Rise of the Commonwealth: In-Depth Series - Recruitment and Taxes

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  • เผยแพร่เมื่อ 29 ธ.ค. 2024

ความคิดเห็น • 113

  • @TheBoomerpirate
    @TheBoomerpirate 7 ปีที่แล้ว +94

    Your a legend kinggath! Bethesda should be throwing money at you!

    • @StrongSwanson
      @StrongSwanson 7 ปีที่แล้ว +11

      He's got a donation thing set up on the Nexus. ;)

    • @just1it1moko
      @just1it1moko 7 ปีที่แล้ว +2

      say that to Tod Howard! xD

    • @alexoelkers2292
      @alexoelkers2292 5 ปีที่แล้ว +1

      @@StrongSwanson Should consider a Patreon account in addition to the regular donation system.

  • @JustMcayla
    @JustMcayla 7 ปีที่แล้ว +8

    Sim Settlements is THE mod that i cant play without now, you and your team have done an outstanding job. I salute you and thank you for making this masterpiece.
    Ps. should have named yourself Godgath cause Im pretty sure you've ascended past king...

  • @cptnraptor
    @cptnraptor 7 ปีที่แล้ว +9

    Speaking of Government Services systems (when you mentioned martial plots), have you considered implementing traditional city services like policing or a fire service? I mean it wouldn't be something that's *necessary* as such, but part of the reason the Diamond City guard exists is to maintain order within DC as well as defend it, also with the large, noisy industrial plots we can get, to me it seems they'd intuitively have some fire hazard element to them.
    The intuitive thing to me for implementing a city fire system would be that fires can start at a plot and if it isn't dealt with within X time, there is a chance that nearby plots (within radius Y) could catch fire, that chance being higher in relation to the type of plot it is.
    It's just an idea, it's probably been mentioned on the forums that I have been meaning to join for *so* long.

  • @nephatrine
    @nephatrine 7 ปีที่แล้ว +5

    The 3DNPC team also has their own recruitable settler mod - Settlers of the Commonwealth. Using both that and Recruitable Settlers at the moment.

    • @kinggath
      @kinggath  7 ปีที่แล้ว +2

      Ooh I need to pick that up!

  • @mattneil8988
    @mattneil8988 7 ปีที่แล้ว +23

    Love the mod,it is amazing,this should have been in the game alongtime ago...i think it would be interesting to have police in the settlement that would help with the collection of taxes or just something like enforcing laws and all

  • @kaiserotto8715
    @kaiserotto8715 7 ปีที่แล้ว +26

    As a Canadian, will the doctor be government service or commercial in sim settlements?

    • @kinggath
      @kinggath  7 ปีที่แล้ว +11

      Ooh, good point. I've always wanted to add some Civ style options where you can choose what kind of government you want to be.

    • @kaiserotto8715
      @kaiserotto8715 7 ปีที่แล้ว +3

      Oh wow that's be awesome, I'm a big fan of Civ so that would be an amazing addition

    • @Microsoft-Excel-2010
      @Microsoft-Excel-2010 5 ปีที่แล้ว +3

      Commercial. Because there isn't any government plots.

  • @thelastminuteman7513
    @thelastminuteman7513 7 ปีที่แล้ว

    Love the upgrades to the tax system. This mods getting o the point it could be considered educational as well as entertaining.

  • @kRazyyyyyyy
    @kRazyyyyyyy 6 ปีที่แล้ว

    Just started to use this mod (the AiO version) and love it so much. Watching all the tut videos one by one to learn all the cool stuff the mod gives. I also like the way u explain 💪

  • @TheDevian
    @TheDevian 7 ปีที่แล้ว +1

    For the recruitment beacons, if you don't think it's immersive, or just don't want them to attract people, just either don't build one or turn it off (that's what I do, if I want new people, I will either save them, or spawn them with the console; '14.placeatme 20593', you will need to send them to a settlement before you can assign them, even if you are in one when you summon them). That will be much better once you add in new ways to recruit that get turned on by that 'option' switch, I think.
    The main idea for the taxes I want to see, if you haven't changed it already, is like I said before, how it would be nice to change it so that you can set it to daily, weekly, monthly, or whatever, without changing how much money you get. This way if you set it for daily collection and get 100 caps a day, then you change it to weekly collection, you would get 700, not still 100 per collection like it was before. The constant messages for it are annoying for that, but it feels wrong to turn the frequency down if that was costing me money, even if I don't need it. lol
    You could just do 0%, 25%, 50%, etc. That way you can give the % numbers for us geeks who like numbers, and still get to use the 'jumps' like you said. There is no need to get detailed to adjust it too finely, it will get complected enough with having two sets of controls, one for each type of plot, and one for the overall, no reason to make it too much harder.
    I like the way the system works so far, and I look forward to seeing what tweaks you add to the finer changes.

