Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: New to the game - Basic Questions

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> WIF School >> RE: New to the game - Basic Questions Page: <<   < prev  29 30 [31] 32 33   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: New to the game - Basic Questions - 3/12/2017 7:13:57 PM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
Thank you both that helped a great deal and it works fine for me. Appreciate it.

Now there is another topic I am struggling with, perhaps you have advice on.

I am playing global war with all options on. Fun game. Its 1943. Germany and Japan have expanded and captured terriroty. However, I have found that I have lost touch with my production planning. Especially as Japan. The front lines have moved back and forth in China and USA has messed with my convoys. See, the screen shot for Japan. I look at it now and find I am unsure what is happening or I should do. For example, I see that a non oil res. in china is sitting idle. Does that indicate to me I need to put another convoy at sea so that resource moves to japan for production? I see the non oil resource in the phillipines is idle as well. Is this telling me to put another convoy also for this to move? Also, do you have a suggestion for how I can better see / understand and ensure I am getting the most from my resources as..most of the time I feel fairly lost in this.

I have gotten better at this, but I tend to focus on the battles and troop movements, and I dont know how much time I need to spend paying attention to the resources info + I am seldom sure I understand what I am reading and seeing.

Hope that makes sense. Any advice would be appreciated. I feel this is a super important part of the game that I am playing poorly.

Attachment (1)

< Message edited by Azorn01 -- 3/12/2017 7:14:48 PM >

(in reply to davidachamberlain)
Post #: 901
RE: New to the game - Basic Questions - 3/12/2017 8:09:53 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
To me it looks like your convoy lines needs reinforcing so that you get those resources to factories in Japan.

For a better analysis a save game would help. Maybe you could zip a save and attach it to a post.

The short answer on how to learn to maximize production and convoy routes is to use paper and pen. Then put down the numbers on paper. Resources, factories, sea zones and so on.

Later on I can give you an example of what I mean. Now I am going to put my focus on my own military campaigns that urgently needs attention.

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to IBender)
Post #: 902
RE: New to the game - Basic Questions - 3/12/2017 8:14:01 PM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
Thank you. Your answer actually helped. I think if you can give me an example like you mentioned that would be great. As for loading the file lol, how about I wait till I have another game that isnt as embarrassing as the current one lol


(in reply to Orm)
Post #: 903
RE: New to the game - Basic Questions - 3/12/2017 10:40:22 PM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Production is critical. Especially Japan should be keeping an eye on things and have a convoy reserve. This means building 1 or 2 convoys a turn so you can survive a big hit. Worst case scenario is having your convoys swept from the China Sea and then the turn ends before you can react.

A useful tool is to bring up the Global Map and choose the convoy display for the country of interest. That helps spot sea zones where your resource transport capacity is lacking.

Any resources on the Asia mainland over and above the red factories Japan controls there must get to Japan if at all possible. An extra convoy can help when Chinese partisans appear FREX the overland route of the resource that normally would go to Shanghai might get cut. But if possible avoid more than 10 convoy points in a sea zone because of the search bonus your opponents will get. Putting convoys in the Sea of Japan can help you avoid having more than 10 in the China Sea. Sending the Hainan resource to Canton and having an overland path for southern Chinese resources to get to the China Sea (or even the Sea of Japan) saves a convoy point. Also when things are bad, you can store NEI oil in Canton and reserve precious convoy space for resources.

In an Oil game Japan often must under-build so her navy and air force can keep operating.

_____________________________

Paul

(in reply to IBender)
Post #: 904
RE: New to the game - Basic Questions - 3/13/2017 1:16:02 AM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
Thank you..this helped as well.

(in reply to paulderynck)
Post #: 905
RE: New to the game - Basic Questions - 3/14/2017 10:23:37 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
Another trick for Japan (and others from time to time), is to not transport the NEI oil if you are going to use it for reorganization.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to IBender)
Post #: 906
RE: New to the game - Basic Questions - 3/18/2017 8:52:35 PM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
Oh thats clever Shannon.

Another random question. I notice that when ships are in the same sea zone, it prompts you to "pick a ship for the search" and it menions I believe "disorganzing it" or some words similar to that, that I dont have a clue what its talking about. I pick always a middle ship of middle quality just because.

