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Old 03-07-2006, 21:02   #1
panda.zip
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Guia a medio traducir

hace tiempo encontre un guia por paises y la empeze a traducir, pero me quede a la mitad, hoy, ordenando archivos la he encontrado y por ello os la pongo por si la quereis terminar de traducir o simplemente echarle un vistazo, es especialmente interesantes para los novatos:


Superpotencias



El reino unido de gran Bretaña y Irlanda

En 1836 Gran Bretaña es, indudablemente la mayor superpotencia mundial, con una industrialización temprana, las mas avanzadas tecnologías, numerosas reclamaciones coloniales y una monstruosa flota de batalla convierten a Inglaterra en la mayor superpotencia del momento.

hacia 1870, gran bretaña tendra las mas grandes y mejores colonias, pero se empezaran a notar sus debilidades, una poblacion relativamente escasa en comparacion con las demas potencias industriales puede hacer que pierda su liderazgo industrial demasiado pronto.

UK es una de las mejores naciones para aprender pues puedes cometer errores que el pais se recuperara, ademas no hara falta ser midas para sobrevivir economicamente.

la Diplomacia es una de sus claves, con UK puedes elegir a tus aliados para enfrentarte a qualquier rival potencial pero sobretodo nunca te olvides de la flota, es el guardian del imperio.

puede que tus mejores colonias como Canada ganen la independecia como dominos, aunque no sigas ganado dinero de ellos, si ganas un buen alido, puede ser una buena idea industrializarlos mietras esten bajo tu mando directo, asi saldran mas preparados para enterar en la comonwealth.

El imperio de Rusia

Russia en 1836 tiene problemas, un gran pero inexperto ejercito, una literancia muy baja y una base industrial pequeña.

pero tamben tiene enormes ventajas, un gran y extenso imperio, un gran ejercito, grandes cantidades de explotaciones de materias primas para generar ingresos iniciales , reclamaciones coloniales y una excelente posición diplomática.

las puertas de Asia están abiertas a Russia, China es un premio muy rico y basto, y las indias británicas se cuentan como uno de los territorios mas ricos del mundo, ¿jugaras en una gran campaña o te acobardaras en tu imperio como lo hicieron los Zares?

Rusia es mas desafiante que UK aunque no mucho mas, si una guerra no te va bien siempre puedes ceder trozos de tierra que te sobren, ya los recuperaras cuando las cosas sean mas favorables.

un fuerte militarismo es clave para Rusia, así como una industrialización fuerte si quieres evitar que el comunismo acabe con tu imperio, ah y recurada, la diplomacia es muy importante, tal y como dijo Bismark, "la clave se encentra en una alianza con russia" .

Potencias de primer rango

las protecias de primer rango no son superpotencias pero son naciones poderosas en 1836.

La economia de las potencias de primer rango es un tanto mas complicada y tendras que recurrir habitualmente al mercado mundial para conseguir lo que necesitas.

a menos que las cosas vayan muy mal, deberías terminar ente los 8 primeros .

Francia

el imperio frances empeza en una posicion inusual, en 1836 tiene algunos enemigos potenciales, asi como el potecial para defenderse de ellos con garantias, es casi el lider industrial, justo detras de UK,una poblacion educada y un pequeño imperio colonial, una buena flota y el mejor ejercito de la europa continental.

Africa espera vacia la llegada de los colonizadores Franceses, Sardinia-piamonte te tendra siempre como buen aliado y mantendras una fria pero amable relacion con UK.

Francia es un buen desafio para los que saben lo basico sobre el juego, requiere una poco de diplomacia para evitar una gran guerra europea en su contra, por lo contrario provocar una guerra y capturar numerosos encalves coloniales y expandirte a costa de otros. Austria es un rival potencial el qual seguramente se acabra enfretando a ti en la guerra de Plombiers, por la unificacion de Italia.

Asegurate de poner a tu poblacion en las fabricas y preparate para la guerra contra los prusianos en 1870, los Rusos son unos buenos aliados en este conflicto.

El Imperio Austro-Hungaro

La dinastía de los Hasburgo ha reinado esta posicion, guardada por poderosos ejércitos, una poblacion considerable y una pequeña pero compacta base industrial constituyen este imperio multietnico.

