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- Modern Conquest
-
- Programmers Notes
-
- Welcome to Modern Conquest. I started MC back in January of 1990 as
- a project to learn a new language. It took the first three months to write
- the map editor and learn 'C' to some basic level. After that, well, contrary
- to my normal after work experiences, I actually found the motivation to
- continue the project through to this Beta release of the game in September.
- I would say the most enjoyable part has been when I started getting friends
- to play test it. It is incredibly comforting after many months of work to
- have friends who actually wanted to play this game above comercially
- available stuff. It was then that I realized that this game was destined to
- be cleaned up enough for the rest of the public. I sincerely hope you will
- enjoy the game as much as I have.
-
- NOTE: There are NO page breaks in this whole manual. This is done because
- every similiar manual I have ever read had them in the wrong place. It
- should be no problem for you to load this in your favorite word processor and
- print it the way YOU like.
-
- TABLE OF CONTENTS
-
- I. About Modern Conquest, Basic Features
-
- A. Production System
- B. The Quadrant System
- C. Allowances Made for Modem Play
-
- II. Features of the Game, How to Play
-
- A. Step by Step example
- B. Production
- C. Movement
- D. Range, and Repairs
- E. Loading and Unloading
- F. The Reports
- G. The Map
- H. Combat, Shore Bombardment
-
- III. About the Units
-
- A. Table of Units Statistics
- B. The Ground Units
- C. The Air Units
- D. The Escort Ships
- E. The Capital Ships
-
- IV. The Map Editor
-
- V. The Future of Modern Conquest
-
- VI. Registration Information
-
-
-
- I. About Modern Conquest, Basic Features
-
- A. Production System
-
- The basis of MC is production ability. Each player starts with one
- city which begins to produce military or economic units for them. These
- military units go out and capture other cities which themselves in turn begin
- to produce other units for that player. The object is to capture somewhat
- over half the cities in the world and hold them for a few turns. At this
- point, ideally that player should be unbeatable, since he is producing more
- units than anyone else. This game does not check for any sort of victory
- conditions since the map, the combat values, and individual tastes pertaining
- to game length will vary to much to dictate any absolute victory condition
- other than total obliteration of all opponents. Playing to this point is
- usually a great waste of time and very unenjoyable for all but one player.
-
- B. The Quadrant System
-
- One of the main inovations of this game is the stacking system.
- Each square of land is made up of four quadrants, and each unit has a certain
- quadrant to occupy as it moves about. Air units, for example, never stack
- with infantry because they never occupy the same space on the map.
-
- Land Squares: Sea Squares:
-
- Land | Air Escort | Air
- Units | Units Ships | Units
- -------+------- -------+-------
- Not | Cities Capital Ships
- Used |
-
- Land units always appear in the top left corner, air units in the top right
- corner, cities are marked in the bottom right, Escort ships in the top left,
- and capital ships take up both bottom quadrants. Remember that in cities,
- escorts and land units stack in the same area. Each quadrant is allowed ten
- stacking points also, so each quadrant may contain multiple units. For
- example, infantry only uses two stacking points, so five may stack in a
- square. Other units vary in how many stacking points they use. Capital
- ships may not stack with other capital ships. The only exception is cities.
- Since stacking is not checked when units are built, unlimited numbers of
- units may occupy a city, but no new units may move in once the stacking
- points are exceeded. See Unit Statistics Table for stacking points of each
- unit. The bottom left square on land is left unused so that it can always be
- told what terrain is below.
-
- C. Allowances Made for Modem Play
-
- Although it was felt that this was not an appropriate game to play
- online, some allowances have been made to play it over modems. The
- opportunity to save is strategically placed at the end of each turn, so that
- saved games can be passed between players. In order to further facilitate
- this, password protection was added to each player's turn. What can happen
- therefore, is that a group of players can get together and start a game, play
- through the shorter turns, and then leave saved games posted on a local BBS.
- Each player would then in turn download the saved game, play out his turn,
- save the game, and upload the new saved game back onto the BBS for the next
- player.
-
- II. Features of the Game, How to Play
-
- A. Step by Step example
-
- This section is included as it seems to be a popular method of
- gaining an initial familiarity with a new game. The first step is to prepare
- the DOS environment for play. You must have a VGA monitor and card (basic
- VGA is fine). Next place all the unzipped files in a directory together.
