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Age of Kings Heaven » Forums » Mod Design and Discussion » Age of Kings: Realms
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Topic Subject:Age of Kings: Realms
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Vardamir
Huskarl
posted 04-29-15 12:12 PM CT (US)         


Available on the Blacksmith
Moddb Page
Voobly Version

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Full Credits


Age of Kings: Realms is a project to consider more of the medieval world. Built on Forgotten Empires, it brings the total number of civilizations to 42:


Armenians- From Yerevan to Cilicia, defend your lands from a multitude of foes.

Balts- Form a mighty commonwealth to subdue the encroaching crusader.

Bamars- Command the rise of Pagan, Ava, Hanthawaddy, or Taungoo.

Bohemians- Forge an invincible army powered by innovative tactics and the fervor of your people.

Bulgars- Carve out a domain under the hooves of your armored cavalry.

Burgundians- Raise a varied army from Europe's finest mercenaries.

Chimus- Challenge the Inca for supremacy of the Andes.

Dutch- Protect your economic interests with powerful militia armies.

Helvetians- Revive the discipline of the phalanx in battles once ruled by mounted knights.

Jurchens- Contend with the Han, Khitai, and Mongols for a Golden Dynasty.

Khmers- Dominate Southeast Asia with vast armies, cultural strength, and mastery of war elephants.

Malays- Establish a grand thalassocratic state across the islands of the Southeast.

Mandinkas- Build an empire upon gold and salt.

Moors- Strive with foes all across the Mediterranean.

Muisca- Lead the armies of the Zipa or the Zaque to victory.

Tamils- Control the land and the sea in the struggle for South India.

Tufans- Descend from the Himalayas to forge an enduring empire.

Turcomans- Rule Khanates from Anatolia to Manchuria.

Viets- Drive out would-be conquerors with relentless guerrilla tactics and subterfuge.


In addition to the new teams, several other features are included:

Randomized variation of cliffs, wolves, birds and more in every random map

New architecture for many civilizations.

Custom random maps with capturable locations, respawning wildlife, and more!

Balance updates taking direction from the latest DLC changes.

Wonders are a bit more useful. Building a wonder will increase your population limit by 50 (65 for the Goths) and increase the amount of relic income slightly. Additional wonders increase your population by 25 and also offer more relic income. Be careful, though! Losing a wonder will nullify its bonus.

Many new editor objects and trigger effects are added.

Comes with an installer for simple setup.

[This message has been edited by Vardamir (edited 10-28-2018 @ 02:19 PM).]

AuthorReplies:
Vardamir
Huskarl
posted 12-23-18 02:20 AM CT (US)     596 / 619       
Version 1.92 is now out!

Balance changes have been a large focus in development for some time, including some tournament patches only released on Voobly. Several quality of life improvements have also been made, including this replacement for the sea of medal icons in Burgundian buildings:



And of course, various new content for the custom content creators, ranging from dozens of Gaia objects, two more random maps, and the ability for the environmentally conscious to to plant trees.

Merry Chrismas all!



Changelog:

v1.92
Nomad: Mines can no longer be as clustered
Fortress, Stronghold, Boomtown: decreased amount of water, boar spawns are closer
The Bazaar: Trade Post starts revealed
Redwall: Added Abbey to center of map
Armenians: Azatavrear remaned to Nizak
Armenians: Castle/Stable units +1/1 armor moved to Castle Age unique tech
Armenians: Wood/Food trickle rate increases to 60/50 in Imperial Age (was 75/60 with tech)
Armenians: Get Bracer
Armenians: Elite Ayrudzi -10 hp (to 180)
Balts: Get Arbalest
Bamars: Howdahs take damage from bonuses vs armored units
Bamars: Howdahs +10 gold cost (to 180f, 90g), -4 bonus vs cavalry (to 5 (7)),
Bulgars: Lose Blast Furnace, get Paladin, Auxiliaries bonuses +2
Bulgars: Trash creation time bonus reduced to 25 (from 33)
Bulgars: (Elite) Bagaine Pierce Armor reduced to 2 (3)
Bulgars: Lose Keep, Bombard Tower
Bulgars: Gain access to camels
Bulgars: Two new mill techs to boost Shepherd gather rate, cows -5 tran time (to 10s)
Burgundians: Cranequiniers cost +7 wood, 6 gold (to 65w, 80g); -5 (10) hp (65 (80)); Elite Cranequiniers -1 attack
Chimus: Infantry armor bonus no longer affects Eagle Warriors
Chimus: Chimor Warriors +2g cost (to 60f, 32g), speeed decreased to 0.8 (from 0,9)
Chimus: Get Squires, Thumb Ring
Dutch: Team bonus now gives 5 pop per economic building (up from 4)
Dravidians: (Elite) Varu -1 pierce armor (to 2(3)), Elite Varu -3 bonus vs buildings (to 23)
Jurchens: Villager +1 bonus vs other villagers removed
Jurchens: TC build time decrease takes effect in Castle Age
Jurchens: Get Ring Archer Armor, Bombard Tower
Helvetians: Get Architecture, Bombard Tower
Magyars: Free Iron Casting, Blast Furnace no longer requires a blacksmith to be built
Malays: (Elite) Pesilats -4 bonus vs melee units
Malays: Get Ring Archer Armor
Mandinkas: Posion Arrows only affects archer line
Mandinkas: Gold conservation reduced to 30% (from 35)
Mandinkas: Starting gold reduced by 50
Mongols: Houses deleted before completion no longer provide population
Moors: Lowered regeneration rate of Berber Scout in Feudal Age
Muisca: Eagle Warrior discount removed, now affected by Usaque
Tufans: (Elite) Mastiff +5f, +8g cost (to 55f, 20g)

