The Sims Medieval Showcase - Full coverage! Print
Written by Paperpin Tuesday, 15 March 2011 18:27
As highly anticipated during the last weeks, we attended a special event about The Sims Medieval in Milan, on February 21st. Finally, eventowe can now publish our full coverage of the showcase, and we really hope you will like it as much as we enjoyed writing it :)

First off, let's make a brief recap for those who missed our first impression's article. EA Italy held a small hands-on event for a few Italian sites, that took place in their studios in Milan. The game was introduced by executive producer Rachel Bernstein and marketing director Aaron Cohen. We attended the event together with Daniela from DanielaSims, Simone from MondoSims , Giuseppe from the official forum and Luca from Angel Production. We thank again Liliana (aka Eden from Edenstyle, who was also present at the event) and the whole EA staff for organizing this preview.

Despite past events, this time we were able to play the game (there were four computers, one for each site) and literally put our hands on Medieval for nearly a couple of hours – but before arriving at EA, nobody knew we would play. Also, if you have seen our pictures (you can find them in our gallery, on Facebook or Flickr), you may have noticed that we from Sims3Cri (CriCri, Paperpin and Nenny) had to share one computer, so please, bear with any eventual mistake or missing detail - there was a LOT to see and try and two hours are definitely not enough (Bernstein told us that completing a quest may take even up to a hour and half, so draw your conclusions!).
Anyway, let's travel together back in time to the Middle Ages and discover the mysteries of The Sims Medieval!


The event started with a short introduction of EA Italy's marketing manager Daniele Siciliano, who presented our special guests from the Sims Studio: producer Rachel Bernstein and marketing director Aaron Cohen.

Bernstein started off describing the idea behind Medieval and its main features. She said that during the years, players have expressed their wish to take Sims back in time, in an intriguing and fascinating period like the Middle Ages. The developers team reasoned out about it and eventually decided to create a standalone game and not an expansion pack – they didn't want anything modern to interfere with the game. So, here it is The Sims Medieval.
In this regards, the main aspects of the game are the characters, the setting and the new features.


Characters are the most important part of the game. Without them, the Sims, nothing would be possible. What makes their stories unique, however, is the creativity of the developers team, that has always created bizarre stories and interactions. Humor is also another key feature of the game and without it, the typical “taste” of these games would be lost.


  The new graphic engine and the structure of the kingdom make the game even more intriguing. Realism is at its best, and everything was studied in details to create a real medieval feeling. Also, to give a glimpse of magic (which is quite present in The Sims), a few fantasy elements were introduced. Clothing, furniture, genetics: everything was created with care, as you can see from the many screenshots available.

New features

Let's say it again: Medieval is NOT an expansion of The Sims 3, but a totally different game that shares with it only a few aspects. The story develops in a completely different way, as the aim is not the evolution of your household, but the growth of your kingdom. This can be reached through a quest system, where you can use different characters who unlock new elements, needed for the evolution of the realm. The quest scheme is somewhat “circular”: your character stars a quest, succeeds in it, earns Kingdom Points (KP). Those KP can be used to unlock new buildings and characters that can start new quests in turn, and so on.

This said, Bernstein made a brief overview of the game, describing some of the characters and the quest system, to help us getting used to the new gameplay. Eventually, we got to our computer and launched the game.

Loading screen and creation of a new game

When you launch the game, you get the same screen of The Sims 3: on a black background, green plumbobs spin and float around the Sims logo. Right after that, there is a short clip (that you can skip by pressing any key) in your language (in our case Italian) that describes the story of the realm, its population and heroes. We couldn't hear the whole thing properly, because as you can see from your pictures, we only had a pair of headphones! Then, you can start a new game: when you do so, you can follow a tutorial (which is recommended) to be guided step by step into the new world. We chose for the tutorial, as there are several features you're not familiar with – no matter what kind of Sims 3 player you are, there's a lot of new things to learn.


At first, you have to choose a name (we opted for Crilandia) and an ambition for your kingdom, which will influence your story and the way you play your game. However, at the very beginning you can only choose an ambition called “New beginnings” (or something like that. We played the game in Italian so many names are literal translations), which is about populating your kingdom and placing buildings (that is, creating a new game).