  • @paybackntf4017
    @paybackntf4017 7 ปีที่แล้ว +3

    Mod is awesome. Again, if it’s something I’m missing, apologies.
    I’d like a system where caps earned from each settlement “funnel” to one where it’s easier to pick up. But, it would also be cool if there was a “coin flip”, maybe involving the defense stat, that you’ll have your “cap delivery” get hit by raiders.
    That would start a kind of radiant mission where you go to their hide out (maybe one of the ones that tend to always be raider hang outs) and fight your way to get it back.
    You could introduce a timed element where the longer you wait, the less caps there will be.
    You could also invest money for caravan guards.
    Just an idea

    • @chriswhinery925
      @chriswhinery925 7 ปีที่แล้ว

      It's a good idea but I have to wonder why raiders would be interested in stealing caps anyway. Do they trade with anyone? I thought they just took everything at gunpoint.

    • @SonsOfLorgar
      @SonsOfLorgar 7 ปีที่แล้ว

      Chris Whinery they trade with eachother

    • @paybackntf4017
      @paybackntf4017 7 ปีที่แล้ว +1

      I mean the caps themselves. Can you get caps from all settlements at any one settlement, or can do you have to “make the rounds”

    • @paybackntf4017
      @paybackntf4017 7 ปีที่แล้ว

      Chris Whinery they always struck me as “well take anything” types

  • @christopherhoward8904
    @christopherhoward8904 7 ปีที่แล้ว +2

    you should take a semi anarchist approach, where city services can run like private businesses....like the option to hire a mercenary group to run your defense...or the idea that a business offers educational services..and therefore those businesses make you money

    • @kinggath
      @kinggath  7 ปีที่แล้ว +3

      All of you are making me want to add some Civ style options where you get to choose what type of government to operate!

    • @christopherhoward8904
      @christopherhoward8904 7 ปีที่แล้ว

      Awesome, i just think of the post apocalyptic setting and i imagine either dictator like cities or i imagine extremely capitalist systems to the point of a minarchist, or anarchist system. That would be pretty awesome for it to give the appearance of a business rather than the government providing just about everything.
      Where as the dictator or even communist/socialist system would have the government provide literally everything both governments systems giving benefits and negatives...the more extreme you go one way on the spectrum the greater the benefits and negatives are. Not to get to crazy with it, either system should be functional and fun if you decide to go either way....the negatives should not be game breaking per say.

  • @vuongkyvi
    @vuongkyvi 5 ปีที่แล้ว

    You are a god amongst men my dude

  • @Dominian1
    @Dominian1 7 ปีที่แล้ว

    Just started playing F4 again (haven't since release) and was looking for good mods. Turns out I picked the perfect moment by chance. This mod and its expansions are amazing and just perfect for a returning player.

  • @KamenKami
    @KamenKami 7 ปีที่แล้ว +4

    Have you though about adding military outpost or zoning some settlements to be outpost or forts? You have options for butter but lacking in guns.

  • @guidch8622
    @guidch8622 7 ปีที่แล้ว

    Great work, kinggath!! I love your mod, i cannot wait to play it!!!

  • @rekalty4477
    @rekalty4477 7 ปีที่แล้ว +11

    How much does it actually improve the food production/scrap generation, can you give us some percentages/values for the kind of changes we can expect to see if we alter taxing? I don't see any specifics at all in the video or ingame UI.

    • @kinggath
      @kinggath  7 ปีที่แล้ว +11

      I'll be adding a new report in-game to show the values. I'll try and get a spreadsheet added to the wiki soon so you all don't have to try and track the changes.

    • @rekalty4477
      @rekalty4477 7 ปีที่แล้ว +4

      Thank you kindly, I do love me some spreadsheets! Also, you know, thanks for making this amazing mod.

