30 AG Intro and Stats
Theaxofwar
Definitely not a Bunny Cat in disguise.
- Location
- Standing right behind you
Through the Gates: a Space Opera GSRP
Thirty years ago, the gates opened. Since then, there has been a scramble throughout the galaxy to claim and colonize new systems. However, even as nations build research stations and colonies, even as they begin to develop diplomatic relations with the rest of the galaxy, no one has forgotten that the expansion is built on technology they do not control. Even with thirty years, the depths of the gates haven't been even close to fully explored, and no one has more than vague guesses on how they work. Even so, it has largely been accepted that the gates do work, and that they work consistently and predictably. Few expected them to do anything new, especially thirty years after their activation.
And then, one morning, everything changed once more. All throughout the galaxy, before the eyes of tired gateworkers at the ends of their shifts, businessmen starting their day, and ship captains just arriving with new cargo, the walls of the gates began to shift. At first, perhaps, people assumed they were just tired, their vision swimming from a lack of sleep. Yet soon, the shifting metal, which had proven impervious to damage up until this point, began to resolve into words. They were written in thousands, maybe even millions of languages, drawing from all across the known galaxy, but they all said the same thing:
And thus, a new era of galactic civilization began.
Stats
Civilization Name
Government type: Type of government
Capital: Capital System (Location on Map)
Peripheral: Peripheral Systems (Locations on Map)
Political unity: Crumbling/Poor/Stable/Good/Unyielding
Economy Size: Pathetic-Tiny-Small-Medium-Large-Huge-Overwhelming-Galactic
Economic outlook: Collapsing/Major depression/Shrinking/Stagnating/Growing/Strong growth/Major boom
Economic notes:
Technology: Chaotic (0 Slots)/Weak (1)/Adequate (2)/Good (3)/Excellent (4)/Furious (5)
Space Forces Quality: X/5
Space Forces:
Ground Forces Quality: X/10
Ground Forces:
Military notes:
Espionage: Guileless (0 Slots)/Patchwork (1)/Established (2)/Institutional (3)/Expert (4)/Cold Warriors (5)
Special Thing:
Name of Special Thing: Description of Special Thing
The Confederated Accords of Avlentes
Government type: Semi-Elected Authoritarian Electronic Democracy
Systems:
Capital: Criq (8)
Peripheral: Port Pearl (3), Port Verte (4)
Political unity: Stable
Economy Size: Small
Economic outlook: Growing
Economic notes: Mixed Economy, History of nationalizing key industry
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 6/10
Ground Forces:
12 Army Groups
Military notes: Compulsory military service
Espionage: Patchwork (1)
Special Thing:
Tabeaus - Tabeaus are a specific social unit within Avlentes society, encompassing anywhere from two to dozens of families. While generally tight-knit, moving between tabeaus is a normal part of society, creating a population at once clannish and remarkably socially flexible. These work as a sort of training for the contradictions within the Avlentes government, preparing its citizens to navigate its structure. So long as tabeaus remain a building block of Avlentes society, it will find itself more resistance to stability loss from ideological division.
Player: @FantasticMsFox
The Decuan Stellar Republic
Government Type: Clan-based Federal Republic
Capital: Yanta (10)
Peripheral: Xasha (9), Xinja (15)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Joint Enterprise as main economic unit
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
8 Army Groups
Military Notes: Notably consultative and egalitarian
Espionage: Patchwork (1)
Special Thing:
Never Fall Short - The Vedren are a somewhat diminutive species, and perhaps as a result they have resolved to never fall behind the rest of the galaxy. As a result, they gain a bonus to researching technologies that other polities have already developed.
Player: @Etranger
The New Eden Confederation
Government Type: Aristocratic Confederal Republic
Capital: New Eden (34)
Peripheral: Organa (28), Spectra (33)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Free market regulated by the Confederation Trade Comission
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 6/10
Ground Forces:
10 Army Groups
Military Notes: Houses have independent militaries alongside the United Confederation Defense Force
Espionage: Patchwork (1)
Special Thing:
Origins Unknown - The New Eden Confederation did not originate on Eden Prime, or at least they do not believe they do. How they came to this planet is unknown, but not from lack of curiosity. The first step of solving a mystery is knowing there is one in the first place.
