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Topic Subject: ~American Anarchy: Tribes At War~
posted 06-19-06 07:12 PM EDT (US)   
American Anarchy: Tribes at War

The United States of America has been a stable government for for many years now, staying with democracy and fair justice, instead of breaking its ways and forming a dictatorship or empire. After president George W. Bush ends his term, and the new president is elected, things begin to go terribly wrong.

2008: President Allen Theodore Russel, a before un-heard of man, is elected president. His first few months are fine, with no terrorist attacks or threats or anything. Most of the United States is happy, except a few. Unfortunately, these few groups of people formed clans, societies, and groups against president Russel, rallying in major political cities of the United States and small cities, converting whole communities to their form of thinking. Eventually all of these anti-president groups form an allegiance into one society. In only a few short months, with their allied work, whole states are converted. Some of these states are: Montana, Utah, North and South Dakota, and Minnesota. A large society builds up and begins to take their protesting to the next level. Major highways leading to important political meeting places and headquarters are blockaded, raids wreak havoc at nights, throwing large rocks into buildings and burning down towns. This had to stop.

In late 2009, president Russel sent military squads forth to protect cities damaged by raids, patrol major highways and more. President Russel declared that any action that must be done to stop this society will be done. Of course, this broke out a small civil war. Russel was insured that everything bad would end soon and this madness would stop. What a wrong statement.

The country of the United States is losing major money because of this. Most government money is spent on the cause to end the civil war, leaving out other important events that are happening in other parts of the world. The entirity of the U.S. budget is gone, so taxes have been raised majorly. Followers of the protestors refuse to pay taxes, so only the states still following president Russel pay taxes. Soon taxes are raised again, and even people who obey the government of the U.S. are mad and some refuse to pay taxes. This leads to the rallying society to grow huge, a formidable opponent against the power that was once the unified United States. Finally the time was right to take the protesting to one last level: mass pandemonium.

The biggest sector of the protestors geared for battle and donned stolen, bought, traded, and homemade equipment for battle. Vehicles taken or hijacked from the United States are used to penetrate forces placed at the borders of Washington D.C. Finally, in December, 2009, Washington D.C. was attacked. Easily the soldiers against the president broke through border forces and destroyed sentries along the way. President Russel went into hiding and one day after sent out a message to the U.S. that he has resigned his seat as president. That event led to the take-over of Washington D.C., and the take-over of the Congress and Government.

Only days after Russel's resignation, he was hunted down and killed. Since the remaining bodies of U.S. government fleed to form a new headquarters in Canada, there was basically no government. This led to insane laws being made, leaders rising in states, places forming their own dictatorships and more. The United States of America was in the middle of the greatest crisis ever to happen to the country, which began as a few protestors, and ended as a Mass Anarchy.

Finally the Anarchy that had taken over the United States had settled down and seperated their own ways, and the country was up for grabs. Clans and nations were formed, and one was the Lakota, a clan of anarchists from the Great Plains region who had taken the name of a powerful tribe from that region. This way of naming clans was adapted quickly, and soon the Seminole and Mohicans were formed. Many more clans with names of Native American tribes were formed, but tribes wasn't the only thing. Whole states seceded from the United States and formed their own nations, planning to take over the U.S.A.

Now that the country is up for grabs, one of the greatest wars in history is about to begin. The war of the American Anarchy.

The Ages

This game is similar to other Age games because you advance through ages, but is unlike other Age games by the fact that they are not ages. They are periods, and do not span hundres of years, but span 10 years from 2009 to 2018 (including the year of 2009) These periods are:

Protest Age: No military units can be built in this age, and only a few simple buildings can be created. Home shipments can be sent in this age.

Civil War Age: Military units can be created in this age, and more Home City shipments are available. Aquatic units may also be produced in this age.

Anarchy Age: More military units can be created in this age, as well as good artillery. Your Clan Leader can be assigned Body Guards in this age, as well as achieve new technologies and cards and more. Heavy mechanized units and heavy artillery units can be created in this age.

Conquest Age: The last age gives you access to all your cards and technologies available to you, and all units of your faction are available. Your Clan Leader obtains a special where it can take enemy units as prisoners when undefended. Your Clan Leader may also be able to get a special attack via a special card unique only to your faction.

