Post by vammy on Jul 6, 2015 15:49:02 GMT -4
As you may know kingdoms rarely stays static in it's adventures. Here I'll point out new changes in how kingdoms works. When I get the chance I'll edit in the old changes.
Kingdoms 1.0 Vamking12 makes the first thread, early september. Armies and buildings are added.
Kingdoms 1.01: Research is added
Kingdoms 1.02: The first map of kingdoms was made
Kingdoms 1.10: War, Ubers and Trading is added
Kingdoms 1.11: new resources added
Kingdoms 1.12: Enclaves are now used to measure land
Kingdoms 1.13: Discussion Board now open, as well war forum
Kingdoms 1 lasted for one month
Kingdoms 2.0: Map of Earf is finally finished, new troops, new resources, new world, set rules for Uber were listed, islands and naval battles are added.
Kingdoms 2.01: It now costs resources and money to go to war, more land to explore, you can have vassals
Kingdoms 2.02: You aren't allowed to attack newbies, Religions added
Kingdoms 2.03: Troops can injured instead of just living or dead
Kingdoms 2.04: Impossible now to build underground
Kingdoms 2.05: Citizen morale is added
Kingdoms 2.06: Beasts, Pirates and historical mode is added.
Kingdoms 2.07: Rulers can die
Kingdoms 2.1: Nukes have been added, Uranium is added as a resources
Kingdoms 2.11: Anti-Nuke defenses have been added
Kingdoms 2.12: Space travel has been added
Kingdoms 2.13: You're now able to contact the gods
Kingdoms 2.14: New World becomes visible, God wars begin
Kingdoms 2.2: Wars Will use dice roll at the beginning, citizens lose morale if you attack someone
Kingdoms 2.21: Culture Added
Kingdoms 2.22: Even more resources added
Kingdoms 2.23 Nukes have been weakened
Kingdoms 2 lasted for three months
Kingdoms 3.0: New World, Earf is unuseable, No nukes, Beasts are tamable
Kingdoms 3.01: Magical potenial is added, allows for some magic user to be more powerful then others. 100 is master, 1 is very basic spells. Random peasants have anywhere from 0-2 potenial and 'Wizards' have at least 30.
Kingdoms 3.02: Religions were updated. Now piety, holy wars and converting people is now possible
Kingdoms 3 has lasted one month, so far
Kingdoms 1.0 Vamking12 makes the first thread, early september. Armies and buildings are added.
Kingdoms 1.01: Research is added
Kingdoms 1.02: The first map of kingdoms was made
Kingdoms 1.10: War, Ubers and Trading is added
Kingdoms 1.11: new resources added
Kingdoms 1.12: Enclaves are now used to measure land
Kingdoms 1.13: Discussion Board now open, as well war forum
Kingdoms 1 lasted for one month
Kingdoms 2.0: Map of Earf is finally finished, new troops, new resources, new world, set rules for Uber were listed, islands and naval battles are added.
Kingdoms 2.01: It now costs resources and money to go to war, more land to explore, you can have vassals
Kingdoms 2.02: You aren't allowed to attack newbies, Religions added
Kingdoms 2.03: Troops can injured instead of just living or dead
Kingdoms 2.04: Impossible now to build underground
Kingdoms 2.05: Citizen morale is added
Kingdoms 2.06: Beasts, Pirates and historical mode is added.
Kingdoms 2.07: Rulers can die
Kingdoms 2.1: Nukes have been added, Uranium is added as a resources
Kingdoms 2.11: Anti-Nuke defenses have been added
Kingdoms 2.12: Space travel has been added
Kingdoms 2.13: You're now able to contact the gods
Kingdoms 2.14: New World becomes visible, God wars begin
Kingdoms 2.2: Wars Will use dice roll at the beginning, citizens lose morale if you attack someone
Kingdoms 2.21: Culture Added
Kingdoms 2.22: Even more resources added
Kingdoms 2.23 Nukes have been weakened
Kingdoms 2 lasted for three months
Kingdoms 3.0: New World, Earf is unuseable, No nukes, Beasts are tamable
Kingdoms 3.01: Magical potenial is added, allows for some magic user to be more powerful then others. 100 is master, 1 is very basic spells. Random peasants have anywhere from 0-2 potenial and 'Wizards' have at least 30.
Kingdoms 3.02: Religions were updated. Now piety, holy wars and converting people is now possible
Kingdoms 3 has lasted one month, so far