The concept of the merging cultures and 'evolving' societal choice that the game is being marketed as seem to not be central to the goal of the game. The player accumulates Fame in various ays to a final count at the end of the turns. After playing about 30 hours on the Lucy opendev I can safely say that I can succeed just by paying some attention to resouce management and using military to expand and keep the neighbors from expanding too much. Naturally the devs can just ratchet up the AI's bonuses or other perks. But, I think the balance needs to be adjusted so the other choices matter much more.
1. Varangian Guard (Byzantines) probably shouldn't upgrade to halberds, which have a lower base combat strength.
2. Cultures with a naval EU are gimped because navies are useless due to their inability to interact with cities or units on land.
3. Joseon science on coast is much too strong. Imo, science yields from the bonus should at most be half of what it is. Joseon flies through techs and has no reason to use the ability to convert production into science.
4. I forget which culture, but the one with the ED that gives production based on the number of workers in the city is just busted.
5. Expansion cultures seem weaker than military civs for generating fame in that the scaling for the expansionist fame stars can be quite punishing and unrealistic to accomplish later in the game, where defeating military units is much more obtainable (at least against AI, we'll have to see how this goes for single player).
6. Food cultures are pretty bad because food is almost irrelevant right now. Notable exceptions being the Harappans because a slightly longer Neolithic where you get a ton of scouts into Harappans allows you to absolutely bully the AI. I played a game where I was the only settled civilization on my continent for the entire game because of the ability to bull with runners.
7. Cultures that allow you to place their ED without requiring it to be adjacent to another district are quite powerful, because it allows you to start working tiles a long way from the city center with relatively minimal investment. I actually like this, but districts that require adjacency to existing districts should be more powerful as a result (particularly in the early game, by the time you get hamlets, this becomes less relevant).
8. Garrison EDs are just... not good. Garrisons are pretty situational already. You're probably only going to build them if you are fighting a defensive war and it can hold a chokepoint. The other use case is when you're playing tall with a ton of territory and want to spawn units in far reaches of that territory. However, a tall playstyle is antithetical to military-focused civs because it results in fewer pops to convert into units. This limits the true usability of most of the military, and ironically even some of the expansion cultures, to cases in which you are a culture that has previously focused on other things and are now threatened by your neighbors. Some defensive options are good! But garrison EDs are just very limited in their use, and hurt the case for cultures that already have limited options compared to their non-military counterparts.
I'd like to see militarist/expansion cultures actually receive economic bonuses for killing units, pillaging, or capturing cities/outposts. I think it expands the ability to use these cultures effectively without crippling your economy compared to other players
9. EDs that play with adjacency on other districts are fun, like Babylon and, uh, I forget the culture... the one with the commercial ED that gives, I think, +5 gold for each adjacent district. But these districts appear to be strictly worse than other districts. They require you to invest in the 6 tiles around them to be fully utilized, but given their current bonuses for adjacency are just not as good as some other EDs. The hippodrome and VOC warehouse are good examples here, where other investment required is only one additional district, and they produce more than their counterparts for less investment. I'd really like to see players who pick cultures with EDs based around adjacency to be rewarded for good city planning, rather than being outshone by a culture in the next era that plops down a one and done district. The Khmer district is also an offender, since it can be placed on any river without requiring adjacency to another district and gives an absolute ton of yields.
On the districts in particular, I like how powerful some of these things feel because they are situational (kind of). You probably aren't going to go byzantines if you don't have horses. You aren't going to play Dutch if you aren't significantly coastal. You won't pick Khmer if you don't have rivers. It's just that most of these situations seem to come without the player really trying in the opendev, and as a result you get a ton of benefits for little investment. Hopefully this will be partially resolved when we can actually play randomly generated maps. I'm hopeful that these cultures will be situationally powerful, rather than must-picks.
I agree with your points, esp. the adjacency bonus part - which also needs better balancing - but I would also like to point out this:
coloneluber wrote: Cultures with a naval EU are gimped because navies are useless due to their inability to interact with cities or units on land.
Yes, this is currently a problem, naval units should be available to attack land units. On the other hand, two of the naval EUs - the Norsemen Langskip and the Dutch Fluyt - are replacement of transport ships, i.e. they applied to only embarked units instead of standalone naval units. They are not designed to be fight in landing battles but are for naval expeditions/colonizations using land units. Other than that I fully agree with your point, naval units should be able to participate in land battles.
