ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I have several questions about the UC I can't quite figure out.
Do sleepers produce fidsi or do they only siphon once you have the 5/10/15/20 per target empire?
Umbral Shadows says they produce x2 fidsi on planet, but as far as I can tell they can only be on the special node. Can they be moved back to sancturaries? If so, how?
I'm not 100% sure I understand the offensive hacking programs. I know I place them on enemy systems being hacked, but things like "piggyback" says it reduces the bandwidth cost of hacking programs. But it costs bandwidth itself. Is this ment to be used in conjuction with several offensive hacking attacks on the same system?
When I try to hack pirates I alwasy fail and it is always traced back to my system. How do I improve chance of success? Is this hacking speed or somethign else I haven't noticed?
Thanks to anyone who wants to try to help my confusion.
Why are UC pacifists? This creates disbalance among ideologies and really does not fit their visual style and inclination to brain-washing. It is especially sad that the both comunity-cocreated factions share the same ideology.
Do sleepers produce fidsi or do they only siphon once you have the 5/10/15/20 per target empire?
They don't produce FIDSI like normal population, they can only siphon.
cha0sunity wrote:
Umbral Shadows says they produce x2 fidsi on planet, but as far as I can tell they can only be on the special node. Can they be moved back to sancturaries?
No, they can't be moved.
cha0sunity wrote:
I'm not 100% sure I understand the offensive hacking programs. I know I place them on enemy systems being hacked, but things like "piggyback" says it reduces the bandwidth cost of hacking programs. But it costs bandwidth itself. Is this ment to be used in conjuction with several offensive hacking attacks on the same system?
It is.
cha0sunity wrote:
When I try to hack pirates I alwasy fail and it is always traced back to my system. How do I improve chance of success? Is this hacking speed or somethign else I haven't noticed?
Make a longer route so that trace took longer too. This will give you time necessary to hack final node.
Sotnik wrote:
Why are UC pacifists? This creates disbalance among ideologies and really does not fit their visual style and inclination to brain-washing.
On a contrary, it fits their gameplay pretty well. Pacific ideology in this game doesn't mean anti-violence or anti-maliciousness, it means not to use open war to reach your goals.
Why are UC pacifists? This creates disbalance among ideologies and really does not fit their visual style and inclination to brain-washing.
On a contrary, it fits their gameplay pretty well. Pacific ideology in this game doesn't mean anti-violence or anti-maliciousness, it means not to use open war to reach your goals.
I understand this gameplay-wise, but the word itself has some connotations with hippie and frowers and so on. Pacifism even has a respective symbol in the game :). Moreover, when one of the most horrific-looking species in the game claims it wants to save the world from sufferings, it sounds contrasting. Hopefully, the science path of their main quest can aline the lore with their appearance.
Other questions:
1) If an opponent started backtracking my hack attempt, what can I do to stop it?
2) I assimilated a minor faction and its population disappeared. Is there any other special effect of assimilation for UC?
3) At some point manpower started to go down drastically. Maybe after assimilation or sanctuary construction. How to explain this? (manpower tooltip does not expain)
4) How to colonize planets in a system with a sanctuary?
5) My sanctuary was destroyed. What the AI did and how to prevent that?
2) I assimilated a minor faction and its population disappeared. Is there any other special effect of assimilation for UC?
You recieve the assimilation trait as if you had assimulated the faction like most other factions. The system also becomes a sanctuary system for you
3) At some point manpower started to go down drastically. Maybe after assimilation or sanctuary construction. How to explain this? (manpower tooltip does not expain)
You're manpower is mostly tied to idle bandwidth, as food production has mostly no contribution. It is super anti intuitive, as you have to use hacking to expand and manage your empire, but you generate manpower by doing nothing.
4) How to colonize planets in a system with a sanctuary?
You can't. You only get 1 system, everything else is sanctuaries. Your best hope is for another system to then colonize your sanctuary system, then you can convert your pops in your sanctuary into sleepers, to either syphon resources or to abduct the pop later. it's the ultimate example of hyper micro management
4) How to colonize planets in a system with a sanctuary?