1. Can someone explain this? Whats this about / how does it work?

2. Can someone point me to the rules for this?

3. What type / quality of ship should I use for this activity? Usually as japan I have a mid sized fleet couple carriers, BB and CA etc

4. And is this ship really disorganzied? Does this really mean that no matter the outcome of the battle this ship I select will be disorganzied?

Thanks

(in reply to Shannon V. OKeets)
Post #: 907
RE: New to the game - Basic Questions - 3/18/2017 9:09:39 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
1) If you want to have combat in a sea area you need a unit to activate the combat and searches in that sea area. Edit: If you have no such unit then you can not initiate sea combat in that sea area. For example: If you have only one sub in a sea area then you can only search in that sea area once. Unless additional resources are sent to the sea area.

2) RAC (Rules as Coded): 11.5.2 Initiating a combat

3) A ships, or air unit, that you do not need for another activity. Like shore bombardment, or CV missions, or debarking a unit from. This since a the unit becomes disorganized and hence not available for other missions later in the turn. Note that disorganized ships can not voluntary leave the sea area with a naval move later on. Although it can abort as a result of combat or a voluntary abort after combat.

I usually use my worst ship first.

4) Yes.


Cut from RAC:

11.5.2 Initiating a combat
To initiate a combat, pick a sea area where you have an organized (non-convoy) unit at war with another
major power, and announce that you will initiate combat there. If you have no organized units in the area (except
convoys), you can’t initiate a combat there. If you chose an air action, the unit chosen must be an air unit.

[Examples cut out]

The unit you choose is the combat initiation unit and it becomes disorganized. You only need to designate
a unit to initiate the combat, not to fight each round in the combat.
You can’t choose a cargo unit on a ship, but you can choose a ship carrying cargo. And if you choose the
latter, its cargo becomes disorganized as well. You can designate a SUB as the combat initiation unit, even if you
don’t intend to commit SUBs to the combat.
CVPiF/SiF option 56: You may not designate a carrier plane as the combat initiation unit. If you designate a
CV, then its carrier plane becomes disorganized as well.
You don’t need to have moved a unit into the sea area in the impulse to initiate combat. And you can initiate
combat in a sea area even if you fought an interception combat there.

< Message edited by Orm -- 3/18/2017 9:12:41 PM >


_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to IBender)
Post #: 908
RE: New to the game - Basic Questions - 3/18/2017 9:16:33 PM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
Thank you so much. I need to read this several times then go find those rules.

(in reply to Orm)
Post #: 909
RE: New to the game - Basic Questions - 3/19/2017 12:57:05 AM   
Courtenay


Posts: 4003
Joined: 11/12/2008
Status: offline
For a while there was a bug that the searching unit that should have been disorganized was not, in fact disorganized.

_____________________________

I thought I knew how to play this game....

(in reply to IBender)
Post #: 910
RE: New to the game - Basic Questions - 3/20/2017 4:32:20 AM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
Help me understand food in flames. In help info it states "Food In Flames [RAW option 29 section 13.6.1]

This optional rule reflects the benefit Great Britain derived from the rest of the Commonwealth providing food
for the British Isles. If supply lines to the far-flung member nations of the Commonwealth are maintained to the
United Kingdom, then the Commonwealth's total production is increased.

For each of (1) Australia, (2) India, and (3) South Africa where at least 1 resource is transported to a
factory in the United Kingdom during a turn, the number of production points for the Commonwealth is
increased by 1. Note that these are production points and do not required processing by a factory."

Now viewing the attached screen shot. I see that commonwealth is getting "food inflames 1" I assume 1 build point. 17 + 1 = 18

My question specifically is that should this data indicate to me that the common wealth player is missing out on build points? Ideally he would be getting 3 instead of 1 if he was transporting fully? If so I need to go fix that. Am I reading this correctly that the cw player is shorting himself in this current game and doesnt even realize it?

Thanks


Attachment (1)

(in reply to Courtenay)
Post #: 911
RE: New to the game - Basic Questions - 3/20/2017 5:55:01 AM   
Courtenay


Posts: 4003
Joined: 11/12/2008
Status: offline

quote:

ORIGINAL: Azorn01

Help me understand food in flames. In help info it states "Food In Flames [RAW option 29 section 13.6.1]

This optional rule reflects the benefit Great Britain derived from the rest of the Commonwealth providing food
for the British Isles. If supply lines to the far-flung member nations of the Commonwealth are maintained to the
United Kingdom, then the Commonwealth's total production is increased.