Agreed on Norsemen and Dutch. Augmenting the capabilities of land units makes it more useful.
I'd also like to add that I think the Greeks are the best combination of balance and fun in the game at the moment. Their +2 science per researcher is decent when they are picked, but continues to scale well throughout the game as cities grow in pops without being game breaking. Hoplites are just a decent unit that can stay relevant into the early medieval thanks to their phalanx ability, but aren't busted since they are still a melee unit. The amphitheater gives influence based on adjacency to other districts, which makes it fun fitting it into a city and trying to optimize around that district. It's scaling through eras keeps it relevant so that you don't want to replace it, and the Amphitheater comes early enough in the game that influence is still relevant.
My only gripe with Greeks, really, is that influence really loses prominence later in the game when the only real use for it is wonders. It seems to have some connection to culture, but it isn't really clear what culture does beyond giving you grievances if you're dominant in another civ. Otherwise, though, I think it is a good example of a civ that is well balanced, fun, and has bonuses that stay relevant.
For perspective, I would argue one of the most poorly balanced cultures (in a "it really doesn't work" way) is the Franks. They are an expansion civ that don't have any bonuses geared towards getting more territory, thus hurting fame generation capabilities. Their extra population growth speed is wasted because most cities benefiting from it are already growing at an alarming rate, and pop growth is limited to 1 pop per turn. The scriptorium is extremely niche because religious districts are extremely niche. Perhaps the only reedeming factor is their EU with 3 strength over the Knight and heavy charge, but this does require 2 iron and 2 horses, which may be problematic in some situations. This is just a civ where none of the bonuses really work together in a cohesive way. Ottomans are pretty bad too (Sultan's Realm ability and Sultan Camii are absolutely useless).
The culture merging is not really merging but picking what trait you want the civ to have? I don't really feel my civ growing on me after playthrough. Like merging ought to have something more special to it. Say if a tech or building would become available if you chose this two or three culture in the past.
In my opinion, the fame bonus for transcending your culture should be removed. Since the implied goal of the game is to reach the highest possible fame, it feels like the player is actually being punished for switching cultures (effectively losing 10% future fame gain). Considering that mixing cultures really is the fun part of the game, I find this to be a rather poor choice in game design.
Switching Cultures gives you an additional ability (the old one is not lost) essentially transcended cultures just gave the ability “+fame” instead of +something useful for your empire.
Switching Cultures gives you an additional ability (the old one is not lost) essentially transcended cultures just gave the ability “+fame” instead of +something useful for your empire.
True, and on its surface the choice between more points and more power seems like a fair one. However, I don't think it will be much of a choice in practice (and this is, of course, speculation based on current state of the game). In multiplayer, you'll always pick power, since fame will be irrelevant and games will be decided by elimination. In single player where you'll essentially compete to beat your previous score, picking more points will be the obvious answer. And of course, if you're just playing to while away the hours, neither really matters.
So, in my opinion, removing (or altering somehow) the transcend bonus won't affect multiplayer, and will expand the players' choices in single player games.
I wanted to raise something that is not mechanical. I found it very strange that the Olmec culture's city (or at least their first city) has a Spanish name. I can't recall it off the top of my head, if I can edit this comment I will add it in, but it was something akin to San Fernando. I don't understand why a culture's city name would be in the language of a culture that did not even interact with them, as they had disappeared before the Spanish came to Central America, if I am not mistaken. I understand we do not know very much of the Olmec, but I would hope that city names could reflect something besides the eventual colonizers of the region that the Olmec lived in.
I was also shocked that the name was San Lorenzo but, to be honest, we can't read olmec glyphs, and have no clue how they named their cities or even what their language sounded like. I guess they could have invented something inspired by modern languages spoken in the area but referring to the cities with the name we currently give to the archaeological sites might be the less intrusive option. They took the same approach with the Harappans, but maybe because the modern names are not in a western language it was less jarring.
Cultures feel quite shallow compared to their Endless counterparts, but hold up just fine against what Civ does. But culture transition is not only fun, but brings a strategic depth to the game that most other titles in the genre completely miss. With each era you and the AI have the chance to adapt and change goals, and I think the way Fame is awarded encourages doing different things in different eras. Its all horribly unbalanced, unfortunately.
