Engines of Desolation (Post-Apocalyptic Mobile City Quest)

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"Pict-Capture from the gundeck of the tracked city of Behemoth firing on the city of...

Old Guard

Inward Collapsing Void
Banned
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"Pict-Capture from the gundeck of the tracked city of Behemoth firing on the city of Indomitable." - Master-Scholar Feldrik

The great civilization of the golden age is no more, destroyed in a fire of its own creation. From the ashes of the world, the survivors struggled to survive in their new environment, few would accomplish this goal. Some however banded together and braved the Hot-Zones gathering what they could of the detritus of the past. These people would build the first tracked cities and secure survival for themselves and their people. The life of a Tracked City is not an easy one, however. It is a constant struggle to find usable resources and keep the great beast alive. Now, somewhere between 300 and 400 years after the Omega War you have become the Captian-General of such a city. It is up to you to ensure the survival of your people... do not fail.

Building The Tracked CIty:

To build your City you have 50 Build Points. Read the following options carefully and vote on how you wish to construct your city. Plan voting is allowed, but if you are proposing a plan please explain why you think your build is the best choice.

You start with 10 Hull Points, the Basic Engine Module, and the Command Deck Module in addition to your 50 Build Points.
Basic Engine - Provides 30 Energy. Uses 5 Fuel per movement. Uses 1 Fuel per turn.
Command Deck - Allows the Training of 1 Officer Corp Unit, provides -2 DC to hit. Uses 1 Energy.

Note that you can take multiples of the same Module.

Basics:

[ ] Hull Points - Hull Points are the basic frame of your mobile population center, if you are ever reduced to 0 HP it means your city has been reduced to near slag and can no longer move. A sure death sentence. It also determines how many "Modules" can be placed on the city. 1 Module and 1 Armor per 5 HP. Cost: 5 HP per 1 BP

[ ] Armor - Armor provides a straight damage reduction from enemy fire (provides no protection from borders), without armor it is unlikely you'll survive a single major battle. Cost: 1 AM per 1 BP

Modules:

All Modules required a minimum of 1 Population Unit unless otherwise stated.


[ ] Average Engine - The Average Engine provides 1 additional move, and provides 40 Energy. It uses 5 Fuel per movement. Uses 2 Fuel per turn. Cost: 10 BP

[ ] Improved Engine - The Improved Engine provides 1 additional move, and provides 50 Energy. It uses 3 Fuel per movement. Uses 3 Fuel per turn. Cost 20 BP

[ ] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP

[ ] Armored Treads - Prevents temporary immobilization in battle, negates hill movement penalty. Reduces movement by 1. Cost: 5 BP

[ ] Flux Energy Shield Generator - Provides 20 points of damage absorption and remains active until brought to 0. Uses 10 Energy. Cost: 20 BP

[ ] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP

[ ] Reserve Batteries - Allows 1 movement, and the continued function of all Modules using 3 Energy or less for 3 turns. No Pop Units needed. Cost: 10 BP

[ ] Mining Rig - Doubles the mining output of Pop Units. Uses 5 Energy. Cost: 5 BP

[ ] Observation Tower - Allows +1 additional view range. Provides a -2 DC to hit. Uses 1 Energy. Cost: 5 BP

[ ] Radar System - Alerts City when a large object or large group of objects are within 6 spaces. Provides a -5 DC to hit. Uses 5 Energy. Cost: 10 BP

[ ] Refinery - Doubles the Fuel collection rate of Pop Units. Uses 10 Energy. Cost: 10 BP

[ ] Cargo Holds - Allows 50 Units of Resource storage. Uses 1 Energy. Cost: 5 BP

[ ] Herd Pens - Provides between 3 and 6 Food per turn. Uses 1 Energy. Uses 1 Food per turn. Cost: 5 BP

[ ] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP

[ ] Tavern Network - Decreases Pop Unrest, Improves Troop Moral. Uses 1 Energy. Cost 5 BP

[ ] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP

[ ] Muster Hall - Converts 4 Pop Units into Militia temporarily. No Pop Units needed. Uses 1 Energy. Cost 5 BP

[ ] Air Hanger - Allows the construction of Fighters/Bombers, total housing for 1 Unit. Uses 3 Energy. Cost 5 BP

