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The Road Map (Sections 13-14)

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Babble    197

To the readers of this thread - understand that the ideas here are a user-maintained compilation of suggestions that have been made by users.  This is not an official list of upcoming features, there have been no promises made that any of these features will make it into the game, and the ordering of the list below is not indicative of the importance of the features or when they will be worked on/implemented.  The Developers and Moderation Staff are grateful to Babble for his hard work in compiling all of the great user suggestions that are made on the forums.  Thanks!  H. Darby

 

Preface:

The following is an extensive list of suggestions intended to take this beautiful game the devs have given us and help it realize its full potential. A roadmap if you will.  I wouldn't expect for any of these changes to come quickly as some of them will take considerable scripting time and the dev team is doing this as a project of love, but having a road-map is always useful when trying to find your destination.   I hope to be playing this game 5 years from now.  The skeleton is there, but for that to be a reality some changes need to be made.  I will attempt to detail some of the suggestions I have come across from others on the forums as well as myself below without getting too long winded but if there are any questions about any of the following please feel free to ask in thread or send me a PM.  I will try to move in a logical fashion from introduction towards long term sustainability.  This post is to spur discussion on game improvements and not intended to be a final decision on numbers or specifics. 

 

Warning: I may have gone a bit too far.

 

################################################################################

(Edit:  Added this color to indicate something has already been covered in a previous post or it is not covered in detail in this post or is a recipe and is not super important to understanding the concepts..)

 

section 1-8 > http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/

9-10  >  http://forum.game-labs.net/index.php?/topic/12710-the-road-map-section-9-10/

11-12>  http://forum.game-labs.net/index.php?/topic/12716-the-road-map-sections-11-12/

15-18 > http://forum.game-labs.net/index.php?/topic/12758-the-road-map-sections-15-18/

################################################################################

 

Table of Contents

 

1.)Server Transfers

2.)Sailing Speed

     a.)Trade Currents

3.)Character Creation and Nation Select

4.)Start Ports upon Map Reset

5.)Conquest Admiralty Missions

     a.)Conquest Mission

     b.)Secondary Mission

6.)Diplomacy (National)

     a.)Mechanics (Admiralty)

          1.)Allies and War

          2.)Surprise Attacks

          3.)Trade Agreements

          4.)Raids

          5.)Diplomatic Delegation

          6.)Trade Mission

          7.)Missionary

     b.)Mechanics (Player)

          1.)Reinforcements

          2.)Captured Officers

     c.)Levels

     d.)Increasing/ Decreasing National Diplomacy

7.)Standing/ Notoriety/ Diplomacy (Player)

     a.)Mechanics

           1.)Traders

           2.)Piracy

           3.)Letter of Marquee

           4.)Bounty Hunters

           5.)Letter of Pardon

           6.)Faction Change

     b.)Levels

     c.)Increasing / Decreasing Standing

8.)Admiralty / Pirate Cove and Admiralty Points

     a.)Missions

     b.)National Initiatives

     c.)Commissions

           1.)Commission Officers

           2.)Ships of the Line

           3.)Outpost Certification

     d.)Goods and Services

           1.)Ships

           2.)Resource Bundles

     e.)Earning Admiralty Points

           1.)Missions

           2.)Turn ins

           3.)Game-play

9.)Resources and Resource Distribution

     a.)Common

     b.)Uncommon 

     c.)Rare

     d.)Nation Specific

           1.)Dyes

           2.)Goods

     e.)Resource distribution Overview

     f.)Types of Port

           1.)Capital

           2.)Regional Capital

           3.)Alternate Starting port

           4.)Mining

           5.)Agricultural

           6.)Homestead

           7.)Forestry

           8.)Free Towns

     g.)Specific port Distribution (Coming soon)

