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 do this all the time, so it's not just theory. I'll play a Craver game a bit later and post some screenshots to prove it.
I will say they are extremely tricky to play. You really have to keep your population in check and regularly attend to approval problems by moving pops around, which means investing a fair bit in science to get the colonisation techs for the space. They are pretty punishing as well, as once things start to get out of control, there isn't much of a chance of bringing things back without sacking an entire system. It's not that they're broken, they are just difficult, probably second only to Vodyani.
Anyway, I'll keep a record on my Craver game, and put the screen shots up with explanations afterwards.
Amazing report WeLoveYou, even a unified galaxy couldn't stop your Cravers menace :)
I just wanted to add a precision :
I'm thinking about going for the Vaulters, but as they don't technically have a homeworld, it's not going to be worth it.
The Vaulters do have a home system! It's the first system they settle on. If you take it it should also count towards the bonus for the "Us or Them" law.
As for your remarks, maybe we could consider in the balance mod a Cravers-specific raze action for systems which compensates you for the remaining pops/improvements (an improved "Pillage" action if you will).
I wonder if it would be possible to change the existing hunting grounds mechanic so that it provides a dust, industry, and science income each turn for non-Vodyani factions. Which can be larger for Cravers (and they might be able to trigger it on a system that they own). That way, they can eat their way across the map, colonizing systems, then abandoning them once they are depleted while recouping their investment in system improvements . Meanwhile, the Vaulters can attack and sack enemy systems like the Space Vikings they're supposed to be.
As for your remarks, maybe we could consider in the balance mod a Cravers-specific raze action for systems which compensates you for the remaining pops/improvements (an improved "Pillage" action if you will).
Amazing report WeLoveYou, even a unified galaxy couldn't stop your Cravers menace :)
I just wanted to add a precision :
I'm thinking about going for the Vaulters, but as they don't technically have a homeworld, it's not going to be worth it.
The Vaulters do have a home system! It's the first system they settle on. If you take it it should also count towards the bonus for the "Us or Them" law.
As for your remarks, maybe we could consider in the balance mod a Cravers-specific raze action for systems which compensates you for the remaining pops/improvements (an improved "Pillage" action if you will).
Cravers have an unpleasent playstyle. Its lore-heavy, ill give them that, but the core mechanic will set you on a timer and demand from you that you adapt. They aren't a spacefaring civilisation, they more or less mindless bugs destroying the universe, as they were intended to be. This idea was well transisitioned into their playstyle and game design. it really feels that way. BUT:
The initial bonus you get, early and lategame, doesn't justify the cost of the depletion mechanic. Not only does it ruin the game for everybody else, as there is nearly no way to repair the planets, it also ignores the main reason to play a space 4 x. To build an empire. I found the best way to play these bugs is to conquer a planet from your neighbour, consume it and its population(for manpower), just build ships until its depleted and raze the colony afterwards, when the transition from owenership is done and their planets depleteted. If my manpower is full, i sent the slave pops back home (for manpower) and go on chewing up the galaxy. i only keep homesystems and some intital systems around my homeworld for startegic ressources. I dont build many system improvemnts, mostly production and some dust and running away from my "your epmire will collapse" timer. the home system victory kondition is better to achieve than conquest, due to the fact that cravers arent ment to hold an empire. they are ment to destroy the galaxy. If you put it that way, they are the only ones that have the planetcracker tech at turn one.
So, i really dont see a reason why cravers shouldnt struggle to maintain this playstyle. To always have a bigger fleet than the others is a huge earlygame advantage, and still matters late game. only the very last opponents in a game should be a struggle, as they had the longest time to prepare. Still, if cravers have a way to maintain an empire like an UE, they should loose this insane military buffs. If you like cravers just for style, create a custom race and change the depletion into something else. Thats the way i would do it.
In other words, i dont see a display that this law costs too much. Vodyani can pay that cost easily the way their population works. And due to the fact that they havent a way to manipulate the planets and ananomalies of a system, they need this law midgame to lategame. And slaves apply a very good bonus to FIDSI, either play without them or manage you population you can can afford it.
Lastly, i want to recall i dont really like or sympethize with cravers in terms of playstyle or gamedesign. They more likely feel like an AI race ment for a endgame crisis, like in stellaris. Its still neat that you can play them, when you pay the price.