- You should have atleast the following files:
- MOD_CONQ.EXE (The actual game)
- THEGAME.EXE (More of the game)
- HELVB.FON (Microsoft Helvitica font file)
- and atleast one of the .map files (which should be exactly 10000 bytes), also
- any of your saved games should be here. Ideally the .zip file should also
- have contained the following file:
- MOD_CONQ.DOC (This file)
- plus many other .map files.
- To begin the game type MOD_CONQ and <enter> at the DOS prompt.
- Modern Conquest will only run from its own directory. You will be asked for
- a new or saved game at this point, and since I assume you have never played
- before, type <n> (no return). MC will then request a planet name (map file).
- The original map files were named as single letters, as of this date there is
- an "a" map, a "b" map, and a "c" map. Other maps included were contributed
- by playtesters (or anyone else for that matter) and were named by the
- designers. To chose a map, type its name (WITHOUT an extension) and return.
- For example, <a> <return> would bring up the "a.map" map file.
- At this point MC should display a portion of the map and prompt for
- the number of players who wish to play. Type <2> plus <enter>. Next, MC
- will ask for combat levels, names, and passwords for each player in turn.
- Use the <up> and <down> cursor keys to set the combat level (or <pg up> and
- <pg down>), press return when it is at the desired level. For this example
- use 100% to avoid complications. The combat level represents the percentage
- chance of taking an undefended city. The relative difference in combat
- levels between players is also taken into account in combat. This is the
- appropriate place to set handicaps for experienced players. Names must be
- typed in, as well as passwords. For both of these, <return> alone is
- acceptable. MC will now begin the game! At the beginning of a player turn,
- the current player will be asked to type in his password. If <return> alone
- had been entered at the beginning, then simply strike return here. The first
- turn is somewhat special. It will continue until player one has a unit to
- move, and then all the other players will get to move that number of turns.
- Once the password has been correctly entered, MC will review all your units
- to see if any were killed or attacked in previous turns. If any were, MC
- will show you where, what, and by whom and what. Once finished with the
- combat report, MC scans all the cities the current player owns to see if any
- either just finished a new unit or were just captured by that player the
- last turn. For each one it finds, it will display a production menu. If
- that city had just finished producing a new unit, then that unit type would
- be listed in grey. For the example, use the cursor keys to position the
- cursor on the Air Transport and press return. Since the first turn is
- extended, MC will continue through the turns until the turn in which the Air
- Transport was finished. On this turn the first thing displayed is, of
- course, the production menu. For now select infantry. MC now goes to the
- final part of the turn, movement. MC will cycle thru all the units owned by
- the current player giving them the chance to move each piece. Other reports
- are also available here. Hit <w> to bring up the world map. MC will display
- a map of the world with player cities and spotted player units drawn in. The
- map is 100 by 100 and wraps around all directions. Units moving off the left
- come back on the right and vice versa. The same applies to the top and
- bottom. In fact, other than the world map, the edges of the map will be
- quite invisible to the players. From this map, pick a near by unoccupied
- city (they are in purple). Hit space to return to movement. At this point
- the Air Transport has nothing to carry, so just hit space to skip its
- movement for the turn.
- After movement for each player, MC will prompt for a key stroke to
- end your turn or an <s> to save the game. Just hit space for now. Player
- two's turn will come up now. For him, select a Small Transport for
- construction. Since not enough turns will pass by to complete the Small
- Transport, player two will not have the opportunity to move anything and the
- end of turn prompt will come up over their production menu. Once again, just
- hit space. Now player one is still constructing an infantry so they will not
- see a production menu, but they will get the opportunity to move their Air
- Transport. Notice that at the top of the screen, the number before the "R"
- has dropped by eight. This number represents the range of the Aircraft. It
- dropped by eight because Air Transports moves eight per turn. This turn fly
- the Air Transport out three spaces in any direction using the cursor keys or
- the number pad with <Num Lock> off (There by allowing diagonal movement).
- Notice that the number preceding the "M" also drops each time. This
- represents the number of movement points remaining. Fly back over the city
- and hit <r> to refuel the Aircraft. This will end the turn, since less than
- three movement points remained.
- Player two's Small Transport will not be finished, so skip through
- their turn. On player one's next turn the infantry will be completed.
