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* MercenaryUnits: Once you've constructed an Inn, mercenaries will occasionally show up available for hire. They are significantly more expensive than regular troops, but they start out as veterans and are hired instantly with no training time. Sometimes elite high tier units like Thanatos and Lucifer will show up, enabling you to purchase them without the cost and time of researching the required tech or constructing their required buildings. However, the negative penalty inflicted on your oil production for maintaining them will still apply.
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** Despite their huge size, zombie giants have a speed rating of 4, the same rating as the player's rangers. This makes it extremely difficult to deal with in the open world, as they can outrun almost all human units, and can even catch up to Rangers unless they start running as soon as the Giant is in visual range.
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** The most basic unit, the Ranger, is by far the most important unit in the early game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention. They are also very useful for drawing mobs away from your walls during swarm attacks, since Rangers can easily outrun most enemies.

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** The most basic unit, the Ranger, is by far the most important unit in the early game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention. They are also very useful for drawing mobs away from your walls during horde attacks or outposts during the swarm attacks, missions, since Rangers can easily outrun most enemies.

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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 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.

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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.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 most basic unit, the Ranger, is by far the most important unit in the early game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention.

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** The most basic unit, the Ranger, is by far the most important unit in the early game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention. They are also very useful for drawing mobs away from your walls during swarm attacks, since Rangers can easily outrun most enemies.

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* HoldTheLine: The objective of the survival campaign is for your colony to survive for a certain number of days, with 100 being the default setting, against waves of undead hordes. Alternatively, defeating the final horde will automatically count as a win.
** Note that difficulty is ''increased'' by reducing the number of days, as it will just spawn the same hordes, ''faster''.

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* HoldTheLine: HoldTheLine:
**
The objective of the survival campaign is for your colony to survive for a certain number of days, with 100 being the default setting, against waves of undead hordes. Alternatively, defeating the final horde will automatically count as a win.
** *** Note that difficulty is ''increased'' by reducing the number of days, as it will just spawn the same hordes, ''faster''.''faster''.
** The campaign has more variation in victory goals, but many missions include the goal of surviving the horde attacks.

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* EarlyGameHell: You start each mission with only a command center and a tiny handful of troops, which you have to use to both defend your base and clear mobs for expansion. Since it can take a lot time to acquire the resources and buildings needed to recruit new soldiers and fortify your base with walls, it can be quite simple for a single zombie to slip past your few starting troops and set off a chain reaction among your buildings that will overwhelm your whole base.

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* EarlyGameHell: EarlyGameHell:
**
You start each mission with only a command center and a tiny handful of troops, which you have to use to both defend your base and clear mobs for expansion. Since it can take a lot time to acquire the resources and buildings needed to recruit new soldiers and fortify your base with walls, it can be quite simple for a single zombie to slip past your few starting troops and set off a chain reaction among your buildings that will overwhelm your whole base.base.
** The campaign is very slow to start as so much of the technology is locked behind the tech tree. Attempting to do one of the colony-building missions before unlocking Cottages and Farms will result in a massively overgrown tent town just to meet the population requirements.



* SettlingTheFrontier: Every survival game has you attempting to establish settlements in the zombie wild-lands and pacify the surrounding territory.

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* SettlingTheFrontier: Every survival game has you attempting to establish settlements in the zombie wild-lands and pacify the surrounding territory. The same holds true for many of the campaign missions where you are building a colony to expand the Empire's reach.



* StartingUnits: In the survival campaign you start the missions with four Rangers and a Soldier.

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* StartingUnits: In the survival campaign you start the missions with four Rangers and a Soldier. The campaign starts you with four Rangers, with the Soldier being a tech tree unlock.

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* DoubleUnlock: Workshops must be constructed to research technology to unlock new buildings and units. In the campaign, those workshops, buildings, and units are also locked behind the tech tree and must be researched there before becoming available in missions.



* ReinventingTheWheel: Research options at the wood and stone workshops, and the foundry, have to be purchased and re-purchased for each scenario.