v1.91a
Adjusted Inca Llama spawn mechanic
Relics now have an appreciable minimum spawn distance from players in Arena, Redwall, and Allied Vision Arena
Balts: Fishing ship discount reduced to 15% (from 20)
Chimus: Get Siege Onager
Turcomans: lose cavalry archer attack bonus, gain cavalry +6 attack vs economic structures
Turcomans: Scorched Earth UT changed to Siper: cavalry archers +1 attack
Viets: lose Block printing

v1.91
Indians renamed to Hindustani
Tamils renamed to Dravidians
Corrected size of Imperial Age Siege Workshop
Fixed armor values on certain gate orientations during construction
Siege towers now appear in the correct Age in the Tech Tree
Fixed issues with Inca Llama spawn
Bohemians: Taborites +15 food cost (to 70)
Chimus: lose barracks gold discount
Chimus: lose Guilds, Squires, Siege Onager, Arbalest
Chimus: Team Bonus effect lowered to 33% (from 50)
Dravidians: Varu +35 food cost (to 210)
Malays: Fishing ships no longer gather faster
Muisca: lose free Thumb Ring, Guilds
Viets: Villagers gain +1 attack for Wheelbarrow, Hand Cart, Town Watch/Patrol, lose 2/2 free attack in Feudal/Castle
Viets: (Elite) Than Co -2 attack, -2 area damage, -5 (6) building bonus
Viets: Team Bonus only adds +1 LOS to Eagle Warriors
Turcomans: lose Cavalry archer tech discount, Hunter Range
Turcomans: lose Siege Engineers, Arrowslits, Keep, Champion
Turcomans: (Elite) Ulans +0.5 reload time, (-2 arrows fired)

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Mahazona
Squire
posted 12-23-18 03:56 AM CT (US)     597 / 619       
Indians renamed to Hindustani Tamils renamed to Dravidians
Earlier names would have been better.Hindustani would be people living in hindustan or India and Dravidians would be people speaking Dravidian languages.Chola would be a better suited name for south Indian states.
Vardamir
Huskarl
posted 12-23-18 08:59 AM CT (US)     598 / 619       
I'm not terribly happy with the Hinudstani name, but I think it does connote Northern Indian slightly better than an unmodified Indians.

Dravidian language speakers are almost exclusive to Southern India, so it's quite fitting for what I wanted. Cholas were a particular Tamil dynasty, so renaming the civ that would limit the people referred to, not expand them.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
EBuilder
Squire
posted 12-23-18 10:33 AM CT (US)     599 / 619       
What about changing the name to Delhians or Delhiite?
Vardamir
Huskarl
posted 12-23-18 12:26 PM CT (US)     600 / 619       
I don't really like naming them after a city. AoK teams are pretty much named for ethnicities, not places. They'd also represent plenty of peoples and states not under the control of Delhi at a given time.

Really, if Hindustani is interpreted as speakers of the Hindi/Hindustani language, it's basically the division I was looking for.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times

[This message has been edited by Vardamir (edited 12-23-2018 @ 09:31 PM).]

patine
Squire
posted 12-23-18 05:13 PM CT (US)     601 / 619       
Like the Maratha Empire, the Gorkha Kingdom, or the Sikh Confederacy, for instance, as in nations under that broad civilization not ruled from, or in vassalage to, Delhi..