Player: @Skrevski
The Hyperion Congress
Government Type: Congress of socialist committees
Capital: Kadlob (20)
Peripheral: Gamma Alternus (14), Opaque Choir (24)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Autonomous worker's cooperatives overseen by the CRS
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
6 Army Groups
2 Militia Groups
Military Notes:
Espionage: Patchwork (1)
Special Thing:
The Worth of a Life - The Hyperion Congress highly values the lives of its citizens, and is willing to spend exorbitant amounts of money rather than see even one more Inquirii life lost than necessary. Bonus to research on armor and safety features designed to save soldiers' lives.
Player: @DanBaque
The Vaerked Sarnokadat
Government Type: Union of Autonomous Colonies
Capital: Kordali (21)
Peripheral: Rhokadan (25), Drakoh (16)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Planned economy, robust social securities
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 6/10
Ground Forces:
2 Army Groups
6 Marine Groups
Military Notes: Army culturally diverged from civilian life, existence of major military lineages
Espionage: Patchwork (1)
Special Thing:
Home in the Stars - The Vaerked destroyed their homeworld long ago, rendering it uninhabitable. Instead, their entire civilization exists within scattered space colonies of varying types. The society naturally holds all the advantages and disadvantages of an extremely decentralized population with no population centers anywhere near the size of a planet.
Player: @Furrybacon
The Interplanetary Helvetica Confederation
Government Type: Semi-direct democratic confederation of cantons
Capital: Waldestatte (18)
Peripheral: - Länder (13), Städte (19)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: UBI, focus on sustainability
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
8 Defense Groups
Military Notes: Massive emphasis on defensive planning
Espionage: Patchwork (1)
Special Thing:
Armed Neutrality - The Helvetica Confederation is extremely focused on defensive actions militarily. As a result, is suffers from a malus in offensive wars, but a bonus to defensive conflicts.
Player: @Hyvelic
The Imperial Hives of Ku'Patk
Government Type: Autocratic Empire
Capital: Nactp (6)
Peripheral: Matck (5), Ikck (11)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Centrally planned
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 6/10
Ground Forces:
8 Army Groups
Military Notes: Mass mobilization built into doctrine, artillery focus
Espionage: Patchwork (1)
Special Thing:
Greedily and Deep - The Ilken build their cities underground, and this has instilled in them an expertise for underground construction. Not only are their planets much more resistant to orbital bombardment, but Ilken also prove to be extremely efficient miners, building mines that are both safer and more efficient than other polities.
Player: @Frostbyght
Jkalu
Government Type: Administrative Dictatorship
Capital: Kfriha (1)
Peripheral: Kfriu'lo (2), Kfraqu (7)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Centrally planned
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
8 Army Groups
Military Notes: Highly mechanized, elected officers
Espionage: Patchwork (1)
Special Thing:
Burning Heaven - Perhaps as a result of their reverance for heaven, there is a focus amongst the Yri on research of that most celestial of elements, plasma. As such they gain a bonus to research on plasma technology, both military and civilian.
Player: @RobespierreLives
The Nimrean League
Government Type: Federal Parliamentary Republic
Capital: Lagar (27)
Peripheral: Arkech (23), Sippo (32)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Functionally hypercapitalist, extreme income and wealth inequality
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
4 Army Groups
4 Megacorp Security Groups
Military Notes: Private armies of megacorporations better equipped and funded, recent reinvestment in government armed forces
Espionage: Patchwork (1)
Special Thing:
The Rich get Richer - The hypercapitalist nature of society is heavily socially integrated, and protections for workers have been eroded massively in the pursuit of profit. The Nimrean League can exploit resources more efficiently and produce goods much cheaper than other polities as a result. However, this is only acheived at the cost of the happiness of the populace, and is muddied further by a backstabbing elite. Thus, in this new era the Nimrean League is much more prone to instability.
Player: @Oxford
The Cult of Shadow
Government Type: Theocratic Dictatorship
Capital: Thon (31)
Peripheral: Ethelwren (26), Perion (36)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Regulated market economy, large monopolies
Technology: Weak (1)
Space Force Quality: 3/5
Space Forces:
10 Gen 0s
Ground Force Quality: 5/10
Ground Forces:
8 Army Groups
Military Notes: High degree of fanaticism, Dark Justiciar officer class
Espionage: Patchwork (1)
Special Thing:
Sharran Subterfuge - The agents of the Nightsinger are trained from birth in the arts of espionage, interrogation, subterfuge, subversion, stealth, and coercion. The Dark Justiciars and other agents of the Cult of Shar are the greatest spies in the galaxy and specialize in the infiltration and subversion of other states, cults, and organizations. Thus, they gain a bonus to espionage actions used to infiltrate and subvert.