- Notice that although this infantry took two turns to build, the production
- menu shows a one as the time to build another. This is because there is a
- bonus in production time for building the same unit as was previously built.
- Select another infantry to build. Now in the movement portion notice that
- the infantry that was just built is a different color than the Air Transport.
- This color is the highlight color and shows which unit you are moving. Above
- the map it should say "Infantry /2 M/2 D." There will be no "R" number
- because land units have an unlimited range. There is also no "L" number
- because land units can not transport other units. The "D" number represents
- the relative amount of damage the infantry can still take. If this number
- ever goes below the maximum for that unit, it should be taken to a city and
- repaired with the "Fix" command. The plan is to load the infantry onto the
- Air Transport so hit space to skip its movement. The highlight should move
- to the Air Transport. Hit <l> to load. When finished, the "L" number
- should now read one. Move the Air Transport next to a nearby city (this may
- take more than one turn), and hit <u> to unload. Note that unloading may not
- take place in the final square of the Air Transport's movement. Now move the
- infantry onto the unoccupied city. An explosion should occur and a report of
- victory or defeat. On defeat, the infantry is destroyed. On victory, the
- infantry occupies the city (it is removed from the game), and next turn the
- production for the captured city can be set. It will then begin to produce
- units for the capturing player.
- Thus completes the example. If it sounds complicated, it might be, I
- wrote the game and I can't remember everything about it. However, I don't
- need to remember anything but what is on the help screen to play. That's
- what makes it fun. There is a wealth of detail, but it's easy to play.
- Still, I recommend printing out this documentation for reference during play.
- The unit statistics chart will be indispensable for the serious player.
-
- B. Production
-
- The difficult part about the production menu is choosing the units to
- build. Once decided, it's easy to make a selection. Both the up and down
- arrow keys or the left and right arrow keys will move the cursor. Once the
- cursor is on the desired unit, simply hit return. The number appearing next
- to each unit is the number of turns before that unit will be produced if it
- is selected. The greyed unit, if any, is the unit just built. Production
- times vary according to two things. The first is the industrial level of the
- city. This can be increased by having the city produce an industrial level.
- The highest level is six, but many things can be built just as quickly at as
- low as four (if built in sequence). The other thing affecting build time is
- whether or not a unit is built in sequence. Another words, if an infantry
- was built last, that city is geared to building infantry. The reduction in
- build times is about twenty percent, but since the numbers are rounded it may
- be more or less at times. If a unit appears in grey, it qualifies for the
- built in sequence bonus.
-
- C. Movement
-
- There is also nothing complicated about how to move. The
- complication lies in deciding where to move. Help is available during
- movement by hitting either <h> or the <F1> key. The easiest way to move is
- to use the number pad with the Num Lock off. Units may move in any of eight
- directions. Exceptions are as follows:
- Land units may not move on the Sea,
- Sea units may not move on Land, and
- Armor units may not move through swamp or moutains.
- To center the map on the active unit, simply press <c>. To skip
- moving a unit, press <space>. If you can't immediately find which unit is
- highlighted, press <c> to center on the active unit. Once again, the message
- at the top left tells what type of unit is active, how much movement it has
- left, how much range it has left (if it has range), how much more damage it
- can take, and how many units are loaded (if it can load units).
-
- D. Range, and Repairs
-
- All sea and air units have a range. Refer to the unit table
- later on in the rules to see just how much range each unit has. Units burn
- one range for each square they move into. They burn their movement rate in
- range if you skip them (<space>). They also burn one point of range whenever
- they attack an enemy stack of units. In another words, moving into a square
- with enemy units burns two range. A unit which uses up it's last point of
- range is destroyed, even if it would have reached a city on that move.
- (Aircraft crash, Ships mutiny from lack of food.) Therefore, if the range of
- a fighter is forty eight (which it is), that plane can not fly out from its
- base twenty four and then fly back twenty four as it would run out of fuel
- over the city. There are three ways to refuel. The first is to fly or sail
- into a friendly city (all friendly cities have airbases) and with atleast one
- range point left, press <r> to refuel. This action costs three movement
- points or however many points that unit has left that turn. Alternatively,
- <f> could be pressed to fix and refuel the aircraft or ship. This action
- costs all remaining movement points, but also repairs up to five damage
- points per turn on that unit. Units will never repair damage that never
- occurred. Refer to the unit chart to see maximum damage levels for each
- unit. However, it never hurts to do a "fix" if there is nothing else for a
- unit to do that turn. Note this action, like refueling, can only take place
- in a city. Also note that land units may occasionally have need of a "fix"
- command. The last way one can refuel applies only to aircraft. Yes,
- aircraft can execute a refuel order over an Aircraft Carrier. Escort
- Carriers can refuel four fighters per turn, and Heavy Carriers can refuel
- eight. Bombers and Air Transports can also refuel at carriers for the
- equivalent of refueling two fighters.
