• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:05
CET 18:05
KST 02:05
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book3Clem wins HomeStory Cup 287HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info4herO wins SC2 All-Star Invitational14
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Rongyi Cup S3 - Preview & Info Behind the Blue - Team Liquid History Book Clem wins HomeStory Cup 28 HomeStory Cup 28 - Info & Preview
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 HomeStory Cup 28 RSL Season 4 announced for March-April
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
StarCraft player reflex TE scores [ASL21] Potential Map Candidates Can someone share very abbreviated BW cliffnotes? Gypsy to Korea 2024 BoxeR's birthday message
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1388 users

"Expand or Else" Economics - Page 2

Forum Index > Legacy of the Void
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
HewTheTitan
Profile Joined February 2015
Canada331 Posts
Last Edited: 2015-04-09 21:50:20
April 09 2015 21:48 GMT
#21
On April 10 2015 06:05 Hider wrote:
Show nested quote +
On April 10 2015 05:40 purakushi wrote:
On April 10 2015 05:23 KrazyTrumpet wrote:
On April 10 2015 04:53 dala wrote:
The reward you talk about in Starbow/BW is just an illusion. If the opponent expands and gets the boost in the economy you also have to expand to not fall behind.

I really like the idea of the change. The game play will be more diversified where you can harrass your opponent to death. In WoL and HotS most game ends in one player crushing the opponent in one major battle. The death ball syndrom.

I think having halv the patches with reduced capacity is the perfect balance to promte expansion. Initially a base funktion just as before, but after some time it turns into a BW base which saturates with fewer workers. This way the balance of how much production can be supported by a base is the same at the beginning of the game.

It feels horrible to play. You constantly feel broke and any base that is denied or destroyed is utterly disastrous


Yup. In the case of LotV economy, you are expanding against the system instead of expanding to gain something against your enemy. That and it limits the slower, more strategical methods of playing. Mechanical action is great, but it is bad if the the system voids strategy.


Could we please use the term diversity instead of strategy? The thing that is changed here is that defensive/immobile units aren't viable anymore, but there are still lots of strategy in the game, and I don't agree with the consensus that immobile compositons per definition require more strategic thinking than mobile styles.


I like that distinction.

Endgames in chess with nothing but pawns and kings left. Very difficult to play out correctly strategically and tactically, but also non-diverse.

Of course, diversity breeds strategic potential and is lots of fun

(edited to use better example)
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
April 09 2015 21:59 GMT
#22
I ask again:
Do you guys dislike the "expand or die" system cause it doesn't really work with the current units, or do you dislike it for other reasons?
I actually think it isn't all that bad as a concept, as long as the races are designed and balanced to work that way.
Still, i would like if you got extra income for having more bases with the same worker count. But that could be added on top of the current system.
Am i missing something? (would the races be too similar maybe?)
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
[PkF] Wire
Profile Joined March 2013
France24238 Posts
April 09 2015 22:01 GMT
#23
On April 10 2015 06:59 The_Red_Viper wrote:
I ask again:
Do you guys dislike the "expand or die" system cause it doesn't really work with the current units, or do you dislike it for other reasons?
I actually think it isn't all that bad as a concept, as long as the races are designed and balanced to work that way.
Still, i would like if you got extra income for having more bases with the same worker count. But that could be added on top of the current system.
Am i missing something? (would the races be too similar maybe?)

I don't know how much I dislike the "expand or die" system, but I know I'd really prefer a system that is not capped by 3 bases economy. A system where mining 2-3 bases is viable and allows you to tech BUT 4 bases offer best saturation would be a lot better : incentives to expand without imminent doom if you don't take additional bases even if you don't have the tools necessary -the depletion of the main comes far too early in the current LotV system imo.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
April 09 2015 22:07 GMT
#24
On April 10 2015 07:01 [PkF] Wire wrote:
Show nested quote +
On April 10 2015 06:59 The_Red_Viper wrote:
I ask again:
Do you guys dislike the "expand or die" system cause it doesn't really work with the current units, or do you dislike it for other reasons?
I actually think it isn't all that bad as a concept, as long as the races are designed and balanced to work that way.
Still, i would like if you got extra income for having more bases with the same worker count. But that could be added on top of the current system.
Am i missing something? (would the races be too similar maybe?)