10.)Production and Manufacture Buildings

     a.)Production Buildings

           1.)Logging

           2.)Mining

           3.)Plantation

           4.)Hunting Lodge

           5.)Fishery

     b.)Manufacturies

           1.)Carpenter

           2.)Lumber Mill

           3.)Forge

           4.)Refinery

           5.)Provisioner

           6.)Textile Mill

           7.)Academy

11.)Seamen, Officers, and their Abilities

     a.)Recruits

           1.)Recruitment Office

           2.)Boarding Combat

     b.)Training

           1.)Experience

           2.)The Academy

     c.)Usage and Abilities

12.)Port Upgrades / Improvements

     a.)Production Improvements

           1.)Timber Rafting

           2.)Vein Exploration

           3.)Irrigation

           4.)Deadfall

           5.)Fish Market

           6.)Wood Working School

           7.)Metal Working School

           8.)Bazaar

           9.)Port Granary

          10.)Weaving School

          11.)Recruitment Office

          12.)Regional Capital Specialization Upgrade

     b.)Defensive Capabilities

           1.)Local Militia

           2.)Courthouse

           3.)Standing Army

           4.)Local Patrol

           5.)Professional Patrol

           6.)Simple Fort

           7.)Advanced Fort

           8.)Town Walls

           9.)Citadel

     C.)Religious Buildings:

           1.)Church

           2.)Cathedral

           3.)Holy Site

13.)Culture

     A.)Culture by Nation

     B.)Culture by port

     C.)Influencing a ports Culture

     D.)Culture and Unrest

14.)Port Unrest and Happiness

     A.)Mechanics

     B.)Raising / Lowering

           1.)Raising Happiness

           2.)Port Unrest Degradation Percentage Changes

           3.)Raising Unrest

     C.)Levels:

15.)Port Battles

     A.)Capture Windows

     B.)Port Battle Mechanics (coming soon)

16.)Pirates and Piracy

    A.)Experience and Goods

      B.)Allies and War

      C.)Piracy

      D.)Standing Notoriety

     E.)Limitations

     F.)RvR

17.)Conquest(RvR)

     A.)Conquest Period

     B.)Conquest Victory

            1.)Methods of Victory

                a.)Domination

                2.)Attrition

                3.)Anarchy

     C.)Conquest Rewards

     D.)Conquest Coins

18.)Cease Fire and Map reset

19.)Customization:

     A.)Sail design

           1.)National Dyes.

 

 

To the meat.

##############################################################################

 

13.)Culture:

Each Nation has a Culture.   Culture can have an effect on unrest levels in a port, a ships capabilities, and national politics.

 

A.)Culture by Port:  Each port has a Culture meter for each of the 8 nations.  Player actions and port geography affect a ports Culutre.  Each meter has its own 4,000 point scale.  Adding to one Culture's meter subtracts the same amount from the other Culturess meter’s in that port.

  1. At Conquest Period start all Neutral ports have 0/4,000 Culture for all Cultures
  2. When a port is captured it Gains 1000 Culture for the capturing Nation
  3. Every day a port remains in Control of that Nation it gets +20 to that Culture’s meter in that port.
    1. Capitals Culture is always the same and cannot change
    2. The Theater port upgrade adds +5 to the Predominate Culture in the port every day.
    3. The Museum port upgrade adds +10 to the predominate Culture in the port every day.
    4. The National Wonder port upgrade adds +40 to the predominate Culture in the port every day.
  4. Each port Emanates +5 of its Predominate Culture to any other ports within a 10 minute sail
    1. Capitals Emanate +20
    2.  Museum adds +5 the amount emanating from the port daily.(+10 total)
    3. National Wonder adds+5 to the amount emanating from the port and increases the range 10 minutes. (+15 total for 20 minutes in every direction)

B.) Influencing a ports Culture:

  1. Missionary: (35 points)(Discussed in Section 6, A)
  2. Port Capture: 1000 (see Above)
  3. Trade:  For every $500,000 in purchases or sales by another nation in that port that nations Culture gets a (+80) boost.
    1. This (+80) can only happen once every 16 hours

D.)Culture and Unrest:  If the ports majority Culture is something other than the Culture of the occupying nation then the rate of unrest Degradation is increased by the port’s Cultural buildings.