There are 12 of them, that can be unlocked by fulfilling each ambition with a good ranking. Some of the available are: “Filled Coffers”, “No quests for the weary”, “Hard Workers”, “Wealthy populace”, “Efficient Expander”. By completing quests and earning Quest Points, you can choose new ambitions. Once you complete an ambition, you can select a new one or choose to keep playing. If you do so, you'll get two options: “New world” and “Free time”.
“New world” allows you to choose a hero of your current ambitions and make it the monarch of your next game. This option is great when you're attached to a specific character.
“Free time” allows you to play with your heroes freely, without quests or responsibilities to follow. It's some kind of “sandbox” play, great if you want to play like The Sims. [Taken from “Lessons in capsule form”]

So, we got face to face with our castle. When you create a kingdom, the first thing you have to do is introduce a monarch (king or queen, it's up to you) by clicking on the green button placed on the castle (see pictures), which allows you to create a new character or choose from the two pre-made Sims available (always a male and a female). In order to save time, we choose a random Sim, a king named Tursio (names are a total blast. We met a lot of characters with odd names, it's really cool).

Your monarch is necessary for the creation of the kingdom, but once you unlock other characters, you can even decide to... get rid of him. When you have enough heroes, your king (or queen) is not essential anymore, if not for some quests.

The Kingdom

At the beginning of the story, your kingdom is made up only of the base buildings:
  • the first part of the castle, with the throne hall and the king's rooms (bathroom, bedroom and a kitchen);
  • the Judgment zone, with the pit and the stocks;
  • the dock;
  • the town square;
  • the graveyard;
  • the forest.
By succeeding in quests and earning KP, you can unlock and place new buildings:
  • Barracks (10 KP)
  • Wizard's Tower (10 KP)
  • Clinic (10 KP)
  • Smithy (10 KP)
  • Market (10 KP)
  • Tavern (10 KP)
  • Jacoban cathedral (10 KP)
  • Peterian monastery (10 KP)
  • Watcher Pavilion (30 KP)
  • Mill (30 KP)
  • Lighthouse (30 KP)
  • Kingball Court (30 KP)
Each 10KP building is the “headquarter” of each hero of the game, and they live and work there. Medieval's buildings are not totally playable: you can see them in section and you cannot rotate the view 360°. You cannot even place them wherever you want – each one has its own spot and you cannot put it anywhere else. Also, you cannot build new lots or edit the existing ones.

In the kingdom there are also several houses, we imagine of the population, but they are merely decorative, Bernstein said. Medieval has rabbitholes too, so you cannot follow your Sims everywhere. We saw the cave near the graveyard and the forest – when you enter those place, your character disappears and you are noticed of what's going on by messages that pop up randomly..

The User Inteface

Medieval's UI is quite similar to The Sims 3's but of course, has many differences (beyond the medieval look).


First, there are only two need bars, for Hunger and Energy – a lot less than The Sims 3 (but Sims can also get dirty and have a bath). The visual controls and the zoom are quite the same, as well as the moodlet, personality, relationship and inventory tabs. The latter all belong to the Live Mode. There are, in fact, two other modes: one for the furnishing and one for the kingdom.
icona_arredaFurnish Mode
This mode is some kind of “sibling” of the Buy/Build Mode of The Sims 3. Here you can find all the objects available to furnish and décor your buildings, from clutter to tables, from cauldrons to fireplaces. Objects can be arranged by function or collection, and you can also see the household's inventory:


And here's how the view by function appears:


In the Collection view, that we didn't portrayed, the available styles are:
  • Noble
  • Elegant
  • Military
  • Magic
  • Artistic
  • Rustic
Also, floors are divided into three sections: the corners, the borders and the center. You can set different patterns for each channel, to create dramatic rooms.
icona_regnoKingdom Mode
In the Kingdom Mode you can check your territory and the political situation. On the upper left, you can find a small window with the name of your monarch, his/her reputation and your kingdom's funds (indicated in Kingdom Points). On bottom right of this window, you can find a tiny arrow – by clicking on it you will open a small menu with indicators of your reign:
  • Wellbeing
  • Security
  • Culture
  • Knowledge
Depending on your kingdom's ambition, you will have to work on some of these aspects more than others. When in this mode, your kingdom's map will appear in sepia and tags for each building will show up. You can see how many lots are placed, which one is missing and, if you have enough KP, you will be able to insert new buildings. Also, existing buildings are marked in purple, vacant buildings you can place are in green and those for which you need more KP are in red.


