Cartel Tycoon

Cartel Tycoon

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Under Andr  [developer] Jun 23, 2021 @ 12:02pm
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Showing 1-11 of 11 comments
Harris (Banned) Jun 26, 2021 @ 6:02am 
Escobar Experience

With this setup I want to give the player a true Narcos experience – running a large criminal empire, while feeling rich and powerful instead of a survival roguelike “Escobar on the run” simulator, which the game’s designers insist on providing us.

1) Starting Situation

Legal Money – $250.000
Illegal Money – $250.000
Growing Zones – Rich
Research Unlocked: Farm I, Plantation I, Warehouse I, Residence I, Aerodrome I, Gravel and Asphalt roads.

Here my aim was for the player to have all the tools needed for start and comfortable development. Initial money may seem excessive, but all costs and earning have been increased, so starting money had to be boosted accordingly.

Rich soil was selected to provide more strategy options for expansion.

As for research, initial options pretty much reflect on Cartel Tycoon’s pre-EA game design, when aerodromes and roads were available from the get go. With this setup, the player gets all the tools needed to set up opium chains, as well as money management with residences and better logistics with different kinds of roads. Plantations are also available as a quality of life option to reduce the need for production replanning after the opening of the game.

2) Quality of Life

Hire Delay – 0%
Research Duration – 0%
Construction Duration – 50%

The game feels too slow-paced and tedious at times, advanced research takes forever, which limits the progression through the game. This setup aims to remedy that with instant research (now research should feel more like unlockable upgrades). The availability of new lieutenants is also made instant to partially offset the frustrating system of hiring them, which was never remade into a new one by the devs.

3) New Economy

Legal Resources Cost – 300%
Illegal Resources Cost – 300%
Products Selling Time – 100%
Money Laundering Time – 10%

The core element of Escobar Experience is to give you a feeling of running a large, profitable Narco empire. The amounts of money you earn in Cartel Tycoon however are more akin to running a fast-food restaurant, so your profits have been tripled.

Selling time for the goods remained unchanged to encourage expansion and usage of multiple smuggling points throughout your empire.

Money laundering time has been made 10 times faster for several reasons:
1) to reflect on the game’s pre-EA design when laundering wasn’t as hard and demanding;
2) to make the game faster and give the player more flexibility instead of having to wait for money to become available in chunks at certain periods of time;
3) to accommodate for the Narcos situation, whose problem was actually not at all with laundering the money, but with having enough ways to spend it afterwards.

P.S. Based on how laundering works, there are two separate values – building upkeep which influences how much dirty money you have to put in and laundering speed, which influences, how fast you’ll be getting clean money. While the latter can be set up to 10% (10x faster), the former only goes up to 300% (3x more dirty money needed). As a result, laundering no longer happens at 1:1 ratio, ex. for the bank you’ll be getting 30k for every 9k of dirty money every day. I decided to leave it as is for this setup, as this makes an investment into laundering more beneficial and even makes sense, seeing how your buildings not only launder your money, but also operate and make some profits of their own (ex. a bank was able to triple your investment while converting it to legal money along the way)

Research Cost – 300%
Construction Cost – 300%
Building Upkeep Cost – 300%
Mayor Favor Cost – 300%

To balance out the increase in money gains, and also to provide more realism along with money sinks which the game currently desperately lacks, the costs of everything have been increased accordingly.

Building Stash Capacity – 300%
Transport Stash Capacity – 300%

The capacities were boosted to accommodate for this changes but mostly for realism, as the truck that was able to carry only $2500 per haul frankly made no sense.

4) Lieutenants

Lieutenant Allegiance Decrease – 0%
Lieutenant Upkeep Cost – 300%

Lieutenants had the potential to demand better salary ad infinitum, no matter their rank. This led to absurd situations when their salaries amounted to 25-30% of the cartel’s total expenses and at some point started to outweigh any profits the lieutenant’s city/smuggling point would bring you. The only remedy was killing off your lieutenants periodically. This setup does away with allegiance decrease entirely, making sure you only have to increase their salaries upon new ranks. This is both realistic and meaningful, since their salaries are now tied to the new perks and more value they bring to your cartel.