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* ReinventingTheWheel: Research options at the wood and stone workshops, and the foundry, have to be purchased and re-purchased for each scenario. This holds doubly true for the campaign, where even the ability to build more advanced builds must be researched in the tech tree before a mission.
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* EarlyGameHell: You start each mission with only a command center and a tiny handful of troops, which you have to use to both defend your base and clear mobs for expansion. Since it can take a lot time to acquire the resources and buildings needed to recruit new soldiers and fortify your base with walls, it can be quite simple for a single zombie to slip past your few starting troops and set off a chain reaction among your buildings that will overwhelm your whole base.
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* CycleOfHurting: Losing part of your colony to a horde makes surviving the rest of the mission that much harder. All the resources from the lost section are unavailable until you repair them, but if you lost something vitally important to restoring services, such as enough colonists to man the Tesla Coils, this process can be agonizingly slow. Rebuilding is needed to start advancing again, but by the time you're recovered odds are good it'll be too late to fight the next horde.
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I was wrong


* ContinuingIsPainful: In the campaign, losing a mission applies a stacking 10% decrease to the reward each time you attempt the mission. As the rewards are used to unlock the tech tree, repeated failures early on can significantly hamper your ability to keep up with the escalating difficulty.
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* ContinuingIsPainful: In the campaign, losing a mission applies a stacking 10% decrease to the reward each time you attempt the mission. As the rewards are used to unlock the tech tree, repeated failures early on can significantly hamper your ability to keep up with the escalating difficulty.

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Forgot some commas, and in the current version (1.2) of the game the Ranger is no longer very useful past the very early game.


* AwesomeButImpractical: Top tier units and structures are spectacular to look at in action but also cost a ton not just to build but also to research, build the production structure for, and maintain. Most importantly the [[JackOfAllStats versatile]] (and in campaign, [[MasterOfAll powerful]]) Soldier is at the very start of the TechTree, and aside from the [[CripplingOverspecialization underwhelming]] Sniper every other unit type afterwards requires ''four more buildings and three technologies'' and the limited oil resource to even be able to produce.

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* AwesomeButImpractical: Top tier units and structures are spectacular to look at in action but also cost a ton not just to build but also to research, build the production structure for, and maintain. Most importantly importantly, the [[JackOfAllStats versatile]] (and in campaign, [[MasterOfAll powerful]]) Soldier is at the very start of the TechTree, and aside from the [[CripplingOverspecialization underwhelming]] Sniper Sniper, every other more advanced unit type afterwards requires ''four more buildings and three technologies'' and the limited oil resource to even be able to produce.



** The most basic unit, the Ranger, is by far the most important unit in the early and mid game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention.
** Due to upgrades available in the campaign, the humble Soldier is likely to be a big part of your army on every difficulty and every map. Their fast rate of fire prevents overkill, they do great single target damage, are among the easiest units to produce, and overwhelmingly the most durable unit on a per-unit-cost basis.

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** The most basic unit, the Ranger, is by far the most important unit in the early and mid game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention.
** Due to upgrades available in the campaign, the humble Soldier is Soldiers are likely to be a big part backbone of your army on every difficulty and every map. Their They have a fast rate of fire that prevents overkill, they do great a very low cost, good single target damage, are among the easiest units to produce, and overwhelmingly 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.
** When filled with four of
the most durable unit on a per-unit-cost basis.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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** The Wasp is the cheapest defensive structure and the only one not to have splash damage. However, it is cheap to build, takes up a quarter of the space of other automated defenses, and has the lowest upkeep requirements of anything in the entire game. It is supposed to be useful against small numbers of zombies, but in terms of both cost and amount of space taken up it easily outclasses every other automated defense.
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* AwesomeButImpractical: Top tier units and structures are spectacular to look at in action but also cost a ton to maintain and some require a constant supply of oil which is at a premium throughout the game.

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* AwesomeButImpractical: Top tier units and structures are spectacular to look at in action but also cost a ton not just to maintain build but also to research, build the production structure for, and some require a constant supply of oil which maintain. Most importantly the [[JackOfAllStats versatile]] (and in campaign, [[MasterOfAll powerful]]) Soldier is at a premium throughout the game.very start of the TechTree, and aside from the [[CripplingOverspecialization underwhelming]] Sniper every other unit type afterwards requires ''four more buildings and three technologies'' and the limited oil resource to even be able to produce.

