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{{See also|Raids}}{{Verified|1.3.3101}}<!--If you are not User:MortalSmurph, please see Template; Verified before changing this value-->
 
 
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'''Raid Points''' are a mechanic used to determine the size of [[raids]], other [[major threat]]s, [[quest]]s, and certain other events.
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Raid Points determine the size of Raids. The minimum Raid Points value is 35. The maximum is 10,000.
  
== Summary ==
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Raid Points = (Wealth Points + Colonist Points) * (Difficulty) * (Starting Factor) * (Adaption Factor)
Raid Points are spent by the [[storyteller]] to purchase raiders. Each raider has a "cost", or Combat Power, associated with them. Every 1 raid point roughly equates to 1 combat power. For example, if the storyteller has 180 raid points, then it can potentially send out 3 "Warrior" raiders worth 60 combat power each. The combat power of each enemy type can be seen in tables on the [[Raider]] page. Raid points are also used to calculate the extra loot carried by raiders. For an explanation of that system, see [[Raider#Loot|Raider loot]].
 
  
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 [[Tribes#Pawns|Tribals]], 100 [[Pirates#Pawns|Pirates]], 66 [[Scyther]]s, or 25 [[Centipede]]s. [[Quest]]s and the storyteller [[Randy Random]] multiply raid size after the point cap is applied; both can allow raids to be larger in size.
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Raid Points are spent by the storyteller to purchase raiders based on Combat Power. See "Raider Page". Raid Points are calculated using a complicated formula based on your colony's wealth, colonist count, threat scale, starting factor, and adaption factor. The two most significant player controlled factors are total colony wealth and total colonist count.
  
{| class="wikitable"
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The 10,000 Raid Points limit roughly means the max size raids are about 250 Tribals, 100 Pirates, 67 Scythers, or 25 Centipedes.
|-
 
|Raid Points = ([[#Wealth points|Wealth Points]] + [[#Pawn points|Pawn Points]]) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])
 
|}
 
  
Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcomeDespite this complexity, the two most significant player-controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind [[wealth management]] strategies.
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Each map and caravan is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tileSeparate colonies have separate and independently calculated Raid Point totals. The "Adaption Factor" is an exception and is shared across multiple settlements.
  
Each map and [[caravan]] is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile.  Separate colonies have separate and independently calculated Raid Point totals.  The "Adaption Factor" is an exception and is shared across multiple settlements.
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=Finding Raid Points=
  
== Viewing raid points ==
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One can view their raid points by turning on Development Mode.  Hit the 3rd button, "Open the View Settings", and check "Write Storyteller".  Then, back on the main Rimworld screen, hit the Magnifying Glass button.  "Base Points" is the Raid Point total.  
 
 
Players on PC version of the game can view their raid points by turning on [[Development mode]].  Hit the 3rd button, "Open the View Settings", and check "Write Storyteller".  Then, back on the game screen, hit the Magnifying Glass button.  "Base Points" is the Raid Point total.  
 
 
[[File:Raid base points.png|frameless|left]]
 
[[File:Raid base points.png|frameless|left]]
 
{{clear}}
 
{{clear}}
  
== Wealth points ==
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=Wealth Points=
A player can view their Wealth by hitting the [[History]] menu and going to the [[History#Statistics|Statistics]] tab. The game considers "Colony Wealth (buildings)" at only 50% for the purpose of calculating Raid Points.  Instead of using "Colony Wealth (this map)", the game uses "Storyteller Wealth". Note that pawns count for their wealth values in addition to their pawn points. Temporary colonists from [[quest]]s count towards neither.
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{| class="wikitable"
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A player can view their Wealth by hitting the History Tab (Book button) and going to the "Statistics Tab". The game considers "Colony Wealth (buildings) at only 50% for the purpose of calculating Raid Points.  Instead of using "Colony Wealth (this map), the game uses "Storyteller Wealth".
|-
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|"Storyteller Wealth" = (Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5))
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"Storyteller Wealth" = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 )
|}
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"Storyteller Wealth" is linearly interpolated on a graph to create "Wealth Points".   
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"Storyteller Wealth" is linearly interpolated on a graph to create a "Colony Wealth Points".   
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[[File:WealthPointsChart.png|thumb]]
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
!Graph || Points || Storyteller Wealth
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!Points || Storyteller Wealth
 