The Resources

Food: Food is used to produce basically all human units and some technologies. Food can be obtained by hunting, gathering, special buildings, cards, etc.

Wealth: Wealth is basically gold, coin, money, and rare jewels. Wealth can be obtained by mining, special buildings, cards, etc.

Metal: Metal is used for almost all non-human units. Metal can obtained by mining iron and other metals, special buildings, cards, etc.

Power: Power basically means electricity, oil, anything that fuels something. Power can be obtained by certain buildings and cards.

The Maps

BEING REDONE


The Factions

Here are the factions available to you in American Anarchy: Tribes at War. The detailed version of each faction will be explained later.

Lakota
HC: Cheyenne
HC Ruler: Crazy Horse II
Unique Units: Dog Soldier, Axe Rider, Demolition Rider, Rattlesnake Rider, Chieftain Riflemen, Spirit Soldier, Wrist-Rocketeer
Unique Buildings: Auto-Stable
Clan Leader Special Attacks: Ram- Speeds ahead and rams into a group of units, knocking them everywhere and dealing heavy damage.


Mohican
HC: New Shodac
HC Ruler: Brave Wolf
Unique Units: Hawk Scout, Mantlet, Tomahawk Raider, Saboteur, Devastation Soldier, Marksman, Mohawk Brave
Clan Leader Special Attacks: Rage- Clan Leader spins around crazily, swinging his tomahawks in all directions. (Through Card)

Seminole
HC: Everglades
HC Ruler: Ajax Snakefang
Unique Units: Sharktooth Bowmen, Guerilla Gunner, Alligator Sharpshooter, Armored Airboat, Assault Jeep, Panther Warrior, Assasin
Clan Leader Special Attacks: Everglades Stealth- Clan Leader can turn invisible for 1 minute. (Through Card)

Types of Gameplay

Supremacy: Just like in any Age game

Death Match: Just like in any Age game

Regicide: First to get their Clan Leader killed. (The Clan Leader is like in AOE3 where he does not die but writhes around on the ground, and you must pay ransom to get him back.)

Bomb Threat: Everyone gets a special unit, the Espionage Soldier, who must get into an enemy's village, and right click on their Clan Center to place a bomb in it. Once the bomb is placed, you have 15 seconds to defuse the bomb using whatever unit. To defuse it using Workers. The more workers you have, the easier it is to defuse the bomb. If you defuse it, then your safe, and the Bomb Soldier must try again. If your Espionage Soldier dies, you lose. Thank God he has high hitpoints.

Campaign

Act 1: Inauguration Wars

Lead the Lakota through conquest of the West and block off major political cities, during the early years of president Russel's inauguration. During this time, a leader of your tribe will arise, Stalking Coyote. He is of Native American descent from the Sioux, and declares himself leader of the Lakota. That was not their name until Stalking Coyote banded them together and named them the Lakota after his own heritage.

Act 2: Fall of America

The Anarchy has destroyed Washington D.C. and has driven out the American government. Though the Anarchy breaks apart, the U.S.A. is now up for grabs. Stalking Coyote travels from the West to the Southeast, battling his way and still blocking off major political centers, until he comes across another entity with just as much power as the Lakota: the Seminoles. The method of naming a clan after a Native American tribe from your area spread quickly, and the second people to use it was the Seminoles. After a few battles against the Lakota in the Seminole's own territory, the Lakota eventually retreat north.

Act 3: Legacy

After escaping the Seminoles, Stalking Coyote leads his evergrowing tribe to the north along the East Coast, thinking all of his troubles have been left behind until he comes in contact with the third and last clan to be named after Native Americans: the Mohicans. Ruthless and brutal, the Mohicans and Lakota have many major battles. Finally Hunting Bear, the leader of the Mohicans, kills Stalking Coyote during a last stand in the ruins of Washington D.C. Stalking Coyote's long-lasting legacy remains, and a truth is discovered about him, something that happened years before: he had a son.

