshop provides (permanently) a new type of unit (which acquires a new ability at elite level)
- Balkanic Mercenary Infantry is now the Dacian Falxman (hit harder but not protected against ranged fire)
- Hierasia provincial unit is now the 'Bastarnae Warrior' and is a Dacian Falxman (dmg+ prot-) with Mountainman.
- Tisiae provincial unit is now the 'Iazygian Lancer', a cataphract with extra speed and flanking.
- Dacia inferior provincial unit is now the 'Rhoxolani Cavalry', no change in stats (extra attack and effectiveness compared to regular Hvy Cav)
- Sparta starts with Hoplite Infantry and get access to Phalanx Infantry in Civilization Level III (Kleomenes III reform)
- These two units gain the Besieger trait. Phalanx loses extra hit though.
- Silver Shields are closer in profile to the Hellene Phalanx but better.
- Roman Archers (Sagittarii) are now added with the Imperial Legion reform
- Fixed: Tar Deposit could never be built (added to Tanis initially)
- Large quarry bonus resources now give an extra 2 money each
- Military Store upkeep down to 2
- Granary does not require a farm anymore, but will be proposed rarely except if you have grain nearby
- Tarentum (Greater Greece) now have a land army
-

UI-QOL
- Right hand modifications precision level is an option (5 possible choices)
- Correct tooltip feedback when can't build an unit in a province
- Close nation panel and select region when selecting an objective.
- Show count of stacked modifiers on nation panel.
- Next and Prev Idle Region buttons.
- Attempt to more clearly show that structure bonus income is included in the income
- More detailed provincial loyalty tooltip. More attention to revolt risk.
- Added Trade Income and Accumen to Ledger.
- Changed faction trade income to be net.
- Added anti-aliasing option to options UI

OTHER
- Various engine speed up
- Experimental extended font support.
- Several Multiplayers fixes
- Display a different message when potentially responsible for a PBEM data mismatch, and give an opportunity to exit and fix the issue without playing a turn.
- Fixed error playing a custom scenario in PBEM




Saved game compatibility
- This patch is mostly compatible with ongoing games, with a few things to know and understand:
(1) Because objectives can now be given dynamically, they will be all reset when you start your turn (without token losses!). They will then be added progressively each turn, often with variations compared to your previous allocation.
(2) Because there is now a new rule slowing down regions which were underpopulated historically, you might see a large slowdown in growth in your most populated regions.
(3) The option ‘no dynamic burden’, which was never used (from our internal poll) has been replaced by the ‘quick game’ option. If you were playing with ‘no admin burden’, then you are now playing a quick game. But chances you were not …

Daniele
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Joined: Thu Oct 02, 2014 9:17 am

Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Daniele » Thu Sep 26, 2019 2:43 pm

Field of Glory: Empires “Triumph” Update is out. Version 1.04 brings tons and tons of improvements and additions, the most important (as previewed last week) are:

- Military Buildings overhaul (see below dedicated paragraph)
- Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
- An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)


But other game features have been looked into, such as an Administrative Burden increased for developed nations has been added, now there is a naval interdiction link in Mesembria, Imperial Roman Legion decision won't be given before being an Empire, and many more.

Check out the full changelog below

You can download the update from here

Version 1.0.4 Patchnotes


GAMEPLAY (improvements and fixes)

Very important
- Military Buildings overhaul (see below dedicated paragraph)
- Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
- An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)

Important
- Abandoning a region now costs legacy, no aging (tied to population amount)
- Administrative Burden increased for developed nations (approx +10% to +30% increase depending of context). See also new manpower and metal cap from the Military Buildings overhaul.
- Sudden Death Victory (winning instantly by having the proper legacy ratio) needs now 100 turns before being evaluated, not 50. New quick game option!
- Objectives can be given dynamically too
- Regions have 4 steps in culture generating Legacy
- Distance to center split in 4 categories for better deployment in battles (e.g. HI in wood is not dead center, mountainmen are more central in mountains, etc.)
- Regions with a small initial population will have hard time grows past a certain level.
- Conversion rate reduced by one fifth
- Foreign citizens generate one third less manpower
- Free Unit Upkeep is now limited to 20 money, 5 metal and 5 manpower per unit
- Inflation cost in money is now factored partially in upkeep

Other
- Archers get a specific deployment priority in battles (after militia if the front must be filled, but before if in the rear)
- Fix to moving capitals
- Minimum garrison defending an independent region down from 6 to 3
- A client-state will stop ongoing wars not also involving his protector
- If in money deficit, only half of it removed per turn, with a minimum 100 money of debts removed
- Fix to a loyalty bug for national citizens - slightly easier now
- If you have too many of the +5% global commerce structures, you risk losing money
- Fix to regional harbor used for transportation not always the best one
- Mercenary decision won't pick slaves as a valid mercenary army
- Absorbing a nation provides no legacy from it.
- Health cap (of 65%) not applied to events tests (Pop boom, plagues and epidemics)
- If possible, a new unit will appear within a city wall, not outside
- Armies that can't retreat are always destroyed
- A besieged region can still build a structure (with penalty). Prevent unwanted reset of important buildings under construction.
- Famine in regions thrice as hard as before (regarding population loss)
- Rulers in decadent nations degrade their health faster (from 'unhealthy life style')
- Tyranny modifier bug fixed
- Slave decimation further upped in case of revolts (1 per 3 units raised)
- Fix to abandon region not working if another nation had an army
- New option (MP compliant): Quick game. Win with a 2 to 1 ratio in Legacy (not 3 to 1)
- Slaves will never be put in commerce or culture (governor AI)