I don't know how much I dislike the "expand or die" system, but I know I'd really prefer a system that is not capped by 3 bases economy. A system where mining 2-3 bases is viable and allows you to tech BUT 4 bases offer best saturation would be a lot better : incentives to expand without imminent doom if you don't take additional bases even if you don't have the tools necessary -the depletion of the main comes far too early in the current LotV system imo.

But isn't that a problem of the existing units/tech paths not allowing for that style of play (every race HAS to be active, it HAS to expand, etc)
I don't doubt that it doesn't work atm, but i also believe that it could be doable to make it work for all races.
Would that be a good change?
I agree with you that i also would like to have an economy which wasn't capped at 3 bases, but the "economy change" right now is really only a map change.
You could have both.
I am not 100% sure if that would be desirable though, maybe the races would be too similar?
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9421 Posts
Last Edited: 2015-04-09 22:26:03
April 09 2015 22:24 GMT
#25
On April 10 2015 06:59 The_Red_Viper wrote:
I ask again:
Do you guys dislike the "expand or die" system cause it doesn't really work with the current units, or do you dislike it for other reasons?
I actually think it isn't all that bad as a concept, as long as the races are designed and balanced to work that way.
Still, i would like if you got extra income for having more bases with the same worker count. But that could be added on top of the current system.
Am i missing something? (would the races be too similar maybe?)


It guarantees action in the midgame --> Good
It is snowbally, and there are no real fixes to this (only bandaid fixes) --> Bad
Tanks currently aren't viable --> Its fine that they aren't viable in midgame, and late game this can be fixed w/ tanks being 2 supply + late game upgrade.
Fucks up protoss --> Perhaps this is good because Blizzard is now forced to come up with real changes.

Overall, I think it has potential, but Blizzard has some work ahead, and given their track-record I am not too optimistic.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 09 2015 22:26 GMT
#26
On April 10 2015 06:59 The_Red_Viper wrote:
I ask again:
Do you guys dislike the "expand or die" system cause it doesn't really work with the current units, or do you dislike it for other reasons?
I actually think it isn't all that bad as a concept, as long as the races are designed and balanced to work that way.
Still, i would like if you got extra income for having more bases with the same worker count. But that could be added on top of the current system.
Am i missing something? (would the races be too similar maybe?)


The community response to the LOTV economy is going as expected. When pros and community figures are asked about the changes they always mention the same things. It promotes multitasking, forces aggression, and makes for a more action packed game.
1.) That's fine but the next question should be, what did we lose to gain these things?
2.)Can we keep the things we regain the things we lost while also keeping the positive aspects of the LOTV economy?
3.) Can we improve on any of these aspects?

1.) What we lost is a whole style of play. I outlined one of these things in my post about traditional mech.
2.) Yes we can have the best of both worlds. A gradient style economy has a much better chance of allowing both these things.
3.) Yes again we can improve how immobile styles function in starcraft 2. Mech does not have to be synonymous with boring gameplay.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-04-09 22:34:15
April 09 2015 22:31 GMT
#27
Might be too cynical, but I really want to put this thought out there:
Do we really want some of the old things back?

I for one couldn't care less about losing the "old mech", for example, in fact I'd be glad to see it gone for good. The games were too long, too stretched out and simply not fun to play. Not saying mech shouldn't be viable, but the mech I've seen in HotS with 2+ hour games, no thanks.
Right now I can't think of many things that aren't there anymore that I'm going to miss. In fact I can't think of even one but that might be due to the late time over here.