Universal Buildings

Dock- Trains naval and aquatic units.
Age 2
Costs: 200 metal

Clan Center- Basically a Town Center, except more useful than just for training Workers and such, for it provides unique technologies throughout every age.
Age 3
Costs: 500 metal, 400 wealth

House- Just like in any Age games, except smaller and metal.
Age 1
Costs: 100 metal

Oil Pump- A small oil pump that workers build and are automatically assigned to. This is a basic way to gather power. Limited 1 Worker
Age 1
Costs: 150 metal, 50 wealth

Barracks- Just like in any other Age game, but looks wooden and plated with metal and sort of run-down.
Age 2
Costs: 200 metal

Artillery Factory- Trains artillery of sorts.
Age 3
Costs: 300 metal, 120 wealth

Weapons Cache- Works as an armory and provides unique military improvements.
Age 3
Costs: 320 metal, 150 wealth

Sentry Tower- A more modern looking outpost with gunmen at the top. --> Guard Tower, Age 3- A stronger version of the Sentry Tower
Age 2
Costs: 230 metal Guard Tower: 300 metal

Plantation- A run-down building with tobacco gardens outside that slowly generates wealth when Workers are tasked to it. Limited 10 Workers
Age 4
Costs: 400 metal, 175 wealth

Economic Guild- Provides unique economic towers and has gardens outside that Workers can be tasked out to slowly generate food. Limited 10 Workers
Age 4
Costs: 350 metal, 200 wealth

Sacred Site- A small building with religious decor outside and in, works as a Church like in any other Age of Empires games.
Age 2
Costs: 300 metal, 50 wealth

Power House- A run down building with generators an an oil pump that can have workers tasked to it to slowly generate power. Limited 10 workers
Age 4
Costs: 400 metal, 50 wealth

Barbed Fence Wall- A tall fence wall with barbs all over. --> Electric Fence Wall, Age 3- A very tall Electric Fence Wall with thick cords. A Metal Gate can be placed on any Fence Wall segment.
Age 1
Costs: 50 metal Electric Fence Wall: Costs 50 metal, 20 power

Vehicle Barracks- A military auto-shop that trains war vehicles.
Age 2
Costs: 250 metal

Universal Units

Worker: Like a villager or settler.
Trained at: Clan Center
Costs: 100 food

Clan Leader: Acts like an explorer type-unit. Can be assigned bodyguards of any of two of any of your unique units and is the only unit that can build a Base Center.
Trained at: Nowhere, you automatically have it.
Costs: When knocked-out, 500 wealth for Ransom


ES can think of the rest.

Factions in Detail

~Lakota~
HC: Cheyenne
HC Ruler: Crazy Horse II- Crazy Horse II was Stalking Coyote's best soldier during his conquest of America. When Stalking Coyote was killed, Crazy Horse II took up his role of the Lakota's Head Chieftain and watched over Stalking Coyote's mysterious son.
Elite Guard Units: Wrist-Rocketeer and Spirit Soldier

Bonuses:
-Lakota Clan Leader is mounted on motorized armored dirt bike
-All Mounted Unique Units do trample damage to infantry when driving into them
-Buildings cost less, but have lower HP

Weaknesses:
-Buildings have lower HP
-Does not get Vehicle Barracks
-Does not get any normal vehicle units

Unique Buildings:

Auto-Stable- A run-down auto-shop painted with ancient Lakota symbols all over. This trains most of the Lakota unique units.
Age 1
Costs: 250 metal

Elite Guard Techs:

Royal Wolf Wrist-Rocketeer- Wrist-Rocketeers wear a wolf hide with the top jaw emerging from the top of the head and have upgrades in all stats.

Coyote Spirit Soldier- Spirit Soldier's are clad in coyote fur and are painted with more symbols, and have upgrades in all stats.