For each of (1) Australia, (2) India, and (3) South Africa where at least 1 resource is transported to a
factory in the United Kingdom during a turn, the number of production points for the Commonwealth is
increased by 1. Note that these are production points and do not required processing by a factory."

Now viewing the attached screen shot. I see that commonwealth is getting "food inflames 1" I assume 1 build point. 17 + 1 = 18

My question specifically is that should this data indicate to me that the common wealth player is missing out on build points? Ideally he would be getting 3 instead of 1 if he was transporting fully? If so I need to go fix that. Am I reading this correctly that the cw player is shorting himself in this current game and doesnt even realize it?

Thanks


The benefit is one production point per country, not one build point. Production points are multiplied by the build multiplier, which is 0.5 at the start of the game, and will increase as the game continues, so can be more than one.

Yes, if the CW were transporting fully, the CW would get three production (not build) points. For that matter, in any game, whether you are using this option or not, some of the Indian resources should be shipped to the CW.

_____________________________

I thought I knew how to play this game....

(in reply to IBender)
Post #: 912
RE: New to the game - Basic Questions - 3/21/2017 10:31:59 PM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
New question. In a new global game, all rules turned on. Germany attacked poland. While he was busy attacking poland I moved a mixed fleet of english ships into the baltic to attack his 3 convoys. Somewhere before I moved my fleet or right after, I forget which, germany also captured Denmark. My english fleet was successful, quickly sank german convoys in baltic. Germany next took naval and moved all his ships from Kiel to Baltic Sea to fight me. I thought I as being clever, I chose to abort and thought I would be able to retreat back to an English port. Unfortunately, I could only move to the polish corridor port of Gdynia. We are both confused as to why this was the case. Next the german moved a land unit into Gdynia and forced my ships to relocate, but as there was not place for them to go I basically lost them all. Question is...why couldnt they abort to England.

Thanks

(in reply to Courtenay)
Post #: 913
RE: New to the game - Basic Questions - 3/22/2017 1:24:39 AM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
The answer why the CW fleet could not abort to England is because of the rule cut in below.

And you guessed right that Denmark had some relevance. After Germany occupied Copenhagen they controlled two out of the three cities needed to block naval movement between the Baltic Sea and the North Sea..



Cut from RAC: 11.4.4 Naval movement restrictions
• You can’t move naval units between Kiel and the North Sea if an enemy major power controls any
of the hexes adjacent to the Kiel Canal.
• You can’t move naval units between the Eastern Mediterranean and the Red Sea, or between Suez and the
Eastern Mediterranean, if a major power you are at war with controls any of the hexes adjacent to the Suez
Canal.
• You can’t move naval units between the Eastern Mediterranean and the Black Sea (even via Panderma)
unless Istanbul is friendly controlled.
• You can’t move naval units between the Baltic Sea and the North Sea (even via Fredrikshavn or
Kristiansand) if major powers you are at war with control at least 2 of Oslo, Copenhagen and Kiel.

• You can’t move surface naval units (SUBs aren’t restricted) between the Western Mediterranean and Cape
St. Vincent (even via Tangier) if a major power you are at war with controls Gibraltar.
• You can’t move naval units between the North Sea and the Bay of Biscay (even via Brest or Plymouth) if a
major power you are at war with controls London.
• After the US has closed the Panama canal (see 13.3.2, entry option 33), you can only move naval units
between the Gulf of Panama and the Caribbean Sea if:
• its controlling major power of the 3 Panama Canal hexes is at war with the USA and lets you; or,
• there is no controlling major power of those hexes and the US player lets you.
The “even via” clauses apply only when attempting to move between sea zones through the port in a single
naval move. A unit can move into the port from a sea zone in one step and then move out to sea in the other sea zone
in a later step.

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to IBender)
Post #: 914
RE: New to the game - Basic Questions - 3/22/2017 4:19:22 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Sometimes a French sub or some French cruisers will go raiding in the Baltic but it's usually a suicide mission.

_____________________________

Paul

(in reply to Orm)
Post #: 915
RE: New to the game - Basic Questions - 3/22/2017 5:48:08 PM   
Courtenay


Posts: 4003
Joined: 11/12/2008
Status: offline
In a situation like this, where neither knew a rule, I would suggest you use an Allied autosave and go back to the start of the Allied naval move; it sounds like a substantial part of the CW navy has just been destroyed in a way that should not have happened.