5) Terror and Law Enforcement

Terror Gain – 30%
Loyalty Gain – 200%
Attack Frequency – Rare
Mayor Favor Cooldown – 30%
Empire Destruction – Disabled

Terror gain has been largely toned down as it’s been too aggressive and punishing in the original game, with severe repercussions for even the slightest of crimes, which made many perks and actions not viable. Together with very slow time of city combat (could drag for weeks!) it resulted in rapid star accumulation and punished expansion.

Loyalty gain has been boosted mostly as a quality of life change, as it’s too low otherwise, and would require you to click tediously through a number of buildings to see any noticeable change.

Mayor favors cooldowns were likewise toned down to encourage using them more often and preventing the game from turning into a waiting simulator.

The empire destruction mechanics were disabled altogether, simply because it was too punishing and unfun to experience how everything you worked for crumbles. Also, your capo’s death is the game’s only way to permanently remove stars as of now. So this kind of setup is best until the devs introduce a better mechanism for that.

Hash:

KElNPTAsTE1DPTI1MDAwMCxJTUM9MjUwMDAwLFNMPTAsU05SPTIsU0E9MCxIUz0zLE9IUz0zLEhEUz0wLEVQPTMsU1I9IkZhcm0uVGllcjEsV2FyZWhvdXNlLlRpZXIxLFJlc2lkZW5jZS5UaWVyMSxBZXJvZHJvbWUuVGllcjEsUm9hZC5HcmF2ZWwsUm9hZC5Bc3BoYWx0LFBsYW50YXRpb24uVGllcjEiLFJUUz0wLFJDUz0zMDAsQkNUUz01MCxCQ0NTPTMwMCxCVUNTPTMwMCxMUkNTPTMwMCxJUkNTPTMwMCxTVFM9MTAwLExUUz0xMCxEVFM9MjAwLFNUVj0wLFRHUz0zMCxTTFY9MCxMR1M9MjAwLEJQUz01MCxFUFM9NTAsRUdGPTEsQUJDUz0xMDAsTUZDRFM9MzAsTUZDUz0zMDAsTFVDUz0zMDAsQURTPTAsU0RTPTEwMCxCU1NTPTMwMCxUQ1NTPTMwMCxFRFA9MixFREE9MCxFREI9MCxFRFI9MCxFREM9MCk=
Themule08 Jul 27, 2021 @ 12:26pm 
Interesting.. and thanks for the write up you did.. I will give this a try.
Joebear Nov 16, 2021 @ 9:04am 
TLDR:

- No manual save
- 3x gains / costs on all dirty and legal $
- 3x Stash & transport capacity
- $150k dirty / legal starting cash (you guessed it... 3x normal)
- 50% allegiance decrease on lieutenant non-pay + max experience
- 70-80% terror gain
- Research duration removed
- Construction duration 50%
- Most everything else vanilla

- No autosave

Someone above mentioned the "Escobar experience" with very easy settings and it made me laugh after playing for an hour or so. I very much like the idea of playing "as a cartel" and rolling with the punches, planning things carefully, etc., so if we lose our starting capo then we move on. If we don't plan carefully, we lose money, time, respect, etc. The only downside is having to save & exit then reload if you want to be sure your progress is saved (the game hasn't crashed on me but I am always preparing for this :p)

- Starting cash $150k dirty & legal

Simple - multiply all costs, gains, and starting rates by 3. For whatever reason just seeing more money is more rewarding :lunar2019piginablanket: - and there's never really a point where too much money is an issue because you either enjoy the game or you don't. As long as costs are still 3x to match the only difference is placebo really.

- Boosted all gains + costs by 300%

Bribing, wages/upkeep, construction + research costs as well as illegal and legal good price all boosted. The change in digits simply makes for feeling more powerful and helps to cut the waiting time once you get your first successful chain, and to transition to the setup you really want (specifically for starting with capos who don't have access to the setup you might want with them, like coca with the salsa guy).

- Research duration 0% / Construction duration 50%

Too much waiting involved in vanilla for my preference, although this could be adjusted to 20-50% and still be enjoyable. Again, this is just helping to reach the setup / chain the player wants a little earlier. For me, unnecessary waiting doesn't add anything to the experience if I've already made my plans (which should be done carefully).

