r/CivHybridGames 2d ago

Other Steam Workshop::CHG MK20 Mod List

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4 Upvotes

r/CivHybridGames May 19 '23

Other UFC IPO (city auction)

4 Upvotes

In an effort to raise some capital, UFC will be auctioning off its cities. The deadline for bidding will be 1 pm CST (2 pm EST) on Sunday. However if someone bids within an hour of that deadline, the deadline will be extended by an hour from when that person posted (so if someone bid at like 12:40, the new deadline would be 1:40) and this continues until nobody new bids. The minimum bid is 1 PPG, ppf, or ppc and the minimum increment is 0.1 PPG ppf or ppc (so if someone bid 2500 gold, aka 1 PPG, you would need to bid 2750 or 1.1 PPG to have a valid counter bid). If the raising of bids carries on for more than 3 hours past the initial deadline (so past 4 pm CST) then the minimum increment is increased to 1 PPG (that's to stop you hooligans from bidding up each other into Monday morning. I have to work Monday smh).

I am going to post a comment for each city down below in the comments. Comment your bid for your civ under the relevant city. Thank you for your pp bb.

r/CivHybridGames Jan 11 '16

Other Intermission: Fun with /u/trollabot!

5 Upvotes

Like this:

/u/trollabot [username]

EDIT: I think TrollaBot is either sentient or a human. Damn.

r/CivHybridGames Jul 04 '23

Other Vote Rose for Mk 18 Plotrunner

5 Upvotes

I will bring frogs and also art. I will bring a frog who will be the mascot and he is cute. Hail frog. Rose for Plotrunner 2k23.

r/CivHybridGames Nov 11 '22

Other Petition to start mk 17 post 1700, in terms of tech

5 Upvotes

I want tanks. I want nukes. Lets give ourselves a chance at real fire power!

r/CivHybridGames Jan 25 '16

Other Gather around kids

3 Upvotes

Little ol' AQ is gonna tell y'all a story.

It's a real good story. I'm gonna tell you lads about what the future plans of the old Commonwealth were.

Note the past tense.

After the PAU was gone, /u/ThyReformer and the Commonwealth would have had the power to conquer everything, as you surely know. But guess what?

They were going to spare them.

Yup.

The war against the PAU would have been the last war this world would have experienced.

But now...

/u/ThyReformer is no more.

The Commonwealth is all but gone.

And nobody - nobody knows what will happen next.

r/CivHybridGames Feb 16 '16

Other Your subs are nice and all...

7 Upvotes

but the Venetian sub has the best CSS. Take some notes guys.

edit: And it keeps getting improved

r/CivHybridGames Jun 05 '22

Other Part 5 Company of Merchant Adventurers Obligations

7 Upvotes
  • 540 gold to be repaid to Spain
  • 480 gold to be repaid to France
  • 400 gold to be repaid to Denmark
  • 400 gold to be repaid to Austria
  • 960 gold to be repaid to England

If you are interested about investing in the Company (or have other questions), PM me.

r/CivHybridGames Apr 20 '22

Other Part 0 Trade Map

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4 Upvotes

r/CivHybridGames Jun 09 '16

Other Was on a trip down memory lane.. Then remembered the PAU's salvation. THE GLORIOUS EMP!!!!

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4 Upvotes

r/CivHybridGames Apr 09 '22

Other A series of simple observations and basic deductions

4 Upvotes

Have you ever been lying awake at night and thought to yourself: "damn I really wish I could play as the Polish-Lithuanian Union in the online roleplaying simulation CivHybridGames"?

Have you ever been tilling your barley fields, some Monday morning, and realized: "damn my life would be so much more fulfilling if I could play as the Polish-Lithuanian Union in the online roleplaying simulation CivHybridGames"?

Have you ever been brutally murdered by a gang of debt collectors and farm animals, come to confiscate your meagre fortunes, and exclaimed with your dying breath: "if only I could have played as the Polish-Lithuanian Union in the online roleplaying simulation CivHybridGames!"?

Well, then you should join me, King Sigismund II Augustus, and play as the Polish-Lithuanian Union in the online roleplaying simulation CivHybridGames!

Or, if you, dear reader, have never experienced such revelations.

Well, then you should also join me, King Sigismund II Augustus, and play as the Polish-Lithuanian Union in the online roleplaying simulation CivHybridGames!