You can't. You only get 1 system, everything else is sanctuaries. Your best hope is for another system to then colonize your sanctuary system, then you can convert your pops in your sanctuary into sleepers, to either syphon resources or to abduct the pop later. it's the ultimate example of hyper micro management
Is it possible to create several sanctuaries in one system? Does it require hacking from another system or can I use a sanctuary in the target system? Do I need sanctuaries an all the planets to mine strategic/luxury resources and brainwashing all the population of the system?
Do sleepers produce fidsi or do they only siphon once you have the 5/10/15/20 per target empire?
They don't produce FIDSI like normal population, they can only siphon.
cha0sunity wrote:
Umbral Shadows says they produce x2 fidsi on planet, but as far as I can tell they can only be on the special node. Can they be moved back to sancturaries?
No, they can't be moved.
cha0sunity wrote:
I'm not 100% sure I understand the offensive hacking programs. I know I place them on enemy systems being hacked, but things like "piggyback" says it reduces the bandwidth cost of hacking programs. But it costs bandwidth itself. Is this ment to be used in conjuction with several offensive hacking attacks on the same system?
It is.
cha0sunity wrote:
When I try to hack pirates I alwasy fail and it is always traced back to my system. How do I improve chance of success? Is this hacking speed or somethign else I haven't noticed?
Make a longer route so that trace took longer too. This will give you time necessary to hack final node.
Sotnik wrote:
Why are UC pacifists? This creates disbalance among ideologies and really does not fit their visual style and inclination to brain-washing.
On a contrary, it fits their gameplay pretty well. Pacific ideology in this game doesn't mean anti-violence or anti-maliciousness, it means not to use open war to reach your goals.
Some further questions:
1. Do i put offensive programs on my target planet, or do i put them on enemy planets and then bounce through them to hit my target planet? The in game tooltips seem to indicate the latter, which means that piggyback would be useless for stacking on one system?
2. Everyone says "bounce through more nodes" to stop the hack back, but that also makes the hack take longer to execute...which seems to mean more turns where the hack might be discovered?
3. Does encrypt slow traces? So for example i bounce through a sanctuary system with encrypt on it, opponent goes to trace. Will it be the same speed or not?
4. Should i be letting population flow into my starting system, or do i need to be putting sleepers everywhere i can asap?
Loving the new race, but really feel the tooltips/tutorial do a terrible job this time of explaining what you shoudl be doing.
4) How to colonize planets in a system with a sanctuary?
You can't. You only get 1 system, everything else is sanctuaries. Your best hope is for another system to then colonize your sanctuary system, then you can convert your pops in your sanctuary into sleepers, to either syphon resources or to abduct the pop later. it's the ultimate example of hyper micro management
Is it possible to create several sanctuaries in one system? Does it require hacking from another system or can I use a sanctuary in the target system? Do I need sanctuaries an all the planets to mine strategic/luxury resources and brainwashing all the population of the system?
To colonize the rest of the planets in a system you need to hack the node again, and create a Sanctuary on another planet.
Soooo let us say that you hacked a node with 3 planets in it: a Gas Giant, a Boreal planet and an Ash planet. ---> You create a Sanctuary on the Boreal Planet. ------> Now you need to hack that node again and establish a Sanctuary on the Ash planet. ----> Rinse and repeat until all the planets in that node are yours.
It works this way because Sanctuary's aren't technically colonies, so you can't build improvements on them or colonise other planets in that system.
1) If an opponent started backtracking my hack attempt, what can I do to stop it?
2) I assimilated a minor faction and its population disappeared. Is there any other special effect of assimilation for UC?
3) At some point manpower started to go down drastically. Maybe after assimilation or sanctuary construction. How to explain this? (manpower tooltip does not expain)
4) How to colonize planets in a system with a sanctuary?
5) My sanctuary was destroyed. What the AI did and how to prevent that?
1) There's not that much thing you can do. You should either accelerate the Hacking so you can finish it before they catch you or cancel the Hacking & suffer the penalty.
2) Some assimilation traits are good. Actually they can be gamebreaking if you get it fast enough.