|-
 
|-
| rowspan="5" | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 14, 400, 700, 1000 |y1=0, 0, 2400, 3600, 4200}} || style="text-align:right" | 0 || style="text-align:right" | 0
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| style="text-align:right" | 0 || style="text-align:right" | 0
 
|-
 
|-
 
| style="text-align:right" | 0 || style="text-align:right" | 14,000
 
| style="text-align:right" | 0 || style="text-align:right" | 14,000
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|-
 
|-
 
| style="text-align:right" | 4,200 || style="text-align:right" | 1,000,000
 
| style="text-align:right" | 4,200 || style="text-align:right" | 1,000,000
|}   
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|}
{{Clear}}
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At 14,000 "Storyteller Wealth" and below, there are "0 Wealth Points".  At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Between 14k and 400k wealth, every $1 of storyteller wealth increases "Wealth Points" by <code>(2,400 - 0) / (400,000 - 14,000)</code> points.  
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The game takes your "Storyteller Wealth" and finds the appropriate amount of points from the graph.  This process is called "linear interpolation."  
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At 14,000 "Storyteller Wealth" there are "0 Wealth Points".  At 400,000 "Storyteller Wealth" there are "2,400 Wealth Points". Halfway in between 14,000 and 400,000 is 207,000.  At 207,000 wealth, there are 1,200 points, which is the halfway mark between the two defined locations on the graph. 
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At 1 million "Storyteller Wealth", and all values over 1 million, there are 4,200 Raid Points.  Further wealth has no affect on Raid Points.
  
At the 14k to 400k threshold, 1 raid point would be worth ~ 160.83 storyteller wealth from wealth points. Wealth also has an impact on pawn points; see below for details.
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=Colonist Points=
  
At 1 million "Storyteller Wealth", and all values over 1 million, there are 4,200 Raid Points. Further wealth has no effect on Raid Points.
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"Colonist Points" is a points total given based on your Colonist count and Trainable Animals count.  This "Colonists Points" is an addition to any points that Colonists and animals give based on their Market Value via "Wealth Points." Only free colonists of your faction on the map tile count.  A Prisoner, even one from your faction that you can release back into your colony at anytime, does not count for Colonist Points.  Temporary colonists, called "Quest Lodgers", from other factions don't count. Slaves count as full colonists.
  
== Pawn points ==
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Tamed animals that can learn "Attack" count for 8% of their Combat Power.  Attack doesn't have to be trained, only possible to be trained.  Animal Combat Power is only listed in the XML files and not shown in game. "Combat Power" is not affected by the age of the animal, baby animals that can attack count as adults for "Colonist Points".  Downed animals do not count.
"Pawn Points" is a points total given based on your Colonist count, Slaves, Children, Trainable [[Animals]], and player controlled Mechs. Rimworld's code labels these creatures as "pawns." "Pawn Points" is an addition to any "Wealth Points" given by the pawn's Market Value.
 
  
Only living, free, pawns of the player's faction on the map tile count. [[Prisoner]]s, even those from the player faction that can be released back into the colony at anytime, do not count for Pawn Points.  Temporary colonists, called "Quest Lodgers", from other factions also do not count.   
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Colonists and animals in cryosleep only count for 30%.   
  
Human pawn points are determined using the following chart. The result may be modified based on a few additional factors.
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Dead Colonists that still show as unburied colonists do not count.  
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The game gives each colonist an amount of points based on another predefined arbitrary curve and the "Storyteller Wealth" number.  Here's that curve and a graph of that curve:
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[[File:PointsPerColonistChart.png|thumb]]
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Graph || Points || Storyteller Wealth
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!Points || Storyteller Wealth
 
|-
 
|-
| rowspan="4" | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=15, 15, 140, 200}}
 
 
| style="text-align:right" | 15 || style="text-align:right" | 0
 
| style="text-align:right" | 15 || style="text-align:right" | 0
 
|-
 
|-
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| style="text-align:right" | 200 || style="text-align:right" | 1,000,000
 
| style="text-align:right" | 200 || style="text-align:right" | 1,000,000
 
|}
 
|}
{{Clear}}
 
 
From 0 to 10,000 "Storyteller Wealth", each full colonist counts for 15 pawn points. At 400,000 "Storyteller Wealth", each colonist counts for 140 points. Between 10k to 400k Storyteller Wealth, each colonist gives <code>15 + [ (140 - 15) * (wealth - 10,000) / (400,000 - 10,000) ]</code> points. This can be simplified into <code>15 + (wealth - 10,000) / (3,120)</code> points per colonist.
 
