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''They Are Billions'' is a PostApocalyptic SteamPunk [[SurvivalSandbox survival]] [[RealTimeStrategy real-time strategy game]] by developed and published by Spanish independent studio Numantian Games, known previously for the ''VideoGame/LordsOfXulima''. The game was initially released for [[Platform/IBMPersonalComputer PC]] on Platform/{{Steam}}'s Early Access in December 2017 with survival mode. The full game was officially launched with the addition of a "New Empire" campaign on June 18, 2019. Ports for the Platform/XboxOne and Platform/PlayStation4 followed on July 1st, 2019.

In the 22nd century a ZombieApocalypse has destroyed civilization and nearly the entire human population of Earth. Technology for those who survived has regressed to somewhere around late 19th/early 20th century tech in a SteamPunk plus TeslaTechTimeline. General Quintus Crane is attempting to establish a new Human civilization capable of withstanding zombie attacks and slowly reclaiming the planet. You are one of his field commanders, tasked with reconquering lands from the Infected and building new colonies.

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''They Are Billions'' is a PostApocalyptic SteamPunk [[SurvivalSandbox survival]] [[RealTimeStrategy real-time strategy game]] by developed and published by Spanish independent studio Numantian Games, known previously best known for the ''VideoGame/LordsOfXulima''. The game was initially released for [[Platform/IBMPersonalComputer PC]] on Platform/{{Steam}}'s Early Access in December 2017 with survival mode. The full game was officially launched with the addition of a "New Empire" campaign on June 18, 2019. Ports for the Platform/XboxOne and Platform/PlayStation4 followed on July 1st, 2019.

In the 22nd century a ZombieApocalypse has destroyed civilization and nearly the entire human population of Earth. Technology for those who survived has regressed to somewhere around late 19th/early 20th century tech in a SteamPunk plus TeslaTechTimeline.SteamPunk[=/=]TeslaTechTimeline. General Quintus Crane is attempting to establish a new Human civilization capable of withstanding zombie attacks and slowly reclaiming the planet. You are one of his field commanders, tasked with reconquering lands from the Infected and building new colonies.
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''They Are Billions'' is a PostApocalyptic SteamPunk [[SurvivalSandbox survival]] [[RealTimeStrategy real-time strategy game]] by developed and published by Spanish independent studio Numantian Games, known previously for the ''VideoGame/LordsOfXulima''. The game was initially released for [[UsefulNotes/IBMPersonalComputer PC]] on UsefulNotes/{{Steam}}'s Early Access in December 2017 with survival mode. The full game was officially launched with the addition of a "New Empire" campaign on June 18, 2019. Ports for the UsefulNotes/XboxOne and UsefulNotes/PlayStation4 followed on July 1st, 2019.

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''They Are Billions'' is a PostApocalyptic SteamPunk [[SurvivalSandbox survival]] [[RealTimeStrategy real-time strategy game]] by developed and published by Spanish independent studio Numantian Games, known previously for the ''VideoGame/LordsOfXulima''. The game was initially released for [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]] on UsefulNotes/{{Steam}}'s Platform/{{Steam}}'s Early Access in December 2017 with survival mode. The full game was officially launched with the addition of a "New Empire" campaign on June 18, 2019. Ports for the UsefulNotes/XboxOne Platform/XboxOne and UsefulNotes/PlayStation4 Platform/PlayStation4 followed on July 1st, 2019.
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typo


* ClownCarBase: Villages of Doom have a big case of this when disturbed. A small house will spawn a dozen or so while a Town Hall will spawn hundreds. Player houses also apparently house a large number of colonists each, although this isn't visual represented.

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* ClownCarBase: Villages of Doom have a big case of this when disturbed. A small house will spawn a dozen or so while a Town Hall will spawn hundreds. Player houses also apparently house a large number of colonists each, although this isn't visual visually represented.

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* RuinsOfTheModernAge: The final campaign mission has the colony start beneath a ruined Statue of Liberty with, "Where's God?" painted across it.



* SocipathicHero: Caelus' battle chatter paints him as very enthusiastic to put bullets in skulls. The Sniper unit speaks similarly, but is explicitly noted as being a psychopath, while Caelus is treated as a hero.