A-H ofrece numerosos desafios al jugador, su vulnerable posición lo puede converir en victima de una alianza poderosa, ademas sus diversas etinas intentaran buscar la independecia por los medios que haga falta.

Italia se encentra dividida y es un buen lugar su buscas expandirte, pero el riesgo de una guerra con Francia quiza sea demasiado grande.

Austria carece de opciones de expansion sin conflicos belicos, un ejercito moderno y poderoso es imprescindible para sobrevivir tanto interna como externamente.

Los estados Unidos de America

USA cuenta un un vasto territorio, una pequeña pero preciosa base industrial, un flujo bastante estable de Immigrantes y una buena posicion para convertirte en la primera superpotecnia munidal.

USA tiene algunos enemigos, UK, en el norte puede acabra en conflicto contigo por sus pretensiones coloniales y en el sur Mexico espera que le decalres la guerra y anexiones el territorio que te pertence por dercho.

Ademas de estos pequeños desafios existe una gran peligro de guerra civil, sin embargo a su victoria los esclavos seran liberados y aportaran aun mas industrias.

si llevas esta nacion con fuerza y decision podras llegar a convertite en superpotencia, pues USA es un pais que tiene lo que se necesita.

Usa ademas tiene todos los recursos naturales que necesita, aunque algunos articulos como la maquinaria deberan ser importados de europa en general Usa es bastante autosuficiente.

Potencias de Segundo Rango

LAs potencias de segundo rango abarcan naciones que no son gigantes pero que con el tiempo pueden llegar a serlo, la mayor parte son naciones europeas, algunas con mas industria que otras.

Todas las potencias de segundo Rango tienen una dificutad variable, pero con todas el estato de Sueprpotencia es un desafio a tener en cuenta.

las potencias de segundo rango ya requieren mucha microgestión mercantil, un constanten control de las finanzas, y una exhaustiva administracion de la poblacion si quiren lleagar al estato de superpotencia.

Prussia

Prussia es una Nacion pequeña pero con mucho potencial, y enemigos potenciales.

Alrededor de los pequeños principados de Alemania, Prusia puede erigir una industria poderosa y un gran ejercito para defenderse eficazmente y liderar las guerras de la unificación de Alemania.

Prussia se enfrenta durante la primera mitad de la partida a interesantes desafios, como la guerra contra los daneses en el norte, si intentas unificar Alemania te enfrentaras a Austria y a Francia, asegurate de hacerlo por separdo o tus sueños de unificacion se desvaneceran, por ello necesitaras una economia fuerte y un poderoso ejercito para unificar alemania y llegar al estatus de superpotencia.

Prussia will need substantial meddling with the WM to satisfy basic needs and almost certainly colonial campaigns or annexations of foriegn territory to satisfy all potential needs. The Prussian economy is capable of making profit from the get go, don't be overambitous to early as it can be fatal.

Eventually though Prussia has the best chance of the Second Rank Powers to go for Superpower status.

Spain

Spain is a nation with a great future well behind it, it's huge former colonial empire reduced to a few bare strips of land and rebellious islands.

It's military is weak, it's fleet compromised and only a small potential surplus of funds. Yet Spains position is potentially good, expansion into Africa is a distinct possibility, numerous uncivilised nations in North Africa can be annexed early on providing important resources for future industrial expansion.

In 1836 Spain has some hard choices to make and has surprisingly few enemies, short of deliberately provoking France or Britain, and can make the most of the early years to grab land and rebuild her military for the future.

Her former colonies squabble across the Atlantic and could potentially be pulled back to her bosom by force providing huge extra resources, if war can be avoided with the Superpowers and the USA.

It will be a hard challenge for anyone to make Spain a Superpower and will require painful attention to detail and intense micromanagement.

Mexico

Mexico has a problem, it's not simply endemic corruption, useless armies and pathetic leaders it's the Big Blue Blob up north, which is looking with greedy eyes at Mexican lands.

Mexico's economy is reasonable and it's technological base is sound, what it really needs is a few years of good management and peace.

A truly sound strategy for Mexico is to maintain excellent relations with the USA. Perhaps going so far as to trade land for money and technology whilst expanding to the South at the expense of it's weaker neighbours, perhaps snatching Spain's remaining American outposts along the way.