< Message edited by Courtenay -- 3/23/2017 4:49:29 AM >


_____________________________

I thought I knew how to play this game....

(in reply to paulderynck)
Post #: 916
RE: New to the game - Basic Questions - 3/22/2017 11:21:25 PM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
Thats a good thought. I need to give it some consideration.

(in reply to Courtenay)
Post #: 917
RE: New to the game - Basic Questions - 3/25/2017 2:07:03 AM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
I am confused about America..when you select occupy greenland / iceland from the entry options. I cant seem to move ships to either place. What am I missing? do I need to do something other than make the us entry option selection?

Thanks

(in reply to IBender)
Post #: 918
RE: New to the game - Basic Questions - 3/25/2017 3:01:37 AM   
rkr1958


Posts: 23483
Joined: 5/21/2009
Status: offline
In determining the number of ships present for a naval combat, when if ever, do CPs count? I assume if they ever count they count as 1/2 of a ship?

_____________________________

Ronnie

(in reply to IBender)
Post #: 919
RE: New to the game - Basic Questions - 3/25/2017 3:07:01 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline

quote:

ORIGINAL: Azorn01

I am confused about America..when you select occupy greenland / iceland from the entry options. I cant seem to move ships to either place. What am I missing? do I need to do something other than make the us entry option selection?

Thanks

You may have to wait for the next Declaration of War step for the Allies. The option states: "You can declare control of Greenland and Iceland during any future Allied declaration of war step."

_____________________________

Paul

(in reply to IBender)
Post #: 920
RE: New to the game - Basic Questions - 3/25/2017 3:08:30 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline

quote:

ORIGINAL: rkr1958

In determining the number of ships present for a naval combat, when if ever, do CPs count? I assume if they ever count they count as 1/2 of a ship?

They always count (if they are included in the combat) at the rate of 1 ship for every 2 CPs, rounded up.

_____________________________

Paul

(in reply to rkr1958)
Post #: 921
RE: New to the game - Basic Questions - 3/25/2017 3:18:21 AM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
Thank you. Next question. Playing global with all options, Russia declared war on the 3 baltic states. then usa got the message usa can never delcare war on germany. I didnt realize that this could happen but now I have read the rules and I think am good on this part. The part that confuses me a bit still is how is russia supposed to get the baltic states? What is a good way?

Thanks

(in reply to paulderynck)
Post #: 922
RE: New to the game - Basic Questions - 3/25/2017 3:34:24 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
You have to make sure that the USA has enough chits in the Entry Pool for Ge/It. There are chances to lose a chit when the Allies DoW countries or Russia claims Borderlands (not directly from the claim, but if the claim is denied - so be careful!), occupies East Poland, or the Baltic States.

The USA starts the game with 3 chits and usually they all should go in the Ge/It Entry Pool. If the USA loses a chit due to an Entry Action and has none in a pool, then the consequence is the USA can never DoW the pool's target.

< Message edited by paulderynck -- 3/25/2017 3:41:12 AM >


_____________________________

Paul

(in reply to IBender)
Post #: 923
RE: New to the game - Basic Questions - 3/25/2017 2:36:55 PM   
IBender

 

Posts: 269
Joined: 4/18/2014
Status: offline
In my current global game. 1940 Paris is completely surrounded by germans and basically all french troops outside of paris have been destroyed. Suddenly the game give me 'the french' the chance to "surrender france" I declined and forced the germans to attack and take the city. Question....why was I given this option to surrender when I can not imagine any benefit to surrendering? Even against horrible odds, a super low role by the germans might hurt them so why surrender france?

Thanks and hope that makes sense.

(in reply to paulderynck)
Post #: 924
RE: New to the game - Basic Questions - 3/25/2017 5:28:12 PM   
rkr1958


Posts: 23483
Joined: 5/21/2009
Status: offline

quote:

ORIGINAL: paulderynck


quote:

ORIGINAL: rkr1958

In determining the number of ships present for a naval combat, when if ever, do CPs count? I assume if they ever count they count as 1/2 of a ship?

They always count (if they are included in the combat) at the rate of 1 ship for every 2 CPs, rounded up.
I think I may get it know if the answer to my follow-up question is yes. In a submarine combat do only the CP's count in determining the number of ships attacked?