-
- E. Loading and Unloading
-
- Many of the maps are mostly water, much like Earth, and this makes
- being able to transporting land units across the sea a key element to the
- game. Air Transports, Small Transports, Large Transports, and Armor
- Transports are all capable of getting land units to the action. Only Armor
- Transports can carry armor units (that's all they can carry). Refer to the
- unit chart to see how many units each can carry.
- Loading takes place only in friendly cities. Simply move the
- transport unit into the city and press <l> for load. All units in the city
- of the correct type, up to the capacity of the transport, will be loaded
- aboard. Transported units begin "fix" orders and may not nove again that
- turn except to unload.
- Unloading occurs in one of two ways. For Air Transports, simply hit
- <u> for unload when the aircraft is over the desired square. The probability
- of hitting the desired square is equal to that players combat rating. If it
- fails to land on target the infantry unit will drift one square in a random
- direction. Upon landing, if the unit is in water or overstacked, it will be
- eliminated. If it lands on enemy units, it will attack them. It will also
- attack undefended cities. Ships are much easier. Simply move up next to the
- desired shore line and move the ship onto the shoreline. Instead of the ship
- moving, MC will prompt whether or not to unload a unit. Press <y> to unload.
- Any other key assumes no. Ships may not unload onto swamp, mountains, or
- cities in swamp, or mountain terrain. Unloaded units will be eliminated if
- they are overstacked. Unloaded units from ships will, like their airborne
- counterparts, attack enemy units and undefended cities in their landing
- square. To unload units from ships into friendly cities, use the <u>
- command.
-
- F. The Reports
-
- There are two reports available in MC besides the help screen. The
- first is the world map. It can be obtained by pressing <w> while in movement
- mode. The world is displayed as small rectangles of the following colors:
- Red - Player one cities and spotted units
- Yellow - Player two cities and spotted units
- White - Player three cities and spotted units
- Black - Player four cities and spotted units
- Purple - Neutral cities
- Blue - Water
- Green - Grass lands and Hills
- Grey - Moutains
- Brown - Swamp
- Press space to return to movement mode.
- The second report is the logistics report. It tells how many units a
- player has, how many are being built, and how long till the next of a given
- unit type is completed. It also reports the number of cities that player has
- at each industrial level and the total number of cities each player controls.
- This can be used as a rough approximation of who is winning. If one player
- remains in control of more than half the cities for more that ten turns, they
- will usually win, especially if the remaining cities are divided amoungst two
- or three other players. The wise player would resign in the face of such
- odds. This report can be obtained during movement mode by pressing <i> for
- information.
-
- G. The Map
-
- The map is one hundred squares by one hundred squares. A thirty five
- by twenty five square window into is visible during movement. The edges wrap
- around in all directions. Only the world map report is capable of showing
- the whole map, but it does so at the cost of accuracy. There are six
- different terrain types; Grass, Hills, Swamps, Mountains, Forests, and Water.
- It should be easy to tell which is which. However, just in case:
- Grass - black v's on green
- Hills - black crests on green
- Swamps - green with blue dots
- Moutains - brown and black triangles on green
- Forests - dark green and black trees on green
- Water - blue with white waves.
-
- H. Combat, Shore Bombardment
-
- Combat is the fun part. It is initiated by moving into a square
- containing enemy units. It is resolved by the computer as follows;
-
- I. Arrange enemy units into the order they will defend.
- This is as follows:
- 1. Land units will attack other land units, aircraft,
- and then undefended cities.
- 2. Air units over land will attack other air units, and then
- land units.
- 3. Air units over sea will attack other air units, escort
- ships, and then capital ships.
- 4. Escort ships will attack other escort ships, air units,
- and then capital ships.
- 5. Capital ships will attack escort ships, air units, and
- then other capital ships.