- Laundering time - 10-30%

I like the idea of actually profiting from legal businesses. Turning down the time actually allows us to get more money than we put in which is more enjoyable. It makes it so you can have a small setup and make good, consistent money early without having to expand.

- Terror gain - 70-80%

I actually like the idea of having to play silently, paying bribes to carry out terrifying acts. Great system, but a little too punishing for my taste if I'm not feeling like being hyper focused. That's what survival mode is for. So I just tone it down.

- Loyalty gain - 300%

Hey. If I'm building roads, schools and churches (well maybe not schools, yet - although this would be a cool thing to add to improve our capo & lieutenants / their abilities) and putting my hard earned blood money into the community I want more recognition :lunar2019crylaughingpig:

- Attack frequency / power / building power - Normal / 100%

After trying "Escobar Experience" from the user above... it was way too easy and there was almost no challenge. Nothing to prevent the player from expanding and doing anything they want from the very beginning. That is not the Escobar experience, that is kids playing in the sandbox experience. Keeping this at the vanilla level helps give the player things to spend money on (much more bribes / keeping powerful lieutenants on payroll) and to have to promote muscle for their power, and not just the logistic partners in the cartel to be effective. I like vanilla's balance there so we keep it.

- Lieutenants: Upkeep 300% // 50% allegiance decrease for pay / max xp

Is a cartel delivery boy really going to demand 6 raises in a few weeks from the capo? I think not. Even the hitters and logistics managers probably wouldn't ask that much. So anyway, I cut the allegiance decrease in half for both categories and as with the rest of the costs, upkeep for our lovely and useful lieutenants is upped by 300%

- Stash & transport capacity also 300%

To match our 3x style this is boosted as well and helps to account for the 300% costs of everything. It just helps reduce some of the waiting time, and to begin building the empire you actually want to.

- Empire destruction - normal, arrests and buildings left enabled

Play smart!

Cheers!

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Harris (Banned) Jan 6, 2022 @ 9:28am 
After extensive playing of the new test build, I am ready to present you something I like to call the QoL hash. It is aimed at simply improving your Cartel Tycoon experience, without cheesing the game nor making it way too frustrating.

Hire delay – 10%
Research duration – 10%
Construction duration – 10%

This trio aims at removing the "waiting simulator" part out of the game, when you stare at the screen waiting for things to happen. The lieutenant hiring screen right now is flawed and the new one is on the roadmap, but in the interim the best thing we can do is ensure new lieutenants become available fast, which improves our chances of rolling decent ones sooner.

Not only does the game insist we need to research something as a farm or a gravel road, but it also takes quite a lot of time (and no, keeping around lieutenants whose only purpose is hasting research by the "huge" 15% is not good enough). Long research times is something that artifically stalls our progression and limits our options.

Ever since the game started queing construction so you can only build or upgrade a single building at the time, building something became a chore. Therefore getting stuff built faster is a great benefit towards your brain cells.

Growing zones – Rich

The devs have been experimenting with making fertile soil more scarce as a way to impose difficulty or "hardcore", but in reality all it does is limits the player's options and makes the games more samey. The more options for fertile soil you have the more interested you are in expanding your operation and creating large, complex, optimized chains - which is what I love doing in the game.

Lieutenant max experience allegiance decrease – 0%

This solves the lieutenant issue for good. Let's face it - the lieutenants are not born equal. Some have very good perks, the others don't. The need to constantly raise their salaries just because they'd grow disloyal and start wreaking havoc on your empire otherwise leads to the wages far outweighing whatever benefit the lieutenants were bringing to your cartel; eventually you had to kill them and look for someone who'd simply do the same job cheaper. Ultimately it made you perceive your lieutenants as expendable resource rather than characters. The only way to remedy this is let you decide who and when deserves a promotion. You are the boss, after all.

Building stash capacity – 300%
Transport cargo capacity – 300%

There are two reasons for this settings. First one is realism - I can hardly beleive a truck can only fit $5000 inside. Second one is practicality - it enables your warehouses, transport companies and residences to serve more buildings at the same time, allowing you to create more compact, nice and tidy chains instead of ones overclogged with buildings just to keep up with logistics. Of course, less buildings and trucks means you have to pay less upkeep - so it does make the game a little bit easier for you. On the other hand, cleaner map is very performance and fps-friendly.