  1. Theater (-1%)
  2. Museum (-1.75%)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

14.)Port unrest and Contention:

Each port maintains its own unrest/ Happiness level with the occupying nation and its citizenry.  If the unrest gets out of control the port rises up against the controlling nation and the port reverts to a Neutral town.  Unrest Level also affects some conquest and RVR mechanics.

A.)Mechanics:

  1. Capture: When a port is captured the unrest level of its citizens towards the occupying nation starts at a given level and slowly declines unless the port and its populace are taken care of.
    1. Neutral port: Starts at 1000
    2. Another Nations port : Starts at -1000
  2. Uprising:  If the contention level of a given port reaches -4000 the citizens rise up and over throw the occupying nation, reverting the port to a neutral port.
  3. Anarchy:(-3000)  The port must be in this state or lower to be open to port conquest from another nation if that port has built the Citadel Upgrade.
  4. Insurrection: (-2000) The port must be in this state or lower to be open to port conquest if the port has built the Town Walls Upgrade
  5. Disgruntled: (-1000) The port must be in this state or lower to be open to port conquest if the Advanced Fort upgrade has been built in the port.
  6. Celebrated: (3000) All resource and manufactory buildings increase their output by 15% due to a happy workforce.

B.)Raising / Lowering

The ports population directly affects the baseline rate of unrest. The Level of unrest degradation starts at 1% and increases another 1% for every 5 production or manufactory buildings in the port with a max of 20% possible per day. The level of unrest Degradation cannot be below 1%. (Recruitment Office, Citadel, and Religious buildings can exceed max)

  1. Raising Happiness:
    1. Missions:  Any player who is a member of the nation currently controlling a port can accept missions from the port to raise the unrest level slightly. These missions do not reward XP or Gold.
      1. Patrol waters for pirate. (+15 )
      2. Etc.
    2. PVP: Sinking players in the port’s surrounding waters. (+100)
      1. Sinking Pirate Players in the port’s surrounding waters (+120)
    3. Luxury Provision:  Any player from the current controlling nation can donate a Luxury Provision to the town to increase the unrest level (+75)
      1. Only one Luxury Provision can be donated every 2 hours.
    4. Port Upgrades One Time:   Port Upgrades constructed in the port gives a one time (+) or (-) to unrest
      1. Timber Rafting (+85)
      2. Vein Exploration (+85)
      3. Irrigation (+85)
      4. Deadfall (+85)
      5. Fish Market (+85)
      6. Wood Working School (+120)
      7. Metal Working School (+120)
      8. Bazaar (+120)
      9. Port Granary (+120)
      10. Weaving School (+120)
      11. Local Patrol (+140)
      12. Professional Patrol (+230)
      13. Simple Fort (+120)
      14. Advanced Fort (+230)
      15. Town Walls (+500)
      16. Citadel (- 950)(Negative change)
  2. Port Unrest degradation Percentage changes: Several things can change the base rate at which unrest increases or decreases
    1. Recruitment Office (+1% rate of degradation)
    2. Standing Army (-3% Rate of degradation)
    3. Citadel (+3% Rate of Degradation)
    4. Local Militia (-1% Rate of Degradation)
    5. Courthouse (-2% Rate of Degradation)
    6. Theater ((+)(-)1% Rate of Degradation)
    7. Museum ((+)(-)1.75% Rate of Degradation)
    8. National Wonder (-2.5% Rate of Degradation)
  3. Raising Unrest:
    1. NPCs:  Any player from an opposing nation can attack NPCs of that nation type in the surrounding waters to raise the unrest in the port.
      1. The amount of unrest raised is proportional to the BR of war ships by a ratio of  15% of the BR.
        1. Yacht, cutter, priv > -4.5 unrest raised in the nearby port
        2. Pickle > -6
        3. Brig, Snow > -7.5
        4. Navy Brig, Merc > -10.5
        5. Ect.
      2. The amount of unrest raised for NPC trader ships is as follows
        1. Traders Lynx, cutter > 5
        2. Traders Brig > -7
        3. Traders Snow > -9
    2. PVP: Sinking Players in the ports surrounding Waters (-110)
      1. Sinking Pirate Players outside pirate ports (-130)
    3. Missions: Once a port’s unrest level reaches (Disgruntled) unrest missions open for that port for players of other nations. (Pirates always have unrest missions available for all ports regardless of unrest level)
      1. Sink NPC near port (-17 unrest), (-25 unrest for pirates)
    4. Blockade:  A Group of players can blockade a port to increase unrest
      1. A 6 player group can sit in the open waters outside of a port to begin a small blockade.
        1. After a period of 10 consecutive minutes in the waters surrounding a port the small blockade begins.
        2. Every 5 mins of a small blockade unrest is raised in the port 5 points.  A Single blockade can add a maximum of 500 points of unrest.
        3. If any member of the blockade group leaves the ports surrounding waters the blockade ends. If the blockade group is attacked by another group of players the blockade ends.
        4. A small blockade cannot drop a ports unrest level below -2000(Insurrection).  If this point is met the blockade ends or is ineffective.
      2. If two small blockade groups are active at the same time it becomes a large blockade.
        1. A Large blockade can exceed in reducing the -2000 (Insurrection) level to a maximum of -3000 (Anarchy)
        2. If any member of either group leaves is attacked or sunk the large blockade reverts to small blockades.
    5. Missionaries:  Every Missionary of a religion that is different than the port’s current predominate Culture lowers the unrest in the port  –(45)
  4. Example Port:
    1. Mobile: 7 players are based there with a total of 13 production buildings
      1. The unrest level is currently 3450 (Celebrated)
      2. The unrest has a daily degradation of 3%. (1% base + 2% for production buildings)
        1. At the end of the day the unrest level goes from 3450 to 3346  ((3450 – (3450 * 0.03))= 3346
        2. At the end of day 2 the unrest level goes from 3345 to 3245   ((3345 – (3345 * 0.03)= 3245
    2. 7 more players move into Mobile and construct production buildings making the total production buildings 27
      1. The unrest daily degradation of 3% is now 6% (1% base + 5% for production)
        1. At the end of the day the unrest level goes from 3245 to 3050 ((3245- (3245 * 0.06))=  3050
    3. The players don’t like the increased unrest so they decide to Hire the standing Army upgrade.
      1. The unrest daily Degradation of 6% is now 3% (1% base + 5% for production – 3% for the standing army)