[ ] Vehicle Hanger - Allows the construction of Light/Medium Armor, total housing for 2 Units. Uses 3 Energy. Cost 5 BP

[ ] Light Gun Battery - Small Caliber Artillery used to fight other tracked cities or larger groups of enemies. Does 1d6 Damage. Uses 2 Energy. Cost: 5 BP

[ ] Medium Gun Battery - Mid-sized Artillery used to fight other tracked cities or larger groups of enemies. Does 1d8+2 Damage. Uses 3 Energy. Cost 10 BP

[ ] Heavy Gun Battery - Large Artillery used to fight other tracked cities or larger groups of enemies. Does 1d10+3 Damage. Uses 4 Energy. Cost 15 BP

[ ] Pillbox Network - A system of heavy weapon emplacements used to repel boarders. Must be manned by 1 Infantry or Militia Unit. Uses 1 Energy. Cost: 5 BP

[ ] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP

[ ] Guild Hall - Increases Trading abilities. Uses 1 Energy. Cost: 5 BP

[ ] Slave-Pens - Allows the holding and training of up to 4 hostile Pop Units. Uses 1 Energy. Cost: 5 BP

[ ] Energized Fortifications - A system of high voltage fences placed in key locations to defend against boarding (or riots). No Pop Units needed. Uses 2 Energy. Cost: 5 BP

[ ] Chem Rocket Battery - Rockets used to fire chemical weapons. Highly effective against unprotected Infantry. Does 1d8+5 Damage against Infantry (unprotected). Uses 3 Energy. Cost 10 BP

[ ] High-Explosive Rocket Battery - Rockets used to fire high-explosives. Highly effective against Light Armor. Does 1d8+5 Damage against Light Armor. Uses 3 Energy. Cost 10 BP

[ ] Tow Cable Cranes - A set of cranes that can be used to attach a smaller tracked city to your own, and pull it. Uses 2 Energy. Cost: 5 BP

[ ] Survaliance Network - A network of cameras and microphones that can be used to keep tabs on your population and organize a defense against boarders. Uses 2 Energy. Cost: 5 BP

[ ] Boarding Harpoon Battery - Artillery used to fire heavy chains at tracked cities and immobilize them. Negates benefits of Armored Treads. Uses 2 Energy. Cost: 5 BP

[ ] University Labs - Allows the study of "Golden Age" tech. Uses 5 Energy. Cost: 10 BP

[ ] Enforcer Posts - A system of post and bunkers that allow the training of 1 Enforcer Unit. Decreases Pop Unrest. Uses 2 Energy. Cost 5 BP

[ ] Healer Hall - Medical facilities that treat wounded military Units. Decreases Pop Unrest. Uses 5 Energy. Cost 5 BP

[ ] Mechanics Guild - Increases repairs effectiveness. Uses 3 Energy. Cost: 5 BP

[ ] Parasite City - A smaller Tracked City that has sworn fealty to you. Starts with 15 HP, the Small Engine Module, the Hab Block Module and one 5 BP Module of your choice. Cost: 15 BP

Name your City:

Name your glorious city! Please note that Golden Age society and culture is basically gone, and details are far and few in between.

[ ] Write-In Name

Name your Captain-General:

Name the glorious leader of your city and his dynasty!

[ ] Write-In Name​
 
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Basic Stats/World Map
World Map:

Engines of Desolation

The Mobile City Dreadnaught

Captian-General Catherine Ethard

Basic Stats:


Hull Points: 50
Armor: 3
Movement: 2
Energy: 21/30
Repair Rate: 1 HP per 5 Metal
Population Unit Unrest: 40%
Resource Storage: 50
- 23 Fuel
- 10 Food
- 5 Metal
View Range: 2
Population Units: 10

Political Groups:
Captain-General Loyalist - 4 Pop Units
Gunners - 2 Pop Unit

Modules:

Basic Engine (Manned)
Command Deck (Manned)
x2 Hydroponic Farms (x2 Manned)
x2 Hab Blocks (N/A)
Market Hall (Manned)
Manufacturing Hall (Manned)
Barracks (N/A)
Air Hanger (Unmanned)
Light Gun Battery (Manned)​
 
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Sooo... can we vote yet?