A Great Power finish should be the objective here, Superpower status will be almost impossible to achieve.

Yes Mexico too needs substantial micromanagement to succeed.

Japan

Japan is one of three non-european decended powers with the potential to reach for Great Power status, but in 1836 she has many problems which need addressing, civil war, endemic corruption and worst of all, she is considered to be uncivilised by the world at large, hobbling early expansionism.

To grow from this pupae into a marvellous butterfly is not a simple road and will lead to decades of internal strife, it is possible to catch the leading nations in the last decades of the Scenario, but it will require humbling your bigger neighbour to the north and the construction of a modern battlefleet.

China

China is a monster, yet China in 1836 is almost completely defenseless, to remedy this situation will result in huge national unrest, to ignore it will result in the piecemeal absorbtion of China by her neighbours. China has limitless resources and tracts of land giving her some of the same advantages Russia enjoys, she can trade land for time.

China is good challenge and one that if played correctly can leave the nation top of the pile, technology is a key issue as is uncivilised status and the continuing opium crisis with Britain will continually debilitate the nation.

Ottoman Empire

The Ottoman Empire in 1836 is a shambles, some of it's best and richest historic territory is ruled by the Khedive of Egypt, it's finances are in ruins, it's army second rate and it's navy non-existant.

Yet it holds some of the most important strategic spots on earth and is placed in ruggedly defensible territory. The Russian Empire is looking on with greedy eyes at Ottoman land, yet most of the other major powers including Britain are freindly and careful alliance building can prevent horrible beatings.

Time is something the Ottomans need, another is money, if you can get both then perhaps with careful management a top 8 finish is not out of the question.

Holland

Cash rich and crazy, a nice fleet and a good position in Europe, shame those Belgians are spoiling it all.

The Dutch are a mediocre power with some good advantages, no one in Europe really dislikes them, once the Belgians are free they will be able to do as they please, but to go for true Great Power status Belgium must be forced back into the fold and her industries absorbed.

Colonial expansion is one of the keys to Dutch success, and she is in a prime position to benefit from it.

Belgium

An Industrial powerhouse in 1836? Yes, but one with limited land and population, the early dutch war may even reduce this further.

Belgium is economically sound and can even turn a small profit, but to go anywhere Belgium needs to colonize rapidly! Otherwise she will be stuck as a moderately unimportant small European backwater.

Portugal

Portugal is another nation whos glory days are long over, her economy is meagre and her colonial possesions are not exactly anything to be proud of, but they are a start.

It is important to maintain the best of relations with Britain and Spain if you intend on aiming for the top, as Portugal can always go calling on it's huge former colony to add a few extra provinces to the old empire, just don't expect it to be easy.

Sweden

For a short time Sweden was really up there as a Great Power, her Kings were treated as equals by the English and French, yet this never quite lasted.

Her economy is good, her army and navy reasonable for her needs, yet a nagging need to expand is there.

Good relations with Russia are important if you intend on buying Finnish freedom and Denmark if you hope to unify Scandinavia.

Denmark

The Danes have some of the same advantages of Sweden, but also the unfortunate reality of a greedy and growing state to the South, initial economic conditions aren't great but a potential future union with Sweden could well allow the danes to shoot for Great Power status.

Maintaining good relations with Prussia will be hard but worthwhile in the long run, just as provoking them could be fatal. Denmark is unlikely to be able to afford colonial adventures.

Brazil

Brazil is an enigma, huge and underdeveloped with masses of potential, in war it can allow chunks to be taken and still return to reclaim them in later years, with careful and slow industrialisation, she can gradualy rise to Great Power status.

Argentina

Argentina is a destitute nation with great needs and great potential, and early war against Chile may well make all the difference needed in terms of growth.

The opportunity to claim colonies thus gaining much needed prestige will give an advantage in industrializing which if exploited correctly can give the very real possibility of a top 8 finish.

The Large German Minors

The larger German minors, Hannover and Bavaria are both potential minor powerhouses on the same scale as Belgium or Portugal, both have the potential and the right to unify Germany, but doing so in the face of Prussian opposition will be a mighty task indeed.