But it is a display of great strife and careful tuning, instead of smooth gameplay in spite of starting issues.
It still feels like, if you picked UE or Vodyani, you would have just steamrolled everyone twice quicker, and without that much of a hassle.
On top of it,, if you went religious - which definitely was possible, since for a long time you did not have to control more than 6 systems anyway - you wouldn't even had to bother with approvals etc. It also feels like if you have eaten all your non-native pops, you wouldn't ever had the issues at all.
I have to stand by my points:
-10 approval from Slave Drivers is ways too much. It cripples you immensely.
And the need to run influence buldings EVERYWHERE to jsut upkeep the Saints and Sinners is a clear display that the law costs simply too much.
Here's the state of the empire at 7 systems away from victory. As you can see, we're starting to run into those approval problems every talks about. This is bad, because Vanguard has my influence wonder, and it's not a happy system. I'll have to do something about it, or the whole empire will collapse because one system has the grumps.
We moved around a few populations on systems so they were not longer sharing their worlds with Craver populations. We did a single Feeding Pits on Vanguard to make sure it stays ecstatic, and we're all good again. I think this might be the most important two pictures in the list. They show how easily you can get approval just by moving population about, and using the tools available to you.
We're now three systems away from conquest. Time to declare war on everyone, and eat everything.
Just for a heads up, these are the only laws I'm running right now. I don't have any approval boosters (in fact, most of systems are still level 0).
Here goes the final push. Two alliances, time to finish them off.
One more system now.
And there we go. Victory and the final scores:
So there we are. A turn 103 conquest victory for Cravers on Endless difficulty. I've put the save file below, so you can check how the galaxy looked in the end, and that I'm not using any mods. There wasn't anything fancy going on the game. My ship designs were sloppy, I should have paid far more attention to pirates, I should have shifted more of my population about for optimisation, I put my last set of systems on automate because I'm lazy, etc. But even with all these mistakes, you can just hammer your enemies with superior numbers and troops. And that's what I did. :)
Turn 40. Horatio sealed his fate by assimilating the minor factions I needed in the middle constellation. So we are now at war. He's based in the south east though, along with the Lumeris. This is fine as it's close to Vanguard which is producing the majority of my military. In the west I've taken my scouts and reaper along with Solus to invade Hekim. It will be ours pretty soon. I finished off the Riftborn, which might have been a mistake, but I'd rather have the constellation to myself
Here's the general state of the empire. It's not much, yet.
Hekim is now ours. The other Sophon worlds next to it are complete trash. So we'll let them sue for peace when the time comes. I have enough wars to keep my populace happy, and I'd rather not fight on two fronts.
Turn 60, Horatio Prime (Birius) is now ours. I've taken the worlds off Horatio in the middle and completed our quest chapter. I've now got Us and Them, which is costing a lot of influence, but it's keeping all my systems very happy.
State of the empire. Note that we're getting all those nice influence buildings everywhere, so we can keep that law running happily.
Turn 80. Horatio and the Sophons are now at peace with me. The Lumeris and I are at war. They keep assimilating my minor factions, and have taken the Ghasnast next to my system. The bigger problem is the pirates. They are invading several of my worlds. It's like fighting a war from the outside, and the inside. I'll have to deal with them eventually. I still haven't found Jenes, which is a real pain. I'm thinking about going for the Vaulters, but as they don't technically have a homeworld, it's not going to be worth it. They are also in an alliance with Horatio and the Unfallen, against the UE, Sophons, and Lumeris. My attacks on the Lumeris are keeping them all happy with me. That's good, I don't want to fight anymore people right now.
State of the empire turn 80. Not a whole lot of progress from last time. The pirates are really slowing me down. I think next time I'm going to have to take them more seriously. New patch, so I assumed I could ally with them. I can't (ofc! I'm an angry bug). They will be food soon enough.
Ok, we found Jenes, and took it from the Lumeris. I will finish off them off in their nook of the galaxy and then think about turning on everyone else. We are currently only seven systems away from conquest victory, so I'm thinking about eating my minors. I'm not quite in a position to secure the win yet though, so a bit of patience is required.
Ok, here we go, this may take several posts. Here's the settings we'll be playing with. A bit smaller than my usual fare, but this was mostly for a demonstration.