 
Between 10k to 400k Storyteller Wealth, every $1 of wealth gives <code>1 / 3,120</code> pawn points ''per effective colonist''. So at the 10k to 400k threshold, 1 pawn point is worth <code>3,120 / (effective colonist count)</code> storyteller wealth.
 
 
Assuming the same 10k to 400k wealth threshold:
 
* At 10 healthy colonists, 3,120 storyteller wealth would give 10 raid points through pawn points.
 
* At 10 healthy colonists, 1 pawn point would be worth 312 storyteller wealth.
 
* Going from 10 to 11 colonists would add <code>15 + (wealth - 10,000) / 3,120</code> raid points.
 
Remember that storyteller wealth also increases wealth points.
 
 
Certain factors can modify the effective colonist count. See below for details.
 
 
'''Modifiers:'''
 
* [[Slaves]]{{IdeologyIcon}} have a 75% multiplier to pawn points.
 
* Pawns in [[cryptosleep casket|cryptosleep]] have a 30% multiplier.
 
* [[Babies]]{{BiotechIcon}} have a 0% modifier and thus add no pawn points.
 
* [[Children]]{{BiotechIcon}} have a multiplier based on age. The multiplier rises linearly from 0% at age 3 to 50% at age 13. Then, from 50% at 13 it rises linearly until 100% at age 18.
 
* Health: The Pawn Point value of all applicable pawns, including animals and mechs, is scaled based on their Health Bar. The most prominent visualization of the Health Bar is found when selecting a pawn and looking below their name in the bottom left information card. When at full health, the bar will display "Healthy" and be fully colored. While at full health bar, Pawns contribute 100% of their Pawn Points. Dead pawns do not count for pawn points, even when unburied and still showing in the colonist bar.
 
 
:When below full health, Pawns have reduced Pawn Points. The shading of the displayed Health Bar will be changed. The Health Bar is only changed due to temporary wounds. For example, a colonist with a damaged and bruised leg will displayed a reduced Health bar and thus have reduced Pawn Points. A colonist with a missing leg and no other injuries is considered at "Full Health" and contributes full Pawn Points.
 
 
:The exact calculation of Pawn Points based on the Health Bar is not fully known. The applicable code with num3 being the variable for "Pawn Points": num3 = Mathf.Lerp(num3, num3 * pawn.health.summaryHealth.SummaryHealthPercent, 0.65f);
 
 
----
 
The following factors add to pawn points, but are separate to colonist count.
 
  
'''Animals:'''
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From 0 to 10,000 "Storyteller Wealth", each Colonist counts for 15 pointsAt 400,000 wealth, each colonist counts for 140 pointsAgain, the game uses Linear Interpolation.
* Tamed animals that can learn "Attack" count for 8% of their Combat Power; this value is not scaled by Storyteller WealthAttack doesn't have to be trained, only possible to be trained. "Combat Power" is not affected by the age of the animal: baby animals that can attack count as adults for "Pawn Points"Downed animals do not count.
 
  
'''Player controlled Mechs:'''
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The game also looks at a colonist and animal's health in some way.  I was unable to notice any affect of Colonist health on Colonist points.  The Health can affect the market value of a colonist, which can affect Wealth Points and thus Raid Points.  However, I couldn't get Health to affect the "Colonist Point" part of the equation. I removed some colonist arms and legs and the colonist still fully counted. I gave pawns permanent brain scars that kept the pawn unconscious and the pawn still counted fully. I don't know if the health aspect functions.
* [[Friendly mechanoids]]{{BiotechIcon}} count for 20% to 40% of their Combat Power; this value is scaled by Storyteller Wealth. Dormant mechs count. Recharging mechs count. Downed, dead or destroyed mechs do not count.  
 