Building construction limit – disabled

They say Escobar had hundreds of residences scattered throughout the country. Why should we be limited on them? Or the hotels, which are essentially an in-city residence? Why shouldn't we be able to build a cathedral in every city if we've got money to burn?

More residences allows us to compensate for the lack of longe-range cash logistics currently in the game (residences have to double at both acquiring cash and then distributing it), and also helps us to switch all of our production to dirty money upkeep, which is really helpful for the bottom line late game.

Empire destruction – buildings arrested only

This mechanic is an artifact of the old times when the game had a more "hardcore" lean. I took the liberty to remove all the options that were too toxic or punishing on the player, like taking away your regions and possibly setting you back hours of gameplay. Having some of your buildings burned meant you had to go through a chore of rebuilding all that, which in some cases was impossible due to how tightly packed your chains were - hence this option had to go as well. Limiting the impact of the mechanic to building arrest is pretty much in line with the devs' desire to make the game more approachable by making the terror mechanic less agressive.

Have fun!

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Last edited by Harris; Jan 6, 2022 @ 9:34am
Hawke Jul 1, 2022 @ 6:26am 
Originally posted by Harris:
KElNPTAsTE1DPTUwMDAwLElNQz01MDAwMCxTTD0wLFNOUj0zLFNBPTAsSFM9MyxPSFM9MyxIRFM9MTAsRVA9MyxTUj0iRmFybS5UaWVyMSxXYXJlaG91c2UuVGllcjEsUmVzaWRlbmNlLlRpZXIxIixSVFM9MTAsUkNTPTEwMCxCQ1RTPTEwLEJDQ1M9MTAwLEJVQ1M9MTAwLExSQ1M9MTAwLElSQ1M9MTAwLFNUUz0xMDAsTFRTPTEwMCxEVFM9MTAwLFNUVj0wLFRHUz0xMDAsU0xWPTAsTEdTPTEwMCxCUFM9MTAwLEVQUz0xMDAsRUdGPTIsQUJDUz0xMDAsTUZDRFM9MTAwLE1GQ1M9MTAwLExVQ1M9MTAwLEFEUz0xMDAsTUVBRFM9MCxTRFM9MTAwLEJTU1M9MzAwLFRDU1M9MzAwLEJDTEU9MCxFRFA9MSxFREE9MSxFREI9MCxFRFI9MCxFREM9MCk=

I made one tweak to this build. Starting Loyalty 25%, or you die instantly when you start the game, as the population kills the capo.

Giving this one a try while I wait for the June... oops, now July, update. They are over a month now since the Gangs update.
Last edited by Hawke; Jul 1, 2022 @ 6:31am
Harris (Banned) Jul 1, 2022 @ 6:42am 
Originally posted by Hawke:
Originally posted by Harris:
KElNPTAsTE1DPTUwMDAwLElNQz01MDAwMCxTTD0wLFNOUj0zLFNBPTAsSFM9MyxPSFM9MyxIRFM9MTAsRVA9MyxTUj0iRmFybS5UaWVyMSxXYXJlaG91c2UuVGllcjEsUmVzaWRlbmNlLlRpZXIxIixSVFM9MTAsUkNTPTEwMCxCQ1RTPTEwLEJDQ1M9MTAwLEJVQ1M9MTAwLExSQ1M9MTAwLElSQ1M9MTAwLFNUUz0xMDAsTFRTPTEwMCxEVFM9MTAwLFNUVj0wLFRHUz0xMDAsU0xWPTAsTEdTPTEwMCxCUFM9MTAwLEVQUz0xMDAsRUdGPTIsQUJDUz0xMDAsTUZDRFM9MTAwLE1GQ1M9MTAwLExVQ1M9MTAwLEFEUz0xMDAsTUVBRFM9MCxTRFM9MTAwLEJTU1M9MzAwLFRDU1M9MzAwLEJDTEU9MCxFRFA9MSxFREE9MSxFREI9MCxFRFI9MCxFREM9MCk=

I made one tweak to this build. Starting Loyalty 25%, or you die instantly when you start the game, as the population kills the capo.