Let's get on with it. And we start... terribly. This is probably the worst starting set of planets I've had for a while. No other T0 worlds, negative anomaly on the arid, which we will have to take soonish. Only good thing is the luxuries. Husk system probably isn't going to play a big role this game.
Ok, it goes from bad to worse. No nearby nice systems. Feels like a write off from the start, but we'll keep going.
First bit of good news. Two nearby minors. I immediately declare war on them for the approval bonus. I'll leave them alone for a long time after that, and see if my quest asks me to take them. We also have titanium and glasteel on the tundra world which I will take if only for the strategics. I hate tundras, so the system won't play a big role this game either. Starting to look a bit grim. There is a mediterrean to the north west, but it has a negative anomaly, and the other planets are crappy. Will probably leave it until I find something worth going for. We also complete the first part of quest and get the reaper class vessel. I'll send that back to Husk to complete the chapter, then we'll go hunting.
Turn 20. We stll just have one system. But there is good news. We've located three more minors due to our quest so I declared war on them immediately. We've also found out first two target homeworlds. The Riftborn will be first as they are in our constellation. We'll use our new ship, our hero, and our scouts. We also found a pulsos population, which puts us up to 2 different minor faction pops for Husk. Although the system is so awful, for once it might not have been worth it.
Vanguard is ours with very little fuss. Waited to get tanks before invading, and just bombed the hell out of them. This would have been a bit harder if they were Lumeris or Vaulters, but there we go. The system isn't great, but it isn't bad either. For now, this will become our main place of operations. I'll put my first governor there we they show.
Sounds good on paper, but in reality, as soon as you get into war with your neighbors, and God forbit take any of their planets - you plummet into Mutinous all over the place never to get back out of it.
The reason is simple - none of the happiness techs, including the luxury bonus which I had (puny +15 approval ahaha I have -80 from over colonization), can help overcome this.
And that is with all non-Craver pops being eaten to avoid another -10 hit.
There is no way, on unmodde game on Endless diffuclty, to stay even on Content as soon as you start expanding into your neighbors and doing wars.
Which brings the question - if you are tryharding to stay at least Content, why you are still Militarist and not Religious?
This way you skip ENTIRE approval crap from research, which is already immense gain by itself, and this way you can actually play normally, e.g. it's a war, you take enemy planet to keep as your frontline, and move on. But this game is trying so hard to punish you for this, it's not even fun. And the game is supposed to be fun.
We already have Forced Truce as a mechanic to stop warmongering - I see no reason whatsoever to double that up on such heavy expansion penalties.
It just feels so bland and disbalanced. Especially when ALL the AIs around you seem not to give a flying crap about approval and settle eevery nook and every cranny.
Back to my original point - Cravers are inherently broken. They are supposed to be the locusts that descend upon you from the sky and eat you and yours alive, then move on.
They are not supposed to care about stupid politics frolicking "AHAHA I MAKE YOU THIS STUPID DIPLO REQUEST -30% TO ALL FIDSI IF YOU REFUSE" - that's just ... lame.
They are supposed to be REWARDED for expanding hard and making war, not punished for it.
The reason you want to keep minor pops is to limit your depletion on your systems, and get the most out of depleted planets. You're right that eventually this can cause a problem for approval. When it gets too much, shift the populations round in system until you can get back up to decent approval levels. Alternatively use Feeding Pits for the approval, and use Conscription to keep the Craver population low. The population that is growing is always the one that gets conscripted, so you can work out which pop will be lost by looking at the left hand panel. 2-3 Cravers per planet is usually a good balance.
The problem with depleting fast is that most of your FIDSI from T3 tech onwards comes from population. All buildings that work on population will also be affected. Your overall population will also start to die off due to lack of food. Craver population have double the growth bonus of non-Craver population, so maintaining at least 2 non-Craver pops on system will allow a 50:50 growth ratio, which is usually enough. Although the more non-Craver pop types the better.
You should (with the tips I suggested in the other post) be able to keep most systems at least happy, if not ecstatic, for a significant portion of the game even with the Slave Drivers trait being worked hard. When you need to make the final push for the last 7-10 systems, or last homeworlds, start sacking all your minor pops (and systems) with Feeding Pits to rapidly grow your Craver population and deplete your worlds. This will keep your systems happy, and the Craver 50 pop bonus is 1% weapon and troop damage per depleted world. So this is the point where you actively want to start depleting your planets so you can more efficiently take new systems. After a few FP uses, you can drop Us and Them, and implement Deadly Intent, which further increases troop and ship power. Every system that isn't producing ships should just be eating their non-Craver populations. It's a bit suicidal, but you're constantly on a timer with Cravers anyway, so timing the point when killing of your population will be most effective is much better than just letting it happen.