Powers of the upper Third Rank

Playing as an upper Third Rank Power is one of the most exciting challenges the game offers, for all but the most determined and detail minded players this will result in defeat in some way, but for a lucky few the bottom end of the great power pile awaits.

Sardinia-Piedmont

Sardinia alone amongst the Italian minors has the best chance of making something of herself, the road though is long and very very hard. Decades of war and selling you tech to the highest bidder await, if you box clever with your trades and keep in A-Hs good books there might be light at the end of the tunnel for you.

France is a true friend but her utility in a war versus A-H is debateable, she might be best used to gain a raft of technologies and ready cash in exchange for the provinces she claims, with luck and good judgement these will see you through to unification.

Then you have bigger problems. Italy is a powerful but backwards European power, constant war will have prevented your educating the masses and the ever present threat of war with A-H will mean that military budgets need to remain high, if you want to grab a spot on the Great Power podium then you will need to research cultural techs and take provinces from Austria if she declares war on you.

A very hard challenge but possible, Sardinia will require detailed WM and pop fiddling to maximize your chances at victory.

Persia

Persia is a minor with a hard but possible road to Great Power.

She is uncivilised but friends with Britain, who is looking to modenise her.

Accepting this help will, in the long run lead to civilized status, but in the mean time massive rebellions and possible revolution await.

It will be touch and go to see if you cna manage the tiny economy and maintain an army large enough to deal with the rebellions, social reforms are out of the question and a hungry Russia is looking southwards, are you her next meal? Or are you made of sterner stuff, modernizing and expanding into the middle east against the dilapidated Ottomans and putting a check on Russian ambitions?

Persia is uncomfortably difficult and can be highly tedious for the first few decades, indstrialisation will be slow initialy but late on Persia can expand greatly.

Texas

With masses of open land, modern technology and a few colonial claims, Texas has the potential to grow, or would do if it didn't have a large powerful neighbor to the north and a greedy neighbor to the south each with different ideas of where Texas should be heading.

Her small modern Army is capable of fighting a limited war against either, but if war continues too long then defeat is certain.

Texan resources are somewhat lacking, but the budget can be managed without undue strain.

For Texas diplomacy is the key, keep the USA friendly and perhaps Mexico can be held in check. The UK also is interested and perhaps an alliance of sorts.

Starting the scenario at war with Mexico, the biggest challenge you will face is just to stay complete, if Texas can manage to pull the USA into an alliance then perhaps she can put a break on Mexican expansionism, but their may be a quid pro quo.

Played well budding Texans ought to finish in or around the top 15.

Powers of the lower Third Rank

The Lower Third Rank is home to a motley assortment of nations, none of which have the historical advantages of the Upper Third Rank, let alone the Second Rank.

As nations they are all playable and can provide entertaining games as you try to sidestep between the Great Powers without being trodden upon in the process.

Great Power status is a distant dream for these powers though theoretically any could make it, if opportunities presented are properly taken advantage of.

Micromangement is both required and assured to get the most from play.

A Lower Third Rank nation will provide a stiff challenge to the Victoria veteran.

The Transvaal

The Transvaal is a nation with supreme disadvantages, it is newly formed and untested, it has no coast line, it attracts no migrants, has meagre natural resources, has a tiny budget, it lies within a British Sphere of influence and in the future will face the burning Ambition of Cecil Rhodes.

Not a recipe for Great Power status.

However, the open veldt awaits, if you can gather enough money to do so you can expand, and in the early years this may be all you can do.

Larger lands will mean more reserves and a better chance of staving off the killer blow from Britain. The added prestige from colonial efforts may enable you to more effectively persuade other nations to your viewpoint, perhaps entering an alliance with you or guaranteeing your independence.

Played historically anything better than outright Annexation by the UK should be considered a win, and it is possible to expand and buy a port from the Portugese, but without powerful friends to help the Transvaal is doomed in the long run.

Oranje

I was in two minds whether to include Oranje as high as the Lower Third Rank, everything that applies for The Transvaal goes double for Oranje, her initial economy is pitiable, and even pruning to the bone with maximum tarriffs is likely to generate a £ or two in surplus each day.