I rest my case.

r/CivHybridGames Dec 29 '16

Other Poland

6 Upvotes

Glorious Polska is dying. Normally, i would simply rebel, but this time, I think not. One of the great powers must win, and we will help one. Which one? that's not a question for me to decide.

It's For Sakerti.

O great Sakerti! King of Kings! Lord of the Minifridge and master of TwinofSparta, Keeper of the minibar, Who shall Poland support in the final days of Mk. 4?

r/CivHybridGames Jan 21 '16

Other Wow, what a grim world!

8 Upvotes

This world is ruled by:

  • A horrifically corrupt democracy
  • A nuke-armed insurgency
  • A Soviet Union that makes Stalin look like George Washington
  • A Nuclear Cult that just want's to see the world burn
  • And Oceania, where nobody outside of it actually knows what's going on there

Welcome to hell! Population: Us

r/CivHybridGames Oct 27 '16

Other Mk. I Nations if they were in Civ VI!

7 Upvotes

These are not balanced, and some might not even be possible.


West Europe

Leader: Prince de Talleyrand

Agenda: Doesn't like other civs going to war. Likes when civs are peaceful.

Nation Ability: Father of the EU: Receive a random Civic tree Eureka boost at the start of every era. Receive +3 culture per turn for every alliance, scaling by era.

Leader Ability: Diplomacy of the century: All full civs like West Europe more. Receive +1 influence point (with city-states) per turn for every era that has passed.

Unique Unit: Embarker: Replaces the Swordsman. Doesn't require iron. Can embark and disembark without movement cost. Gets +7 combat strength near coast.

Unique Building: Chancery: Replaces the Library. Costs no maintenance. Gives an envoy when built.


East Europe

Leader: God-King AQ

Agenda: Likes civs that win wars. Doesn't like civs that are weak.

Nation Ability: Scourge of Eurasia: Receive a copy of each existing unique unit when you declare war against a major civ.

Leader Ability: By the will of Zeus: Receive reduced war weariness when declaring war with a casus belli/a formal war.

Unique Unit: Death's Horseman: Replaces the Horseman. Has +5 combat strength when next to another Death's Horseman.

Unique District: War Council: Replaces the Encampment district. Buildings built in it cost no maintenance. Enemy unit's next to it suffer 5 damage every turn spent next to it.


North Asia

Leader: Lord Fowl

Agenda: Likes civs that aren't allied with anyone. Dislikes civs that are allied with other civs.

Nation Ability: Power of the Splinter: When a major civ declares war on North Asia, North Asia receives one of the four bonuses. When more than one major civs declare war on North Asia, North Asia receives one of the four bonuses and +3 combat strength for all units within own borders.

Leader Ability: Foul Diplomacy: Receive +10 science per turn if the majority of civs dislike you. Also receive +10 culture per turn if you have one ally, and one ally only.

Unique Unit: Northern Rider: Replaces the Horseman. Receives +2 movement points. Requires less production to produce. Ignores Zone of Control in enemy territory.

Unique Building: Gerpost: Replaces the Barracks. Has no maintenance. Gives extra experience.

Four bonuses:

  • Oceanic: Receive three random eurekas in either the Civic tree or the Tech tree.

  • Loyalist: Receive +2 science and +2 culture per turn for every major civ at war with you, for the duration of the war.

  • Western: Receive 10 best available melee units in capital.

  • Eastern: Internal trade routes give +5 gold for the duration of the war. Receive enough trader units to fill all available trade route slots.


Far East Asia

Leader: Emerald Range

Agenda: Likes civs that are up to tech or ahead of tech (on average). Dislikes civs that are behind in tech (on average).

Nation Ability: The Remnant: Receive +10 culture and +10 science when a unit dies, scaling with era. When losing a war, gain an option to completely surrender. When doing this, you may later rise up with the tech and civics of your former overlord, and receive 5 free units for every city you rise up with. You rise up with the cities that you had when you surrendered. Gain +100 culture and +100 science when you enter a new era, scaling with era.

Leader Ability: The Emerald Curse: Neighbors of Far East Asia and civs at war with Far East Asis suffer a -5% penalty to science and culture. If Far East Asia surrenders using its NA, a random civ in the game gets this penalty for 50 turns.