Oh wow, thank you so much for the detailed advices!
@WeLoveYou
Yeah I am thinking and still trying to calculate whether it is worth it going for Saints or not, approval-wise
Just for those awesome %% bonuses to everything except production, sadly - so it justifies building happiness %% buildings like Endless park and science stuff
Why you say to keep the original populations though? They hit you hard on approval, and they also can be used as food to bloom any planet immediately, granted it will get depleted some time later, but the population boom of Cravers will give you the most out of system.
I usually tend to eat the starting Haroshem (naturally, my turn 1), as well as all pops from random events and on captured worlds.
Another problem I dislike is -10% Industry from Toys for Boys. It just feels bad to put it on, but I guess it's a necessary evil.
Also it seems that Transvine and N-artifacts are obvious system upgrades to keep approval in check, which is worse than science upgrades :-(
@Velorace
Yeah now I am scrounging markets and planets for Eden incense like crazy, 30 influence early game per planet rocks, and then Giga Lattice, but this one is very elusive.
That being said - Bluecap mold is probably still the best possible opener system improvement, since it pushes your science into Godliness - which is always good, since Craver production is amazing, it is usually alwyas science lagging behind.
I could not save the game I mentioned and had to restart. This time I stayed at my limit of 6 systems as close to 3rd Religious election as possible, settled everything I could a dozen turns before the election, and eventually bloomed into 12-15 systems right on time with Saints and Sinners.
Also, you said you`re very low in influence per turn. Keep in mind that the best way to acquire influence (altrough a very are resource) is trough hero skills (some heros have passive skills that, just by placing them on a system you get a 10 influence bonus per turn, when there are other skills like Senate skills wich increase the amount of influence you earn per turn, if associated on a system.) , trough having population on Unique planets ( Depending on the number of people on that planet, you can get about nearly 40 influence in a single colonized planet or even more if the system is Ecstatic , Trough system devolpments upgrades (Giga lactice upgrades count as a full colonized unique planet, because it gives a lot of fixed influence per turn, being a great choice for you) , trough certain events that ocasonially happen in game (some events give you + 20 influence per colony system on empire, in wich personally, i believe its pretty pretty pretty OP) Aaaaand... i guess thats it.
if you`re running low on influence, keep these in mind. Also remember: influence is only usefull for aboarding very strong laws or making diplomacy whit other empires, because late game all minor civilizations and even pirate interactions become useless, because all those minor factions are literally buyed till late game.
So, in order to make maximum use of those influence resources you get, always remember to research Empire and Devolpment stage for more law slots. Good luck! :)
This is probably a little late for your current game, but there is a better (IMHO) solution to Craver approval troubles than switching to religious immediately. That's Us and Them in militarist laws. It's at the same law stage as Saints and Sinners but doesn't come with the same drawbacks. Us and Them gives you +20 approval for every homeworld you own (including your own). So as a base approval boost it's plus 20. If you are playing vs 10 opponents, then halfway to supremacy will give you +100 approval. If we throw in Infinite supermarkets, Toys for Boys, Eukaryotic Sap, and Colonial Admin at system level 1 (that's one upgrade to system level) then this will allow you to go 15-16 systems over cap. Assuming you are playing Colossal size galaxy, that 16 alone is a little under half of what you require for a conquest victory, without including the base +12 you get from initial start and overcolonisation techs. That takes you up to 27-28 systems before having to worry about rapidly dropping approval. From that position, a few wars for the +15, and some Feeding Pits for the +20 will allow you to finish out the game.
There are a couple of reasons this is superior to the religious switch.