However her initial political reforms and the fact she is civilised provide the nessesary lift, because with careful and wholly tedious planning, Oranje can avoid war altogether and peacefully expand. Doing so in any meaningful timescale however is unlikely.

Egypt

Egypt is a large and strategically situated nation, the now wholly independent former Ottoman region has a small but professional army, a large population, and the potential to earn a few pounds from having tarriffs in place.

There is one huge problem though, Egypt does not have the required natural resources to provide for her populations daily needs and wil lin short order need to import huge amounts which wil cripple the early economy.

Potential strategies to deal with this threat include accepting that the initial boundaries of the nation are too large to maintain, selling off chunks of land to a friendly power, such as the French, in exchange for both money and modern technology, you might also consider scrapping your fleet.

Other strategies include attempting to expand against the weak Ottomans with French assistance, though this can lead to war against other Great Powers.

At any rate, the Egyptian nation will have a thoroughly tough time just keeping itself afloat, but with the right combination of skill and luck, and will require dedicated micromangement to find solutions for her endemic problems before expansion is possible.

United States of Central America

The USCA is a nation with endemic problems, corruption, low budget, small to non existent industry, a poor army, bad generals and a rebellious population wishing to break the USCA apart at the seams.

It is a recipe for disaster.

Yet ruthless gameplay can lead to potential expansion and claiming a place amongst the Second Rank, a First Rank placing is probably out of the question due to the high bad boy rating that would be aquired in climbing so high.

I would see the USCA as a minor regional power at best, a lesser Mexico.

The small German minors

The hodge podge of small German states that started life in 1836 all potentially could have united Germany, yet all were allied with each other, breaking this series of interlinked alliances and declaring war would almost certainley have resulted in extinction.

Of the Minors the following will probanly result in the most satisfying game: Wurttemberg, Baden, Meklenberg and Oldenberg.

In my game as Oldenberg I was able to finance an initial colonial mission at Djibouti thanks to becoming a pervayor of fine technologial assistance to beleagured nations. To afford even this I had to demobilise my army, and with a tiny £2.5 a day surplus it was obvious that sending advisors around the globe for cash would become a way of life.

Switzerland

Switzerland is a lesser Belgium or Holland, her avenues for expansion are limited, but her initial position is strong, good armies, defensible mountainous terrain, naecesnt industries and a position of neutrality which most Great Powers will respect.

Expansion will require hard work trading techs for land, but is possible.

Elevation to the Second Rank is a good aim for the Swiss.

Oman

Oman is yet another difficult card to draw, small unimportant but with a nice series of African colonies in place and a few colonial outposts which can be traded for ready cash and technology.

Zanzibar will ultimately become independant, how you choose to deal with this will likely be the highlight of your game.

Though if you can overcome her initial financial difficulties Oman has the potential to expand into the weaker middle eastern states.

I would consider a top 30 finish with Oman as a triumph.

The other South American states

Nations like Peru, Chile, Venezuela and Bolivia all have some initial advantages in natural resources, but all have the same problems, impoverished national treasuries, ill educated populations and agressive neighbours.

By handing out a little agression of your own though, it is wholly possible to augment these nations, and with a little luck you could produce the next Brazil or Argentina.

The early financial and technological situation will be desperate and heavy industrialisation, simply out of the question.

The Italian Minors

Of the Italian minors, the Papal States and the Kingdom of the Two Sicilies are undoubtedly the pick of the bunch as either with the right managemnt could theoretically unify Italy, or more likely survive as an independent until the scenario ends.

Sardinia's initial advantages over these two though are formidable and if she chooses to try and unify Italy then your control over the Army and population may begin to wither away.

Remaining European Minors

Nations like Serbia and Warzawa, make up this group, small weak and at the mercy of larger more agressive states is the typical status of these nations.

Dealing in tech to make money, crawling pitiably around the Great Power dining table hoping to claim some scraps and using all their diplomatic points to curry favour with the largest and nastiest powers is the only game to be played here.

Powers of the Fourth Rank

The fourth rank are nations with starting positions so hobbled or disadvantaged as to be nigh on impossible to play in a satisfactory manner. Aiming to finish in the lower top 50 is probably as high as you should be thinking of.

Almost all 4th Rank nations are Uncivilised or Sattelites and Dominions

It can be hugely frustrating to try and survive the first few years of play with a Fourth Rank nation.