In general, LotV feels mure fun and more demanding. I'd say it's a better approach to make LotV way of play more diverse instead of trying to make the HotS way of play more action packed. [If that phrasing makes sense]


For everyone who dislikes the stress in 1v1, Archon Mode will take great care of that!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 09 2015 22:50 GMT
#28
--- Nuked ---
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 09 2015 22:58 GMT
#29
On April 10 2015 07:31 KeksX wrote:
Might be too cynical, but I really want to put this thought out there:
Do we really want some of the old things back?

I for one couldn't care less about losing the "old mech", for example, in fact I'd be glad to see it gone for good. The games were too long, too stretched out and simply not fun to play. Not saying mech shouldn't be viable, but the mech I've seen in HotS with 2+ hour games, no thanks.
Right now I can't think of many things that aren't there anymore that I'm going to miss. In fact I can't think of even one but that might be due to the late time over here.

In general, LotV feels mure fun and more demanding. I'd say it's a better approach to make LotV way of play more diverse instead of trying to make the HotS way of play more action packed. [If that phrasing makes sense]


For everyone who dislikes the stress in 1v1, Archon Mode will take great care of that!


This definitely seems to be a misconception. Nobody (or almost nobody) wants the HOTS or WOL super defensive styles to stay relevant in LOTV. There is a core idea behind these defensive styles that I think we should keep and more importantly improve upon.
sagefreke
Profile Joined August 2010
United States241 Posts
April 09 2015 23:08 GMT
#30
On April 10 2015 05:33 Acrofales wrote:
Devil's advocate here, but shouldn't "being at max economy" be a luxury, and not a right? That's kinda the way LotV economy seems to work: you need to get used to NOT being at max economy and adjust your builds to that.

The reason you feel "broke" now is because you have not adjusted from WoL/HotS to LotV economy builds yet.

People are still expecting to be able to throw down tech/production buildings, upgrade units and build a max number of units at the same time. The LotV economy forces you to choose. Builds are simply not adjusted to that (yet) and therefore you try to do too much and feel like you're broke. Then blame the new economy instead of the not-yet-new builds.


I agree with this sentiment and I believe that this was part of Blizzard's goal. Blizzard wanted there to be a greater focus on the early-mid game, since WoL and HotS had builds set up that allowed players to basically safely build up a max 3 base economy and just build tier 2/3 units into a big deathball. I welcome these changes because I felt like there were few opportunities in WoL and HotS to do effective base/expo harass without falling behind.
yo yo yo
PharaphobiaSC2
Profile Joined November 2014
Czech Republic85 Posts
April 09 2015 23:09 GMT
#31
I will put there again...

"Many people came with far better economy models" no... all they do is just copy pasting BW/Starbow graphs and thats it. So here is it again... people don't care about new stuffs, they want Legacy of BW/StarbowVoid (maybe more BW) and thats it. The game could be literally BW in HD textures and it will fine for those people. Which is hopefully no go for blizzard team, because they want to bring something new... not some random community/2001 ish model (I don't say its not good it just doesnt fit to SC2...)

"Punishment for no expand" I'm all up for this, if the game forces you to play faster and not turtle -> ok, slow, turtle players (which you call true strategist or whatever crap) will be gone in diamond where they deserve to be I don't know why people missing the term "FAST PACED" RTS, its not just simple RTS.. StarCraft have always been fast paced game, which was not case in WoL or HotS. Now it's coming finally back and it's under of huge flame... again...

It's so sad nobody came with something creative based on calculations, testing and not with graphs with BW/Starbow
HewTheTitan
Profile Joined February 2015
Canada331 Posts
April 09 2015 23:23 GMT
#32
the mech I've seen in HotS with 2+ hour games, no thanks.