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** Due to upgrades available in the campaign, the humble Soldier is likely to be a big part of your army on every difficulty and every map. Their fast rate of fire prevents overkill, they do great single target damage, are among the easiest units to produce, and overwhelmingly the most durable unit on a per-unit-cost basis.



* HeroUnit: Introduced with the campaign mode. Currently there are Caelus, a MightyGlacier, and Calliope, a GlassCannon.

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* HeroUnit: Introduced with the campaign mode. Currently there are Caelus, a MightyGlacier, and Calliope, a GlassCannon. Unusually, they are only somewhat stronger than basic infantry and are completely outclassed by higher tier units. This is not a problem, as they only appear in exploration missions where you can't produce units anyway.



* OnlyInItForTheMoney: Soldiers will abandon the colony if you can't pay their wage. The Rangers in particular make it clear they're just there to get paid.

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* OnlyInItForTheMoney: Soldiers will abandon the colony if you can't pay their wage. The Rangers in particular make it clear they're just there to get paid. Fortunately they only leave in small numbers at a time no matter how much debt you're in.
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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 the developers revealed that, as of July 2nd, [[https://steamcommunity.com/games/644930/announcements/detail/1612767708795327709 a total of 44 billion infected have been struck down]]. 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 developers revealed that, as time of July 2nd, [[https://steamcommunity.com/games/644930/announcements/detail/1612767708795327709 a total of 44 billion infected have been struck down]].this writing the count is ''seven hundred billion''. So yes, They ''are'', quite literally, Billions.
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Giants are more durable


* DeadWeight: The Infected Chubbies move as fast as Infected Fresh but are massive in comparison. They are also the most durable type of zombie.

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* DeadWeight: The Infected Chubbies move as fast as Infected Fresh but are massive in comparison. They are also the second most durable type of zombie.
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* InstantWinCondition: On non campaign maps, surviving until the specified day wins you the game. It doesn't matter if the hordes of infected are right on your Command Center's door. As long as the hour ticks over to the victory day, you win.
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** The Wasp turret can quickly shred through most infected, but if the infected actually manage to reach it, it will be quickly torn apart.
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** The Executor is the most powerful turret but it also has the highest maintenance cost at 50 gold, where the ballista it upgrades from only costs 12. Most players hold off on upgrading their ballista until the final wave to avoid tanking their economy.

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** The Executor is the most powerful turret but it also has the highest maintenance cost at 50 gold, where the ballista it upgrades from only costs 12.15. Most players hold off on upgrading their ballista until the final wave to avoid tanking their economy.



* VeteranUnit: Units that manage to kill enough zombies get a veterancy upgrade, which results in a stat boost and a new skin so you can tell them apart from regular troops.

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* VeteranUnit: Units that manage to kill enough zombies get a veterancy upgrade, which results in a stat boost and a new skin so you can tell them apart from regular troops. However, only Soldiers Center's units (the Ranger, the Soldier and the Sniper) can be promoted to veteran, advanced units from the Engineering Center cannot be veteran at all.
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High Tech Turret name is Executor


** The Executioner is the most powerful turret but it also has the highest maintenance cost at 50 gold, where the ballista it upgrades from only costs 12. Most players hold off on upgrading their ballista until the final wave to avoid tanking their economy.

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** The Executioner Executor is the most powerful turret but it also has the highest maintenance cost at 50 gold, where the ballista it upgrades from only costs 12. Most players hold off on upgrading their ballista until the final wave to avoid tanking their economy.



* GatlingGood: Titan mechs are armed with dual gatling guns, and the Executioner, the most powerful defensive turret, mounts a truly huge gatling gun that chews through zombies.

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* GatlingGood: Titan mechs are armed with dual gatling guns, and the Executioner, Executor, the most powerful defensive turret, mounts a truly huge gatling gun that chews through zombies.