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* SocipathicHero: SociopathicHero: Caelus' battle chatter paints him as very enthusiastic to put bullets in skulls. The Sniper unit speaks similarly, but is explicitly noted as being a psychopath, while Caelus is treated as a hero.
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* RPGElements: The campaign mode lets the player upgrade the stats of their HeroUnit, picking and choosing what to upgrade and what to work around.
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* SocipathicHero: Caelus' battle chatter paints him as very enthusiastic to put bullets in skulls. The Sniper unit speaks similarly, but is explicitly noted as being a psychopath, while Caelus is treated as a hero.
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*** The Silent Beholder gets an extra helping of this trope. It's built on top of the Command Center, which has to devote all of its attention to the installation. Meaning that you can't build any other structures while the Silent Beholder is building.
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* BagOfSpilling: Any medkits or grenades your Hero was carrying at the end of a campaign mission do not carry over to subsequent missions.
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** Wooden walls are available from the beginning of the game. They're not particularly interesting, but they're critical for ensuring that zombies don't slip in past your perimeter as even a single infected can [[DisasterDominoes snowball into losing the game]].

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** Wooden walls are available from the beginning of the game. They're not particularly interesting, but they're critical for ensuring that zombies don't slip in past your perimeter as even a single infected can [[DisasterDominoes snowball into losing the game]]. Also they are extremely useful during mob defenses even after you've upgraded your walls to stone. You can still throw up large amount of wooden posts in front of your main walls, presenting a very significant additional obstacle to the enemy at a cheap price.
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** The Mutant as just as difficult and nearly as expensive as the Titan, but it fights in melee instead of at range. To compensate, it [[HerdHittingAttack deals splash damage]] and has the highest hit point total among the buildable units. The catch is that it's passive health regeneration isn't any faster than that of other units, meaning it will be out of action for several minutes if it gets too badly hurt.
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* AmbidextrousSprite: The game has 2D, sprite-based graphics that are essentially a high resolution take on the original ''VideoGame/StarCraft.'' All sprite are ambidextrous, but it's hard to notice because most depict symmetrical characters with two-handed weapons. The HeroUnit Caelus is where it's most noticeable, since he wields a HandCannon with one hand, so his shooting hand switches based on what direction he's facing.

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** The second type are the result of mobs of Infected crowding the roads between mission areas. In order to reach the mission on the far side, you'll set up and outpost and requisition forces based on how many Empire points you've accumulated. Once the mission starts, you can't buy anything else. If the Outpost falls, you lose. If you kill all the Infected (and all but the first few of these missions sees them numbered in the thousands), you win.

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** The second type are the result of mobs of Infected crowding the roads between mission areas. In order to reach the mission on the far side, you'll set up and an outpost and requisition forces based on how many Empire points you've accumulated. Once the mission starts, you can't buy anything else. If the Outpost falls, you lose. If you kill all the Infected (and all but the first few of these missions sees them numbered in the thousands), you win.



* ScoringPoints: Survival maps have a final score based on a number of factors including: Number of infected killed; maximum colony population; and number of colonists infected. An overall score modifier is applied to this score based on the difficulty settings.

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* ScoringPoints: ScoringPoints:
**
Survival maps have a final score based on a number of factors including: Number of infected killed; maximum colony population; and number of colonists infected. An overall score modifier is applied to this score based on the difficulty settings.settings.
** Campaign mode tracks Victory points. These are tracked independently from Empire points (used to clear Infected mobs from the map) and Research points (used to improve the tech tree). Unlike the other two, Victory points have no practical application in-game. Failing a mission permanently reduces your score on that mission by 10% per failure, but the amount of Empire and Research points don't change.

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* BaselessMission: There are some campaign missions in which you will only control your hero unit and maybe some units you find during the mission and have to accomplish specific goals like obtaining technological advances from the ruins of the old human fortress and cities.

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* BaselessMission: There are some campaign Campaign mode features two different kinds.
** In the first, the player controls a single HeroUnit delving through a pre-apocalyptic ruin for valuable artifacts and information. Some of these
missions in which have you will rescue a handful of other units, while you'll only control have your hero unit Hero for the rest. The goal is collect a specific Mission Artifact and maybe some units as many Research and Empire points as you find during can find.
** The second type are the result of mobs of Infected crowding the roads between mission areas. In order to reach
the mission on the far side, you'll set up and have to accomplish specific goals like obtaining technological advances from outpost and requisition forces based on how many Empire points you've accumulated. Once the ruins of mission starts, you can't buy anything else. If the old human fortress and cities.Outpost falls, you lose. If you kill all the Infected (and all but the first few of these missions sees them numbered in the thousands), you win.


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* PixelHunt: Campaign mode features a common BaselessMission type where you'll guide either Caelus or Calliope through a pre-apocalyptic facility in order to search for valuable artifacts. Said artifacts are mostly found by moving your cursor over any boxes, lockers, and papers you can see and seeing if it changes. As a small mercy, artifacts will flicker every so often.
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* TitleDrop: When the adviser warns you of the final horde approaching, he mentions "they are billions".