Player: @Fingon888
The Stivan Enclaves
Government Type: Federal Oligarchy
Capital: Keening (29)
Peripheral: Grimoire (30), Almanac (35)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Decentralized, Communal
Technology: Weak (1)
Space Force Quality: 3/5
Space Forces:
10 Gen 0s
Ground Force Quality: 5/10
Ground Forces:
8 Army Groups
Military Notes: No centralized fighting force, defensive focus
Espionage: Patchwork (1)
Special Thing:
The Book of Hours - The Stivan Order holds within it The Book of Hours, which contains the secrets of a much more advanced civilization within its pages. While most of its secrets are carefully rationed to ensure stability, others remain undeciphered to this day. The secrets of the ancient Hondori are many, and perhaps may hold hints of yet greater truths, that even the ancients only barely scraped at. Studying the Book of Hours can unveil many great things indeed.
Player: @Weygand
The Supreme Dictat of the Temple of the Rhalas and the Rhalata National Order
Government Type: Fascist Stratocratic Republic
Capital: Temple Prime (17)
Peripheral: Sanctum (12), Sermon (22)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: State wellfare
Technology: Weak (1)
Space Force Quality: 3/5
Space Forces:
10 Gen 0s
Ground Force Quality: 6/10
Ground Forces:
12 Army Groups
Military Notes: Service guarantees citizenship
Espionage: Patchwork (1)
Special Thing:
Well Oiled Machine - The Supreme Dictat's reason for existence is war, and every aspect of its society is bent around that purpose. Where others may balk at senseless violence, Rhalata are raised from birth to fight and die. As a result, the Supreme Dictat is much less likely to suffer stability loss from aggressive wars.
Player: @Thiccroy
Thirty years ago, the gates opened. Since then, there has been a scramble throughout the galaxy to claim and colonize new systems. However, even as nations build research stations and colonies, even as they begin to develop diplomatic relations with the rest of the galaxy, no one has forgotten that the expansion is built on technology they do not control. Even with thirty years, the depths of the gates haven't been even close to fully explored, and no one has more than vague guesses on how they work. Even so, it has largely been accepted that the gates do work, and that they work consistently and predictably. Few expected them to do anything new, especially thirty years after their activation.
And then, one morning, everything changed once more. All throughout the galaxy, before the eyes of tired gateworkers at the ends of their shifts, businessmen starting their day, and ship captains just arriving with new cargo, the walls of the gates began to shift. At first, perhaps, people assumed they were just tired, their vision swimming from a lack of sleep. Yet soon, the shifting metal, which had proven impervious to damage up until this point, began to resolve into words. They were written in thousands, maybe even millions of languages, drawing from all across the known galaxy, but they all said the same thing:
Prove You are Worthy
And thus, a new era of galactic civilization began.
Stats
Civilization Name
Government type: Type of government
Capital: Capital System (Location on Map)
Peripheral: Peripheral Systems (Locations on Map)
Political unity: Crumbling/Poor/Stable/Good/Unyielding
Economy Size: Pathetic-Tiny-Small-Medium-Large-Huge-Overwhelming-Galactic
Economic outlook: Collapsing/Major depression/Shrinking/Stagnating/Growing/Strong growth/Major boom
Economic notes:
Technology: Chaotic (0 Slots)/Weak (1)/Adequate (2)/Good (3)/Excellent (4)/Furious (5)
Space Forces Quality: X/5
Space Forces:
Ground Forces Quality: X/10
Ground Forces:
Military notes:
Espionage: Guileless (0 Slots)/Patchwork (1)/Established (2)/Institutional (3)/Expert (4)/Cold Warriors (5)
Special Thing:
Name of Special Thing: Description of Special Thing
The Confederated Accords of Avlentes
Government type: Semi-Elected Authoritarian Electronic Democracy
Systems:
Capital: Criq (8)
Peripheral: Port Pearl (3), Port Verte (4)
Political unity: Stable
Economy Size: Small
Economic outlook: Growing
Economic notes: Mixed Economy, History of nationalizing key industry
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 6/10
Ground Forces:
12 Army Groups
Military notes: Compulsory military service
Espionage: Patchwork (1)
Special Thing:
Tabeaus - Tabeaus are a specific social unit within Avlentes society, encompassing anywhere from two to dozens of families. While generally tight-knit, moving between tabeaus is a normal part of society, creating a population at once clannish and remarkably socially flexible. These work as a sort of training for the contradictions within the Avlentes government, preparing its citizens to navigate its structure. So long as tabeaus remain a building block of Avlentes society, it will find itself more resistance to stability loss from ideological division.