_____________________________

Ronnie

(in reply to paulderynck)
Post #: 925
RE: New to the game - Basic Questions - 3/25/2017 6:19:17 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: rkr1958


quote:

ORIGINAL: paulderynck


quote:

ORIGINAL: rkr1958

In determining the number of ships present for a naval combat, when if ever, do CPs count? I assume if they ever count they count as 1/2 of a ship?

They always count (if they are included in the combat) at the rate of 1 ship for every 2 CPs, rounded up.
I think I may get it know if the answer to my follow-up question is yes. In a submarine combat do only the CP's count in determining the number of ships attacked?


Yes, only the CPs are counted for submarine combat. And on the other side it is only the SUBs that are counted.

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to rkr1958)
Post #: 926
RE: New to the game - Basic Questions - 3/25/2017 6:25:25 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: Azorn01

Thank you. Next question. Playing global with all options, Russia declared war on the 3 baltic states. then usa got the message usa can never delcare war on germany. I didnt realize that this could happen but now I have read the rules and I think am good on this part. The part that confuses me a bit still is how is russia supposed to get the baltic states? What is a good way?

Thanks

A clarification might be needed here.

USSR can occupy the Baltic States without declaring war. The US entry penalty for declaring war on the Baltic States are steep. Occupying them instead of DOWs is not as costly.

The relevant rule for occupying the Baltic States is cut in below and I recommend that it is read.

RAC: 19.5.2 Baltic States
The USSR can exercise its Nazi-Soviet Pact rights to occupy the Baltic states (Latvia, Lithuania and Estonia)
during any Allied land movement step after it has exercised its rights to eastern Poland. You can only exercise your
rights over those states that are neutral. [Clarification. The USSR may occupy the Baltic States in the same impulse
it occupies eastern Poland - Dec. 29, 2007.]

You exercise those rights by moving a land unit into any hex of the Baltic States.

Once you exercise those rights, the Baltic States are considered immediately conquered by the Soviet Union
(without the Baltic States being aligned or its units set up).

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to IBender)
Post #: 927
RE: New to the game - Basic Questions - 3/25/2017 6:32:24 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: Azorn01

In my current global game. 1940 Paris is completely surrounded by germans and basically all french troops outside of paris have been destroyed. Suddenly the game give me 'the french' the chance to "surrender france" I declined and forced the germans to attack and take the city. Question....why was I given this option to surrender when I can not imagine any benefit to surrendering? Even against horrible odds, a super low role by the germans might hurt them so why surrender france?

Thanks and hope that makes sense.

The surrender option is mainly for situations when France, and the other Allies, see more benefit from surrendering (mainland) France than to fight on.

For example: If Germany seems to want to capture all mainland French ports before declaring Vichy. Thus increasing the chance that the French territories goes Vichy. France can then stop this by surrendering. France will then fight on from their remaining colonies. This is treated as a incomplete conquest although the US entry effect is halved.

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to IBender)
Post #: 928
RE: New to the game - Basic Questions - 3/26/2017 3:28:17 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
This is the rule: "During any peace step, you can surrender a home country of a major power that controls less than half the printed factory stacks in the home country. You can surrender a home country with no printed factories if there is an enemy land unit there."

_____________________________

Paul

(in reply to Orm)
Post #: 929
RE: New to the game - Basic Questions - 3/26/2017 1:24:34 PM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
Status: offline
While France is "fighting from the colonies", their only Primary supply sources are in France. So if the Allies do not hold a coastal French city, it can become quite difficult to operate French units outside France. In particular, to re-organize French naval units. So the surrender option is there, after such the 'Incomplete Conquest' process is used and France picks a new Home Country from it's aligned minors - which then gives it a supply source that units can trace to starting the next turn (including for re-organization).

Thus the Germans can not simply surround one interior French city, decline Vichy, and immobilize everything in the French colonies.

It can become a difficult decision for the Allies during, say, a siege of Toulouse with an Axis campaign into Spain obviously next. If the French Fleet is disorganized there will be a one turn delay to get it fighting again as the Re-organization phase is before the Surrender phase. So it is best for the Allies to try and hold some coastal French cities for as long as they can.

(in reply to paulderynck)
Post #: 930
Page:   <<   < prev  29 30 [31] 32 33   next >   >>
All Forums >> [New Releases from Matrix Games] >> World in Flames >> WIF School >> RE: New to the game - Basic Questions Page: <<   < prev  29 30 [31] 32 33   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.813