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Post Post subject: Sid Meier’s Civilization® VI   
Posted: Wednesday, 11 May 2016, 18:31   Reply with quote
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Title: Sid Meier’s Civilization® VI
Genre: Strategy
Developer: Firaxis
Publisher: 2K
Release Date: 21 Oct, 2016
Languages:
_____________Interface_Full audio_Subtitles
English___+ +____Image_______Image_______Image
French___+ /_____Image_______Image_______Image
Italian___________Image_______Image_______Image
German___.______Image_______Image_______Image
Spanish____/_____Image_______Image_______Image
Japanese__. +____Image_______Image_______Image
Korean____///..___Image_______Image_______Image
Polish____ /______Image_______Image_______Image
Portuguese-Brazil_.Image______. . _______Image
Russian____/// ___Image_______Image_______Image
Simplified Chinese/Image_______Image_______Image
Traditional Chinese Image_______Image_______Image

Image Single-player
Image Multi-player
Image Steam Achievements
Image Steam Trading Cards
Image Steam Workshop
Image Steam Cloud


About This Game
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Originally created by legendary game designer Sid Meier, Civilization is a turn-based strategy game in which you attempt to build an empire to stand the test of time. Become Ruler of the World by establishing and leading a civilization from the Stone Age to the Information Age. Wage war, conduct diplomacy, advance your culture, and go head-to-head with history’s greatest leaders as you attempt to build the greatest civilization the world has ever known.

Civilization VI offers new ways to engage with your world: cities now physically expand across the map, active research in technology and culture unlocks new potential, and competing leaders will pursue their own agendas based on their historical traits as you race for one of five ways to achieve victory in the game.

  • EXPANSIVE EMPIRES:
    See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.
  • ACTIVE RESEARCH:
    Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.
  • DYNAMIC DIPLOMACY:
    Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.
  • COMBINED ARMS:
    Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.
  • ENHANCED MULTIPLAYER:
    In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.
  • A CIV FOR ALL PLAYERS:
    Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems introduce new players to the underlying concepts so they can easily get started.
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System Requirements:
Windows
MINIMUM:
OS: Windows 7x64 / Windows 8.1x64 / Windows 10x64
Processor: Intel Core i3 2.5 Ghz or AMD Phenom II 2.6 Ghz or greater
Memory: 4 GB RAM
Graphics: 1 GB & AMD 5570 or nVidia 450
DirectX: Version 11
Storage: 12 GB available space
Sound Card: DirectX Compatible Sound Device

RECOMMENDED:
OS: Windows 7x64 / Windows 8.1x64 / Windows 10x64
Processor: Fourth Generation Intel Core i5 2.5 Ghz or AMD FX8350 4.0 Ghz or greater
Memory: 8 GB RAM
Graphics: 2GB & AMD 7970 or nVidia 770 or greate
DirectX: Version 11
Storage: 12 GB available space
Sound Card: DirectX Compatible Sound Device

WHOLE GAME
Sid.Meiers.Civilization.VI-CODEX - google it...
OR
Sid.Meiers.Civilization.VI.Deluxe.Edition-ALI213
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OR
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UPDATES ONLY
01. Sid.Meier's.Civilization.VI.Update.1.v1.0.0.38 [[Please login to see this link.]] {POST}
02. Sid.Meier's.Civilization.VI.Update.2.v1.0.0.56 [[Please login to see this link.]] {POST}

Multiplayer Crack
Sid.Meiers.Civilization.VI.Steamworks.Fix
download/file.php?id=34495

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I will try actively to maintain this topic.