- NOTE: an undefended city is one with no land units left to
- defend it.
- II. Determine the length of combat.
- Air units will only fight land units for five rounds per move
- Shore bombardment is executed for only three rounds
- All other combat is to the death
- III. Begin fighting
- Attacker's attack rating times combat rating is
- compared to defender's defense rating times combat rating to
- determine the odds of a hit. If a hit is scored then the
- attackers attack strength is done in damage to the defender.
- Whenever either players damage goes to zero or below the
- combat is over for that unit.
- Next the defender's attack strength times combat
- rating is compared to the attacker's defense strength times
- combat rating with the same consequences.
- This step is repeated the indicated number of rounds
- or to the death.
-
- The following things affect combat values:
- 1. Bombers have a one attack strength versus fighters.
- 2. Defending infantry in mountains, forest, or cities double their
- defense strength.
- 3. Defending armor in hills multiply their defense strength by
- one and one half.
- 4. Defending armor in cities halve their defense strength.
- 5. Armor attacking cities halves its own attack strength.
-
- None of the above affects the damage done upon a successful hit.
- Shore Bombardment is a special form of combat initiated by Cruisers
- and Battleships. It is executed by moving the ship onto a land square
- containing enemy units. It does not actually move but it attacks all enemy
- units in the land square or enemy city including land units. Ships will
- attack each land unit for three rounds (assuming the ship isn't eliminated).
- This is an effective and important part of the game since ships are so much
- more powerful than the land units. It may be used to clean out a city of
- defending forces in preparation for land attacks.
-
- III. About the Units
-
- A. Table of Units Stats
- The following information is displayed in the unit statistics table:
-
- Unit Name - Unit description
- Attk - Attack Strength
- Def - Defense Strength
- Spd - Number of moves per turn unit receives
- Dmg - Maximum number of damage points a unit can have
- Rng - Just refueled range of a unit
- Stk - Number of stacking points a unit uses
- Rdr - How far away a unit can spot enemy units
- Cap - Number of units a unit can transport
- Cns - Relative amount of time unit takes to build
- Sub - Can unit see submarines one square distant?
-
- Unit Name | Attk | Def | Spd | Dmg | Rng | Stk | Rdr | Cap | Cns | Sub
- -----------------+------+-----+-----+-----+-----+-----+-----+-----+-----+----
- Infantry | 1 | 2 | 2 | 2 | NA | 2 | 1 | 0 | 1 | N
- Armor | 3 | 2 | 4 | 4 | NA | 4 | 1 | 0 | 2 | N
- Fighter | 1 | 2 | 12 | 2 | 48 | 2 | 2 | 0 | 2 | Y
- Bomber | 5 | 1 | 8 | 3 | 48 | 3 | 2 | 0 | 3 | Y
- Air Trasnport | 1 | 1 | 8 | 2 | 48 | 3 | 1 | 1 | 3 | N
- Patrol Boat | 2 | 1 | 4 | 4 | 100 | 1 | 1 | 0 | 3 | N
- Hydro-Foil | 2 | 1 | 6 | 3 | 60 | 2 | 1 | 0 | 3 | N
- Frigate | 4 | 3 | 4 | 12 | 160 | 3 | 1 | 0 | 4 | Y
- Destroyer | 6 | 4 | 3 | 18 | 150 | 4 | 2 | 0 | 5 | Y
- Submarine | 6 | 4 | 3 | 8 | 240 | 5 | 1 | 0 | 4 | Y
- Armor Transport | 1 | 2 | 3 | 12 | 240 | 10 | 2 | 3 | 5 | N
- Small Transport | 1 | 2 | 4 | 12 | 240 | 10 | 1 | 6 | 5 | N
- Large Transport | 1 | 2 | 3 | 20 | 240 | 10 | 2 | 12 | 10 | N
- Cruiser | 8 | 8 | 3 | 25 | 240 | 10 | 3 | 0 | 8 | N
- Battleship | 12 | 10 | 2 | 40 | 240 | 10 | 4 | 0 | 12 | N
- Escort Carrier | 4 | 5 | 4 | 25 | 240 | 10 | 3 | 4 | 7 | N
- Heavy Carrier | 6 | 7 | 3 | 40 | 240 | 10 | 4 | 8 | 10 | N
- -----------------+------+-----+-----+-----+-----+-----+-----+-----+-----+----
-
- B. The Ground Units
- The most relevant thing about the land units, is that they are the
- only units allowed to capture cities. Armor is faster and stronger than
- infantry, but it has the same chance of taking an undefended city and takes
- longer to build.