I noticed certain options - like food and production increases, - are available without an explanation what any of them mean.

[x] Hull Points: +35 (7 BP)
[x] Armor: +8 (8 BP)

Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Mining Rig - Doubles the mining output of Pop Units. Uses 5 Energy. Cost: 5 BP
[x] Radar System - Alerts City when a large object or large group of objects are within 6 spaces. Provides a -5 DC to hit. Uses 5 Energy. Cost: 10 BP
[x] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
[x] Survaliance Network - A network of cameras and microphones that can be used to keep tabs on your population and organize a defense against boarders. Uses 2 Energy. Cost: 5 BP

Emphasis is on self-sufficiency. Weapons ditched in favor of heavy armor that even heavy artillery would find hard to pierce, and infantry to defend against boarders.
 
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Sooo... can we vote yet?

I noticed certain options - like food and production increases, - are available without an explanation what any of them mean.

Yes voting is open.

I'll have these additional mechanics posted in the reserve post soon. But as a basic explanation, 1 Pop Unit needs 1 food per turn. Not having enough food will result in starvation and increased unrest.

For production, 1 Pop Unit will harvest 1 resource per turn (once you've found a resource deposit of course) and a module such as the mining rig doubles that to 2 resource units per Pop.

Edit: Also you can take multiple of the same Module. I relized that wasn't very clear and have made an appropriate edit.
 
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Ok, so. Does Radar alert us to the presence of other cities only, or are there other 'large objects'? Is it a straight up upgrade of ObsTower? Does it allow us to see terrain in a greater radius than what we'd be able to otherwise?

What kind of game is this? Do we exhaust resourses and move on to find different ones (i.e. we constantly travel across the map in our city), or is this the kind of game where we settle and send out colonists to find sweet spots?
 
Ok, so. Does Radar alert us to the presence of other cities only, or are there other 'large objects'? Is it a straight up upgrade of ObsTower? Does it allow us to see terrain in a greater radius than what we'd be able to otherwise?

What kind of game is this? Do we exhaust resourses and move on to find different ones (i.e. we constantly travel across the map in our city), or is this the kind of game where we settle and send out colonists to find sweet spots?

The Radar System will alert you to the presence of other tracked cities within 6 hex's, as well as any large armor or fighter formations. Its separate from the Observation Tower, and will not show you things like resource deposits, static settlements, or other things of that nature.

Constantly moving from one area to another in search of more resources is how your city has operated since it was founded. You can continue that tradition if you want, or you can attempt to form a static civilization. Both options have challenges, and no path will be easy.
 
[x] Hull Points: +25 (5 BP)
[x] Armor: +10 (10 BP)

Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Mining Rig - Doubles the mining output of Pop Units. Uses 5 Energy. Cost: 5 BP
[x] Radar System - Alerts City when a large object or large group of objects are within 6 spaces. Provides a -5 DC to hit. Uses 5 Energy. Cost: 10 BP
[x] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
[x] Survaliance Network - A network of cameras and microphones that can be used to keep tabs on your population and organize a defense against boarders. Uses 2 Energy. Cost: 5 BP
 
I'm not sure the Mining Rig is a worthwhile investment. Consider our resource storage. We have space for 50 resource, and with mining rig we'd get 10 per turn. So, the rig would barely save us any time.
 
It's a leftover from my Civ/SMAC days where Minerals/Shields/Production are the most important metrics of how the base is doing. More minerals => higher production => faster rate of improvement.

I don't know how fast we can expend minerals, though.
Considering Repair costs (5 Metal for 1 HP) and Manufacturing Hall properties (1 Trade Good/Ammo/Unit per 5 Metal), I'd say you can't have too much Metal.

...you could make the case in favor of having the Manufacturing Hall as a starting facility so we could convert our extra resources into units.
 
[x] Hull Points: +25 (5 BP)
[x] Armor: +10 (10 BP)

Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP x2
[x] Observation Tower - Allows +1 additional view range. Provides a -2 DC to hit. Uses 1 Energy. Cost: 5 BP
[x] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
[x] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP


The plan is to become a static, trade based civilization. Tough armour and high Pop will make us harder to hurt while gathering the resources needed.
 