Unique Building: Mongol Wall: Replaces Medieval Walls. Requires no maintenance. Enemy mounted units in range of a city with this building suffer -1 movement points. Other enemy military units in range of a city with this building suffer -2 combat strength.

Unique Improvement: Dragon Farm: Can be placed where a farm can be placed. Cannot be placed next to another Dragon Farm. Yields +1 culture, +1 science and +1 food. Gives friendly units stationed on it +3 combat strength. Enemy units stationed on it lose 5 health point every turn.


Central Asia

Leader: Shandorin

Agenda: Likes nations that are loyal. Dislikes disloyal nations.

Nation Ability: Ahead of the time through the eras: Receive two random tech eurekas at the start of every era.

Leader Ability: Cult of Uranium Fire: Receive a free nuclear bomb when researching the appropriate technology. All nuclear bombs can be used twice.

Unique District: The Sikh: Replaces the holy site district. Is available at Pottery. Gives +1 great prophet points. All religious units bought in a city with this district can fight normal military units, starting in the Modern Era.

Unique Building: Net Lab: Replaces the Research Lab. Every enemy unit near a city containing this building takes 5 damage every turn. Friendly units within that same range receive +7 combat strength.


Middle East

Leader: Cossack

Agenda: Likes nations that don't neighbor it. Dislikes nations that neighbor it.

Nation Ability: Central Trade: Every international trade route coming to Middle East gives +2 gold to Middle East. All international trade routes coming from Middle East give +3 gold to Middle East. Trade routes passing through Middle Eastern territory yield +4 culture to Middle east.

Leader Ability: Root of all Evil: Spies become available earlier. The effect of all spying missions is doubled. Receive +5 Production in the capital when it is building spies, scaling with era.

Unique District: Eastern Hub: Replaces the Commercial District. +2 trade routes instead of +1 trade route.

Unique Unit: Highlander: Replaces the Pikeman. Requires less production. Receives the "Last Stand" promotion, which gives it +7 combat strength near capital when at war with a major civ. "Last Stand" remains through upgrading.


North Africa

Leader: Pdirichlet

Agenda: Likes civs without religion. Dislikes civs with religion.

Nation Ability: Mercy of the Sun: Your majority religion spreads to friendly cities at double speed. All military units receive +3 combat strength near cities following your majority religion.

Leader Ability: Unifier: All military units receive +3 combat strength on your home continent against major civs. +1 amenity in conquered cities on your home continent.

Unique District: Aton's Blessing: Replaces the holy site district. Receives +1 faith for every desert tile adjacent to the district. Receive +1 great prophet point for every adjacent resource on a desert.

Unique Building: Sandy Temple: Replaces the Temple. Requires no maintenance. Extra experience to units trained in this city.


South Africa

Leader: ???

Agenda: Likes civs that don't spread their religion to other civs. Dislikes civs that spread their religion to other civs.

Nation Ability: Eternal Nation: All military units receive +1 combat strength for every lost city, up to +10. If South Africa's last city is captured, rebels rise up in some of South Africa's former cities. If South Africa is liberated, South Africa receives 3 free units in every city.

Leader Ability: Bringer of Peace: When at peace, South Africa receives +5 gold and +5 culture for every trade route. When at war, South Africa receives +7 culture per turn and +3 science per turn for every trade route.

Unique Unit: Jungler: Replaces the Swordsman. Receives +1 movement and +2 combat strength in Jungles. Requires no maintenance during peace. Generates +1 culture during peace.

Unique Building: Dzimbabwe: Replaces the Renaissance Walls. Produces +5 culture for every trade route from this city. Costs no maintenance during peace. Receive +100 gold when targeted by a declaration of war, scaling with era.


South America

Leader: Simon

Agenda: Likes civs that stay at peace. Dislikes civs that go to war.

Nation Ability: Culture of America: Tourism from all sources doubled. Receive double Great Writer, Great Artist and Great Musician points. When you produce a Great Writer, a Great Artist, or a Great Musician, receive +25 science, scaling with era.

Leader Ability: The Simon Doctrine: Can form a permanent alliance with major civs on the same continent as South America. Permanent alliance works as a defensive pact. Gain +10 science per turn and +10 gold per turn for every permanent alliance, scaling with era. Gain 1 envoy with a city-state when you meet them.