That's not the mech we want to preserve, I don't think. I think we want bw style mech to be viable. Based on tanks and positioning, not raven energy or infinitely respawning locusts.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2015-04-09 23:27:34
April 09 2015 23:26 GMT
#33
On April 10 2015 08:23 HewTheTitan wrote:
Show nested quote +
the mech I've seen in HotS with 2+ hour games, no thanks.


That's not the mech we want to preserve, I don't think. I think we want bw style mech to be viable. Based on tanks and positioning, not raven energy or infinitely respawning locusts.


I agree with that. But the way HotS worked made that 2+ hour style of mech viable. And I think if we just look for ways to bring that "old >BW< mech" into LotV, where sometimes you'd even get bio balls for their mobility...?(as seen in the other thread -> http://www.teamliquid.net/forum/viewpost.php?post_id=24056547)
Hells yeah let's go for it!


And you also have to consider that not everyone played/watched BW. Many people referring to "old mech" mean raven/viking deathballs. Some people actually like that for some reason.. So I more or less asking "do we WANT that style of play back?"
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
April 09 2015 23:49 GMT
#34
I liked starbow ideal. I think it's a negative path to discourage one base plays. I enjoyed many players that utilized early game like Gundam or boxer, not everyone needed to fast expand but it seems blizzard's wants that to be the norm, or at least expand or die like op says.
age: 84 | location: california | sex: 잘함
riotjune
Profile Blog Joined January 2008
United States3394 Posts
April 10 2015 00:49 GMT
#35
Expand! Or else!
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
April 10 2015 01:15 GMT
#36
Have someone posted this discussion in the official forum? I am very interested to where this is going. I wanna see pros's opinion on this too.:D
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
April 10 2015 02:38 GMT
#37
On April 10 2015 06:37 Snotling wrote:
So, in starbow, you get more income for more expansions, and in Lotv youn get less income for less expansions. The one is good and the other one is bad.

That seems to be very subjektive to me. At least i cant see a difference for getting a reward for more expansions, and getting punishend for less. In a 1v1 game, the outcome should be literally the same......


Well, it *is* subjective.

So, accounting for bias, why would one want to shift towards a more BW like system vs a less BW like system?
Hark, what baseball through yonder window breaks?
Lexender
Profile Joined September 2013
Mexico2656 Posts
Last Edited: 2015-04-10 02:53:06
April 10 2015 02:51 GMT
#38
On April 10 2015 08:26 KeksX wrote:
Show nested quote +
On April 10 2015 08:23 HewTheTitan wrote:
the mech I've seen in HotS with 2+ hour games, no thanks.


That's not the mech we want to preserve, I don't think. I think we want bw style mech to be viable. Based on tanks and positioning, not raven energy or infinitely respawning locusts.


I agree with that. But the way HotS worked made that 2+ hour style of mech viable. And I think if we just look for ways to bring that "old >BW< mech" into LotV, where sometimes you'd even get bio balls for their mobility...?(as seen in the other thread -> http://www.teamliquid.net/forum/viewpost.php?post_id=24056547)
Hells yeah let's go for it!


And you also have to consider that not everyone played/watched BW. Many people referring to "old mech" mean raven/viking deathballs. Some people actually like that for some reason.. So I more or less asking "do we WANT that style of play back?"


HotS deffensive mech created great games what are you talking about, instead of focusing on the bad thins of mech we should try to see the good and try to make it more like that.

I may be posting the same games all over again, but they do show case how good deffesive vs aggressive can be.

+ Show Spoiler +












shin_toss
Profile Joined May 2010
Philippines2589 Posts
April 10 2015 03:14 GMT
#39
I vote for Expand or Else. Makes all-ins of scrub players less efficient
AKMU / IU
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2015-04-10 09:45:44
April 10 2015 09:27 GMT
#40
Non-linear saturation would solve the "base limit" problem - you get more income for more bases with the same total amount of workers by having less saturated bases and more efficient workers as a consequence.