Military buildings overhaul
- Military Expertise modifier appears if you have not enough or a lot of military buildings in your nation (comparison is made using sum of buildings tiers versus regions amount)
- Max Metal and Manpower have a cap partly based on Military Expertise
- In a province, each military building providing XP will give half its amount to capital region, within a limit of 25 XP and 2 extra levels.
- Rebate in building cost also given (at a 50%) from buildings in all regions of a province.
- Autogarrisons get bonus XP from the sum of military buildings tiers, either in their region or the full province (Stronger garrisons with proper structures).


AI
- AI has much more chances to propose peace if without any region
- AI is slightly more interested in building high tier structures
- Rome as AI in higher diff gets some free legion camps
- In higher difficulty, AI more prone to war against legacy leader
- More sensible DOW evaluation for AI – also now factors relative economic advantage
- AI will build more ships
- AI will never build ships in lakes
- AI fleets will intercept more
- AI fleets will escort more
- AI boarded units will be much more prudent
- AI will have Increased interest to unblockade harbor
- Province AI builds more structures
- Structure valuation refined (more high tier buildings, handle better specifics functions)
- AI Ally can give back previously owned region
- AI vassal can be fully absorbed if having a last surrounded region
- AI can reply or propose peace even without region
-

BALANCING & SETUP
- Lalandia and Seladia regions names reversed
- Judea Barrack can recruit HI
- Provincial units from Gaetulia, Mauritania (occ. and or.) and Numidia are now Light Cav with extra perks
- Farm and flax field slightly changprovince.ia objectives spaced more (too bunched, leading to easy progress)
- Light infantry from various ethnicities get the Agile modifier (+1 attack in wood or hill)
- Heavy Infantries cost +1 metal in upkeep
- Added naval interdiction link in Mesembria
- Druid Covenants tweaked (weaker standard version, stronger specialized version)
- Imperial Roman Legion decision won't be given before being an Empire
- Owning the Archimedes Workshop provides (permanently) a new type of unit (which acquires a new ability at elite level)
- Balkanic Mercenary Infantry is now the Dacian Falxman (hit harder but not protected against ranged fire)
- Hierasia provincial unit is now the 'Bastarnae Warrior' and is a Dacian Falxman (dmg+ prot-) with Mountainman.
- Tisiae provincial unit is now the 'Iazygian Lancer', a cataphract with extra speed and flanking.
- Dacia inferior provincial unit is now the 'Rhoxolani Cavalry', no change in stats (extra attack and effectiveness compared to regular Hvy Cav)
- Sparta starts with Hoplite Infantry and get access to Phalanx Infantry in Civilization Level III (Kleomenes III reform)
- These two units gain the Besieger trait. Phalanx loses extra hit though.
- Silver Shields are closer in profile to the Hellene Phalanx but better.
- Roman Archers (Sagittarii) are now added with the Imperial Legion reform
- Fixed: Tar Deposit could never be built (added to Tanis initially)
- Large quarry bonus resources now give an extra 2 money each
- Military Store upkeep down to 2
- Granary does not require a farm anymore, but will be proposed rarely except if you have grain nearby
- Tarentum (Greater Greece) now have a land army
-

UI-QOL
- Right hand modifications precision level is an option (5 possible choices)
- Correct tooltip feedback when can't build an unit in a province
- Close nation panel and select region when selecting an objective.
- Show count of stacked modifiers on nation panel.
- Next and Prev Idle Region buttons.
- Attempt to more clearly show that structure bonus income is included in the income
- More detailed provincial loyalty tooltip. More attention to revolt risk.
- Added Trade Income and Accumen to Ledger.
- Changed faction trade income to be net.
- Added anti-aliasing option to options UI

OTHER
- Various engine speed up
- Experimental extended font support.
- Several Multiplayers fixes
- Display a different message when potentially responsible for a PBEM data mismatch, and give an opportunity to exit and fix the issue without playing a turn.
- Fixed error playing a custom scenario in PBEM

13obo
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by 13obo » Thu Sep 26, 2019 2:55 pm

That's a lot of great updates- thank you!

Could you please let us know what would happen to existing multiplayer games? The changes are quite substantial.

AndrewGardner
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by AndrewGardner » Thu Sep 26, 2019 3:12 pm

13obo wrote:
Thu Sep 26, 2019 2:55 pm
That's a lot of great updates- thank you!