Player: @FantasticMsFox
The Decuan Stellar Republic
Government Type: Clan-based Federal Republic
Capital: Yanta (10)
Peripheral: Xasha (9), Xinja (15)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Joint Enterprise as main economic unit
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
8 Army Groups
Military Notes: Notably consultative and egalitarian
Espionage: Patchwork (1)
Special Thing:
Never Fall Short - The Vedren are a somewhat diminutive species, and perhaps as a result they have resolved to never fall behind the rest of the galaxy. As a result, they gain a bonus to researching technologies that other polities have already developed.
Player: @Etranger
The New Eden Confederation
Government Type: Aristocratic Confederal Republic
Capital: New Eden (34)
Peripheral: Organa (28), Spectra (33)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Free market regulated by the Confederation Trade Comission
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 6/10
Ground Forces:
10 Army Groups
Military Notes: Houses have independent militaries alongside the United Confederation Defense Force
Espionage: Patchwork (1)
Special Thing:
Origins Unknown - The New Eden Confederation did not originate on Eden Prime, or at least they do not believe they do. How they came to this planet is unknown, but not from lack of curiosity. The first step of solving a mystery is knowing there is one in the first place.
Player: @Skrevski
The Hyperion Congress
Government Type: Congress of socialist committees
Capital: Kadlob (20)
Peripheral: Gamma Alternus (14), Opaque Choir (24)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Autonomous worker's cooperatives overseen by the CRS
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
6 Army Groups
2 Militia Groups
Military Notes:
Espionage: Patchwork (1)
Special Thing:
The Worth of a Life - The Hyperion Congress highly values the lives of its citizens, and is willing to spend exorbitant amounts of money rather than see even one more Inquirii life lost than necessary. Bonus to research on armor and safety features designed to save soldiers' lives.
Player: @DanBaque
The Vaerked Sarnokadat
Government Type: Union of Autonomous Colonies
Capital: Kordali (21)
Peripheral: Rhokadan (25), Drakoh (16)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Planned economy, robust social securities
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 6/10
Ground Forces:
2 Army Groups
6 Marine Groups
Military Notes: Army culturally diverged from civilian life, existence of major military lineages
Espionage: Patchwork (1)
Special Thing:
Home in the Stars - The Vaerked destroyed their homeworld long ago, rendering it uninhabitable. Instead, their entire civilization exists within scattered space colonies of varying types. The society naturally holds all the advantages and disadvantages of an extremely decentralized population with no population centers anywhere near the size of a planet.
Player: @Furrybacon
The Interplanetary Helvetica Confederation
Government Type: Semi-direct democratic confederation of cantons
Capital: Waldestatte (18)
Peripheral: - Länder (13), Städte (19)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: UBI, focus on sustainability
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
8 Defense Groups
Military Notes: Massive emphasis on defensive planning
Espionage: Patchwork (1)
Special Thing:
Armed Neutrality - The Helvetica Confederation is extremely focused on defensive actions militarily. As a result, is suffers from a malus in offensive wars, but a bonus to defensive conflicts.
Player: @Hyvelic
The Imperial Hives of Ku'Patk
Government Type: Autocratic Empire
Capital: Nactp (6)
Peripheral: Matck (5), Ikck (11)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Centrally planned
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 6/10
Ground Forces:
8 Army Groups
Military Notes: Mass mobilization built into doctrine, artillery focus
Espionage: Patchwork (1)
Special Thing:
Greedily and Deep - The Ilken build their cities underground, and this has instilled in them an expertise for underground construction. Not only are their planets much more resistant to orbital bombardment, but Ilken also prove to be extremely efficient miners, building mines that are both safer and more efficient than other polities.