No defense guns to defend against someone just shelling us to death?

Edit: Added a plan
Edit2: I also couldn't fit guns in while being remotely self sufficient
BP 50-5-5=40-5-5-5=25-3=22-10-1=11-7=4-1=3-1-1=1-1=0
Energy 30-2-1=27-3-5=19-10=9
Food 0+5=5
HP 10+15=25+5=30+5=35+5=40+5=45
Armor 0+7=7+1=8
Modules 2+1+1+1=5+1=6
Extra module space 2

[X] Hull Points - 35
[X] Armor - 8

[X] Hydroponic Farms - 1
[X] Armored Treads - 1
[X] Hab Block - 1
[X] Mining Rig - 1
[X] Refinery - 1
[X] Mechanics Guild - 1
City Name:
[X] Rep-Nep
Captain General:
[X] Heather Turnkey
 
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Sooo... can we vote yet?

I noticed certain options - like food and production increases, - are available without an explanation what any of them mean.

[x] Hull Points: +25 (5 BP)
[x] Armor: +10 (10 BP)

Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Mining Rig - Doubles the mining output of Pop Units. Uses 5 Energy. Cost: 5 BP
[x] Radar System - Alerts City when a large object or large group of objects are within 6 spaces. Provides a -5 DC to hit. Uses 5 Energy. Cost: 10 BP
[x] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
[x] Survaliance Network - A network of cameras and microphones that can be used to keep tabs on your population and organize a defense against boarders. Uses 2 Energy. Cost: 5 BP

Emphasis is on self-sufficiency. Weapons ditched in favor of heavy armor that even heavy artillery would find hard to pierce, and infantry to defend against boarders.

[x] Hull Points: +25 (5 BP)
[x] Armor: +10 (10 BP)

Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP x2
[x] Observation Tower - Allows +1 additional view range. Provides a -2 DC to hit. Uses 1 Energy. Cost: 5 BP
[x] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
[x] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP


The plan is to become a static, trade based civilization. Tough armour and high Pop will make us harder to hurt while gathering the resources needed.

Neither plan is valid.

Nevill's plan has 6+2 modules and 10 armor but capacity only for 7, Chrestomanci's plan has 7+2 modules and 10 armor and capacity for 7.

It also determines how many "Modules" can be placed on the city. 1 Module and 1 Armor per 5 HP
 
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I see.

Put me down for +35 HP (7 BP) and +10 Armor (8 BP), then. For a total of 45 HP and 8 armor.

No defense guns to defend against someone just shelling us to death?
Just locate them before they find you and step out of their way. :whistle:

Seriously, though. Heavy armor is hard to pierce. Other defensive measures run into the problem of us not knowing what to defend against. Shelling? Then what do we do about boarders? Infantry? Then what if they got tanks? Everything? Then nothing else will fit.

We'll probably have to do some recon to learn what we may be up against, then build the counter-measures from scratch.
 
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Anyway, here's my evaluation of the rules.
You start with 10 Hull Points, the Basic Engine Module, and the Command Deck Module in addition to your 50 Build Points.
Basic Engine - Provides 30 Energy. Uses 5 Fuel per movement. Uses 1 Fuel per turn.
Command Deck - Allows the Training of 1 Officer Corp Unit, provides -2 DC to hit. Uses 1 Energy.

Because an engine is included by default, it makes no sense to buy a new engine. We don't have the BP to design a twin-engine city, and given that we don't have the ability to swap the engine out for a reduced BP cost, it makes no sense to buy an engine.

The enormous fuel cost (5 fuel per movement, 1 per turn) mean that our cities range is tremendously handicapped. Even if we store our entire cargo hold with fuel, we can move only 8 tiles. That means that the city can only move within 4 tiles around the closest fuel source.

In addition, since each building requires 1 pop, refueling will be a tremendously lengthy experience. Nevill's city for example, has no free population. (5 pop provided : 1 Hydro, 1 Radar, 1 Mining rig, 1 Surveillance, 1 engine, 1 command = 6 pops needed). It needs to shut down most of it's equipment just to have 3 free pops to produce 2 netto fuel per turn, even though that means being blind while refueling.