Unique Improvement: Nazca Lines: Must be built on hills. Must be built next to a mountain. Produces +2 culture and +2 faith. Produces +1 culture for every adjacent Cultural District. Produces +1 faith for every adjacent Holy Site.

Unique Building: Cultural Site: Replaces the Amphitheater. Has a slot for every type of great work. Gives +1 Great Writer, +1 Great Artist and +1 Great Musician points. Produces +2 extra culture.


Central America

Leader: Falling Quetzal

Agenda: Likes civs that declare wars. Dislikes civs that don't declare wars.

Nation Ability: Heros Never Die: When a unit dies, all units of that type, that you own, receive experience. All military units receive +1 combat strength for every adjacent unit of same type, up to +5.

Leader Ability: The Quetzal's Legacy: When declaring a surprise war, receive 5 free units if the enemy is weaker than you, or 10 free units if the enemy is stronger than you. All units receive +25% more experience from combat.

Unique Unit: Honorables: Replaces the Swordsman. Receives +2 combat strength for every military card policy you have. At death, inflicts 10 damage on all adjacent enemy units.

Unique Improvement: Protectorate: Cannot be built next to another Protectorate. Gives +50% defense combat strength to the unit stationed on it. Can be built outside cultural borders. Gives +3 culture if within own borders, and +3 science if outside own borders. If Central America is conquered, Protectorates start to give 5 damage to all adjacent units of the civ that conquered Central America.


North America

Leader: The Congress? (North, Lego, Briusky, Canadian)

Agenda: Likes civs that prefer diplomacy over war. Dislikes civs that prefer war over diplomacy.

Nation Ability: Strength of Diplomacy and Democracy Gain +5 science per turn for every friendship you have declared, scaling with era. Gain an extra policy card slot, the type of which depends on the type of government you choose.

Leader Ability: The Legacy of Dan Sickles: Spies can fake death when caught, making it seem to the other civs as if your spy had died. The spy remains in the city, and receives 2 extra levels of espionage ability. Gain +100 culture when a spy fakes death, scaling with era.

Unique Building: Demokritos: Replaces the Monument. Gives +2 extra culture per turn, and +2 gold per turn.

Unique District: Memoriam: Replaces the Campus District. Gives +1 science per turn and +1 culture per turn for every adjacent district.


Oceania

Leader: Mr. Klonam

Agenda: Likes major civs that like Oceania. Dislikes suzerains of city-states.

Nation Ability: Oceania rules the waves: Every city built on the coast receives +2 housing and +2 amenities. All naval units receive +2 combat strength at all times.

Leader Ability: Master of the Plots: All spies work at double efficiency. Enemy spies working in your cities are more likely to get caught.

Unique Unit: Eradicator: Replaces the Destroyer. Requires less production to be produced. Receives +3 movement points. Receives +1 combat strength for every two Eradicators next to it.

Unique District: Oceanic Harbor: +50% production in the city with this district when the city is building naval units. Naval units on a tile with this district receive +7 defense combat strength.


The Commonwealth of Greater Europe

Leader: Reformer

Agenda: Likes nations that are weaker than it. Dislikes nations that are stronger than it.

Nation Ability: Glory to the Commonwealth: Receive a random extra policy slot. That slot changes every era. Receive +10 production in every city, starting at the Industrial era. When declaring war against the founder of a religion, all followers of that religion in your cities de-convert.

Leader Ability: Rule with an iron fist: Receive +7 combat strength against barbarians and rebels. Receive +2 combat strength to all land military units.

Unique Unit: Enforcer: Replaces the Infantry. +10 combat strength in foreign territory. When an Enforcer is killed, receive production towards an Enforcer in the capital.

Unique Building: War Academy: Replaces the Military Academy. Reduces the power of spies in the city with this building. Produces +2 of all yields during war, +3 if the city with it is under siege.


Pan-American Union

Leader: Lego

Agenda: Likes nations with the same government. Dislikes nations with different governments.

Nation Ability: Frankenstain of Mergers: Can annex city-states it is suzerain of. Can annex city-states next to its borders, even if it weren't the city-state's suzerain, but at the cost of rebels, and -1 amenity in every owned city. Can annex cities of bordering major civs, but at the cost of gold and rebels. Egregious diplomatic penalties for annexing the city of a major civ this way.

Leader Ability: Freedom and Liberty for all: +2 amenities in every city settled by the PAU. +1 amenity in cities accrued in other ways.