3) UC traits are designed to be at shortage of manpower. Just deal with it. Or, use 'Survival Training' interaction with Minor Faction you rule.
4) Hack again.
5) I think they discovered you Sanctuary (by Hacking or Detection devices) and launched a Hacking on Sanctuary. If they hack Sanctuary, they can destroy it.
Sotnik wrote: Is it possible to create several sanctuaries in one system? Does it require hacking from another system or can I use a sanctuary in the target system? Do I need sanctuaries an all the planets to mine strategic/luxury resources and brainwashing all the population of the system?
Hack it again. 1 Hack = 1 Sanctuary
Eji1700 wrote: Some further questions:
1. Do i put offensive programs on my target planet, or do i put them on enemy planets and then bounce through them to hit my target planet? The in game tooltips seem to indicate the latter, which means that piggyback would be useless for stacking on one system?
2. Everyone says "bounce through more nodes" to stop the hack back, but that also makes the hack take longer to execute...which seems to mean more turns where the hack might be discovered?
3. Does encrypt slow traces? So for example i bounce through a sanctuary system with encrypt on it, opponent goes to trace. Will it be the same speed or not?
4. Should i be letting population flow into my starting system, or do i need to be putting sleepers everywhere i can asap?
Loving the new race, but really feel the tooltips/tutorial do a terrible job this time of explaining what you shoudl be doing.
1) Yes, use them to the target.
2) The longer the Hacking needs = The longer the trace take = The more time you have
3) Nope. Hacking speed & Trace speed is separated as far as I know
4) I tend to not use my pops on sleeper until I have enough FIDSi or fill the pop slots on Home System.
Do sleepers produce fidsi or do they only siphon once you have the 5/10/15/20 per target empire?
They don't produce FIDSI like normal population, they can only siphon.
cha0sunity wrote:
Umbral Shadows says they produce x2 fidsi on planet, but as far as I can tell they can only be on the special node. Can they be moved back to sancturaries?
No, they can't be moved.
cha0sunity wrote:
I'm not 100% sure I understand the offensive hacking programs. I know I place them on enemy systems being hacked, but things like "piggyback" says it reduces the bandwidth cost of hacking programs. But it costs bandwidth itself. Is this ment to be used in conjuction with several offensive hacking attacks on the same system?
It is.
cha0sunity wrote:
When I try to hack pirates I alwasy fail and it is always traced back to my system. How do I improve chance of success? Is this hacking speed or somethign else I haven't noticed?
Make a longer route so that trace took longer too. This will give you time necessary to hack final node.
Sotnik wrote:
Why are UC pacifists? This creates disbalance among ideologies and really does not fit their visual style and inclination to brain-washing.
On a contrary, it fits their gameplay pretty well. Pacific ideology in this game doesn't mean anti-violence or anti-maliciousness, it means not to use open war to reach your goals.
Some further questions:
1. Do i put offensive programs on my target planet, or do i put them on enemy planets and then bounce through them to hit my target planet? The in game tooltips seem to indicate the latter, which means that piggyback would be useless for stacking on one system?
2. Everyone says "bounce through more nodes" to stop the hack back, but that also makes the hack take longer to execute...which seems to mean more turns where the hack might be discovered?
3. Does encrypt slow traces? So for example i bounce through a sanctuary system with encrypt on it, opponent goes to trace. Will it be the same speed or not?
4. Should i be letting population flow into my starting system, or do i need to be putting sleepers everywhere i can asap?
Loving the new race, but really feel the tooltips/tutorial do a terrible job this time of explaining what you shoudl be doing.
1. I'd say Piggyback is a tad underwhelming/underpowered at the moment because Bandwith isn't hard to come by, especially if you play as the UC. But yes, the tooltip for aggressive hacking programs is a bit confusing.
2. You hack faster than the trace, especially if you pepper that long route with aggressive and defensive programs.
3. Something like that.
4. Honestly? I don't know.... mostly because it depends on your opponent. If he purges sleepers like crazy then yes, you should abduct more often and focus on research bonuses that buff FIDSI production on your Shadows.