I don't like the inconsistency of the naming conventions. IMO there should only be one Japanese or Persian culture in the game. I also don't see a reason why the Umayyads get named after a ruling dynasty, but ancient Persians don't get the same treatment. Also, Norsemen, really? Not Vikings, or simply Norse?
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I didn't get to play enough to try all the cultures, but as others have pointed out, the culture change feels abrupt.
A culture tree would make sense, such that some cultures can "evolve" into some cultures, while others would have different options, and even overlap. The trees could be loosely based on historical developments, though this does not align much with the "re-write history" emphasis of the game.
Cultures can be separated into flavour and mechanics so I'll talk about both.
Flavour
Currently the flavour for the cultures themselves is great, there are some exceptions as people have noted but overall there's been a good job capturing the feel of each culture. My personal opinion on the cultures that could use a little boost are; Norsemen and their Naust, it looks just like a regular harbour nothing special, The Spanish City centre not actually being a spanish city centre but a castle from the medieval period constructed by Aragon, and the Poles Emblematic Quarter being a Barbican, something that was universal across europe during the time and not emblematic of the Poles at all (at the very least the name of the structure can be changed to the Polish version "Barbakan"). Aside from the specific cultures it's great that as you progress your new buildings and cities to suit your culture, but I'd like an option to change existing city centres and districts too. It shouldn't have any gameplay allocations, it'd just be nice if my civilization decided it wanted to update some older architecture and there should be the option.
Mechanics
There's a lot to say here and I think most people have pointed out the major imbalances already. Some I think haven't been mentioned is that yes naval units can't attack coastal units, but even if they could their stats suck and their range is awful, so those should be increased to so they don't get outgunned by bowmen. This would increase the value of the naval Emblematic units, the ability for naval units to interact with sieges would also help. The celts feel incredibly weak and need an overall buff Gaestati are so weak it's not even funny, even a single extra Strength would make all the difference and the fact they're agrarian also doesn't help them out much. I played Franks too and they honestly felt really weird but still decently strong thanks to their improved knights, Their emblematic quarter should provide a bigger bonus considering it itself is not a religious district, right now +4 is nothing for the effort especially considering franks can't spam them, Their reduction in growth time is alright but a bit hampered by the existing restrictions on growth and the expansionist affinity doesn't help them at all. I understand the Charlemagne inspiration for the franks but without the ability to make use of the increased growth rate, in order to settle the theoretical provinces the expansionist affinity provides their game-plan doesn't function.
It's odd that the Byzantines are so reliant on horses due to their district, it's honestly funny how much of a horse-based economy they are. Speaking of I noticed there wasn't any Aesthete cultures in the medieval age, the Byzantines would be a good fit for it since tourism is also a money increasing ability that the affinity grants and the ability to instantly convert a province's culture makes sense considering their history with the rus. The huns and mongols are really strong as of right now due to their EQ being considered a district, I also think mongols are better off being expansionist due to historical reasons, and for teutons to be militaristic instead, also for historical reasons, aside from that these factions are pretty strong and could use a bit of a nerf to their districts, and have their units be a bit weaker in the case of huns and mongols, maybe by 1 STR.
The spanish Conquistadors are a side-grade to the existing arquebus, having both at once feels like an oversight as conquistadors can't upgrade to musketeers but the arquebus can. Rakehts from the Iroquois also feel a bit anemic for their category but that might be because I didn't feel the need to use stealth against the AI and against a real player I can see sneak attacks from 41 str units being pretty deadly even if they're quite weaker than a normal musketeer.
I didn't get the chance to really delve into many cultures but I hope my feedback is appreciated.
The change in cultures should probably given more flavor, people have suggested changing the capital city names/graphics
I think when (or shortly after) an era change (culture switch or transcend) there should be an event that allows you to change the name/graphics of your capital and/or an important city
You could have it as tradition v. progressive.... OR instead have it as Old affinity [keep old city name/graphics] v. New Affinity [New city name/graphics] v. third option
I want to say again that I do hate the fact that the Polish Emblematic quarter is the Barbican, I'd be fine it was replaced with something else such as the Folwark. It would also be a nice tie-in to the agrarian side of poland that isn't quite in the game, since all their bonuses are purely combat focused.