    • @kinggath
      @kinggath  7 ปีที่แล้ว +1

      Finally had a chance to add the tax details to the Wiki (apologies for the delay - been a wild ride since release!) - didn't really need a spreadsheet it turns out: simsettlements.com/web/wiki/index.php?title=Taxes

  • @tomgeneau7707
    @tomgeneau7707 7 ปีที่แล้ว +2

    Totally want to use tax and maintenance systems but they don't function yet. Can't change tax rates and can't deposit caps to pay deficit. Will wait for fixes . Love this mod . Using city planner to handle small settlements like ten pennies cause it's annoying lol. Also ; thank you for interior plots!

    • @chriswhinery925
      @chriswhinery925 7 ปีที่แล้ว +1

      I haven't tried to change the tax rates yet but I was definitely able to deposit caps to cover deficit spending. Might want to check your load order or something? It might be your install.

    • @tomgeneau7707
      @tomgeneau7707 7 ปีที่แล้ว

      Chris Whinery fixed the caps part . Same issue with changing tax rates

  • @MrFive2FiveVods
    @MrFive2FiveVods 7 ปีที่แล้ว +3

    the only thing i have an issue with with the tax system is, is it costing me anything to build these citys or plots? cause tax makes sense if there paying me to build the defesive plots and the recreational plots. they build there house and then pay tax to have me defend it and keep there bars stocked. if it doesnt cost me anything to build defence plots and recreational plots then why do they get taxxed is my thinking

    • @iamcool544
      @iamcool544 7 ปีที่แล้ว +1

      The government taxes us for buying soda that they didn't have a hand in creating, for buying electricity a private business generates and provides the framework for, same for gas and food. (if you live in USA idk anywhere else) so its pretty realistic.

  • @abc-kj6mi
    @abc-kj6mi 7 ปีที่แล้ว

    You should make an addition to this where you CAN select/elect a mayor (Yourself being a possibility)

  • @wile123456
    @wile123456 7 ปีที่แล้ว +5

    The system is really cool. Right now having half or no taxes at all seems the best way to go. Increase to defense is nice but personal caps is not very useful in this game since you don't really need caps that much. You already have a scrap sink by donating scrap to a city but a caps sink would be even more important, so being able to use the tax money on investments into the city would be cool. Maybe invest in buildings to upgrade then quickly, invest in speciel buildings monuments, invest in laws that give health insurance etc. So there is more reason to increase taxes sometimes

    • @kinggath
      @kinggath  7 ปีที่แล้ว +2

      I agree, the system needs a lot of adjustments. When laying it out, I always assumed the new maintenance system was going to be on by default - which makes the tax income pretty crucial to gameplay. During testing I found that only about half the people who tested it enjoyed the maintenance and opted to make that off by default, so now the tax system doesn't feel like an actual risk/reward system unless you turn on Maintenance Costs.

    • @SonsOfLorgar
      @SonsOfLorgar 7 ปีที่แล้ว

      kinggath then combine those systems to be mutually dependant: if you want tax income you have to have maintenance active.

    • @wile123456
      @wile123456 7 ปีที่แล้ว

      SonsOfLorgar no, there should always be options. That's the great thing about moding, that we can tailor the experience to what we want.

  • @iainansell5930
    @iainansell5930 7 ปีที่แล้ว +1

    quick note, i've noticed if you adjust any of the taxes down, the defence bottoms out..... i have maintenance off, but still, defence dies..... even when most of the defence score is due to turrets..
    REPLY

  • @Askorti
    @Askorti 7 ปีที่แล้ว +1

    Well, Dunno about others, but I'd say the taxes aren't really a viable source of caps, so to me it seems like setting low taxes is kind of a no-brainer, since you get a lot of relevant benefits for little to no losses.

  • @vinnie9458
    @vinnie9458 7 ปีที่แล้ว

    It would be nice if you could show the number of plots in a settlement plan so we can plan out the number of settlers.

    • @kinggath
      @kinggath  7 ปีที่แล้ว +1

      That's a great idea - if I can't find a good place for it in the game interface, I'll at least get that info up on the wiki!

  • @kcthepandaman
    @kcthepandaman 6 ปีที่แล้ว

    It wut be nice with some kinder of mayer/city leader building, with a special deposit for tax cap in it instead of the workbeanch

  • @Freelancer4tehwin
    @Freelancer4tehwin 7 ปีที่แล้ว

    Is there a wiki page with what the city limits are for the auto-build? Like, somewhere like Sanctuary seems barren with just 15 people, so is that going to be that barren by default? And do any of the city plans support having more than the notional 20 game cap?