C.)Levels:

  1. The Unrest/ Contention level sits on a 8,000 point scale with negative 4000 being the lowest possible and 4000 being the highest possible achievable unrest level.
    • -4000 (Uprising) Reverts to Neutral port
    • -3000 (Anarchy) Freely open to port conquest
    • -2000 (Insurrection) Open acts against occupation
    • -1000 (Disgruntled) Unhappy with current state
    • 0 (Neutral)
    • 1000 (Content) All is well
    • 2000 (Pleased) Citizens are quite happy with state
    • 3000(Celebrated) Production output increased 15%
    • 4000(Worshiped)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 


section 1-8 > http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/

9-10  >  http://forum.game-labs.net/index.php?/topic/12710-the-road-map-section-9-10/

11-12>  http://forum.game-labs.net/index.php?/topic/12716-the-road-map-sections-11-12/

Edited by Henry d'Esterre Darby

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SphinX    35

Why bring religion into a game about ships?

 

Also, why is there no options for Atheists?

 

I get that it's just a name for nations, but it is in essence forcing religion "onto" people depending on their nation choice.

 

And then you have to factor in people that are religious, and basically forcing them to support a religion against their own.

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Babble    197

Why bring religion into a game about ships?

 

Also, why is there no options for Atheists?

 

I get that it's just a name for nations, but it is in essence forcing religion "onto" people depending on their nation choice.

 

And then you have to factor in people that are religious, and basically forcing them to support a religion against their own.

Why because it was a pretty large factor in the daily life of captains back then.

 

Pirate could be Agnostic or Atheist

 

Really tho none of that matters.  I'm not suggesting to force anyone to support any religion at all.  I'm introducing an interesting game mechanic that factors into port stability.  The happiness of the population.  The ability to lose ports after they are captured in a way other then port battle.   A way to influence or weaken a port in a way other then direct conflict.

