When you do a kingdom war you fight your match and then it shows a tally of wins/loses, but how does it work for the other kingdom? I can only assume the person I get matched against fights me as well, but how do I know if that person won their match? How does that tie in to who wins over all? As it stands it seems like nothing matters but the win/lose record on my own Kingdom's war page.

Now let's remember how we get kingdom level and access to Kingdom raid. My Kingdom is now about 47-48 place in top 50 leaderboard. We are constantly matchmaked with 8-9 place kingdoms, for example Ding Club, whose leader is 199 level against mine 138(i am top level at my kingdom). The result of matches like those is something like 1 - 25 as win - lose. Trust me, it demotivates and i guess many small kingdoms dont go to wars at all because of this (i go for matchmaking since i was able to, did it everyday by cooldown and we won only 2 wars). We don't get levels as a guild, we don't have access to raids, that means we don't have free exp potions and other useful stuff, that is needed in low level kingdoms.


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What am i suggesting here. Of course a rework of this system. Kingdoms are about gathering together to be stronger than alone. Not about being lonely 1000+level highlander. First of all matchmaking must be about average level and not about total power. That will really give strength to numbers. I ll give you example. Here is a row of kingdoms with average level of 50: (99,1; 99,80,20,1; 99,80,75,60,40,25,20,1; 99,80,75,60,55,50,50,45,40...). As you can see larger kingdoms will always have advantage, but it will be smaller and smaller at larger numbers, also it is always will be much more important to participate, to be active as a member of kingdom, which is good for the game.

The second thing is separation of wars and raids. This is kinda obvious, isn't it? Some people don't like wars, why make them do it to get to the raid part? At least you can make some raids available for gold and some for orns. Both activities (wars and raids) should give kingdom experience (level) because why not.

Wars are fun, but making them main kingdom activity is wrong. We are gathering together to become stronger than alone, to get information, to make parties or friends, to get bonuses and many other reasons. Today kingdom system doesn't give us any of that. Only war, that give small high leveled kingdoms access to all kinds of raids and nothing to big low leveled ones. (I remind you, that now you can't make any limits on player level for joining guild, you can only close joining at all or kick everyone under some level, which is not nice at all).

Congrats, your Kingdom of multi accounts will now be too beefy for lower level genuine players to beat and you will win all the Kingdom wars. You are now effectively stealing Kingdom orn earning opportunities from legitimate players.

Ages ago, a mighty Storm shattered the empire, breaking the lands and bringing magic to the world. From the destruction rose rock islands, drifting on the winds, and new kingdoms emerged from the ashes.

The gameplay of kingdom wars focuses on leveling up and getting upgrades, so the action itself is very simple (sometimes you literally don't have to do anything). Each level begins with two opposing castles: yours, and your enemy's. Each castle can generate soldiers, but they take some time before they're ready for battle. The idea is to keep an eye on the next soldier, and hit the button to send him out to the battlefield as soon as he's ready. Meanwhile, you can loot the territory (by tapping on the corresponding button when it's available) and wait to launch special attacks (also by tapping on the button, when it's fully loaded and ready to use)

The personal union of the three kingdoms under one monarch came about when King James VI of Scotland succeeded Elizabeth I to the English throne in 1603, when he also became King James I of England and of Ireland. In 1625, Charles I succeeded his father, and marked three main concerns regarding England and Wales; how to fund his government, how to reform the church, and how to limit (the English) Parliament's interference in his rule. At that time, he showed little interest in his other two kingdoms, Scotland and Ireland.[10]

Modern historians have emphasised the lack of inevitability of the civil wars, noting that the sides resorted to "violence first" in situations marked by mutual distrust and paranoia[citation needed]. Charles' initial failure to end the Bishops' Wars of 1639 and 1640 quickly persuaded the antagonists that force could serve them better than negotiation. The imposition of Bishops and other Anglican practices to the Scottish Kirk were opposed by most Scots, who supported a Presbyterian system of governance led by a General Assembly, and in individual churches by ministers and committees of elders. The 1638 National Covenant pledged to oppose such imposed "innovations." Signatories were known as Covenanters.

To deal with the threat to the English Commonwealth posed by the two kingdoms (Ireland and Scotland), the Rump Parliament first appointed Cromwell to invade and subdue Ireland. In August 1649, he landed an English army at Rathmines shortly after the Siege of Dublin was abandoned by the Royalists following the Battle of Rathmines. Then, in late May 1650, Cromwell left one army to continue the Irish conquest and returned to England and to take command of a second English army preparing to invade Scotland. On 3 September 1650, he defeated the Scottish Covenanters at the Battle of Dunbar and his forces then occupied Edinburgh and Scotland south of the River Forth. Cromwell was advancing the bulk of his army over the Forth towards Stirling, when Charles II, commanding a Scottish Royalist army, stole a march on the English commander, and invaded England from his base in Scotland. Cromwell divided his forces, leaving part in Scotland to complete the conquest there, then led the rest south in pursuit of Charles II.[18]

Medieval Kingdom Wars shows off a unique perspective compared to other strategy games. By combining historical accuracy, an enormous changing world, and historical quests, all in a real-time environment, this game will appeal to all strategy buffs. Build cities, start wars, enrich your sovereign, and live through siege combat with a degree of brutality you have not seen before.

You can get medals by attacking alliances associated with your kingdom (max reward is looting 5 medals, which requires a team of 2 heroes with 25,957 power between them attacking a citadel with at least 5 medals. One troop with just over 20,667 power will only get you 4 medals (up to at least 30,379 power), and 19,333 power will get you 3.), medal chests that appear in your kingdom (which is a random and small chance), or by being in an arena when the timer hits 0 every half hour (you stay in until your troops lose all their health through battles or damage over time for being in the arena).

These are times of fear. Veterans of the ancient wars are called to arms once more. Walls are strengthened and weapons readied. Strongholds are prepared for siege. A new conflict is in the wind, and the wind is building. This is Dawn of Fantasy. Make yourself at home. And sharpen your sword.

Conquer Medieval Europe and North Africa in a combination of Grand Strategy and Real-Time Strategy gameplay where you rule one of 28 kingdoms as you build and manage your cities, engage in diplomacy and command massive armies on the world map and on the battlefield

Earth of Oryn is an indie city-builder/strategy game set in a medieval world filled with story and heart. Starting from nothing, shape your kingdom according to your vision while managing the needs and wants of your people.

Rule a small fantasy kingdom and conquer your rival as you build up your cities and armies on the world map and command your troops on the battlefield. Small Kingdoms is a streamlined grand strategy and real-time strategy game, the Small Kingdoms Prologue is a free introductory campaign

From a small village of a dozen people to a small kingdom of thousands of people. Arrange for residents to work, gathering, fishing and hunting, farming and mining, processing and manufacturing. Trade, accumulate supplies, increase your strength, and fight evil forces and monsters.

Songs of Syx is a fantasy city-builder where you start off as an insignificant colony and build, scheme, and fight your way towards a metropolis and empire. The mechanics are complex and true to life, where small events can spiral into the collapse of kingdoms. Try the unlimited demo first!

Scientists have isolated peptides (strings of amino acids) with antibiotic effects on bacteria that spoil food and cause food poisoning, after turning to the plant kingdom for help in boosting our arsenal in the ongoing war against antibiotic resistance. 2351a5e196

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