The Kingdom Mode also allows you to access a few controllers: the Success Book, the Quest Book and the Map of the Territory. The Map of the Territory can also be opened from the king's tools. This is used to check the political situation of your reign and the reign around yours.


icona_seguisimFollow my Sim
By using this feature or right-clicking on your Sims's avatar, you will follow your hero everywhere he/she goes. Just like The Sims 3!
icona_guardianoThe Eye of the Watcher
When you are playing inside a building or in a particular area, this button (or the M key of your keyboard) can take you back to the overall view of the kingdom, so you can see what's going on (by right-clicking anywhere you will be taken immediately there or see the inside of a building).
icona_luoghiLocation button
This button allows you to quickly reach a location, like the town square or the market. When you click it, a list of available places will appear..


The Sims Medieval has 10 heroes, each of which has specific functions and features. Just like The Sims, even here the active Sim is indicated by a green plumbob, that has been a bit modified to have a medieval look. The role and the relevance of each Sim depend on the quest and on the ambition of your kingdom. During the event, we've only been able to play with the king and the Peteran priestess.

thesimsmedieval_renderf_06The Monarch

The monarch is the first character of the game and lives in the castle. He has to rule the kingdom creating new laws, establishing lasting relationships with the neighbor monarchs and making sure that his subjects are satisfied with their lives.
He's very powerful, as he can decide the fate of his citizens: if someone is hitting his toes or disobeying his law, he can send the transgressor to the stocks or worse, to the pit.
The king can help people by listening to their requests, give resources for works and so on. He can be evil or good, feared or welcomed, it's up to your will.
Like the knight, the monarch can duel too. To do so, you have to click on a Sim and choose the proper interaction: you can choose to fight “friendly” or even fight to death. Anyway, the Sim will throw down the gauntlet and the duel will start.

tsm_preview_21.02.2011_09 tsm_preview_21.02.2011_10

You don't have to do anything, just watch. According to your character's abilities, you will have higher or lower chances to win. In the upper left, however, a small window will appear, indicating the status of the fighters, like their health. A character wins when his rival's health decreases to zero (if you chose to fight to death, this will mean the death of your rival/hero).

Also, if the only option available is “Threaten for money”, it means that your rival cannot duel. It's just another way to mug other Sims. Yes, Medieval's Sims can do that! [taken from "Lessons in capsule form"]

thesimsmedieval_renderf_18The Spy

We saw the spy in action on Rachel Bernstein's laptop, and it was quite amusing. She can be quite a doppelganger though, as the spy can gather information for and against your kingdom, so do not trust her. Also, she can craft poisons and kill people! In the demo we saw, she killed the monarch by poisoning his drink while he was watching the bard in the tavern.
To do so, there is a special option that you can choose while preparing a drink, then a small window pops up to choose which of the Sims in the lot you want to poison.

thesimsmedieval_renderf_01The Knight

The knight is a powerful hero that is very skilled in fighting and dueling. He spends his time exercising in the yard, wielding his sword and fighting in the name of the king. He wears an armor and lives in the barracks. The knight increases your kingdom's security.


The Wizard

The wizard (or the witch) brings magic in your realm. He can cast spells, create potions and regenerate his energy meditating. The wizard doesn't need a bed (well, at least if you don't want them to woohoo!), and spends his time in the tower learning new magics and scrying. Like the knight, the wizard increases your kingdom's security (and knowledge, if we remind well).

The wizard's main feature are spells, that can be unlocked by collecting runes – the only elements needed to cast a spell. From the combination of three runes, you can create all the spells available (i.e. fire-earth-air) – but remember: the correct sequence is fundamental, or you may get into troubles! When a wizard wants to cast a spell, a window with the available spell pops up. You have to choose the right runes order and proceed. Among the available, here's a short list of some of the spells a wizard can do:

  • Curse: the victims will fail at basically anything
  • Miasma: the victims will get terribly sick
  • Healing: the victims will restore a complete health. [Taken from “Lessons in capsule form”]
During the event, Bernstein showed us a spell called "Magic Arrow", given by the combination energy-light-air, and casted it against the king, who got a negative moodlet.