Unique Units:

Dog Soldier- A Lakota soldier bearing no shirt but traditional Lakota leg garments (Most Lakota mounted units wear traditional Lakota war garments) mounted on a motorized dirt bike wielding a spear. This unit is a good counter against infantry and works as a lancer type unit.
Trained at: Auto-Stable
Costs: 100 food, 30 wealth

Axe Rider- A Lakota soldier mounted on a motorized dirt bike Lakota war garments. He wields a strong tomahawk in one hand. Good for razing apart enemy heavy vehicles.
Trained at: Auto-Stable
Costs: 50 food, 50 wealth

Demolition Rider- A Lakota soldier mounted on a motorized dirt bike with Lakota war garments. He throws grenades to destroy buildings.
Trained at: Auto-Stable
Costs: 50 food, 150 wealth

Rattlesnake Rider- An elite Lakota soldier mounted on a motorized dirt bike clad in war garments and snake skins. He wields to war clubs to whallop enemy units.
Trained at: Auto-Stable
Costs: 200 food, 200 wealth

Chieftain Riflemen- This Lakota soldier is not mounted but wears a feathered Lakota headpiece a rifle. This unit is good for taking down infantry from a short range.
Trained at: Barracks
Costs: 90 food

Spirit Soldier- A soldier with spiritual Lakota symbols all over his body. His weapon is a machete. Good for ravaging infantry in melee.
Trained at: Barracks
Costs: 100 food, 90 wealth

Wrist-Rocketeer- Teenagers who could not properly wield guns were recruited by the Lakota to use wrist-rocker slingshots and fire hard metal balls. They may not seem like much, but they can be lethal and are good in large numbers.
Trained at: Barracks
Costs: 50 food

Unique Techs:

ES's job.

Unique Cards:

ES's job.


~Mohican~
HC: New Shodac
HC Ruler: Brave Wolf- Brave Wolf was the brother of Hunting Bear. Shortly after Stalking Coyote of the Lakotas was killed by Hunting Bear, his brother Brave Wolf killed him and claimed himself the ruler of the Mohicans.
Elite Guard Units: Marksman and Tomahawk Raider

Bonuses:
-All buildings are stronger
-Units are trained in blocks
-Get two Clan Leaders

Weaknesses:
-Units have low defense
-Can only make 3 Clan Centers
-Workers cost more

Unique Buildings:

None

Elite Guard Techs:

Huron Marksman- Upgrades your Marksmen in all stats and makes him stronger and a farther range.

Berserker- Upgrades your Tomahawk Raiders in all stats.

Unique Units:

Hawk Scout- A fast moving unit that has a very weak attack but is good for scouting the area.
Trained at: Barracks
Cost: 40 food

Mantlet- Two Mohican warriors carrying a large metal shield. One Mohican soulder operates a turret behind the shield.
Trained at: Artillery Factory
Cost: 150 metal

Tomahawk Raider- A Mohican soldier that fights in combat with a lethal tomahawk.
Trained at: Barracks
Cost: 80 food

Saboteur- An engineer trained in hijacking vehicles of all sorts.
Trained at: Barracks
Cost: 80 wealth, 30 food

Devastation Soldier- A Mohican warrior with an RPG. He is bonused against vehicles.
Trained at: Barracks
Cost: 100 food, 80 wealth

Marksman- Good at long distances, the Marksman are strong against infantry.
Trained at: Barracks
Cost: 50 food, 100 wealth

Mohawk Brave- A highly skilled warrior with blue huron feathers tied to his headband. He wields two tomahawks and can tear apart infantry and vehicles.
Trained at: Barracks
Cost: 100 food, 150 wealth

Unique Techs:

ES's job.

Unique Cards:

ES's job.


~Seminole~
HC: Everglades
HC Ruler: Ajax Snakefang- The Seminole tribe was unified by a major gang leader from southern Florida named Ajax Colt. He was renamed Ajax Snakefang by the rest of his tribe for his cunning and strength. He now leads the Seminole tribe and plans their military tactics.
Elite Guard Units: Alligator Sharpshooter, Armored Airboat

Bonuses:
-Constant slow income of food
-All units can turn stealth and be invisible for 45 seconds.
-All naval units are stronger, faster, have a farther LOS, and have a better defense

Weaknesses:
-Buildings cost more
-Clan Leader costs more for ransom
-Soldiers have lower defense

Unique Buildings:

None

Elite Guard Techs:

Everglades Alligator Sharpshooter- Turns Alligator Sharpshooters into Everglades Alligator Sharpshooters, which can stay stealth for 60 seconds and hide in trees, where they cannot be seen by enemies. They also have raised stats.