  
{| class="wikitable"
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=Threat Scale=
|-
 
! Graph || Points || Storyteller Wealth
 
|-
 
| rowspan="4" | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=15, 15, 140, 200}}
 
| style="text-align:right" | 20% || style="text-align:right" | 0
 
|-
 
| style="text-align:right" | 20% || style="text-align:right" | 10,000
 
|-
 
| style="text-align:right" | 30% || style="text-align:right" | 400,000
 
|-
 
| style="text-align:right" | 40% || style="text-align:right" | 1,000,000
 
|}
 
{{Clear}}
 
  
Mechanoid combat power can be seen [[Mechanoid hive#Pawns|here]].
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"Threat Scale" is based on the Difficulty level chosen.  Choosing "Custom" difficulty allows you to choose an exact Threat Scale.
  
== Difficulty ==
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See https://rimworldwiki.com/wiki/AI_Storytellers
{{See also|AI Storytellers}}
 
Difficulty is solely the "Threat Scale" number. Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing "Custom" difficulty allows Threat Scale to range from 0% to 500%.
 
 
 
{| class="wikitable"
 
|-
 
! Difficulty !! Threat Scale
 
|-
 
| Peaceful|| 0.10
 
|-
 
| Community builder|| 0.30
 
|-
 
| Adventure story|| 0.60
 
|-
 
| Strive to survive|| 1.00
 
|-
 
| Blood and dust|| 1.55
 
|-
 
| Losing is fun|| 2.20
 
|}
 
  
== Starting factor ==
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=Starting Factor=
  
 
The "Starting Factor" factor means that the start of the game is made easier.  After 40 days, there is essentially no "Days Passed" factor because the factor is 1.   
 
The "Starting Factor" factor means that the start of the game is made easier.  After 40 days, there is essentially no "Days Passed" factor because the factor is 1.   
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|}
 
|}
 
 
At 10 Days, and earlier, the factor is 0.7.  At 40 Days, and all dates after, the factor is 1.
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At 10 Days, and earlier, the factor is .7.  At 40 Days, and all dates after, the factor is 1.
  
== Adaption factor ==
 
  
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly.  Time passed since the deaths of colonists, and time passed since the downing of colonists are the major aspects that Adaption Factor considers. 
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=Adaption Factor=
  
Slaves and quest lodgers are considered colonists for the purposes of the Adaption Factor. [[Friendly mechanoids|Player-controlled mechs]] do not count for the Adaption Factor. [[Children]] that can walk do fully count towards the Adaption factor. It does not matter how a pawn is downed / killed, so violently killing your own colonists will impact adaptation (as opposed to executing or banishing them).
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Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly. Time passed since the deaths, and time past since the downings are the main things the Adaption Factor considers.
  
 
Think of the "Adaption Factor" like the classic workplace sign that says "Days Since Last Injury: 10".  The differences from this analogy to the "Adaption Factor" is that the "Adaption Factor" does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read "Days Since Last Injury: Negative 30".  Also, the "Days Since Last Injury" don't necessarily go up 1 per day in Rimworld.
 
Think of the "Adaption Factor" like the classic workplace sign that says "Days Since Last Injury: 10".  The differences from this analogy to the "Adaption Factor" is that the "Adaption Factor" does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read "Days Since Last Injury: Negative 30".  Also, the "Days Since Last Injury" don't necessarily go up 1 per day in Rimworld.
  
The "Adaption Impact" in the custom Storyteller Settings adjusts how much the game considers the "Adaption Factor".  If "Adaption Impact" is set to 0% the "Adaption Factor" is effectively turned off.  The Adaption Factor has a maximum range of 0.4 to 1.47.  By default "Losing is Fun" has "Adaption Impact" set to 40%.  At "40% Adaption Impact" has an effective minimum and maximum range of the Adaption Factor is 0.75 to 1.19.
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The "Adaption Impact" adjusts how much the game considers the "Adaption Factor".  If "Adaption Impact" is set to 0% the "Adaption Factor" is effectively turned off.  The Adaption Factor has a maximum range of 0.4 to 1.47.  By default "Losing is Fun" has "Adaption Impact" set to 40%.  At "40% Adaption Impact" has an effective minimum and maximum range of of the Adaption Factor is 0.75 to 1.19.
  
 
The "Adaption Growth Rate" in the custom difficulty options controls how fast the "Adaption Factor" grows over time.  On "Losing is Fun", the "Adaption Growth Rate" is set to the maximum speed.   
 
The "Adaption Growth Rate" in the custom difficulty options controls how fast the "Adaption Factor" grows over time.  On "Losing is Fun", the "Adaption Growth Rate" is set to the maximum speed.   
  