1) The militarist laws in general are really good for Cravers throughout the game. You don't need to keep them running the whole time to get the most out of them. The religious laws are either middling, or completely the opposite of what you want - for example you want to keep your minor population high, and growing. 2) The switch will put you back to square one in terms of law advancement. You'll need to make the switch before turn 20 if you want to reach Saints and Sinners at turn 80. That wildly takes you off a desirable tech law path for Cravers. Alternatively, you can do it later, but you won't get Saints and Sinners before turn 100. The religious laws before then aren't so hot. 3) Saints and Sinners forces you to content, which means you lose any bonuses from being happy or ecstatic. This is fine if your empire is falling apart approval wise, but with the strategy above you should be able to maintain at least happy on most of your worlds for a long time. It's worth mentioning one of the bonuses lost is to influence. So you're potentially killing your influence production by maintaining content. 4) Righteous Fury isn't that good for Cravers. As approval is something you'll want to manage throughout the game, losing the ability to get +15 from a free war declaration is not that great.
EDIT: 5) One thing I forgot to add is that you will absolutely crush your approval switching to religious early, and you will have to run religious propaganda for extended periods just to get it to any resonable level of system representatives. I believe its -8 for every representative not in the senate. The likelihood with Cravers is most of your representatives will be militarists. So that's a pretty big approval nerf.
Considering all the above, you're looking at 80-100 turns of unhappy systems, just to get a law that forces them to content. I think this really seals the deal on switching to religious - it's just not viable anymore, even if it was in the beta.
In terms of influence production, other than making the influence buildings (which require your system to be at least happy to work at all), the best way to get a lot of it is to pick a large system, with some approval boosting luxuries, and build the influence wonder. That wonder gives you 50 influence +15% per system level. If the system is on ecstatic, you get a further 30% boost. That one system alone with just 2 upgrades is enough to maintain a level 3 law for a large portion of your population. Throw in a UE, or Unfallen hero, and you're laughing your way to the influence bank.
As I said, it might be a little too late for the current game you are playing, but prioritising capturing homeworlds for Us and Them, even before the law is available, is a must for Cravers to continue their conquests.
You pick religious twice at the start when you don't have that many planets. Then you go military and get your approval from wars which allows you to go fair bit above overcolonization limit. Once that stops being enough you pick religious again and it's the third time they are in power so they get established and you can immediately enact saints and sinners without any transition period and mutinies.
Autonomous administration comes too late and is too expensive to be of real use since you're exceeding the cap by a ton.
Benthic gems penalty reduction is also like -30% IIRC which is not nearly enough to solve your problems.
Saint and sinners is the most efficient option by far.
I was preparing for religious switch from the very start - the problem is that you need 3 elections to make it happen, and the wait of 16 turns between 2nd and 3rd election was brutal - entire empire was at 0 approval and Mutinous, loosing 75% food and influence, which drastically reduced pop growth and any building efficiency. Was a nightmare.
It seems that going for Saints and Sinners strategy will never work unless you are ready with luxuries to offset the huge Infuence cost.
My 1st planetary upgrade was Bluecap Mold, which pushed my science into stratosphere.
And unfortunately, there were literally no influence resources in my half of the galaxy, and none of those in anywhere good amounts on the marketplace.
I don't think t's only a craver isssue though, since any Empire going that wide will suffer, because pop growth is unstoppable.
It really feels like reducing the cost of this law by 1 influence upkeep could help.
Also, it really feels like Sinners and Saints law should happen 1 election before, otherwise the pain of getting to it 16 turns through nightmare is just unbearable.
There is another way to play on the largest galaxy size and still have a large empire. You need either:
invest in max system level modernization -> Autonomous Adminstration building (system no longer counts towards overcolonization)
use Benthic Gems in system modernization to wipe away overcolonization penalty
If you want to make use of these in a timely way, you have to make do with whatever luxury you can get the most of and spam upgrades fast (even if it's trash like glitter or super-potatoes). Plus get those resource extraction building techs. Also a reason I always set resource scarcity to Abundant.
Still a pain in the ass if playing as the Cravers though, as you'll probably conquer much faster than the other races. The days of the early-access Craver-Jesus setup are long since over I'm afraid (iirc laws didn't cost constant upkeep then).
It's only for cravers because they have such high population numbers. You have to get lucky/market buy influence generating luxuries for system upgrades to make it sustainable.
Also you need to prepare for military -> religious switch by picking religious party twice early to be able to unlock the law with just one election when you need it. Otherwise the transition will be VERY painful.
While most party laws are totally not worth their extremely high influence upkeep saints and sinners is powerful enough to warant the high cost.
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