 

Shit for all i care the religions could be : Silly-ism, purple people, 2% milkers, klingons, and the worshipers of Kanye.

 

What the actual belief systems are is irrelevant. 

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Migui    271

Religion is an awesome idea. I want to wololo a Santisima and make it be part of my crew, just like in AoEII

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SphinX    35

Why because it was a pretty large factor in the daily life of captains back then.

 

Pirate could be Agnostic or Atheist

 

Really tho none of that matters.  I'm not suggesting to force anyone to support any religion at all.  I'm introducing an interesting game mechanic that factors into port stability.  The happiness of the population.  The ability to lose ports after they are captured in a way other then port battle.   A way to influence or weaken a port in a way other then direct conflict.

 

Shit for all i care the religions could be : Silly-ism, purple people, 2% milkers, klingons, and the worshipers of Kanye.

 

What the actual belief systems are is irrelevant. 

 

What you're suggesting is forcing people to support a religion in the game, by making it their nations default.

 

Ports should be won by direct conflict, there's a million other ways you could influence a port without resorting to a "religion" mechanic.

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Babble    197

Ill never understand why religion is such a hot button issue to so many people.

 

Its a philosophy.  An ideology.  A way someone chooses to live their life.  

 

Just like democracy, or communism.

 

Just like vegetarians,  and crossfitters.

 

Why does the way one person chooses to live their live have any affect on how you chose to live yours.

 

 

 

By having your nations religion in a video game be Calvinism I don't expect the people who are playing that nation to follow the belief system.

 

Just like I don't expect someone playing Civ to believe in  communism just because they get the benefits of increased iron production for their Russian civs.

 

The game mechanic is not a port capture one.

 

Its unrest based on many things.   Such as: population, production, military presence, availability of provisions, and a small part the religion of the populace of the port.  The populace being the imaginary computer people living in that port chopping the trees, mining the ore, and planting the crops.   Not you or pagan pete.

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ulysse77    200

pretty sure religion is one of those things that dev said looong ago that won`t be included, with slavery and slave trading and whaling....

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Babble    197

pretty sure religion is one of those things that dev said looong ago that won`t be included, with slavery and slave trading and whaling....

 

Please See (http://forum.game-labs.net/index.php?/topic/2969-faith/)

 

Also if everyone wants to get caught up on it being religion and not the actual game mechanic it could just as easily be "Culture".

 

What it is is less important then the game play it brings.

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By having your nations religion in a video game be Calvinism I don't expect the people who are playing that nation to follow the belief system.

 

Just like I don't expect someone playing Civ to believe in  communism just because they get the benefits of increased iron production for their Russian civs.

 

Because in those games (Civ IV and V) the name of the religion was just a skin. In Civ IV all of the religions did the exact same thing; there was no benefit for choosing Islam over Christianity or visa versa. In V, when religion was added, it was completely customization: you could even rename the religions if you wanted. 

I stand by my statement in the admin thread on faith: beyond cultural aspects of faith, such as architecture, there should be no game affecting traits of religion. It's simply asking for trouble.

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Babble    197

Then make it culture.  

 

Church is Theater

 

Cathedral is Muesum

 

and Holy Site is National wonder.

 

 

Honestly that's not the important part.   Its a means to an end. 

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Louis Garneray    580

 

A.)Religions by Nation:

  1. United States (Protestant)
  2. Espana (Catholic)
  3. Great Britian (The Church of England)
  4. France (Huguenots)
  5. Verenigde Provincien (Calvinism)
  6. Sverige (Lutheran)
  7. Danmark-Norge (Orthodox)
  8. Pirate (Agnostic)

 

I am not sure that religion would be of any interest on a game like this one... But maybe you would have to know that the main religion of France was and still is Catholism. As for Danmark-Norge I don't get it why they would be Orthodox doesn't make any sens.

When we implement diplomacy I think we will have enough to fight over beside adding another layer of reason to fight over religion.