PS: Support the company if you like the game.
Happy gaming...
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Update History
Quote:
01. 2016.10.20. - Game was released on Steam
02. 2016.11.18. - Game is updated to v1.0.0.38
Change log:
[NEW]
    • Maps
      - Added a balanced six player map.
      - Added a balanced four player map.
    • ‘Cavalry and Cannonades’ Scenario Added
      - Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
      - Larger starting army and additional starting techs.
      - Time limit: 50 turns.
      - Goal: Possess the largest territory.
    • DX12 Support
    • Complete Logitech ARX Support

[GAMEPLAY UPDATES]
    • Added additional notifications.
    • Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
    • Added additional Hotkey support (next unit, next city).
    • Added the ability to rename cities.
    • Added UI to show the next tile a city will grow to.
    • Added a visual cue for Barbarian Scouts that are alerted to your city.
    • Changed Dan Quayle rankings.

[BALANCE CHANGES]
    • Added prerequisite project (Manhattan Project) for Operation Ivy.
    • Added Metal Casting as a prerequisite for Economics tech.
    • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
    • Adjusted relationship decay rates.
    • Reduced the effectiveness of cavalry production policies.
    • Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
    • Reduced border incursion warnings if the troops are within their own borders.
    • Increased the number of Great Works of Writing slots in the Amphitheater to 2.
    • Increased Counterspy operation time.
    • Increased the cost of Religious units and applied additional charges.
    • Units may no longer be deleted when they are damaged.
    • Deleting a unit no longer provides gold.
    • Updated Island Plates map to have more hills and mountains.
    • Units may no longer remove features from tiles that are not owned by that player.
    • Fallout now prevents resource harvesting.
    • Barbarian camps must spawn further away from low-difficulty players’ cities.

[AI TUNING]
    • Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
    • Adjusted AI understanding of declared friendship.
    • Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
    • Increased AI competitiveness in building a more advanced military.
    • Increased AI usage of Inquisitors. Especially Phillip.
    • Increased AI value of upgrading units.
    • Increased AI use of Settler escorts.
    • Tuned AI usage of units that cannot move and shoot, like Catapults.
    • Tuned AI city and unit build planning.
    • Improved the ability of city-states to maintain a strong military.

[BUG FIXES]
    • Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
    • Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
    • Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
    • Fixed a unit cycling error with formations.
    • Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
    • Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
    • Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
    • Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
    • Fixed an issue where the Settler lens would not always show the right information to the player.
    • Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
    • Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
    • Fixed some crashes with units.
    • Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
    • Fixed an issue where Trade Route yields were doubling in some instances.
    • Units in formations now break formation before teleporting between cities.
    • The achievement ‘For Queen and Country’ was unlocking too frequently.
    • AI with neutral relationships should accept delegations barring exceptional circumstances.
    • Can no longer declare a Joint War if it is invalid for either party.
    • Save game files should no longer be case sensitive.
    • Certain wonders were sending extra notifications.
    • Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
    • Liberating a civilization back to life will now bring them back into the game properly.
    • Observation Balloon range bonus was being incorrectly applied when stacked.
    • Text and grammar fixes.

[VISUALS]
    • Buildings on snow will now have snow on them.
    • Added an Industrial Barbarian Encampment.
    • Added a ranger tower to National Parks.
    • Fixed some issues with buildings not culling around other world items properly.
    • Fixed an issue with some Districts not showing properly.
    • Miscellaneous polish applied to multiple improvements, districts, and buildings.

[MULTIPLAYER]
    • Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
    • Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
    • Cap the max players to 12.
    • Added LAN player name option to options screen.

[UI]
    • Added the number of specialists working a tile.
    • Added some additional icons for espionage, promotions, etc.
    • Added additional Civilopedia shortcuts, including right clicking a unit portrait.
    • Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
    • Added Trade Route yields to the Reports screen.
    • Added City Center to the City Breakdown panel.
    • Added rewards and consequences to mission completed popups.
    • Updated the leader-chooser when beginning a new game.
    • Updated the end game Victory screen.
    • Updated the multiplayer staging room.
    • Updated city banners.
    • Updated Espionage mission chooser flow.
    • Updated to display what cities are getting amenities from each resource.
    • Changed resource icon backings to reflect the type of resource it is.
    • Auto-scroll to the first Great Person that can be claimed.
    • Improved search functionality in the Civilopedia.
    • Removed Barbarian data from player replay graphs.
    • ESC now closes the Tech, Civic, and Eureka popups.
    • When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.