I'd also like to say the Mycenaean cyclopean fortress has a bit too small of a radius to make its effects worthwhile, unless the city happens to be built in a good enough choke-point, something that shouldn't be required for the basic emblematic structure of the culture to function. A 2 tile radius would be fine with a small increase to the building's industry cost for the quarter to be worth it.
The Assyrian Emblamatic quarter also gets a dishonourable mention here for simply being a Bastion but arriving earlier, and Bastions are not good enough to be given an emblematic Quarter spot.
I don't know what to say about the English Bastion replacement, based on the first Opendev I had high opinions on it, but that was during a much earlier time. If anyone had used them during Lucy I'd enjoy hearing their potential and usefulness. Otherwise I'd say Strongholds are a decent Quarter, nothing staggering but has great synergy with their longbows.
I have really mixed feeling about this game mechanic.
On the one hand, it really is cool that your land has a history, that there are some landmarks from earlier people. Also the cultures are appropriate for the time period, no stone age USA for example.
On the other hand, this replacement of culture during age change seems a bit forced and arbitrary. Also the ability to replace your culture with something unrelated (culture from different side of the globe), seems odd. Overall this game mechanic is in an uncanny valley for me: those cultures somewhat resemble real cultures, but they are used so arbitrary that they lose any relation to a real thing. When I played Humankind I almost had to remind myself to replace culture names with some meaningless tokens in my head: those are not Greeks, they are culture "foo", those are not romans, they are culture "bar", etc. :D
coloneluber wrote: 2. Cultures with a naval EU are gimped because navies are useless due to their inability to interact with cities or units on land.
3. Joseon science on coast is much too strong. Imo, science yields from the bonus should at most be half of what it is. Joseon flies through techs and has no reason to use the ability to convert production into science.
4. I forget which culture, but the one with the ED that gives production based on the number of workers in the city is just busted.
5. Expansion cultures seem weaker than military civs for generating fame in that the scaling for the expansionist fame stars can be quite punishing and unrealistic to accomplish later in the game, where defeating military units is much more obtainable (at least against AI, we'll have to see how this goes for single player).
6. Food cultures are pretty bad because food is almost irrelevant right now. Notable exceptions being the Harappans because a slightly longer Neolithic where you get a ton of scouts into Harappans allows you to absolutely bully the AI. I played a game where I was the only settled civilization on my continent for the entire game because of the ability to bull with runners.
8. Garrison EDs are just... not good. Garrisons are pretty situational already. You're probably only going to build them if you are fighting a defensive war and it can hold a chokepoint. The other use case is when you're playing tall with a ton of territory and want to spawn units in far reaches of that territory. However, a tall playstyle is antithetical to military-focused civs because it results in fewer pops to convert into units. This limits the true usability of most of the military, and ironically even some of the expansion cultures, to cases in which you are a culture that has previously focused on other things and are now threatened by your neighbors. Some defensive options are good! But garrison EDs are just very limited in their use, and hurt the case for cultures that already have limited options compared to their non-military counterparts.
I'd like to see militarist/expansion cultures actually receive economic bonuses for killing units, pillaging, or capturing cities/outposts. I think it expands the ability to use these cultures effectively without crippling your economy compared to other players
9. EDs that play with adjacency on other districts are fun, like Babylon and, uh, I forget the culture... the one with the commercial ED that gives, I think, +5 gold for each adjacent district. But these districts appear to be strictly worse than other districts. They require you to invest in the 6 tiles around them to be fully utilized, but given their current bonuses for adjacency are just not as good as some other EDs. The hippodrome and VOC warehouse are good examples here, where other investment required is only one additional district, and they produce more than their counterparts for less investment. I'd really like to see players who pick cultures with EDs based around adjacency to be rewarded for good city planning, rather than being outshone by a culture in the next era that plops down a one and done district. The Khmer district is also an offender, since it can be placed on any river without requiring adjacency to another district and gives an absolute ton of yields.
I gonna also voice my opinion adding mostly on top to what coloneluber stated.
2. Navies are indeed useless. I heard some players got gimped by AI settling on 1 tile island and can do nothing against it. Devs need to address this issue.