I bless this. I don't like that "you die if loyalty reaches zero" update, and if I were to account for that in my hash (haven't played for a bit), I'd make it easier to gain loyalty or something to compensate.
Hawke Aug 19, 2022 @ 1:18pm 
Here is Harris' hash with the starting loyalty at 25%.

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Cedinero Oct 16, 2022 @ 6:37am 
Here's my hash. It's a mixture of a little bit of everything above.

KElNPTAsTE1DPTE1MDAwMCxJTUM9MTUwMDAwLFNMPTAsU05SPTIsU0E9MCxIUz0zLE9IUz0zLEhEUz0wLEVQPTMsU1I9IkZhcm0uVGllcjEsRmFybS5UaWVyMixGYXJtLlRpZXIzLFBsYW50YXRpb24uVGllcjEsUGxhbnRhdGlvbi5UaWVyMixQbGFudGF0aW9uLlRpZXIzLFdhcmVob3VzZS5UaWVyMSxXYXJlaG91c2UuVGllcjIsV2FyZWhvdXNlLlRpZXIzLFRyYW5zcG9ydENvbXBhbnkuVGllcjEsVHJhbnNwb3J0Q29tcGFueS5UaWVyMixUcmFuc3BvcnRDb21wYW55LlRpZXIzLERyeWVyLlRpZXIxLERyeWVyLlRpZXIyLERyeWVyLlRpZXIzLExhYi5UaWVyMSxMYWIuVGllcjIsTGFiLlRpZXIzLEZvb2RGYWN0b3J5LlRpZXIxLEZvb2RGYWN0b3J5LlRpZXIyLFBhY2thZ2VNYW51ZmFjdG9yeS5UaWVyMSxQYWNrYWdlTWFudWZhY3RvcnkuVGllcjIsUGFja2FnZU1hbnVmYWN0b3J5LlRpZXIzLENoZW1pY2FsRmFjdG9yeS5UaWVyMSxDaGVtaWNhbEZhY3RvcnkuVGllcjIsQ2hlbWljYWxGYWN0b3J5LlRpZXIzLEFlcm9kcm9tZS5UaWVyMSxBZXJvZHJvbWUuVGllcjIsQWVyb2Ryb21lLlRpZXIzLFJlc2lkZW5jZS5UaWVyMSxSZXNpZGVuY2UuVGllcjIsUmVzaWRlbmNlLlRpZXIzLFJpdmVyUGllci5UaWVyMSxSaXZlclBpZXIuVGllcjIsUml2ZXJQaWVyLlRpZXIzLEdsb2JhbC5UaWVyMixSb2FkLkdyYXZlbCxSb2FkLkFzcGhhbHQiLFJUUz0xMCxSQ1M9MzAwLEJDVFM9MTAsQkNDUz0zMDAsQlVDUz0zMDAsTFJDUz0zMDAsSVJDUz0zMDAsU1RTPTEwMCxMVFM9MTAsRFRTPTEwMCxTVFY9MCxUR1M9NzAsU0xWPTUwLExHUz0yMDAsQlBTPTEwMCxFUFM9MTAwLEVHRj0yLEFCQ1M9MzAwLE1GQ0RTPTEwMCxNRkNTPTMwMCxMVUNTPTMwMCxBRFM9MCxNRUFEUz0wLFNEUz0xMDAsQlNTUz0zMDAsVENTUz0zMDAsQkNMRT0wLEVEUD0yLEVEQT0xLEVEQj0wLEVEUj0wLEVEQz0wLFBDQlA9MSxHRUdGPTEsU0dQTU49OCxTR1BNWD0xMixTR0E9NDAsR1BHUj0xMDAsR0FEUj0xMDAsR0FERD0xMDAp
Lord Haart Dec 4, 2022 @ 2:07pm 
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- What would one DO with this, there ?
Cedinero Dec 4, 2022 @ 3:13pm 
Originally posted by Lord Haart:
- What would one DO with this, there ?
Copy and paste in your pre-game settings.
Cedinero Mar 3, 2024 @ 2:00am 
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Updated hash.
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