The main idea with sleepers is that they give you valuable info on the system, like hero level/type, approval rating, production, FIDSI generation, population, etc. You should scatter as many as possible throught all of your opponent's systems or build Sanctuaries where you think he might colonise next so you can possess his pops more easily, because the more you sleepers you have, the more Dust, Science and resources you steal from him.
It's a good way to cripple his economy and if he does get wise and astarts using detection and pop purging, then just use all your Sanctuary population to create sleepers in that system and then abduct them, leaving him depopulated.
2. Everyone says "bounce through more nodes" to stop the hack back, but that also makes the hack take longer to execute...which seems to mean more turns where the hack might be discovered?
There is no element of chance to hacking. The enemy starts tracing your hack once it reaches an enemy node containing a defensive program. The trace begins at that node with the triggered defense, and moves towards the node that initiated the hack, along the pack of the hack. If the trace reaches the initial hack node before the hack finishes, it is discovered. The more nodes your hack moves through before triggering a defensive program, the longer you have to finish the hack.
Sotnik wrote: Is it possible to create several sanctuaries in one system? Does it require hacking from another system or can I use a sanctuary in the target system? Do I need sanctuaries an all the planets to mine strategic/luxury resources and brainwashing all the population of the system?
Hack it again. 1 Hack = 1 Sanctuary
It is a bit strange because I initiate hacking from a planet with a sanctuary. But a sanctuary within the same system cannot do that :).
Is there a guide on hacking anywhere? Looks like it deserves a scientific approach :).
Do the population and planets in a system with a sanctuary get all the bonuses of my home system and special nodes and then send increased FIDSI and resources back to my home system? Does my home system suffer happiness penalty for planets with sanctuaries?
Do I get happiness penalty for numerous sanctuaries?
Does launching several hacking operations vs the same system increases helps vs backtracking/increase hacking speed?
What are the penalties for backtracking?
Do "per system" and "per planet" effects take the sanctuaries into account?
And another idea on pacifism: UC claim they are not monsters, but to annihilate an entire population of a minor faction upon assimilation is ok... nice...
It is a bit strange because I initiate hacking from a planet with a sanctuary. But a sanctuary within the same system cannot do that :).
Is there a guide on hacking anywhere? Looks like it deserves a scientific approach :).
Do the population and planets in a system with a sanctuary get all the bonuses of my home system and special nodes and then send increased FIDSI and resources back to my home system? Does my home system suffer happiness penalty for planets with sanctuaries?
Do I get happiness penalty for numerous sanctuaries?
Does launching several hacking operations vs the same system increases helps vs backtracking/increase hacking speed?
Do "per system" and "per planet" effects take the sanctuaries into account?
And another idea on pacifism: UC claim they are not monsters, but to annihilate an entire population of a minor faction upon assimilation is ok... nice...
There is a tutorial made by Amplitude.
Pops & Planets in Sanctuaries will get certain bonuses that is specified in the tooltip. (ex. Industrial Refrain, Cyber Farm, etc) If there is no such thing in tooltip, mostly it doesn't.
Overcolonization penalty exists for the UC. Press F1 and check the threshold.
You can't launch several Hacking operations to the single target.
When you were traced by major factions, you system could go blackout. Otherwise, you will be forced to agree not to hack opponent for a certain period.
Mostly per system or per planet also applies to the Sanctuary.
I have several questions about the UC I can't quite figure out.
Do sleepers produce fidsi or do they only siphon once you have the 5/10/15/20 per target empire?
Umbral Shadows says they produce x2 fidsi on planet, but as far as I can tell they can only be on the special node. Can they be moved back to sancturaries? If so, how?
I'm not 100% sure I understand the offensive hacking programs. I know I place them on enemy systems being hacked, but things like "piggyback" says it reduces the bandwidth cost of hacking programs. But it costs bandwidth itself. Is this ment to be used in conjuction with several offensive hacking attacks on the same system?
When I try to hack pirates I alwasy fail and it is always traced back to my system. How do I improve chance of success? Is this hacking speed or somethign else I haven't noticed?