If you choose a sattellite state then you will find your path to expansion blocked by the Senior Power in your alliance, the best to be hoped for aside from declaring war on your master, will be to be awarded a share of the spoils in any war in which you support them.

Afghanistan

Historically one of the keys to the British Raj, Afghanistan was a prime place for numerous wars, her hardy tribesmen and aggressive nature, prevented her falling to the same fate that history reserved for the other central Asian states. Afghanistan's army is small and lacks any real strength, her economy is barely manageable and she is uncivilized, yet she has room to expand, either against the Unaffiliated Indian minors or the Central Asian minors, but doing either will bring her to the fringes of expansionist Superpowers.

Simply staying independent will not pose a problem for most players unless they choose to provoke trouble with the Superpowers, and the budget can be balanced without too much micromanagement, it all comes down to what you want to achieve and whether you have the guts to try it.

The Independant African States

Tripoli, Morrocco, Sokoto, Ethiopia and Aldjazir are all nations doomed from within and without.

They are wholly backwards in nature and dependant on the good graces of their new neighbours as to whether they can survive.

Poor initial starting conditions will prevent prolonged resistance to European powers and careful diplomacy will be needed to give any chance for scenario survival.

The unaffiliated Indian Minors

This motley rag bag assortment of Indian remnants contains some interesting challenges for those up to the task.

The opportunity to roll back British expansion and create a wholly new Mughalistan awaits. But getting there is going to be a real trial.

You will be selecting from amongst the most poor and deprived nations in the game, initial conditions will be very tough and bankruptcy is only ever a few days away.

Careful and slow expansion, eastwards initialy, into Afghanistan perhaps, before making a concerted grab for power when Britain has her eyes elsewhere, is the order of the day.

It won't be even remotely easy.

Korea

Korea is an interesting case, it has a large population and a reaonably easy to manage economy, it however has no chance of becoming civilised and a huge greedy enemy to the North and a smaller but no less ferocious greedy enemy to the south. Playing Korea require trying to square the circle and intelligent use of diplomacy may be the only way to save the nation and grab a top 50 finish.

The Independent Asian States

Siam, Burma and Annam make up the choice morsels here.

Each of these nations has a reasonable chance of survival, and potential for expansion once the initial crippled budgets are solved.

But beware Asia is the playground of the Great Powers, and they won't hesitate to crush uncivilised nations who provoke them.

The Carribean Minors.

Civilisation is the only thing preventing these nations from sinking into the Fifth Rank, they are to a man, backwards and impoverished, simply avoiding bankruptcy throughout the GC will present an enormous challenge to the player.

Powers of the Fifth Rank

I would not advise playing as a Fifth Rank Power unless it is for historic flavour or a personal challenge, the tiny and crippled nations which make up this bunch are almost impossible to manage to keep solvent, let alone begin to expand, the vast majority are also near future targets for the larger expansionist powers. Expect a game with a fifth rank power to be nasty, brutal and short, or prolongued, empty and dull. The following nations I class a fifth rank powers:

The Central Asian minors

Kokand, Bukkhara, Khiva and Tibet.

These nations are all merely pawns in the Great Game, playability is entirely limited and Russian expansion into the region is assured.

The Asian Minors

Nations like Cambodia and Jahore, have such limited initial resources and money that play with them is simpy worthless, expect to have to demobilise your armies cut back on all government spending, crank up tarriffs and watch the rebels defect away your best provinces.

Hopeless.

The affiliated Indian minors

Unable to set an independent foriegn policy these craven pawns of the British Empire, simply sit around and go bankrupt.

The choice of that or decaring war on Britain and seeing how long it takes to be annexed is an interesting one.

The Middle Eastern Minors

A wholly ignoble assortment of unimportant minors, flap around in the desert breeze, with no economy to speak of and no strategic value in the Victorian Period, they provide no challenge and no reward. Bankrupty can be avoided but only at the cost of Rebellions or backwardness

Liberia

The only nation in Africa that historically survived the colonial period intact, and that only because it was a colony of sorts.

A dumping ground for freed American slaves, it has no reasl resources and no hope of expansion, her borders will be hemmed in good and tight by French and British expansion.
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