  • @packscavver1963
    @packscavver1963 7 ปีที่แล้ว

    what about when you have a gaurd recruitruited their nametag says gaurd and when you unrecruit him to the gaurd station it goes back to settler the same with shopkeep and barkeep also you should make automitons from atomitron be able to be shopkeeps

  • @69Vide0S
    @69Vide0S 6 ปีที่แล้ว

    sancuary dont let me keep more then 20 settlers.. sancuary becomes blank if i want to transfer settlers from another settlement

  • @gypsyjr1371
    @gypsyjr1371 4 ปีที่แล้ว

    Supply lines should be city services as well, since they benefit every in the city and other cities they connect with.

  • @MysterioBerlin
    @MysterioBerlin 5 ปีที่แล้ว

    problem: I can't finish the quest in the castle where I have to activate radio freedom. I can build a power line to the station but can't assign any settler/minuteman to the radio station. What shall I do?

  • @TheAmericanCelt
    @TheAmericanCelt 7 ปีที่แล้ว

    Really hope they call on you for help to develop next fallout or elder scrolls.. your amazing.

  • @theomen49
    @theomen49 7 ปีที่แล้ว +20

    Hey Bethesda, give this man a job

    • @Askorti
      @Askorti 7 ปีที่แล้ว +6

      No, Bethesda sucks, they would only hold him back!

    • @chriswhinery925
      @chriswhinery925 7 ปีที่แล้ว +3

      The work he's doing on his own is way better than anything he'd produce under the corporate thumb. Keep modding independent.

    • @Naruku2121
      @Naruku2121 6 ปีที่แล้ว

      He's too good for them.

  • @abc-kj6mi
    @abc-kj6mi 7 ปีที่แล้ว

    I think this may be a far fetch and possibly out of your reach but you could also make someway to make classrooms and then that plus a child settlement mod would be great

  • @Orinrex
    @Orinrex 7 ปีที่แล้ว +1

    when the city is building itself do they build there own recruitment beacon?

  • @Spiffo0
    @Spiffo0 7 ปีที่แล้ว

    So to get this straight, you need a recruitment beacon to get more settlers even with sim settlements on?

  • @KaijuAKD
    @KaijuAKD 5 ปีที่แล้ว

    Have a question. Recruitment options are for the current settlement or for all settlements? I'm playing with RotC and Horizon, and was planning to have some settlements with city plans and others built by me with horizon job stations. City plan limit won't work because there is no city plan and if I use ignore charisma I'll get a ton of settlers. Can I stop recruitment in one particular settlement just turning of the beacon like before?

  • @nayroy18
    @nayroy18 6 ปีที่แล้ว

    Does industrial taxes affect vanilla production, e.g. purified water?

  • @reychop
    @reychop 7 ปีที่แล้ว

    The more I watch your videos, the more you sound like the Narrator from warcraft 3:reign of chaos prologue (the one giving instructions in Thrall's tutorial). Maybe others have noticed as well. You could totally do a voice acting or podcasts. :)

  • @joopjam
    @joopjam 7 ปีที่แล้ว

    nice shout to recruitable settlers

  • @pedambr199
    @pedambr199 6 ปีที่แล้ว

    great mod, thanks kinggath
    i think the tax revenue shouldnt be available as caps for the player

  • @hugmonger
    @hugmonger 7 ปีที่แล้ว

    Dude this tax system sounds amazing... I cant wait to implement my new tax plan where I only tax residential and farmers, but tax them at double rate while not providing them with any food or medicine.

  • @BrotherhoodJay
    @BrotherhoodJay 7 ปีที่แล้ว

    how do you get the settlements to upgrade, i have 95 happiness food and water a green but sanctuary remains at level 0

  • @KarloBacolod
    @KarloBacolod 7 ปีที่แล้ว

    Hah! My residential tax rate will be at its lowest and I'm going to try to aim for 99 settlers per settlement. I love this mod.

  • @therealjonaswp602
    @therealjonaswp602 7 ปีที่แล้ว

    Hmm I cant seem to find any info about it, but it might just be me who is blind...However...
    If a "settler" occupies one of the, lets say martial plots, will the same settler then also be able to occupy a residential spot (for sleeping) or how does that work?