[AUDIO]
    • Added some missing mouseover sounds.
    • Fixed the Oracle quote.
    • Fixed an issue where the Advisor voice was not playing in some languages.
    • Fixed compatibility issues with some sound cards, especially those set to high playback rates.

[MISC]
    • Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
    • Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
    • Plot Tooltip Delay is now available in the Options menu.
    • Auto Cycle Units is now available in the Options menu.
    • Benchmark updates.
    • Credits updated.
03. 2016.12.21. - Game is updated to v1.0.0.56 and 2 new DLCs: "Vikings Scenario Pack" and "Poland Civilization & Scenario Pack"
Change log:
[NEW]
    • Added Earth map (Standard size)
    • Added “Alert” action for units
    • Put a unit to sleep until they spot an enemy unit
    • Scenario setup menu
    • Jump into Scenarios more easily within the Single Player menu. This only shows up when a single player scenario is available and enabled (as can be found in both of the new DLCs!)
    • Added new replay option to Wonder completion movies

[GAMEPLAY UPDATES]
    • Religious units may now Fortify Until Healed
    • Coastal Raids can now pillage districts in addition to the buildings within
    • Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes

[BALANCE CHANGES]
    • Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
    • Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)
    • Decreased production costs of Wonders progressively
    • From the Industrial era (about -10%) to the Atomic era (about -40%).
    • Decreased production costs of all Space Race Projects by 40%.
    • Increased research costs of Technologies and Civics progressively
    • From the Industrial era (about +5%) to the Information era (about +20%).
    • Increased Faith from Mission
    • Increased Culture from Chateau
    • Lowered the minimum unit upgrade cost
    • Improved clarity on Warmongering penalties associated with taking a civ’s final city
    • Most Civilization unique districts now require population to construct (like normal districts)
    • Spaceport district no longer requires population to construct

[AI TUNING]
    • Improved AI Deal negotiations and analysis
    Improved AI handling of Promises; including that they are more likely to agree if they like you, and also will consider how trustworthy a civ is by whether they’ve kept previous promises
    • Improved tactical handling of Great Admirals and Great Generals
    • Improved AI interest in Terracotta Army
    • Improved handling of leaf techs
    • Improved building of Forts
    • Improved resource grabbing in late game
    • Improved Last Viking King agenda’s analysis for who is in bottom percentage of navies
    • Improved handling of several complaint or kudo messages from AI
    • Rebalanced Catherine’s evaluation of the ‘no spying’ Promise
    • AI will not try to convert unconvertible cities

[BUG FIXES]
    • Fixed several unique buildings that weren’t getting their yields increased by various game effects (ex. Policies)
    • Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack
    • Fixed it so loading screens now show the correct text and play matching VO
    • Fixed an issue that blocked certain relationship-based diplomatic actions
    • Fixed an issue where incomplete Encampment districts were able to attack
    • Fixed an issue where you could declare war on friends or allies by moving units
    • Fixed an issue where AI could declare war on a civ with whom they were already at war
    • Fixed an issue that caused a Multiplayer lobby to require joining players to have Additional Content that wasn’t actually needed
    • Fixed a bug that caused Apostles to run out of promotions
    • Fixed a bug where gaining policy slots mid-turn could block progression
    • Fixed issues caused by trading lots of Great Works at the same time
    • Fixed an issue where turn timers weren’t loading correctly from a save
    • Fixed an issue where Rome’s roads would connect to too many adjacent roads
    • Fixed issue where civs could get another civ’s exclusive agenda
    • Fixed multiple links to the Civilopedia
    • Fixed issue that could cause menu music to play twice and overlap itself
    • Fixed an issue that could cause private MP games to become public
    • Fixed multiple text & grammatical issues
    • Fixed multiple crashes