thesimsmedieval_renderf_03The Physician

The physician lives in the clinic and takes care of your citizen's health. He can create tonics or apply leeches to cure other Sims, and is helped by a nurse. The physician increases the wellbeing of your kingdom..

thesimsmedieval_renderf_19The Merchant

The merchant trades special items and can visit other kingdoms to import exotic goods. He's interested in other places' resources and offers a wide range of unique objects. He lives in his shop.

thesimsmedieval_renderf_12The Bard

The bard lives in the tavern and writes poems and plays the lute. We don't know much about him, but if you introduce a bard in your kingdom, the overall level of culture will increase.

thesimsmedieval_renderf_15The Peteran Priest

The Peteran religion worships the Watcher and preaches a simple and humble life. Peteran priests live in the monastery, a huge but bare building, with a chapel and a small room for the sorcerer. Priests spend their time studying the Watcher, writing and praying. They can also convert other Sims to their religion.

thesimsmedieval_renderf_14The Jacoban Priest

The Jacoban religion worships the Watcher too, but has an opulent cathedral with wealthy clergymen. In order to convert as many Sims as possible, Jacobians have a strict view of life, and preach severity and moral rigidity. They punish the transgressors and are very feared.

thesimsmedieval_renderf_10The Blacksmith

The blacksmith lives in the smithy and forges weapons and armors. He can mine and craft special objects, but needs to improve his skills in order to create legendary swords and weapons. He's a great support for the knight.

Unlike The Sims, characters do not live in a residential lot, but each one has his own building where he lives and works. Improving in your profession is fundamental, as increasing your abilities can help you becoming stronger and better for quests. As The Sims 3's jobs, even professions have 10 levels of experience.

In The Sims Medieval you can play with each character completely. Once you unlock him, you can have access to all his features. However, you cannot control and play characters beyond your heroes. Even if your Sim gets married and has children, you cannot control the wife/husband or the kids, they will live autonomously. Also, even when you have unlocked all the characters, you cannot play with those you're not using for your current quest.


responsabilitAnother relevant aspect of Medieval are responsibilities, that you can find in the character's control panel. Those change everyday and vary from hero to hero. Responsibilities are tasks your character has to do daily (they change everyday at 9.00 AM) and concern different aspects like establishing 4 laws for the king, or converting 2 citizens to the Peteran religion for the priest. Each responsibility lasts for a given amount of time (say 15 hours), after which, however, you do not receive a negative bonus.


Quests are the “engine” of the game, and around them is based the gameplay structure. Like many RPGs, The Sims Medieval develops the life and the evolution of the kingdom around missions that characters have to complete, in order to reach new levels. Quests shape the life of your realm, its characters and story.
You can start a quest in Kingdom Mode, by clicking on the Quest Book. There, you will find the list of the quests available for your amount of points (each mission has a price, from 1 to 4QP) and unlocked heroes.


Once you've chosen a quest, you will have to define the approach you want to use. Each mission can be undertaken in different ways, that vary from quest to quest. After that, you have to select the primary hero for your mission and his/her “helper” (some quests require two Sims).

tsm_preview_21.02.2011_02 tsm_preview_21.02.2011_04

Each choice is recorded in the book. And now comes the fun part!

pannellomissioneIn order to accomplish each mission, you'll have to complete certain tasks, like talking to someone or collecting some items, etc. Every move you have to do is shown on the Quest Panel, right beside your hero's avatar. There you can find an explanation of your current step and what to do to go forward.

Above the characters' pictures, there is also a Quest Performance meter, that shows you how well you're doing. There are three ranking you can reach: bronze, silver, gold. Depending on your final performance, you will get a certain amount of rewards and points (that you can use to select new ambitions, as stated at the beginning of the article).
Quests can regard a wide range of matters, and according to how you arrange them, you can create many many stories. Also, during the quest you can meet a lot of people, find many interesting object and make a lot of fun experiences, that will impact on your heroes' skills and power. They will grow as characters and you will grow as a player.

Quests do not have a limited duration, so you can take as much as you need to complete them. But remember: if you do not take care of your tasks for a while, you will be sent to the stocks. Be careful!
If you're tired of your current quest, however, you can always delete it from the Quest Book (but you will not be refunded for the points you spent).