[ ] Flux Energy Shield Generator - Provides 20 points of damage absorption and remains active until brought to 0. Uses 10 Energy. Cost: 20 BP

For the same price as the Flux shield generator, one can increase HP to 55 (10+9*5) and increase armor to 11. This renders the city nearly invulnerable to all but the largest guns, and as such means that the Flux shield generator is completely pointless.

[ ] Reserve Batteries - Allows 1 movement, and the continued function of all Modules using 3 Energy or less for 3 turns. No Pop Units needed. Cost: 10 BP

What is the cost of recharging these batteries?

[ ] Herd Pens - Provides between 3 and 6 Food per turn. Uses 1 Energy. Uses 1 Food per turn. Cost: 5 BP

This is strictly inferior to hydroponics.


[ ] Light Gun Battery - Small Caliber Artillery used to fight other tracked cities or larger groups of enemies. Does 1d6 Damage. Uses 2 Energy. Cost: 5 BP

[ ] Medium Gun Battery - Mid-sized Artillery used to fight other tracked cities or larger groups of enemies. Does 1d8+2 Damage. Uses 3 Energy. Cost 10 BP

[ ] Heavy Gun Battery - Large Artillery used to fight other tracked cities or larger groups of enemies. Does 1d10+3 Damage. Uses 4 Energy. Cost 15 BP

Due to the extreme cheapness of armor, everything but Heavy guns are useless.
 
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What is the cost of recharging these batteries?

This is strictly inferior to hydroponics.

Due to the extreme cheapness of armor, everything but Heavy guns are useless.

The Batteries are a free action that can be used once you run out of Fuel. Recharging them takes nothing more than finding more fuel.

Herd Pens can eventually be upgraded. Currently they house things like sheep, and cows. But they can also be used to store Horses or more exotic creature's. Which can be used to produce more food or decrease unrest or train Cavalry.

For Gun Batteries, Armor Piercing Ammo and other such things exist.
 
[x] Hull Points: +35 (7 BP)
[x] Armor: +8 (8 BP)

Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Mining Rig - Doubles the mining output of Pop Units. Uses 5 Energy. Cost: 5 BP
[x] Radar System - Alerts City when a large object or large group of objects are within 6 spaces. Provides a -5 DC to hit. Uses 5 Energy. Cost: 10 BP
[x] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
[x] Survaliance Network - A network of cameras and microphones that can be used to keep tabs on your population and organize a defense against boarders. Uses 2 Energy. Cost: 5 BP
 
Neither plan is valid.

Nevill's plan has 6+2 modules and 10 armor but capacity only for 7, Chrestomanci's plan has 7+2 modules and 10 armor and capacity for 7.
Thanks. New plan;

[x] Hull Points: +50 (10 BP)
[x] Armor: +10 (10 BP)

Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Observation Tower - Allows +1 additional view range. Provides a -2 DC to hit. Uses 1 Energy. Cost: 5 BP
[x] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
[x] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP

This city has the space for 12 modules, the priority in the first few turns will be gathering enough stuff to build a second Hab Block.
 
Hmmm, going to leave initial voting up awhile longer. Its pretty key for the early game.
 
[x] Hull Points: +35 (7 BP)
[x] Armor: +8 (8 BP)

Modules:
[x] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP
[x] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP
[x] Mining Rig - Doubles the mining output of Pop Units. Uses 5 Energy. Cost: 5 BP
[x] Radar System - Alerts City when a large object or large group of objects are within 6 spaces. Provides a -5 DC to hit. Uses 5 Energy. Cost: 10 BP
[x] Barracks - Allows the training of Infantry, total housing for 3 Units. No Pop Units needed. Uses 2 Energy. Cost 5 BP
[x] Survaliance Network - A network of cameras and microphones that can be used to keep tabs on your population and organize a defense against boarders. Uses 2 Energy. Cost: 5 BP

Also, none of these are actual plans so the end product is going to be weird as the highest voted Modules will be chosen instead of the actual plans.
And double Hydroponics is going to be swallowed by the vote tally. Unless the QM is voting per hand which can get out of hand, ha, very quickly.
 
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