[VISUALS]
    • Added new art for National Parks
    • Updated Mines for several eras
    • Updated Swordsman
    • Improved city fading during combat

[MULTIPLAYER]
    • Hallowed Ground scenario is now playable on huge maps
    • VO now plays correctly when loading a save

[UI]
    • Resource Report now correctly shows resources from several sources:
    • Great People abilities
    • Diplomatic Deals
    • Checkboxes for toggle yields and grid now stay in sync with hotkeys
    • Improved differentiation in Government Lens hex colors
    • Added Defeat icon to the End Game Results screen

[AUDIO]
    • Added sound effect for Quick Save hotkey

[Poland Civilization & Scenario Pack]
    • Includes the complete Polish civilization with Jadwiga, Winged Hussar unique Unit, and Sukiennice unique Building.
    • Poland’s “Golden Liberty” unique ability allows them to gain territory when they build a Fort or Encampment, even allowing them to steal territory from other civs! They also convert a Military Policy slot into a Wildcard slot, giving them extra flexibility in culture.
    • Jadwiga allows you to spread your religion to the nearby city when you gain another civ’s territory with Golden Liberty. Her relics provide bonus Faith, Culture, and Gold.
    • The famous Winged Hussar is strong on the attack and can push back defending units.
    • The Sukiennice, or Cloth Hall, gives bonus Production from foreign Trade Routes, and Gold from internal Trade Routes.
    • Play as a great Polish noble lord in the “Jadwiga's Legacy” Scenario:
    • 60 Turn limit
    • Defend Poland, Prague, and Vienna from invaders including the Teutonic Knights and Ottoman Turks
    • Gain glory in battle and prove yourself the greatest defender of Poland.

[Vikings Scenario Pack]
    • Six new City-States added to the base game:
    • Auckland (Industrial): Additional production for Coastal tiles.
    • Antananarivo (Cultural): Culture bonus that increases with every Great Person earned.
    • Armagh (Religious): Builders can construct the Monastery improvement, which provides Faith and heals religious units.
    • Granada (Militaristic): Builders can construct the Alcazar improvement, which protects military units and provides Culture.
    • Muscat (Trade): Bonus Amenities in cities with a Commercial Hub.
    • Palenque (Scientific): Improved City growth for cities with a Campus.
    • Three new Natural Wonders added to the base game:
    • Eyjafjallajökull
    • Lysefjord
    • Giant’s Causeway
    • Play as a great ruler of the Dark Ages in the “Vikings, Traders, and Raiders!” Scenario:
    • 100 Turn Scenario, from 787 to 1087
    • Play as Harald Hardrada of Norway, King Canute of the Danes, or Olof Skotkonung of Sweden.
    • Launch a naval invasion of England, conquer Paris, find Vinland with an explorer, or sail through Gibraltar and raid the Mediterranean Sea.
    • Build a trade empire and profitable cities, or spread a religion and gain Faith for your people.
    • Includes special art assets for leaders.


Mods for the game, refer here:
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Last edited by RezMar on Monday, 26 Dec 2016, 20:31, edited 10 times in total.

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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Wednesday, 11 May 2016, 21:44   Reply with quote
Forum ghost Местное привидение
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Joined: Tuesday, 14 Apr 2009, 20:56
Posts: 297
Shit, I guess I better start playing Civ V then. No time, no time ever.


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Wednesday, 11 May 2016, 22:04   Reply with quote
Beginner Без звания
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Joined: Saturday, 23 Apr 2016, 18:54
Posts: 3
I am sceptical about the art style, I hope it either changes or grows on me. I don't think cartoony works better than realistic (like Civ5).


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Thursday, 12 May 2016, 00:10   Reply with quote
Super flooder Почетный графоман
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Joined: Friday, 10 Oct 2014, 17:14
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After playing Crusader kings II and Europa Universalis IV, Civilization games look so uninteresting and bland for me, Paradox outdid them in every field possible. Sid Meier's Civilization: Beyond Earth was crap.