Turret Galley- Turns Armored Airboats into Turret Galleys, where they are mounted with strong auto-fire turrets and have all stats raised.

Unique Units:

Sharktooth Bowmen- A Seminole soldier that fires a modern compound bow.
Trained at: Barracks
Cost: 50 food

Guerilla Gunner- A riflemen that moves very fast and is invisible among trees.
Trained at: Barracks
Cost: 60 food, 30 wealth

Alligator Sharpshooter- A sniper clad in alligator skins with the topjaw of the animal used as a headpiece, these are the most upgradable unit of the Seminole.
Trained at: Barracks
Cost: 150 food, 150 wealth

Armored Airboat- An airboat as seen that take people on Everglades tours, but armed with soldiers firing guns, and plated with metal.
Trained at: Dock
Cost: 100 metal, 80 power

Assault Jeep- A jeep with two turrets on the back. This unit is good against other vehicles.
Trained at: Vehicle Barracks
Cost: 150 metal, 100 power

Panther Warrior- A warrior clad in Florida panther skins that wields two heavy warclubs.
Trained at: Barracks
Cost: 80 food, 100 wealth

Assasin- A fast-moving unit that holds two switch blades. This unit is bonused against workers and can kill them easily.
Trained at: Barracks
Cost: 120 food, 150 wealth

Unique Techs:

ES's job.

Unique Cards:

ES's job.


**Expansion Poll**

Which of these factions would you like to see in the Expansion Pack?

A: Taino
B: Aztec
C: Hopi
D: Congressional Army (Return of the U.S. government that was pushed back into Canada during the Anarchy)

Also, please suggest other tribes or factions that could be in the Expansion Pack, but NO OTHER SUGGESTIONS! That includes units or anything like that. Just the tribe or faction name.

[This message has been edited by Lord Iarune (edited 07-20-2006 @ 08:53 PM).]

Replies:
posted 06-19-06 07:17 PM EDT (US)     1 / 17  
Another one of my awesome games.
posted 06-19-06 07:59 PM EDT (US)     2 / 17  
I like the Seminoles, specially since i'm from Florida.
Nice job once again, and once again, I'm the first to see your game-outline, hehe.

Please give me your opinion on the Fall Of Mankind!!! Ultimate Zidane Video

Glory To the revolution!!!

O=[[[[[[[]]]]]]]=-------,
Get Hooked

[This message has been edited by King_Ali_Skahir (edited 06-19-2006 @ 07:59 PM).]

posted 06-19-06 08:15 PM EDT (US)     3 / 17  
Added a poll for what you people want to see in the expansion.
posted 06-20-06 03:16 AM EDT (US)     4 / 17  
This is a really cool idea. But if you're calling the whole of the Great Lakes/New Englanders/Ontario people the Mohicans, then maybe the Lakota should be renamed as the Sioux? Cool Seminole tribe too, I too love the Seminoles.

This is a really imaginative idea, and I think it could actually work by adding another faction or two into the vanilla version, adding another two in the expansion (if that's not too much work). For vanilla, see if you can add:

- Mesoamerican. May be more likely to be Maya than Aztec, since there are many Mayan descendants today.
- South American, Amazonian and Caribbean. Taino/Inca etc.

For the expansion, maybe add:

- A Navajo/Hopi/Ute/Pueblo force that desperately prevents the USA from expanding back into the south.
- Congressional Army - all this is up to you.

Really fun game idea!


"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.
posted 06-20-06 10:10 AM EDT (US)     5 / 17  
That was kind of the point. I wanted to use the name of more minor tribes than major tribes to make it seem cooler. Isn't it cooler having the Mohicans, Lakota, and Seminole, rather than the Sioux, Iroqouis, and Seminole?

And I'll have to spill it. The Aztecs were going to be in the expansion, and they still are. That's the first new expansion faction.

I also intended on adding the Nootka, which I am going to add to the vanilla now. And the Hopi were just an idea, I might add them in.

But the other new factions for the expansion, you'll just have to debate upon.


׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 06-20-06 05:27 PM EDT (US)     6 / 17  
Interesting...