Player: @Frostbyght
Jkalu
Government Type: Administrative Dictatorship
Capital: Kfriha (1)
Peripheral: Kfriu'lo (2), Kfraqu (7)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Centrally planned
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
8 Army Groups
Military Notes: Highly mechanized, elected officers
Espionage: Patchwork (1)
Special Thing:
Burning Heaven - Perhaps as a result of their reverance for heaven, there is a focus amongst the Yri on research of that most celestial of elements, plasma. As such they gain a bonus to research on plasma technology, both military and civilian.
Player: @RobespierreLives
The Nimrean League
Government Type: Federal Parliamentary Republic
Capital: Lagar (27)
Peripheral: Arkech (23), Sippo (32)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Functionally hypercapitalist, extreme income and wealth inequality
Technology: Weak (1)
Space Forces Quality: 3/5
Space Forces:
10 Gen 0s
Ground Forces Quality: 5/10
Ground Forces:
4 Army Groups
4 Megacorp Security Groups
Military Notes: Private armies of megacorporations better equipped and funded, recent reinvestment in government armed forces
Espionage: Patchwork (1)
Special Thing:
The Rich get Richer - The hypercapitalist nature of society is heavily socially integrated, and protections for workers have been eroded massively in the pursuit of profit. The Nimrean League can exploit resources more efficiently and produce goods much cheaper than other polities as a result. However, this is only acheived at the cost of the happiness of the populace, and is muddied further by a backstabbing elite. Thus, in this new era the Nimrean League is much more prone to instability.
Player: @Oxford
The Cult of Shadow
Government Type: Theocratic Dictatorship
Capital: Thon (31)
Peripheral: Ethelwren (26), Perion (36)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Regulated market economy, large monopolies
Technology: Weak (1)
Space Force Quality: 3/5
Space Forces:
10 Gen 0s
Ground Force Quality: 5/10
Ground Forces:
8 Army Groups
Military Notes: High degree of fanaticism, Dark Justiciar officer class
Espionage: Patchwork (1)
Special Thing:
Sharran Subterfuge - The agents of the Nightsinger are trained from birth in the arts of espionage, interrogation, subterfuge, subversion, stealth, and coercion. The Dark Justiciars and other agents of the Cult of Shar are the greatest spies in the galaxy and specialize in the infiltration and subversion of other states, cults, and organizations. Thus, they gain a bonus to espionage actions used to infiltrate and subvert.
Player: @Fingon888
The Stivan Enclaves
Government Type: Federal Oligarchy
Capital: Keening (29)
Peripheral: Grimoire (30), Almanac (35)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: Decentralized, Communal
Technology: Weak (1)
Space Force Quality: 3/5
Space Forces:
10 Gen 0s
Ground Force Quality: 5/10
Ground Forces:
8 Army Groups
Military Notes: No centralized fighting force, defensive focus
Espionage: Patchwork (1)
Special Thing:
The Book of Hours - The Stivan Order holds within it The Book of Hours, which contains the secrets of a much more advanced civilization within its pages. While most of its secrets are carefully rationed to ensure stability, others remain undeciphered to this day. The secrets of the ancient Hondori are many, and perhaps may hold hints of yet greater truths, that even the ancients only barely scraped at. Studying the Book of Hours can unveil many great things indeed.
Player: @Weygand
The Supreme Dictat of the Temple of the Rhalas and the Rhalata National Order
Government Type: Fascist Stratocratic Republic
Capital: Temple Prime (17)
Peripheral: Sanctum (12), Sermon (22)
Political Unity: Stable
Economy Size: Small
Economic Outlook: Growing
Economic Notes: State wellfare
Technology: Weak (1)
Space Force Quality: 3/5
Space Forces:
10 Gen 0s
Ground Force Quality: 6/10
Ground Forces:
12 Army Groups
Military Notes: Service guarantees citizenship
Espionage: Patchwork (1)
Special Thing:
Well Oiled Machine - The Supreme Dictat's reason for existence is war, and every aspect of its society is bent around that purpose. Where others may balk at senseless violence, Rhalata are raised from birth to fight and die. As a result, the Supreme Dictat is much less likely to suffer stability loss from aggressive wars.
Player: @Thiccroy
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