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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Thursday, 12 May 2016, 02:39   Reply with quote
Advanced forumer Завсегдатай
Joined: Friday, 06 Nov 2015, 06:45
Posts: 79
Personally never liked CK or EU. Beyond earth was definitely bad though.

Just hope the game isn't an incomplete garbage fest like civ 5 was. £50 for the base game + expansions is going to be so expensive


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Saturday, 13 Aug 2016, 22:35   Reply with quote
Advanced forumer Завсегдатай
Joined: Friday, 06 Nov 2015, 06:45
Posts: 79
skules wrote:
Personally never liked CK or EU. Beyond earth was definitely bad though.

Just hope the game isn't an incomplete garbage fest like civ 5 was. £50 for the base game + expansions is going to be so expensive


Yeah, same, i personally didn't like EU or CK either.

Hopefully it's crackable, otherwise i'll be buying it the year after on the summer/christmas sales.


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Monday, 22 Aug 2016, 12:21   Reply with quote
Beginner Без звания
Joined: Friday, 04 Dec 2015, 17:58
Posts: 7
2 things:
1.they said in the dev stream where they played as brazil that there resolution was under the recomended settings,they had that resolution to be able to stream 720p.
2.if someone had preordered civ 6 that should maybe mean we could get civ 6 a bit before other people.


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Wednesday, 24 Aug 2016, 23:18   Reply with quote
Super flooder Почетный графоман
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Civilization VI 25th Anniversary Edition Announced.

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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Friday, 23 Sep 2016, 17:13   Reply with quote
I live here Три раза сломал клаву :)
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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Friday, 23 Sep 2016, 18:47   Reply with quote
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Location: Romania
Minimum

OS: Windows 7 64bit / 8.1 64bit / 10 64bit
PROCESSOR: Intel Core i3 2.5 Ghz or AMD Phenom II 2.6 Ghz or greater
MEMORY: 4 GB RAM
HARD DRIVE: 12 GB or more
DVD-ROM: Required for disc-based installation
VIDEO CARD: 1 GB DirectX 11 Video Card (AMD 5570 or nVidia 450)
Recommended

OS: Windows 7 64bit / 8.1 64bit / 10 64bit
PROCESSOR: Fourth generation Intel Core i5 2.5 Ghz or AMD FX8350 4.0 Ghz or greater
MEMORY: 8 GB RAM
HARD DRIVE: 12 GB or more
DVD-ROM: Required for disc-based installation
VIDEO CARD: 2 GB DirectX 11 Video Card (AMD 7970 or nVidia 770 or greater)

Other Requirements:
Initial installation requires one-time Internet connection for Steam authentication; software installations required (included with the game) include Steam Client, Microsoft Visual C++ 2012 and 2015 Runtime Libraries, and Microsoft DirectX.


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Thursday, 06 Oct 2016, 00:25   Reply with quote
User Редкий гость
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Joined: Wednesday, 31 Aug 2016, 20:07
Posts: 35
This game is also good to look forward too :roll:


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Thursday, 06 Oct 2016, 17:46   Reply with quote
User Редкий гость
Joined: Thursday, 24 Jul 2014, 22:16
Posts: 37
Anyone know about RU-Keys? Do they have all languages and is it enough to activate the Key with a VPN and then play without one?


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Thursday, 06 Oct 2016, 19:09   Reply with quote
Forum ghost Местное привидение
Joined: Monday, 05 Jan 2015, 23:29
Posts: 292
how come that no one have and early build or something?


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Thursday, 06 Oct 2016, 19:28   Reply with quote
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Funny question Fiju.... :-|


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Post Post subject: Re: [SOON] Sid Meier’s Civilization® VI   
Posted: Thursday, 06 Oct 2016, 19:44   Reply with quote
Forum ghost Местное привидение
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DireStraights wrote:
Funny question Fiju.... :-|


why's that man?


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