[This message has been edited by patine (edited 12-23-2018 @ 05:17 PM).]

Mahazona
Squire
posted 12-23-18 06:47 PM CT (US)     602 / 619       
I'm not terribly happy with the Hinudstani name, but I think it does connote Northern Indian slightly better than an unmodified Indians.
India is a huge land mass with different languages and ethnicity's so its very hard to represent them correctly in a game,thats why the term Indians seems better overall.Much like slaves or teutons.You cant even call them Hindus as that is a religion and majority in India are hindus.
Dravidian language speakers are almost exclusive to Southern India, so it's quite fitting for what I wanted. Cholas were a particular Tamil dynasty, so renaming the civ that would limit the people referred to, not expand them.
Chola and vijayanagar controlled pretty much the darvidian speaking parts at one time.This is true for Sri Lanka(small island next to india).Tamil is a minority language spoken in Sri Lanka and was brought by invaders from south india mainly the chola,this is again the case with Maldivs.

Anyway this is AOK so what ever names you pick should be fine.Like how we have goths and teutons to represent germanic peoples.
This is a total war map which gives a pretty good idea on that region.


I watched an indian movie where the delli sultanate fights with a rajput king,in that movie the sultan calls himself king of Hind.maybe that term fits more than hindustani.

[This message has been edited by Mahazona (edited 12-28-2018 @ 06:36 AM).]

DarkPaladinX
Squire
posted 02-14-19 04:56 PM CT (US)     603 / 619       
I was browsing through my old reddit posts in AoE2 subreddit and happen to find my Uyghur civ concept I did several months. I was wondering if you ever considered adding Uyghurs as a civilization in this game seeing that you have the Tibetans (Tufans) as a civilization.

Here's the link to the reddit post, it's basically a cavalry civilization that puts emphasis on quantity over quality in a similar vein like the Malay and Goths emphasis on quantity over quality for their infantry.
Vardamir
Huskarl
posted 02-14-19 07:33 PM CT (US)     604 / 619       
Uyghurs aren't entirely out of the question, (I'd actually considering making the Turcomans an Uyghur civ, as well as several other groups) but that outline has a number of points that would be difficult on a technical level: temporary trickles, an earlier addition to a basic unit line, units that are half pop for one civ, and monks healing siege weapons.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Omkar
Banned
posted 02-14-19 08:56 PM CT (US)     605 / 619       
Word hind is a Turkic term. It means people living to the east of sindh(Indus) i.e on the Gangaetic Planes. Stan simple means land. So hindustan means land of hindus. Hindustani means dweller of Hindustan.
Hindu Kingdoms on the Map shown by Mahazona have two major groups marathi and odia. Dravidians are the people residing india before the Harappan Area was colonized by Aryan People. They were pushed to southern india. Instead of showing India as some sultanate people will be happy to see more Indian Civilization. Since the sultanates were mostly turkic then persian then mongolians. They are seen as invaders rather than rulers by Indians.

In the South Cholas(hindu) then Vijayanagar(hindu) Empire(both Tamil Speaking) dominated.
Other major dravidians like malayalis, telugu remained mostly peaceful.
In the East non actually dominated. Bengali(hindu+muslim) were subject to repeated sultanates and nawabs with an identity crisis until recently their population boomed in British era. Odia(hindu) one of the classical languages, served as the basis of Bengali(hindu+muslim) Ahom(hindu+buddhist) Sinhali(buddhist) and other Eastern languages. Though they were mostly defenders and didn't expand much.(Odia/Bengali)
On the western deccan areas, the chalukyas(hindus) had a great empire with Kannada(dravidian language). They were replaced by Deccan Sultanates with Persian ethnicity. Then invaded by Mughals. Finally reunited by Marathas(hindus) under Shivaji.(Kannad/Marathi/Dakhini)
The Rajputs ruled the Rajputana area, modern day Rajasthan. They were initially Hindu but many of them converted to islam to ally with sultanates.
Only Rajputs used Camels, that too in very limited cases, having Imperial Camels, and huge camel bonuses is simply weird for Indians. (Rajasthani/Hindi)
Sindh/Gujarat Served as the gateway of Islam in India, most invaders settled there whenever they were expelled out of most of India. Though they also had significant hindu populace. (Sindhi/Urdu)
Punjab was united by Sikh Rajputs who fought repeatedly against the Mughaliyah Saltanats. (Punjabi)
Nepal area remained relatively peaceful with well known gurkhaas their army they mostly served as mercenaries.
Kashmir had a large numer of muslim populace but was ruler by hindu rulers. (Urdu/Kashmiri)
Afghans reapeatedly fought the delhi and mughaliyah sultanates. (Afghani)
Delhite would be an odd term. It is a term to refer to a person living in delhi. Delhi was first made capital by the Rajputs, chauhan dynasty to be specific. Then the turkic, persian and mamluk(saracen) Sultanates replaced them and made it their capital. Mughals tried to shift some concentration from delhi to other cities like agra but didn't do much. While calling Indians delhite may sound logical for medieval era north india since their was a contest to capture it by many but still it sounds odd to name a civilization on a city.
PS
By the way the map shown by mahazona is bit incorrect, some kingdoms are misplaced. For example Assam doesn't touch sea. They are bound by mountains from all sides. Garo khasi on south, himalayas on north. Hence their name Assam(Not flat). They were better known as Ahoms as well.
You should search for other medieval india maps.