Thanks to anyone who wants to try to help my confusion.
I will answer your questions in order:
First, Sleepers do not produce FIDSI for you at any time. Their primary function is to give you vision of your target empire so you can see what they are building, what their economy and FIDSI production looks like and get a general idea of how to best contend with them. You can get them to siphon resources at each benchmark but be advised your opponent will be alerted to this happening if they're observant. The siphoning is actual siphoning and your opponent will see the loss of FIDSI and if they mouse-over the details on each resource it will have something listed to tell them where it's going. This is usually humorus and things like "reputation repair incentives" and other funny things you'd expect to find on a really bad financial ledger.
Second, Umbral Shadows cannot be moved. Managing when you want to have them appear at Sanctuaries and when you want to them appear at home is part of the faction's challenge.
Third, Offensive Programs can only be placed on hostile nodes that are ACTIVELY being hacked. This means you place them when the hack on a node begins, not before and not after. These programs have no effect on anything other than the operation on that specific node. So you would place an Accelerator on the Pirate node you're trying to hack in an effort to hack them before they trace you, for instance.
Fourth, Piggyback is designed to be used with multiple offensive programs on the same node, yes.
Fifth, Hacking pirates is usually best done by routing your hack through multiple systems so the trace has to take a longer path back to your source. I also recommend using an Accelerator on the Pirate node once you reach it and setting Encrypt programs on all your friendly nodes along the path of the hack, this will increase your chance of success greatly.
Moreover, when one of the most horrific-looking species in the game claims it wants to save the world from sufferings, it sounds contrasting. Hopefully, the science path of their main quest can aline the lore with their appearance.
First, this is profiling. You're saying that just because they're scary looking they have to be evil and hostile? Disappointing.
To answer your questions:
1) You can right-click your hacking operation in the Hacking Operations window in the top-left of the hacking interface and cancel the operation for a five-turn, thirty bandwidth penalty. You other cannot "stop" it, all you can do is slow it down.
2) Assimilating a Minor Faction automatically creates a Sanctuary on the system for UC, it provides no other benefits.
3) Every time you create a Sanctuary or a ship, you must staff it with Manpower. Each Sanctuary and ship requires a different amount of Manpower, for ships you can see this listed on the tooltip for the ship under the "Optional Cost" at the bottom. For Sanctuaries, this will be listed in the top left window when examing the Sanctuary. Your Manpower is filled primarily through your Food resource but UC suffer a massive penalty to Manpower (75% less Manpower production) so staffing multiple ships and Sanctuaries will be difficult. You can mitigate this dilemma with a number of Food producing technologies and improvements as well as some of the System Development luxury resources if you wish to do so. (Such as Dark Glitter).
4. The UC does not colonize at all. You can send population to the Sanctuary by creating a "link" from the starting system, this is done by selecting the "Sanctuary Link" function at the bottom left of the window when examining the starting system. If you're referring to another faction colonizing a planet with an UC Sanctuary on it, they simply colonize it. The Sanctuary is hidden and has no effect on the colonization effort.
5. Sanctuaries, like your starting system, are cloaked but the level of cloaking is determined by the number of Sanctuaries on planets in that system. You can always tell the level of your cloaking by hovering over the cloaking icon at the top right (under the portrait) of the tooltip window when examining the system the Sanctuary is in. A Sanctuary can be detected through hacking or through detection probes. To reduce the chances of your Sanctuary being detected, create more Sanctuaries in that system to increase the cloaking level of those Sanctuaries (from 1 to 3). At no point in the game is your starting system or any of your Sanctuaries immune to detection, the maximum level of cloaking in the game is 3 which is also the maximum level of detection in the game.
Can someone explain to me how you populate sanctuaries?
Once created, you can establish a "Sanctuary Link" from the starting system by examining the starting system and selecting the "Sanctuary Link" button in the lower-left corner. Click the system you want to link to and all new population that is generated will spawn at the linked Sanctuary. Be advised that any ships you create will also spawn at the Sanctuary for as long as this link is activated.
It can be terminated at any time, for free, by clicking the "X" above the link button.
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