The Create a Sim screen appears only when you place a new building and have to create a new character. Its functions are basically the same as The Sims 3, but we must admit that Sims look awesome! The graphic engine is different, you can see it from the landscaping too, and the characters' structure is much more realistic than The Sims 3, as well as the skin tone and the eyes. It's a real pity we can't use them in the base game!

tsm_preview_21.02.2011_36 tsm_preview_21.02.2011_41

Anyway, in the CAS you can choose a name and a surname for your Sim (during the game, according to your character's level, his name will be preceded by an appellative like Lord, Priest, Sorceress etc.) and a voice tone among the four available. In the following tab you can choose the skin color (from pale white to darker nuances), face details (like redness on the cheeks) and the age modifier: although Medieval's Sims do not age, you can make them look older or younger depending on how many wrinkles they have. You can also choose their weight and muscles.


Traits and Fatal Flaws

Medieval's Sims also have a personality, which is determined by the combination of two traits and a fatal flaw. The way these affect the game is the same as The Sims 3, since they unlock special interactions and features. Fatal flaws can also get you into troubles!


Here below there is the complete list of the 20 traits:
  • Adventurous
  • Chivalrous
  • Creative Cook
  • Dedicated
  • Earthy
  • Eloquent
  • Evil
  • Excitable
  • Friendly
  • Fun-loving
  • Good
  • Greedy
  • Haggler
  • Hopeful
  • Jokester
  • Loves Family
  • Orphan
  • Scholarly
  • Unkempt
  • Vain
  • A whale ate my parents
Fatal flaws are 17, and during the game you can start quests that can help you converting your flaw into a legendary trait. Here they are:
  • Bloodthirsty
  • Compulsive Gambler
  • Cowardly
  • Cruel
  • Cursed
  • Drunkard
  • Fool
  • Glutton
  • Hubris
  • Insecure
  • Insomniac
  • Licentious
  • Morose
  • Puny
  • Uncouth
  • Weak Constitution
The other tabs allow you to choose the hairstyle, the facial features (face and ears, eyes, nose, mouth) and the clothing. In particular, Medieval has sliders for the ears shape, and you can make them pointed (like the Sim above) or protruding!

As for the clothing, there is only one type of outfits (no formals, no nightwear, no sportswear) and you cannot choose the bottom or the top parts. Also, clothing are specific for each character: the ermine is available only for the king, the frock for the priest and so on. There are many outfits, that can be edited with the Create a Style tool. Also, for some of them there is a channel dedicated to the gradient. We saw a long female dress with a large gradient on the bottom.

In some occasions, moreover, your Sims may have to wear particular accessories. During a quest, for example, we had to wear a special hat, that we had collected before in our inventory. This kind of items is indicated by a hand-shaped symbol, and by clicking on them you can wear or take them off.



Even Medieval's Sims can get married and create a family. Although you cannot control your partner, you can flirt with another Sim, woohoo and marry him/her (and also divorce!). The wedding works just like The Sims 3: your characters flirt, love each other, decide to get engaged and marry. If they follow a religion, they can get married in the church, but in any case, the ceremony will be celebrated by an officiant.
The officiant - an old man dressed in white - will descend from the sky to celebrate the wedding of the couple. 
Getting married has some benefits: the couple receives a wedding gift from the king and your hero's salary is increased, as s/he will have someone else to take care of.
Sometimes, your Sims realize they've made a mistake and shouldn't have marry at all.
If they haven't consummated, they can decide to annul the wedding with the proper interaction.
If they did consummated their wedding, instead, they have to ask to a priest for the divorce.
To do so, Jacobians have to pay a certain amount of money, while Peterans can do it for free, after praying for a while. [Taken from “Lessons in capsule form”]

As for children, you can have a baby both inside or outside the wedding (in the Middle Ages, contraception and birth control were not common!), and every time you woohoo, there are good chances to get pregnant.
Pregnancy works like The Sims 3, and your Sim will be prevented to do dangerous things (i.e. duels, hard works, etc.). The birth is announced by a crib that appears in the room, like The Sims 1. A newborn takes a couple of days to become a children, and doesn't grow up more. There are no teens or elders. Kids are not playable, and are managed by the AI, even if you can see their status and inventory (children don't go to school, but can be helpful for houseworks or tasks).