    • @kinggath
      @kinggath  7 ปีที่แล้ว +1

      Yep- definitely, the system works best when you give a settler a residential plot and one of the other plots to act as a job.

    • @therealjonaswp602
      @therealjonaswp602 7 ปีที่แล้ว

      Awesome - thanks! :) I was wondering if the system would do that itself: assigning a settler to both a home AND a job (martial/commercial/industry spot) or if you had to do that manually.
      I have noticed it does it automatically in my Rise of the Commonwealth city, but when I havent assigned a mayor, it doesn't do that.

  • @TheNinetitle
    @TheNinetitle 7 ปีที่แล้ว +1

    Just posting here because it's the recruitment video.
    I started the mission taking point: Sunshine Tidings and after clearing the place I set up the city plan, the beacon appears and 2 settlers show up but now the quest is blocked on add recruitment beacon.
    Adding a manual beacon doesn't do anything.

    • @kinggath
      @kinggath  7 ปีที่แล้ว +1

      That will most likely be fixed in the very first patch (will be out this week sometime).

    • @TheNinetitle
      @TheNinetitle 7 ปีที่แล้ว

      Thanks, I might have found some other bugs, where I can report them?

  • @steffan147
    @steffan147 7 ปีที่แล้ว

    This mod is what convinced me to re-download fallout.

  • @didacvs8253
    @didacvs8253 7 ปีที่แล้ว

    Are you considering to eventually add MCM integration for your mod?

    • @argentoAFK47
      @argentoAFK47 7 ปีที่แล้ว

      If he considers it, hopefully he makes it optional. Fallout 4 VR doesn't have F4SE (a requirement for MCM) and it's unlikely to get it, but Sim Settlements right now works well in VR and I'd be a shame to lose it due to MCM.

  • @kitrana
    @kitrana 6 ปีที่แล้ว

    my tax law option doesn't have the plot settings. do you have to be using the automated planner for that to work? becausew i am interested in the maintenance stuff but that sounds like it will kill a settlement without the tax law turned on but i really like building my own settlements, i seriously don;t wan't to use any prefab builds.

    • @kinggath
      @kinggath  6 ปีที่แล้ว

      Tax options are there even if not using the auto building. If you aren't seeing them, there's likely another mod overwriting the holotape record.

  • @ynteismymaster
    @ynteismymaster 6 ปีที่แล้ว

    Hey would you guys know why am I not getting the prompt to let the settlers start building on their own? Do i need to recruit more settlers? I already got an extra settler in Sanctuary.

    • @ynteismymaster
      @ynteismymaster 6 ปีที่แล้ว

      uituit baker thanks! I found the problem now.. i only have sim settlements installed and not the Rise of the Commonwealth. I got that sorted out now..
      My concern now is settlers dont come to my city anymore. All needs are high so im not sure what I am missong anymore. I have switched off the CHA req as well.

    • @ynteismymaster
      @ynteismymaster 6 ปีที่แล้ว

      It's currently set to 5. So should i keep on making plots manually?

    • @ynteismymaster
      @ynteismymaster 6 ปีที่แล้ว

      Ok noted. Im doing Sanctuary right now. Settler pop is stuck at 8 :(
      Castle is stuck at 6
      Btw thanks for helping me out

  • @TheUssrcjak47
    @TheUssrcjak47 7 ปีที่แล้ว

    I can not get this mod working on Xbox

  • @federicoelias7790
    @federicoelias7790 6 ปีที่แล้ว

    So in order to use the recruitment system of Rise of the Commonwealth I have to turn OFF the "Beacon Recruitment" option?

    • @kinggath
      @kinggath  6 ปีที่แล้ว +1

      No, Sim Settlements auto takes over recruitment and does so almost identical to vanilla except that Brahmin no longer replace settlers occasionally as your recruit. Turning off beacon recruitment is there as an option to open up a new style of gameplay where you have to recruit all settlers manually - this requires Automatron or mods like Recruitable Settlers to pull off.