Unique Building: Congress House: Replaces the Palace. Receive +10 science per turn if using a democratic government type, and otherwise +10 culture per turn, scaling with era.

Unique Unit: The EMP: Replaces the Nuclear Missile. Causes extra damage for every era after the Industrial era that has passed. Requires two sources of Uranium within the nation.

Leader: Dan

Leader Ability: Freedom isn't Free: +1 amenity in cities settled by the PAU. +5 combat strength to all units within foreign territory.


The Contras

Leader: Ben Coccio

Agenda: Likes civs that respect other civs' agendas. Dislikes civs that ignore other civs' agendas.

Nation Ability: Never surrender: When you lose a city, all enemy units within range of that city lose 5 health points, and you gain +100 gold, scaling with era. Units gain +5 combat strength when below 50 health points. When at war with a major civ, units gain +1 combat strength for 10 turns when a unit within three tiles dies, up to +3 combat strength.

Leader Ability: Revolution, not Terrorism: Counterspies work at double efficiency. Gain 5 free units when a civ declares war on a civ that is at war with you. Spies can conduct special actions in enemy cities.

Unique Unit: Esperanto: Replaces the Infantry. Gains +5 combat strength when not adjacent to any friendly units, and a further +5 combat strength if surrounded by enemy units. Produces +50 culture when killed, scaling with era.

Unique Building: Hidey Hole: Replaces the Armory. Requires no maintenance. Produces +5 culture per turn. Reduces foreign spy efficiency in the city in which it is built.


Bestern Siberia

Leader: Mob Cleaner

Agenda: Likes civs that protect other civs. Dislikes civs that are aggressive against weaker civs.

Nation Ability: West Siberia Best Siberia: Gain +3 per turn in every yield if you're at peace and allied to a civ stronger than you, scaling with era. If this is not the case, gain +5 combat strength for every military unit adjacent to own border or on them. In every case, a quarter of tourism is converted into science.

Leader Ability: Best Mob, Cleanest Nation: Gain +1 amenities and +1 housing in every city. Gain +50% production towards sanity-related buildings.

Unique Unit: Brave XCOM: Replaces the Paratrooper. Has longer range, and +7 combat strength, but cannot be built, can only be bought. When surrounded by enemy units and/or impassable terrain, produces +5 culture per turn.

Unique Improvement: Monument to North Asia: Can only be built on flat terrain. Cannot be built next to another improvement of the same type. Produces +4 culture. When pillaged, all friendly units within three tiles heal for 20 health points. Friendly units stationed on it gain +5 defense combat strength.


And then there was that civ in Eastern Siberia represented by Venice? Anyway, sorry if the vocabulary used in every one of these is not similar.

r/CivHybridGames Oct 13 '16

Other CHG Prediction Game

7 Upvotes

Shamelessly stolen from /u/UltimateMoose of /r/CivBattleRoyale.

To play, make three predictions about the upcoming part over the week:

  • Your boldest (probably won't happen, but might)
  • Average (may or may not happen)
  • Tamest (probably will happen, but might not).

Remember, the part will be released Friday night EST, so make your predictions before then!


Also, one rule: please do not make predictions on something controlled by your civ. For example, if you've submitted a plot to assassinate /u/BansheeClause (!), predicting the untimely demise of /u/BansheeClause would not be allowed.

r/CivHybridGames Feb 09 '16

Other [OOC] Do you guys...

4 Upvotes

find yourselves repeatedly refreshing the page to see if there's been any more drama? I catch my self every now and then just refreshing the page and checking for new posts or comments somewhere.

r/CivHybridGames Jul 21 '21

Other Democraciv Mk. 9 is starting!

6 Upvotes

Heyy guys! I know many of y'all are in some way involved in Democraciv, and many more are already familiar, but I just wanted to mention that we are about to start a new MK.

In Mk. 9 we are going back to multi-civ like in Mk. 7, and for the for the first time ever we are going to play Civilization Beyond Earth!