[This message has been edited by Omkar (edited 02-15-2019 @ 07:46 AM).]

EBuilder
Squire
posted 02-16-19 06:53 AM CT (US)     606 / 619       
I personally think that the real problem by using Hindustani is that it doesn't include Palas and Bengal, and I would argue that adding Delhians to represent the Turkic/Afghan origin states would be great. I feel that's the problem by making a mod adding civs: you always want more d:
Omkar
Banned
posted 02-16-19 10:17 AM CT (US)     607 / 619       
Being an Indian I would say delhian sounds way too much odd!
Never heard such a word.
EBuilder
Squire
posted 02-17-19 06:51 AM CT (US)     608 / 619       
I know but Delhiite sounds much more weird in Spanish or Eniglish. Aniway is a muchnmore accurate version but there is no civ which doesn't sound fitting on english overall. The closest is Khmer or Incas but it actually doesn't sounds as weird
Vardamir
Huskarl
posted 06-24-19 07:45 PM CT (US)     609 / 619       
A new Realms patch is live, coming with balance changes, new content, and assorted fixes.

The biggest gameplay change is that the controversial gold pricetag on the Mandinka villager has been made optional. Players who were thrown off by the fundamental shift and just wanted to use known build orders will now be able to research a technology and revert to a more traditional playstyle, while those who were fond of the unique gameplay the bonus provided are free to ignore that tech. Other bonuses are left unchanged, so the group ruled by Mansa Musa will have a gold-centric economy either way.

Furthermore massed Pesilats will be less overpowering, Viet spies will function a bit better, and many more changes have been made to improve the overall balance.

There's also been partial support for independent architecture added: the Spanish, Celts, Byzantines, and Southeast Asian civilizations have been given duplicate building graphics, which will allow players to use custom architecture mods that, for example, change the Spanish buildings while leaving the the Frankish ones untouched. This is made to be compatible with the Independent Architecture mod for the HD edition and WololoKingdoms, so you'll be able use existing collections of architecture sets.

Beyond that, scenario designers will appreciate more tropical birds, an expansion of Realms' large selection of rocks (the last 102 rocks you will ever need and then some) and trees, new heroes, a few units with a fantasy bent, and more.

Though the mod has been progressing in a number of ways, there are two areas where I can't do much myself. The first is voices: it's obviously not ideal that Tibetans speak Chinese, but I don't know of any source for old-fashioned Tibetan speech similar to the in-game dialogue. If the lack of correct voices also bothers you and you have a knowledge of a language that should be in Realms and a microphone, please contact me. I'd jump at the chance to not have Farsi-speaking Armenians.

Translation is also something that people have asked about, but I don't personally have the language skills to produce Realms in anything but English. I have taken some steps to simplify the translation process, but it's ultimately going to require some dedicated multilingual fans for any translation work to occur.