    • @federicoelias7790
      @federicoelias7790 6 ปีที่แล้ว

      Thank you Kinggath, I love your dedication to this mods

  • @TacticalFemboy
    @TacticalFemboy 7 ปีที่แล้ว +4

    With Taxes comes poor people not wanting to pay them, Time for a law enforcement and crime system ;)

    • @SonsOfLorgar
      @SonsOfLorgar 7 ปีที่แล้ว

      Wile E. Coyote yeah, poor people of the kind that considder anything less than 100k caps monthly income to be tantamount to beeing a slave...

    • @TacticalFemboy
      @TacticalFemboy 7 ปีที่แล้ว +1

      The wasteland is a rough place ;)

  • @mica720x
    @mica720x 7 ปีที่แล้ว

    so, ya saving those level ups?

  • @MorbidGames666
    @MorbidGames666 4 ปีที่แล้ว

    Where did he get this holotape again?

  • @lilguava70
    @lilguava70 6 ปีที่แล้ว

    Probably a stupid ass question but where do the taxes go? Am I able toa ccess them?

    • @kinggath
      @kinggath  6 ปีที่แล้ว

      They go in the workbench for each settlement.

  • @greloksden6435
    @greloksden6435 7 ปีที่แล้ว +1

    Kinggath I would like to do a play through with Sim Settlements but I’m very confused as to which mods I need on Xbox one. Is there a mod list recommendation for Xbox somewhere?

    • @kafelkan1482
      @kafelkan1482 7 ปีที่แล้ว +2

      Donald About Donald Sim Settlements (not Lite), Sim Settlements: Rise of the Commonwealth, Sim Settlements: Industrial Revolution (not personally using it because size), Sim Settlements: Bad Neighborhood (awesome houses and stuff but again not using it due to size) and lastly Sim Settlements: Raider Refugees (pretty small and I personally use it)

    • @kinggath
      @kinggath  7 ปีที่แล้ว +6

      You can actually use Sim Settlements Lite with this as well. I'd recommend HUDFramework and Settlement Menu Manager which will give you the hud meters you see in all of my videos, as well as a custom Sim Settlements build menu to organize all of the plots.

  • @chriswhinery925
    @chriswhinery925 7 ปีที่แล้ว +5

    I appreciate that the tax rate system mimics the real world insofar as lower taxes are obviously the best choice for your society. Fallout 4, now a Lbertarianism simulator.

    • @kinggath
      @kinggath  7 ปีที่แล้ว +4

      Ha! It definitely feels that way if you aren't playing with the maintenance system on. Once you add that in, failing to have adequate taxes shuts your city down pretty quickly.

    • @SonsOfLorgar
      @SonsOfLorgar 7 ปีที่แล้ว +3

      Chris Whinery only libertarianism automatically devolves into a totalitarian dictatorship/oligarchy through corruption and monopolization that throws human and civic rights under the bus in the process as such concepts are by default restrictive on profits...

  • @josuezuniga9608
    @josuezuniga9608 6 ปีที่แล้ว

    ONE QUESTION, WICH IS YOUR native language?

    • @kinggath
      @kinggath  6 ปีที่แล้ว

      English for sure - ha! I must have said something stupid for you to question that...

    • @josuezuniga9608
      @josuezuniga9608 6 ปีที่แล้ว

      ahhh apologize, as always in the descriptions and in the notes of your patches and in the post of your mods you put '' sorry for my bad English '' I thought you spoke another language, and I do not see the need for bad treatment ... just it was a question.

    • @kinggath
      @kinggath  6 ปีที่แล้ว

      I've never put "sorry for my bad English", I think you might have me mistaken for someone else. No offense taken!

  • @pedambr199
    @pedambr199 6 ปีที่แล้ว

    spoiler alerts pls

  • @bigdaddycremecheese4911
    @bigdaddycremecheese4911 7 ปีที่แล้ว +1

    I love you daddy.

  • @ThisBossLike
    @ThisBossLike 7 ปีที่แล้ว

    Third

  • @KillingSpreeXLWDGNG
    @KillingSpreeXLWDGNG 7 ปีที่แล้ว +1

    is there a way i can download this and play it without the rest of that trash known as Fallout 4?

    • @VinderHD
      @VinderHD 7 ปีที่แล้ว +4

      I AM LWDGNG ooo edgy

    • @anibababa
      @anibababa 7 ปีที่แล้ว

      Vinder HD lol

  • @Messiah38
    @Messiah38 6 ปีที่แล้ว

    Taxes is theft, how dare you tax npc