** The Executioner is the most powerful turret in the game and mounts a truly massive gatling gun.

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** The Executioner Executor is the most powerful turret in the game and mounts a truly massive gatling gun.
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* ObviouslyEvil: Subverted with the Emperor, who comes off as a cackling villain... but backs the player relentlessly in single player mode, and never betrays them.

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Alphabetical order.


* EliteMooks: The soldiers (and arguably snipers) fulfill that role, being stronger than the rangers, but still being basic infantry.



* EliteMooks: The soldiers (and arguably snipers) fulfill that role, being stronger than the rangers, but still being basic infantry.



* GarrisonableStructures: You can build guard towers as part of your base defenses and they can be garrisoned with up to four soldiers.



* GarrisonableStructures: You can build guard towers as part of your base defenses and they can be garrisoned with up to four soldiers.



* InvulnerableCivilians: The colonists walking around the colony cannot be attacked. However the zombies can infect your buildings and turn the occupants into more zombies.



* InvulnerableCivilians: The colonists walking around the colony cannot be attacked. However the zombies can infect your buildings and turn the occupants into more zombies.



* SceneryPorn: The game is actually quite nice to look at.



* 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.



* SceneryPorn: The game is actually quite nice to look at.
* 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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* FragileSpeedster: Rangers are the fastest infantry unit you can build early on but are by far the most fragile of your units with only 60 hp.

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* FragileSpeedster: FragileSpeedster:
**
Rangers are the fastest infantry unit you can build early on but are by far the most fragile of your units with only 60 hp.
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* ShockAndAwe: The aptly named Shock Tower which discharges a massive electrical burst that hits all zombies in it's area of effect. Weaker zombies will be killed instantly, and it can hit as many zombies as can fit in it's range, but it's range is relatively short and there is a long recharge between shots.

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* ShockAndAwe: The aptly named Shock Tower which discharges a massive electrical burst that hits all zombies in it's its area of effect. Weaker zombies will be killed instantly, and it can hit as many zombies as can fit in it's its range, but it's range is relatively short and there is a long recharge between shots.

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* BoringButPractical: The most basic unit, the Ranger, is by far the most important unit in the early and mid game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention.
* BottomlessMagazines: Downplayed. Units do reload, but they never run out of ammunition to reload with.
* CannonFodder: Your Soldier and Ranger units are the default infantry units and will likely make up the bulk of your army. Rangers in particular are dirt-cheap and easy to spam in large numbers.

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* BoringButPractical: BoringButPractical:
**
The most basic unit, the Ranger, is by far the most important unit in the early and mid game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention.
** 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]].
* BottomlessMagazines: Downplayed. Units do reload, but they never run out of ammunition to reload with.
* CannonFodder: Your Soldier and Ranger units are the default infantry only units available without further research and will likely make up the bulk of your early game army. Rangers in particular are dirt-cheap and easy to spam can be produced cheaply in large huge numbers. By the end of the game they're so outclassed by higher tier units that they're basically worthless, however.



** The historical documents recovered on said missions are also presented in the style of a printed newspaper, though this may just be a framing device.

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** The historical documents recovered on said missions are also presented in the style of a printed newspaper, though this may just be a framing device.newspaper.



* ClownCarBase: Ignoring the player's colony, Villages of Doom have a big case of this when disturbed. A small house will spawn dozens while a Town Hall will spawn hundreds.
* ColdSniper: The flavor text for your Sniper units specifically says "this sadistic killer would be in jail in times before the apocalypse." They are slow to move and reload but have a very long attack range and are extremely accurate. Their attacks are pretty powerful too since they can kill most of the infected with just one shot.
* CommandAndConquerEconomy: Nothing gets built unless you order it but the colonists harvest resources automatically.
* ConstructAdditionalPylons: You will be building a lot of worker tents and cottages before a game is done. Not to mention buildings that supply energy and food.
** Power Plants may require additional stone and wood harvesting buildings as they consume those resources. If a plant will leave your production rate in the negatives, it cannot be built.
** Mechanized units reduce your oil production rate and cannot be built if that would lead to negative oil production, requiring additional oil refineries.