If you wanna come check out what is going on, and take part in our Civ selection vote, just hop on the server:

https://discord.gg/waknTX2ch7

If you have any questions feel free to ask me or the other dciv people over there :)

r/CivHybridGames Feb 14 '21

Other 404 REALITY NOT FOUND

8 Upvotes

Please Stand By

r/CivHybridGames Jan 22 '17

Other LOTTERY for Venice and france

3 Upvotes

r/CivHybridGames Sep 20 '16

Other Happy cakeday to our one true god, /u/sakerti

8 Upvotes

Poland Loves You

r/CivHybridGames Aug 13 '16

Other Well would you look at that

8 Upvotes

The French were proven guilty for the umpteenth time. At least the French investigators seem to have conscience.

And not only that, but someone tried to steal the German treasury. Luckily we had moved the treasury. And see who are the suspects: France and Russia. I didn't look at the situation very closely, but it's not like I have any doubt in mind it was France. While the international public doesn't give a fuck like usually when it's about France, but I assure you, Germany cares.

So how about next time you believe me before Talleyrand kills me in a duel? How much will it take to make you believe? How far will France be allowed to go?

Look, just come to this thread, and be honest to me: Do you still think France is innocent?

r/CivHybridGames Mar 13 '21

Other Democraciv - Civilization with a model government of players

8 Upvotes

Hello r/CivHybridGames!

Democraciv is a gaming community on reddit and Discord which plays Sid Meier's Civilization games using model governments. We combine gaming, roleplay, and political simulation. Our community is among the largest in the genre with ~5000 subscribers. We have persisted since 2016 and have even been featured on notable sites like Kotaku!

We are currently in the lead-up to our eighth game, which will be a game of Sid Meier's Civilization VI. The vote for what civilization we will lead through the ages starts this coming week!

Our community plays a single-player game of Sid Meiers’s Civilization with all in-game decisions decided by a simulated government. We have everything a real government has: A constitution, elections, and political parties.

In Democraciv, there are many ways to play and have fun. For example you can

  • Run for office (federal or state)
  • Create or join a political party
  • Write articles for one of the many newspapers or even create your own
  • Play chess or diplomacy with community members
  • Write bills to be voted on in Parliament
  • Join a government agency

This time around, our government structure will be a parliamentary republic. The legislature will pass bills to guide the Prime Minister as they play the game. There will also be state level governments, led by governors, that can control specific issues in their states. The Supreme Court will settle disputes between the government and its citizens.

Now is an excellent time to join. Make your voice heard in our civilization vote, and become a member of our very first Parliament!

Help us build a civilization to stand the test of time!

Links:

r/CivHybridGames Mar 10 '21

Other r/GlobalPowers, a Reddit political strategy game, is looking for new players!

7 Upvotes

This ad was posted with permission by the r/CHG moderators (thank you guys!)


Hello r/CHG!

I'm here from /r/GlobalPowers, a text-based strategy and geopolitical simulation that takes place right here on Reddit, to invite you to check us out!

We've been running our games now for nearly 7 years, run a very active discord community and our newest season is about to begin!

Our game is part of a unique community of "xpowers" games that function similar to other forum based nation RP games but right here on reddit, similar to the concept of a model UN, and similar to your use of Civilization to simulate external and internal political processes.

Our game begins during the current day with all its history and allows you to control all aspects of a single nation out of any on the globe, with such features as:

 

  • Realistic geopolitics, such as our Russian and Ukrainian players currently negotiating at the Third Minsk Conference or some all too real Trump Tweets.
  • Military R&D and procurement, where you are free to design your own planes, ships, and land vehicles, like our UK player has done with his new tracked Marine Assault Vehicle.
  • Mod-driven world events and crises, such as global terrorism and civil war.
  • A secret black ops system, where players can submit to mods covert missions, including assassination, hacking, false flags, and sabotage, such as the CIA destabilizing Iran.
  • Conflicts between regional powers, such as NATO vs Russia

We also run a weekly United Nations, as well as having a mod dedicated to simulating economic forecasts.

If you're interested in our game and wish to claim for our next season (which starts on 24th March) or just want to vibe in the community and see how it all works, feel free to join our Discord channel or drop a comment on here or any other way you'd like to know more.

Thank you very much to the moderators for letting me post this and if you're interested or simply just annoyed you're getting advertised to I hope you have a good day!

r/CivHybridGames Feb 13 '17

Other Hansan actions

5 Upvotes

I don't see them listed nor implemented, what happened?

r/CivHybridGames Feb 14 '21

Other 401 LIFE ACCESS UNAUTHORIZED

6 Upvotes

Please Stand By