The "Adaption Factor" starts at 0.8.  The "AdaptDays" starts at 0.  There is a grace period of 30 days before the "AdaptDays" can go above 0.  Every 12 hours (or 30,000 game ticks), the game checks how many "AdaptDays" to add.  The game takes the current "AdaptDays" and looks at the following chart. Each value shown is halved.  The halving occurs because the check is done every 12 hours, which means it happens twice a day. 
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The "Adaption Factor" starts at 0.8.  The "AdaptDays" starts at 0.  There is a grace period of 30 days before the "AdaptDays" can go above 0.  Every 12 hours (or 30,000 game ticks), the game checks how many "AdaptDays" to add.  The game takes the current "AdaptDays" and looks at this chart:
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[[File:AdaptDaysGrowth.png|thumb]]
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Graph || Current AdaptDays || AdaptDays Added
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!Current AdaptDays || AdaptDays Added
 
|-
 
|-
| rowspan="7" | {{GraphChart|width=400|height=100|xAxisTitle=Current AdaptDays |yAxisTitle=AdaptDays Added|type=line|x= -30, -0.01, 0, 59.99, 60, 119.99, 120  |y1= 3, 3, 1, 1, 0.5, 0.5, 0.25}} || style="text-align:right" | -30 || style="text-align:right" | 3
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| style="text-align:right" | -30 || style="text-align:right" | 3
 
|-
 
|-
 
| style="text-align:right" | -0.01 || style="text-align:right" | 3
 
| style="text-align:right" | -0.01 || style="text-align:right" | 3
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The "Adaption Factor" is shared across multiple map tiles.
 
The "Adaption Factor" is shared across multiple map tiles.
  
== Other factors ==
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=Wealth Independant Mode=
Firstly, the raid point cap of 10,000 is applied. The following factors are applied after the cap:
 
  
*Storytellers may have a "randomPointsFactorRange" to modify raid size. [[Randy Random]] will randomly increase or decrease the raid point value by 50% to 150% for each event. [[Cassandra Classic]] and [[Phoebe Chillax]] will not do any further modification.
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"Wealth Independant" mode is another option in the "custom" section of the "Storyteller Settings".  Rather than tracking "StorytellerWealth", an amount of wealth is assigned based on time passed on that specific map tile:
 
 
*Major threats caused by a [[quest]] may have more raid points than normal. The multiplier is dependent on the stars (1-3) that a quest has.
 
 
 
*The type of major threat can modify raid size. [[Sapper]]s and center [[drop pod]] raids will be smaller than expected.
 
 
 
*Raids caused by the [[ship reactor]]'s activation or the [[Royal Ascent]] quest will always have a minimum of 500 raid points, regardless of threat scale (or any other factor to raid points).
 
 
 
== Wealth independent mode ==
 
"Wealth Independent" mode is another option in the "custom" section of the "Storyteller Settings".  Rather than tracking "StorytellerWealth", an amount of wealth is assigned based on time passed on that specific map tile:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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|}
 
|}
  
This chart is for the default choice of "Years until Max Threat: 12".  Changing the "Years Until Maximum Threat" slider sets the year that the 1,000,000 wealth value will be assignedFor example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assignedIf the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.
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This chart assumes the default choice of "Years until Max Threat: 12" is chosen.
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WealthIndependant Mode is still affected DifficultyThe slider that says "Years until maximum threat" is only accurate if "Threat Scale" is at 100%.  If the "Threat Scale" is set to 500% and "Years until maximum threat" is set to 12, the actual time is more realistically going to be 12 / 5 = 2.4 Years.   
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The Wealth Independant Mode timer is exclusive to each map tileEach map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independant mode timer.
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=Raid Type Scaling=
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WORKINPROGRESS
  
All other factors, such as pawn count and adaptation, are applied as normal.
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Each type of raid has a scale.
  
The Wealth Independent Mode timer is exclusive to each map tile. Each map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independent mode timer.
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Standard Raids 1.0
  
== Version history ==
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Breach Raids 0.5
* [[Version/1.2.2719|1.2.2719]] - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.
 
* [[Version/1.3.3287|1.3.3287]] - Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.
 
* [[Version/1.4.3555|1.4.3555]] - [[Friendly mechanoids]] now count towards pawn points, in addition to wealth points.
 
  
[[Category: Game mechanics]]
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Drop on Head 0.3

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