Finally, a changelog:
All melee units given slight area damage to combat stacked Pesilats
Carracks +15 wood, 10 gold cost (to 135/85)
Armored units class restricted to Militia line and Knights
Armenians: Starting trickle reduced to 5 wood, 4 food (from 10/8)
Armenians: Ayrudzi +4 build time (to 25 seconds)
Armenians: Lose Bracer
Bamars: Lose Bloodlines
Bamars: Get Parthian Tactics
Bulgars: Lose Siege Engineers
Bulgars: Knights attack 10% faster in Castle Age (from 15)
Burgundians: Lose Guilds, Siege Engineers
Burgundians: Team bonus effect reduced
Burgundians: Lose Block Printing, gain Illumination
Chimus: Condottieri benefit from armor bonus
Franks: Forage bonus reduced to 20% (from 25)
Dravidians: Archer line -8 train time in Castle Age (matches crossbow)
Dravidians: Lose Siege Engineers
Dravidians: Varu is now affected by Burgundian Team Bonus
Dutch: Cannon Galleons have no minimum range instead of half
Dutch: Beguine heal rate increased to 1.875 (from 1.25)
Jurchens: Lose Arbalest
Jurchens: Villagers +5 frame delay, benefit from Fletching, +1 range per age rather than +1/3 in Dark/Feudal
Hindustani: Lose Halberdiers
Malays: Reduced (Elite) Pesilat dodge ability, speed decreased to 1.05 (from 1.12)
Malays: Elite Pesilat upgrade cost increased to 800f 750g (from 600 each)
Mandinkas: Gold villager cost is optional
Moors: Light cavalry attack 15% faster (from 20)
Saracens: Team bonus effect raised to 2 (from 1)
Slavs: Farmer bonus reduced to 10% (roughly)
Tufans: Lose Hussar
Tufans: Stone Conservation reduced to 30% (from 40)
Viets: Archer move speed bonus increased to 15% (from 10)
Viets: Diep Vien class changed. Will no longer return to build location and are more resistant to being auto-targeted

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
dainghia0510
Squire
posted 11-01-19 11:34 AM CT (US)     610 / 619       
I think you should check the AIs. They don't build TCs on nomad. Principal doesn't use ram at all, they send infantry to kill castle ...
Vardamir
Huskarl
posted 11-02-19 10:20 AM CT (US)     611 / 619       
AI has always been a pretty weak point of the mod, unfortunately. I've basically only learned enough about AI scripting to add new civ types.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
SonicBlade
Squire
posted 11-19-19 07:49 PM CT (US)     612 / 619       
So I wonder if you are using the Rise of the Rajas UI's for the Southeast Asian civs here. For example, the Burmese UI for the Bamars (the Bamars are Burmese from what I heard because they're native to Burma), Khmer UI for the Khmers, Malay UI for the Malays, and Vietnamese UI for the Viets? I would like to see if that's the case because these UI designs are available from the Wololo Kingdoms. Oh and don't forget you can just replace the Mandinkas with Malians because Mandinkas are the Malians.

[This message has been edited by SonicBlade (edited 11-19-2019 @ 07:52 PM).]

Vardamir
Huskarl
posted 11-21-19 07:41 AM CT (US)     613 / 619       
I'm not using any HD interfaces interfaces at the moment, though there are several that would be applicable (Berbers and Moors are also broadly similar).

I've always been hesitant to take too much content from the DLC, and that would only be a small fraction of the new UIs I need for Realms civilizations anyway.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
EBuilder
Squire
posted 02-24-20 04:07 PM CT (US)     614 / 619       
Is there any plans for future patchs?

edit: Btw, I would also like to know how you programed Bamar farms

[This message has been edited by EBuilder (edited 02-24-2020 @ 08:07 PM).]

Vardamir
Huskarl
posted 02-26-20 12:18 PM CT (US)     615 / 619       
Work has slowed down, but I still plan on releasing updates eventually.

Bamar farms are done by upgrading to a new version with resource storage effects.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
SonicBlade
Squire
posted 04-29-20 09:38 PM CT (US)     616 / 619       
Now have you considered using the Tatars dialogue for the Turcomans? That would be a good idea. You can also use the Bulgarian dialogue from DE to use for the Bulgars and you may as well rename the Balts to Lithuanians.

[This message has been edited by SonicBlade (edited 04-29-2020 @ 09:50 PM).]

Vardamir
Huskarl
posted 04-30-20 07:31 AM CT (US)     617 / 619       
Using DE voices has certainly crossed my mind. Though I am happier with Balts as a civ name than Lithuanians, even if thatís always been their primary inspiration.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
SonicBlade
Squire
posted 05-03-20 01:46 AM CT (US)     618 / 619       
You can also use the Lithuanian voice set from DE for the Balts as well. Now using The Last Khans civ themes for certain civs here would be a good idea. For example, the Turcomans playing the Tatar civ theme. You can also go for this Central Asian building set to replace the nomadic Asian building set with it: https://aok.heavengames.com/blacksmith/showfile.php?fileid=13485

Now I would like it if the Mongols building set was restored to the East Asian set because it makes more sense for them to have it since they are East Asian people.
EBuilder
Squire
posted 05-12-20 08:57 PM CT (US)     619 / 619       
You can always talkwith AbeJin and Omargg to get more building sets too. The Mongol and their southeast asians ones are amazing
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