Religion is a completely new aspect of the game, and for the first (and last) time, Sims can follow a religious belief – that is totally fictional. They worship the Watcher (that is, the player himself!) and can follow the Jacoban church, wealthy and strict, or the Peteran faith, humble and simple. The two religions are fighting with each other, so you can expect a lot of troubles! Anyway, the presence of the two religions depends on you. You can introduce them both, only one or none, creating an agnostic kingdom. It's really all up to you.tsm_preview_21.02.2011_32
Now, a side note: under explicit request, producer confirmed that the fact Medieval has a religion does not mean that it will be introduced in The Sims 3. Religion is in the game because in the Middle Ages religious fights were really common, and producer wanted to make the game as historically likely as possible. This doesn't mean that it will be introduced in The Sims 3 though. It is a very personal and delicate matter, it will be by no means featured in the game.


Unlike other Sims games, death in Medieval is a common event and can be voluntarily caused by your Sims. There are several ways a character can die: the monarch can decide the fate of his citizens by sending them to the judgment pit, where a mysterious beast lives. The victim is condemned to jump in the pit and fight with the monster, trying to save his life. The beast can either decide to kill the Sim or save him/her – this is totally random and there are no cheats or abilities that can help you. You can also decide to jump in the pit on your own (but we don't know if this depends on some traits)! Sims can also be sent to the stocks, but this will not kill them.


Another way to kill someone is poisoning their drinks, as we said before. Also, if you're involved into a sword fight, you can get wounded to death (or wound someone to death).

When a Sim dies, the Grim Reaper appears, just like The Sims 3. But Medieval's Grim Reaper is a bit different as it has a crimson red outfit with a white armor and black wings. Dead Sims do not become ghosts.


During one of our quests as a monarch, a citizen asked us to place a church in the reign, as in the graveyard there were unburied people..shown as Sims laying on the ground. It's quit a different scene from The Sims!


Medieval has cheats too, and you can access them by clicking CTRL-SHIFT-C. From the list we saw, we can suppose that the demo we played was still in debug mode - the one you can unlock with the NRaas Debug Enabler in The Sims 3. So, we're sure that until there isn't a mod for Medieval, we won't find them in the game. A few of them:
  • ShowAllQuests
  • DisableClothingFilger
  • DisableQuestPerformace
  • DisableRespos
  • EnterProductionCAS on/off
  • Exterminate
  • Completetutorial
There are also known cheats, like:
  • hideHeadlineEffects
  • motherlode
  • help
  • familyFunds
  • constrainFloorElevation
  • BuyDebug
cheats_1 cheats_2
cheats_3 cheats_4


During the event we saw a few things that cannot be placed into the previous categories. For example, in our game we noticed that when you click on your active Sim, among the other options there is a “Carve” interaction: if you choose it, your hero will take a piece of wood out of his pocket and start to carve it. Our priestess Pulcrezia created a small horse, that was collected in her inventory.

SimsMedievalInstallerIconIf you want to communicate with someone, there is an awesome system of carrier pigeons.

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SimsMedievalInstallerIconWhen you hold CTRL-SHIFT and click on a lamp, you can choose the light color and whether you want to set it for that room or the whole building.

SimsMedievalInstallerIconAlso, if you're wondering what people used to eat in the Middle Ages, we managed to read the list of some of the available meals (these are translated from Italian, names may be incorrect):
  • Stewed boar
  • Chicken
  • Porridge
  • Stew of:
    • deer
    • eel
    • whale
    • fish
    • frog
    • vegetables
  • Soup of:
    • bear
    • eel
    • herring
    • whale
    • meat
    • deer
    • boar
    • onions
    • rabbit
    • mushrooms
    • potatoes
    • swordfish
    • pigeon
    • chicken
    • frog
    • turnips
    • turbot
    • tench
    • salmon
    • trout
Sims do not use forks or spoons, but eat with their own hands (and make quite a lot of noise!).


SimsMedievalInstallerIconMany of the ingredients above can be purchased at the market or obtained going hunting or fishing. Both the options are available in Medieval, but we didn't have the chance to try them. As for herbs, you can wander around the reign and collect plants and flowers

SimsMedievalInstallerIconFinally, a news about the Store and custom content. Producer confirmed that by the time the game is released, there won't be a Medieval Store or custom content. Then, after Cri's consideration that there is already cc for the game in the limited edition, Bernstein confirmed they have plans about it and we'll see more during the year.
Last Updated on Wednesday, 16 March 2011 00:39