Could you please let us know what would happen to existing multiplayer games? The changes are quite substantial.
The rules changes will take immediate effect in both single player and multiplayer games.

Players may notice some synchronization issues in multiplayer on the turn following the update, for example different players may see different outcomes of battles or some changes to the previous turn's outcome. Everything should be resynchronized within a turn or two.

Pocus
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Pocus » Thu Sep 26, 2019 3:15 pm

This seems to be missing from the patch notes::
Saved game compatibility
- This patch is mostly compatible with ongoing games, with a few things to know and understand:
(1) Because objectives can now be given dynamically, they will be all reset when you start your turn (without token losses!). They will then be added progressively each turn, often with variations compared to your previous allocation.
(2) Because there is now a new rule slowing down regions which were underpopulated historically, you might see a large slowdown in growth in your most populated regions.
(3) The option ‘no dynamic burden’, which was never used (from our internal poll) has been replaced by the ‘quick game’ option. If you were playing with ‘no admin burden’, then you are now playing a quick game. But chances you were not …
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

Tamas
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Tamas » Thu Sep 26, 2019 3:16 pm

Please note we have added a note to the end of the list of changes regarding save game compatibility.

Yaitz331
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Yaitz331 » Thu Sep 26, 2019 6:37 pm

Daniele wrote:
Thu Sep 26, 2019 2:41 pm
Judea Barrack can recruit HI
I'm presuming this applies only to improved heavy infantry, right?
Before the "improve HI" decision, you still need a training ground, right? Or am I completely off here?

julianbarker
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by julianbarker » Thu Sep 26, 2019 7:00 pm

In game update button generates FTP error as with the recent FG2 update. I know there are other ways of doing this, but there seems to be a general update problem at the FTP end.

eddieballgame
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by eddieballgame » Thu Sep 26, 2019 7:36 pm

Excellent update, thank you.

Southern Hunter
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Southern Hunter » Thu Sep 26, 2019 8:58 pm

Looks like some really well considered updates. Look forward to trying out the cavalry changes (ugh...what will happen to my Spartans?!)

Pocus
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Pocus » Fri Sep 27, 2019 6:39 am

If you have an advanced 1.03 saved game then the change to 1.04 will probably put you in the red in money. We believe this is for the greater good though.
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

Pocus
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Pocus » Fri Sep 27, 2019 6:40 am

Yaitz331 wrote:
Thu Sep 26, 2019 6:37 pm
Daniele wrote:
Thu Sep 26, 2019 2:41 pm
Judea Barrack can recruit HI
I'm presuming this applies only to improved heavy infantry, right?
Before the "improve HI" decision, you still need a training ground, right? Or am I completely off here?
You understood well!
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

Pocus
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Pocus » Fri Sep 27, 2019 6:41 am

If you have an advanced 1.03 saved game then the change to 1.04 will probably put you in the red in money. We believe this is for the greater good though.
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

julianbarker
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by julianbarker » Fri Sep 27, 2019 5:45 pm

What is the number after the / beneath the number of Metal? I don't remember seeing this before v1.04.

Pocus
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Pocus » Fri Sep 27, 2019 5:55 pm

There is now a tooltip for metal, check it :D

If you are above a certain limit, that depends of your number of military buildings, then you lose 25% of the extra. This is one of the many mechanisms put in place to encourage building more military structures, although now the main incentive is the Military Expertise modifier, that can improve the quality and the quantity of leaders among others things.
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Dux Limitis » Sat Sep 28, 2019 3:29 am

Make players can build the field artillery units when they got specific military building,light and heavy artillery units are already in some nations' army lists in the fog2,and the fogE's unit translation data indeed list some.

And please let the mercenary center can hire more mercenaries like mercenary hoplites(for greek and diadochi nations),mercenary archer and slingers(many nations can't hire slingers and your skirmisher units when translate into the fog2 will only turned into javalin men).Then could you add companion cavalry unit for Epirus?In the fog2's pyrrhic army did have the companion unit.

Also,please add peltast(include the thracian peltast)units for greek nations and thracia.Fog2 already have them.

Pocus
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Pocus » Sat Sep 28, 2019 12:25 pm

Yes, extras will be added in the next patch, it was too late for this one.
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

julianbarker
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by julianbarker » Sat Sep 28, 2019 5:10 pm

Are you saying that number is the maximum? I read the tooltip but it makes no mention of the value of the maximum it just says there is one, hence my confusion.

If it is the maximum, how do I know the maximum before I reach it, as that number is not always visible and seems to appear once the amount of metal exceeds that figure?

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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by krieg63 » Sat Sep 28, 2019 6:52 pm

Is it normal to have no new objective during more than 20 turns?
I play Maurya, turn 105
I have declared war to Saka but receive no more objective

Dux Limitis
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Re: Field of Glory: Empires “Triumph” (1.04) Update is out

Post by Dux Limitis » Sun Sep 29, 2019 4:26 am

Pocus wrote:
Sat Sep 28, 2019 12:25 pm
Yes, extras will be added in the next patch, it was too late for this one.
Thanks!

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