Cosmopolitan? Check.
posted 06-21-06 04:42 AM EDT (US)     7 / 17  
Yes, interesting indeed... you wrote the same thing in Iarune's "Age of the Ancestors" thread.

"You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
- Dekhatkadons, Onondaga Iroquois chief.
posted 06-21-06 07:00 AM EDT (US)     8 / 17  
Great, so when I finally learn to drive, I have to run over anarchists? Dang.

I'd like to see the Americans in the x-pac

posted 06-21-06 11:11 AM EDT (US)     9 / 17  
Yeah, if the Lakota don't run you over first.

׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 06-21-06 01:06 PM EDT (US)     10 / 17  

Quote:

Yes, interesting indeed... you wrote the same thing in Iarune's "Age of the Ancestors" thread.

Well, it is interesting.


Cosmopolitan? Check.
posted 06-21-06 03:08 PM EDT (US)     11 / 17  
It seems like an interesting idea, but why exactly are the only civilizations Native American tribes? That's the only thing that really bugged me about it. Thank you for pointing that out.

Other than that, as Yamato said, it is interesting.


"You load sixteen tons and what do you get?
You get one day older and deeper in debt
Saint Peter don't you call me, 'cause I can't go
I owe my soul to the company store"-Ernie Ford

[This message has been edited by Captain Snackbar (edited 06-21-2006 @ 06:00 PM).]

posted 06-21-06 04:12 PM EDT (US)     12 / 17  
What? The Lakota are not from the East Coast. Neither are the Seminoles. Learn something about natives and actually read what I wrote.

׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 06-21-06 06:13 PM EDT (US)     13 / 17  
Florida is on the East Coast, is it not? Perhaps having lived in Florida has screwed up my geographical knowledge.

Here is a map for reference. The eastern coast of the United States has been kindly circled in red, with a small circle encircling Florida.

I apologize for mistakingly placing the Lakota on the eastern coast, but I had misread that as Iroquois, or Haudenosaunee if you prefer, as I have recently had that drilled into my head. I had instantly related the Mohicans to the Iroquois because the Mohicans had been chased out of New York by the Iroquois. Again I apologize this mistake.

On another note, try including the Yahi, perhaps in memory of the one of the last tribes to be completely anihilated by Americans, having died out in 1916 if I'm correct.

I stand corrected, they died out in 1916, not 1912.


"You load sixteen tons and what do you get?
You get one day older and deeper in debt
Saint Peter don't you call me, 'cause I can't go
I owe my soul to the company store"-Ernie Ford

[This message has been edited by Captain Snackbar (edited 06-21-2006 @ 06:15 PM).]

posted 06-30-06 12:16 PM EDT (US)     14 / 17  
I have now begun typing up the expansion pack. I decided to add no new nations into the vanilla, but there will be new ones in the expansion. (Duh)

׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

posted 07-01-06 06:31 AM EDT (US)     15 / 17  
B-

(\__/)
(O.o )
(> < )This is bunny. Copy bunny into your siginature to help him on his way to world domination!
posted 07-15-06 04:37 PM EDT (US)     16 / 17  
I've had this sort of idea myself before, though I imagined American society breaking into city-states or loose regions (Southern California, Deep South, New York, San Francisco, Great Lakes) rather than uniting into large tribal groupings.

The most obvious bases of powers would be the coasts. But, anyway. Maybe I'll write up my own.

I do like your idea. Very imaginative timeline and evolution of the conflict and game itself. I could imagine the main struggles being over Power (oil lines or powerplants) on any given scenario.

EDIT: Also. A potential expansion civ could include a U.N. peacekeeping force which attempts to restore order, but not necessarily allied with the U.S. Government faction.

[This message has been edited by Titus Ultor (edited 07-15-2006 @ 04:50 PM).]

posted 07-20-06 08:33 PM EDT (US)     17 / 17  
Maps are getting makeovers.

׺°˜`°º×ALL HAIL THE UNCLELAND!׺°˜`°º×[/ind]\

[ind]Help to reveal the Dumbo Conspiracy to the World!

Age of Empires III Heaven » Forums » Future Robot, Bonfire, Windstorm, and NewToy Games Forum » ~American Anarchy: Tribes At War~
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