BW economy might feel better for three reasons:

- It has diminishing returns starting at 1 WPP (workers per patch) while SC2 economy is linear up to 2 WPP. Thus, in BW, 48 workers will yield more income at 4 bases than at 3 (assuming 8 patch bases) because 12 workers at a base produce more income per worker than 16 (WPP 1.5 and 2 respectively), while in HotS it will be exactly the same unless you micromanage the workers to mine the closest patches at your expansions (which is doable, by the way, I dunno if pros really do that, never specifically saw that on streams).

- Workers build slower in BW for most races (terran is the exception in HotS, but they kinda offset that by in-base CC's and mules). In SC2, you saturate your main with 16 workers very fast. After that, keeping more workers in the main is kind of a huge waste compared to building more at your natural, which is why you feel obliged to expand very early as well. 1 v 2 base plays are almost non-existent in SC2 for that reason, the economy is very spiky and spikes start early. BW eco has smoother transitions because of the non-linearity.

- Accelerated worker production in SC2 had an (I think unintended) effect of exploding economies with very high income growth per time. It results in much more frequent maxouts (people have 15 minutes of "average supply capped" in their profiles, wtf) and, imo, reduces the incentive of attacking as economic growth is so fast it can even compare in speed to armies walking across the map. As a result, you can fight a different enemy when you reach him with your armies compared to the one you were fighting when those armies left your base.

I think Blizzard is going the wrong way with the eco changes. I think they should instead reevaluate their "macro mechanics" which, as people may or may not remember, were introduced for an entirely different reason than healthy economy: to keep people who complained about automining and multiple building select busy with clicking something else. And they received no revisal or significant changes ever since. Some of those mechanics worked out well (queens as an idea of an infrastructure unit are awesome with creep spread and base defense, terran add-ons are awesome), some have questionable economy effects (inject, chrono boost, mules) and some are flat out broken when used at the unit cap (inject for infinite larva, mules to make SCV obsolete). Keep in mind, I don't mention "imbalanced", just broken.
You want 20 good men, but you need a bad pussy.
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
16:55
FSL TeamLeague Season Opener
Liquipedia
SC Evo League
13:00
#18
SteadfastSC279
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 279
trigger 112
BRAT_OK 81
JuggernautJason12
StarCraft: Brood War
Britney 42317
Jaedong 696
Hyuk 322
firebathero 252
BeSt 191
Hyun 126
Mong 119
Soulkey 84
Free 44
Mind 40
[ Show more ]
Shuttle 37
Aegong 30
sSak 23
Shine 22
Movie 18
SilentControl 13
Nal_rA 13
IntoTheRainbow 13
ivOry 9
GoRush 9
Dota 2
singsing3365
qojqva2765
Dendi883
syndereN327
LuMiX0
League of Legends
Rex52
Counter-Strike
fl0m4373
Super Smash Bros
Mew2King138
Heroes of the Storm
Khaldor614
Liquid`Hasu448
Trikslyr64
MindelVK12
Other Games
Grubby2070
B2W.Neo1661
FrodaN1085
Mlord489
mouzStarbuck172
Hui .146
KnowMe107
Organizations
Other Games
EGCTV1061
StarCraft: Brood War
lovetv 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• poizon28 45
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3028
• Shiphtur201
Counter-Strike
• C_a_k_e 2151
Upcoming Events
Ladder Legends
1h 55m
Replay Cast
6h 55m
uThermal 2v2 Circuit
18h 55m
WardiTV Winter Champion…
21h 55m
OSC
1d 6h
Replay Cast
1d 15h
Wardi Open
1d 18h
Monday Night Weeklies
1d 23h
Sparkling Tuna Cup
2 days
LiuLi Cup
2 days
[ Show More ]
PiGosaur Monday
3 days
LiuLi Cup
3 days
The PondCast
4 days
KCM Race Survival
4 days
LiuLi Cup
4 days
Online Event
5 days
LiuLi Cup
5 days
LiuLi Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS4
HSC XXVIII
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.