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* TitleDrop: When the adviser warns you of the The final horde approaching, he mentions "they wave of every Survival game is announced with, "The infected approach from every direction. Oh my God, they are billions".billions!"
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* FogOfWar: Of the standard variant, with the map being completely hidden until you map it out and any zombies only showing up when units or buildings can see them. Lookouts remove larger portions of the fog than standard buildings, while Radars reveal even more; this is useful for last minute unit adjustments when a horde arrives.

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* FogOfWar: Of the standard variant, with the map being completely hidden until you map it out and any zombies only showing up when units or buildings can see them. Lookouts remove larger portions of the fog than standard buildings, while Radars reveal even more; this is useful for last minute unit adjustments when a horde arrives. If you have the time and resources, the Silent Beholder Wonder puts an observation deck on top of your Commander Center, revealing the entire map for the duration of the current mission.
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Difficulty Spike is now YMMV


* DifficultySpike: In Survival there is a massive difference in the size of the second-to-last and last hordes.
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* EliteArmy: Building an Academy of Immortals will turn all your rangers, snipers, and soldiers into veterans for the entire duration of the level. While building it is extremely costly and time consuming, if you manage to get one up and running, it's pretty hard to lose after that.

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** The Lucifer gets a double helping as its flamethrower is one of the most powerful weapons in the game, but it has extremely slow speed and inflicts a permanent -1 penalty on oil production for every unit in service. They can't fire from behind walls, making it significantly harder to use than most other units in a game centered around hiding behind your walls. They can also fry your own men with friendly fire, meaning they require significant micromanagement when working with other troop types. They can, however, serve as a very effective final protective line in the event that your walls are breeched.

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** The Lucifer gets a double helping as its flamethrower is one of the most powerful weapons in the game, but it has extremely slow speed and inflicts a permanent -1 penalty on oil production for every unit in service. They can't fire from behind walls, making it significantly harder to use than most other units in a game centered around hiding behind your walls. They can also fry your own men with friendly fire, meaning they require significant micromanagement when working with other troop types. They can, are, however, very effective at holding gates and narrow choke points, particularly using more than one of them since they can't can't damage each other. They also serve as a very effective final protective line in the event that your walls are breeched.
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Up To Eleven is a defunct trope


** The Great Crater in campaign mode is this UpToEleven. It has held fast for two centuries, while attempts to settle beyond it have failed constantly for 13 years.

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** The Great Crater in campaign mode is this UpToEleven.up to eleven. It has held fast for two centuries, while attempts to settle beyond it have failed constantly for 13 years.
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* NotHyperbole: While a single player will most likely never face such numbers, the game can track a total of Infected killed across ''all'' players, and at the time of this writing the count is ''seven hundred billion''. So yes, They ''are'', quite literally, Billions.

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* NotHyperbole: While a single player will most likely never face such numbers, the game can track a total of Infected killed across ''all'' players, and at the time of this writing the count is ''seven hundred billion''. now OVER ONE TRILLION. So yes, now They ''are'', quite literally, Billions.Are Trillions.
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* CannonFodder: Your Soldier and Ranger units are the only units available without further research and will make up the bulk of your early game army. Rangers in particular can be produced cheaply in huge numbers. By the end of the game they're so outclassed by higher tier units that they're basically worthless, however.

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* CannonFodder: Your Soldier and Ranger units are the only units available without further research and will make up the bulk of your early game army. Rangers in particular can be produced cheaply in huge numbers. By Even in the end of the game they're so outclassed by higher where the extremely destructive high tier units like the Thanatos and Lucifer are available, Soldiers remain so cost-effective in comparison that they're basically worthless, however.it’s a good idea to keep training them in significant numbers.
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* TacticalSuperweaponUnit: The two end-game units the Titan and the Mutant.
** The Mutant has the highest health of any controllable unit, along with a high movement speed. It also inflicts Area of Effect damage to any units in melee range, making it capable of devastating hordes of Infected. However, it's not as suited for holding of the Special Infected for long periods of time.
** The Titan is the most expensive and time-consuming unit available to the player. Best described as a mobile Executor turret, the Titan has a good movement speed and inflicts Area of Effect damage at a good range. Its high health also allows it to act as a temporary wall and physically hold back the Infected if only for a few seconds. A small squad of Titans is easily able to clear an entire map of the Infected.
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** When filled with four of the upgraded veteran soldiers, the simple stone tower does more single target damage per second than anything in the entire game, including twenty foot tall Infected Giants and gatling cannons the size of trains.