-
- C. The Air Units
-
- Fighters make great scouts, and they rarely fail to shoot down enemy
- air units which are not fighters. They are cheap to build and fast.
- Bombers have the attack strength to make a difference. They can be
- used to attack infantry inside cities before the ground troops get there.
- They can also be used against ships, although they would be lucky to damage a
- Battleship.
- Air Transports are extremely important in the early game. They can
- get infantry anywhere nearby in a hurry, and are great for picking up the
- neutral cities at the beginning of the game.
-
- D. The Escort Ships
-
- The main job of the escort ships is to defend capital ships. They
- are attacked before capital ships in combat. They can also be useful as
- patrols against enemy transport ships. However, remember that patrol boats
- and hydro-foils sacrifice combat strength for speed and quick construction
- time. It may take more than one hydro-foil to sink a large transport. Subs
- are useful for catching transport ships since only the units marked in the
- unit statistics table can spot them before attacking them. A strategy
- developed around this, is to ring likely landing beaches with subs. Enemy
- Transports will be locked in mortal combat with them before they knew they
- were there.
- E. The Capital Ships
-
- Transport ships are the main reason for having a navy, and should be
- protected by escorts. They get large enough numbers of infantry (and armor)
- over to the enemy shores to actually make a difference. However, be careful
- not to unload to much in one square as unloaded units which overstack are
- eliminated.
- The Cruiser and Battleship are the most dangerous units on the map
- and as such take a long time to build. Don't even think about building one
- at a city of less than four industrial levels. These ships can clear water
- ways and shores of enemy units while taking little damage from anything but
- their counterparts.
- Carriers unfortunately are only useful on maps with large expanses
- of water. They can serve as staging points to refuel air transports crossing
- the sea. They can also be stationed off an enemy coast in order to keep
- fighters and bombers over the target longer without having to refuel.
-
- IV. The Map Editor
-
- A map editor for creating your own maps is available to those who
- register the software. It will be sent along with a the most recent release
- of the game.
-
- V. The Future of Modern Conquest
-
- The following ideas have already been submitted for future releases:
-
- 1. The ability to bombard cities themselves, damaging units under
- construction or city's industrial level.
- 2. Fortress units to defend cities from Battleship bombardment.
- 3. A "Move to" command to allow players to direct units towards a given
- square.
- 4. A "Sleep" command which will keep units garrisoning cities from moving
- until alerted.
- 5. The ability to move units out of order by placing units at the end of the
- que during the player turn.
-
- If you have other ideas, feel free to send them in. Don't expect
- them to be incorporated though. I probably will not work on this again until
- atleast a few people register and I can convince myself and my wife that I'm
- not wasting time and money on this. If I do start a new version it will
- probably take quite a while to finish. I do not currently plan to do a
- version with a computer opponent simply because I like to games purely for
- social reasons.
-
- VI. Registration Information
-
- Registration costs $20. This is a cheap as I felt I could make it
- for three reasons. The first reason is it costs me hundreds of dollars a
- year to keep equipment and software around for me to develop on. The second
- reason is I have to pay to send each person who registers a copy of the map
- editor. And lastly because there were a number of people who helped
- playtest this game who get to dip into whatever money is made. I am asking
- each person who registers to give the name of the map they liked best. The
- person who designed that map (initially playtesters) will receive 15% of the
- registration fee off the top. (Maps which I designed or have not been
- recorded with me will be split between playtesters.) Once a person has
- registered I will send them the map editor along with any recent release. If
- anyone desires, they may register a map they have created with me, and then
- they will begin to get the 15% from everyone who registers and selects their
- map. Registering maps is free, but please only one map per person (except
- playtesters). Feel free to include any maps you have made if and when you
- upload this game to other boards. Also, feel free to write even if you can't
- afford to register.
- Send $20 along with your address, comments, and your favorite map
- filename to:
-
- Kenneth Lightner
- 1453 E Willow Lake Dr.
- Atlanta, GA 30329
-
- ___________________________________THE_END______________________________________
-
-