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Babble    197

It amazes me how much people have a knee jerk reaction the the word Religion without actually reading or understanding what I am proposing.

 

Honestly which nations is which religion is inconsequential.

 

If the mechanic is even named Religion is inconsequential.

 

The game mechanic which effects game play is what matters.

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Lets just pretend that instead of Religion it says culture.

 

How do you feel about the game play proposed now?

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Louis Garneray    580

Cultural Influence would be interesting I guess in some way but I am not sure how it would be implemented?

Who would be in charge of building theaters, etc...?

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Babble    197

Cultural Influence would be interesting I guess in some way but I am not sure how it would be implemented?

Who would be in charge of building theaters, etc...?

Did you read any of the road map?

 

Its all outlined there.

 

Basically any player from the nation can choose to contribute to the construction.  The actual building is handled by the port. I.E. the server.

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Bluboerd    2

Did you read any of the road map?

 

Its all outlined there.

 

Basically any player from the nation can choose to contribute to the construction.  The actual building is handled by the port. I.E. the server.

Well, as you can see from the discussion wether religion should be added or not, it seems to be an issue not for you but for many other players. So as you wrote before, what was first called 'religion' could also be called 'culture' or 'national affiliation', thus avoiding these struggles.

I for myself find the mechanic interesting. I'm not sure if it should be possible to turn over a town without a final port battle. But it makes sense to have some preconditions before taking it over. Alternatively it could be so that the town revolts and turns back to the former owner if affiliation with the new one is not high enough.

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SteelSandwich    2,237

Good afternoon captain,

 

I am very impressed with your work so far, very extensive suggestions. :)

This one, however, contains the subject of religion.

 

As the rules state:

 


4. Discussion of real life religion and politics is prohibited.

 

In light of that, i would like to request you to either re-post this topic, without the religion part.

Or maybe edit this one so we can move past the discussion on religion.

 

There are a lot of subject that are flammable and people take offense to, religion might be on top of that list.

So out of care and respect for everyone involved, i am going to close this for now.

 

If you would like to contact me, feel free to PM me.

Locked until further notice

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Peter Fouche    61

Wow Babble please don't be put of by some people, you will get people opposing ideas, doesn't matter how good they are. What you are doing is so much more constructive towards the long term of the game! Please keep up the good work. Once again, excellent suggestions!

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Just curious, after reading through the first dozen or so of these, I only then noticed they weren't being written by a dev (I'm a little slow to the draw), yet they are pinned. How close is this to the actual roadmap for the game? Has a dev/admin signed off on this somewhere that I didn't see?

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admin    27,900

Just curious, after reading through the first dozen or so of these, I only then noticed they weren't being written by a dev (I'm a little slow to the draw), yet they are pinned. How close is this to the actual roadmap for the game? Has a dev/admin signed off on this somewhere that I didn't see?

 

 

no

this is a collective document of ideas presented on the forums

we pinned it just in case and because its a great doc

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Babble    197

Not at all mate.   I wrote these around March of 2016 as a series of suggestions for the devs.   They got little no no attention for months.

 

For some reason I am not quite sure of they were stickied by the devs around June.

 

 

I am not in anyway shape or form a DEV.  Nor do I have any information as to how they feel about these suggestions or why they were stickied. 

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Not at all mate.   I wrote these around March of 2016 as a series of suggestions for the devs.   They got little no no attention for months.

 

For some reason I am not quite sure of they were stickied by the devs around June.

 

 

I am not in anyway shape or form a DEV.  Nor do I have any information as to how they feel about these suggestions or why they were stickied. 

 

Understood. Gotta say though, I was a little bummed when I came to the realization this was not a true road map. It should be, some of these are really great ideas!

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frankling    18

Not sure if this has been voiced before.

 

But some sort of course setting is a must, to be able to plot a course to an other port or battle must be an Important Issue to resolve.

 

Just getting an admiralty order to go to a battle and no directions, being that the landscape at the moment looks the same .

 

I hope this is sorted soon.

 

Good day Gentlemen.

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