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** When filled with four of the upgraded veteran soldiers, the simple stone tower does more single target damage per second than anything in the entire game, including twenty foot tall Infected Giants and gatling cannons the size of trains. And unlike Balista or Gatling towers, the stone tower can't be infested, and will be fully functional so long as it has any hit points remaining.

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This is due to the enemies being dumb zombies, it's not bad programming.


* ArtificialStupidity:
** Unless one your combat units aggro some infected, their default behavior, once they make a beeline to your colony, is to attack the nearest unit or building, even if it is a wall or an empty tower. So it is possible for zombies to stupidly strike your walls and ignoring the very obvious gaping hole nearby. Even the Infected Venoms will stupidly try to attack your walls rather than a building behind it. Your actual combat units aren't much better. They fire at nearby targets, but will otherwise just stand there and let the infected kill them
** Likewise, zombies who wander the open world will always attack the closest human, with no concern for anyone else. Thus the player can use a ranger to literally run circles around huge mobs of zombies, drawing all their attention while soldiers behind the ranger safely gun them all down.


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* TooDumbToLive:
** Unless one your combat units aggro some infected, their default behavior, once they make a beeline to your colony, is to attack the nearest unit or building, even if it is a wall or an empty tower. So it is possible for zombies to stupidly strike your walls and ignoring the very obvious gaping hole nearby. Even the Infected Venoms will stupidly try to attack your walls rather than a building behind it. Your actual combat units aren't much better. They fire at nearby targets, but will otherwise just stand there and let the infected kill them
** Likewise, zombies who wander the open world will always attack the closest human, with no concern for anyone else. Thus the player can use a ranger to literally run circles around huge mobs of zombies, drawing all their attention while soldiers behind the ranger safely gun them all down.

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** Due to upgrades available in the campaign, the humble Soldiers are likely to be backbone of your army on every difficulty and every map. They have a fast rate of fire that prevents overkill, a very low cost, good single target damage, are among the easiest units to produce, and have exceptional durability for their cost. The Academy of Immortals turns every one of them into [[MasterOfAll veterans]], making them inflict twice as much damage per second.

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** Due to upgrades available in the campaign, the humble Soldiers are likely to be backbone of your army on every difficulty and every map. They have a fast rate of fire that prevents overkill, a very low cost, good single target damage, are among the easiest units to produce, and have exceptional durability for their cost. They also have a moderately good speed rating, enabling them to outrun most lower tier zombie units and rush quickly to reinforce parts of your city defenses at risk for being overrun. The Academy of Immortals turns every one of them into [[MasterOfAll veterans]], making them inflict twice as much damage per second.
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** The one human unit that can outrun a giant is the mutant, which has a speed rating of 6. This, combined with their high survivability and damage output, makes them extremely effective for for performing crowd control duties when dealing with big mobs.
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* ImAHumanitarian: In the campaign, a news report titled "World Leaders Turn to Biotechnology to Fight Hunger" explains that facilities are being set up to convert recently deceased humans into consumable meat in order to combat a global famine.
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* ImAHumanitarian: In the campaign, a news report titled "World Leaders Turn to Biotechnology to Fight Hunger" explains that facilities are being set up to convert recently deceased humans into consumable meat in order to combat a global famine.
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** Snipers have a powerful attack that will kill most standard zombies with 1 hit, but they are virtually unarmored and will go down from just a few hits themselves. This, combined with their slow speed, means they require heavy escort when patrolling outside your city walls.

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* ArtificialStupidity: Unless one your combat units aggro some infected, their default behavior, once they make a beeline to your colony, is to attack the nearest unit or building, even if it is a wall or an empty tower. So it is possible for zombies to stupidly strike your walls and ignoring the very obvious gaping hole nearby. Even the Infected Venoms will stupidly try to attack your walls rather than a building behind it. Your actual combat units aren't much better. They fire at nearby targets, but will otherwise just stand there and let the infected kill them

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* ArtificialStupidity: Unless ArtificialStupidity:
**Unless
one your combat units aggro some infected, their default behavior, once they make a beeline to your colony, is to attack the nearest unit or building, even if it is a wall or an empty tower. So it is possible for zombies to stupidly strike your walls and ignoring the very obvious gaping hole nearby. Even the Infected Venoms will stupidly try to attack your walls rather than a building behind it. Your actual combat units aren't much better. They fire at nearby targets, but will otherwise just stand there and let the infected kill themthem
** Likewise, zombies who wander the open world will always attack the closest human, with no concern for anyone else. Thus the player can use a ranger to literally run circles around huge mobs of zombies, drawing all their attention while soldiers behind the ranger safely gun them all down.

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