3. Agreed, Joseon bonus of +4 Science per Lake or Coastal Water is too much. Players probably might not even need to build ED, Seowon, to boost their science unless they happen to build their cities far away from coastline or lakes. Decreasing such value to about half or +2 would probably be a good start, which could make players to consider building ED and using Culture ability "Science Mode" in some cities.
4. You probably mean Mughals ED: To be honest, I don't think +2 Industry per each worker is that bad. In fact, the influence per religious disctrict could even use a small boost to +2 since there usually are not many of such district unless you happen to have built some from previous 3 eras.
5 & 6. Gonna talk about these purticular subjects when I got time in another post, because they could be long.
8. Agreed, Garrison EDs do not seem that good when we also have the choice of building other economic districts/infrastructures. That or build up armies instead if we do have pops for such task. Also, will talk more about Militarist/Expansionist in another post later.
9. I think you probably refer to Aksumites 'Great Obelisk'?
I have a mixed feeling about this one myself. On one hand, +5 Money per each Farmers Quarter can be seen as a bit strong. Not to mention about +5 per each Religion where we can assume there is at least 1 Religion in the area, which can be at least 5 Money per such ED. On the other hand, it may seem justified as we need to build such district that produce only food, and as a number of players pointed out, food resource seem to play little role compared to other resources. (More on food later.)
About Khmer ED, Baray...
I also have to say that it is way too powerful. Granted that we are restricted to be able to build only next to river and next to another district, the yield output is too much. Even when being placed adjacent to 1 River segment alone gives +2 to each of FISDM (8 yield in total), that is equivalent of 2 pop workers output. Add the +5 food, we are now talking about 3 pop workers worth of yield. (5 Food + 8 yield of FISM variety = 13 total) Of course, people would not build them next to 1 river, they would put the ED on hexes with around 2-4 river segments. So 1 Barary district alone is worth around 5-9 pop worker worth of yield output in variety.
Some may argue that since the district does not add any worker slots and that it can only exploit food resources from land, but I still feel it is too powerful and broken. Perhaps maybe tone down the yield to just +1 to each of FISM for each river segment?
The one thing about the transition I find counter-intuitive is that I can usually play Zhou and pump out schools and delay taking a decision on ascending or transcending, which delays the current science progress. But once you think you got all the era stars you can reasonably get, I move on to the next culture and immediately research almost all the technologies from the next era. As a consequence, you get very quickly through the classical era into medieval, which gets you to much better units and then you can start steam-rolling. This science aspect or how to ascend/transcend should be worked on imho.
The one thing about the transition I find counter-intuitive is that I can usually play Zhou and pump out schools and delay taking a decision on ascending or transcending, which delays the current science progress. But once you think you got all the era stars you can reasonably get, I move on to the next culture and immediately research almost all the technologies from the next era. As a consequence, you get very quickly through the classical era into medieval, which gets you to much better units and then you can start steam-rolling. This science aspect or how to ascend/transcend should be worked on imho.
You should post this in the Pacing Thread as an example of the game being too fast.
Okay, back to talk more about what I wanted about point 5&6 earlier, but first...
Waper wrote:To be honest, I don't think +2 Industry per each worker is that bad. In fact, the influence per religious disctrict could even use a small boost to +2 since there usually are not many of such district unless you happen to have built some from previous 3 eras.
I want to retract my previous statement. After a bit of thinking and few calculations, Mughals's ED might actually be too OP in a way, but this is mainly true because: 1. There are absolutely no maintenance cost; 2. There are no limits for how many ED we can spam/build in a city.
However, the same could be said about other cultures' ED too. We have no limititations and costs for building any of districts and each of unique cultures' ED. This leads to problem of economy & pace being fast and unbalanced. That said, I will not go into long details in this thread here.
Regarding Expansionist cultures, there is another thread discussing about this issue The weakness of Expansionist affinity and possible suggestions. In short, I agreed that Fame stars for Expansionist need serious tweaking and possibly a total rework. In addition to that, their Culture ability of stealing territories also need some boost and help to make it more viable for players to execute and pull it off.
As for Food/Agrarian cultures, I ended up posting a new thread to talk about this issue, because the size of my post and arguements became too big that it could become a topic by itself. [Feedback] Agrarian Culture Revamp & Food Economy Issues So please go there and read about my thoughts instead.
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