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* ClownCarBase: Ignoring the player's colony, Villages of Doom have a big case of this when disturbed. A small house will spawn dozens a dozen or so while a Town Hall will spawn hundreds.
hundreds. Player houses also apparently house a large number of colonists each, although this isn't visual represented.
* ColdSniper: The flavor text for your Sniper units specifically says "this sadistic killer would be in jail in times before the apocalypse." They are slow to move and reload but have a very long attack range and are extremely accurate. Their attacks are pretty powerful too since they can kill most deal a ton of the damage, killing weaker infected with one shot and even tougher infected in just one shot.
a few more.
* CommandAndConquerEconomy: Nothing gets built unless you order it but the colonists harvest all resources automatically.harvest automatically once the appropriate structure is built.
* ConstructAdditionalPylons: You Somewhat more justified than many other RTS games. Your goal is actually to push back the infected and establish a new Colony, not a military base. Most of your structures will be building a lot of worker tents and cottages before a game is done. Not to mention buildings that supply energy and food.
** Power Plants may require additional
generating food, wood, stone and wood harvesting buildings as they consume those resources. If power used to construct a plant bigger and better city. Of course you will leave still need military training grounds and defensive structures to protect your production rate in the negatives, it cannot be built.
** Mechanized units reduce your oil production rate and cannot be built if that would lead to negative oil production, requiring additional oil refineries.
growing colony.

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* AwesomeButImpractical: Top tier units are spectacular to look at in action but also cost more to maintain than standard units and require a constant supply of oil which is the least common resource.

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* AwesomeButImpractical: Top tier units and structures are spectacular to look at in action but also cost more a ton to maintain than standard units and some require a constant supply of oil which is at a premium throughout the least common resource.game.


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** The massively expensive Wonders that can be built all have incredibly powerful effects (like permanently revealing the entire map, instantly promoting all current and future units, or [[MundaneUtility providing a bunch of oil]]). However you'll need several warehouses just to hold enough resources to start the very long research, then you'll have to spend even more to actually build the thing. That being said, in the later parts of the game, especially at easier difficulties, players will often find themselves with tons of resources to burn anyways.

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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 late 19th century levels with the collapse of civilization. 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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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 19th/early 20th century levels with the collapse of civilization.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.



* ApocalypticLogistics: Averted, as the survivors have regressed in tech but have started manufacturing new equipment roughly at the late 19th, early 20th century level. There are some tactical missions in the campaign with the goal of obtaining advanced technology from the ruins of the old Human fortress and cities.
* ArmyScout: Your Ranger units. They are some of the fastest units in the game with a long sight radius and pack a steampunk bow so they can kill small groups of the infected without alerting a large horde.
* 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.
* AwesomeButImpractical: Top tier units are spectacular to look at in action but also cost more to maintain than standard units and require a constant supply of oil which is the least common resource. The Lucifer gets a double helping as its flamethrower is great at clearing large groups of infected but it also can't fire from behind walls, leaving it vulnerable.

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* ApocalypticLogistics: Averted, as the survivors have regressed in tech but have started manufacturing new equipment roughly at primarily around the late 19th, early 20th century level. There are some tactical missions in the campaign with the goal of obtaining advanced technology from the ruins of the old Human fortress and cities.
* ArmyScout: Your Ranger units. They are some of the fastest units in the game with a long sight radius and pack a steampunk bow so they can kill small groups of the silently pick off individual infected without alerting a large horde.
* 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.
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
* AwesomeButImpractical: Top tier units are spectacular to look at in action but also cost more to maintain than standard units and require a constant supply of oil which is the least common resource.
**
The Lucifer gets a double helping as its flamethrower is great at clearing large groups one of infected the most powerful weapons in the game, but it also can't fire from behind walls, leaving making it vulnerable.significantly harder to use than most other units in a game centered around hiding behind your walls.



** The Titan is hit particularly badly with this; incredibly expensive just to unlock[[note]] you have to unlock and build an Engineering Center, itself expensive, and then research the Titan itself, which costs '''6000 currency''', hands-down '''the''' most expensive thing in the game and more money than you can even ''store'' without at least two Warehouses[[/note]], it's expensive to build, has a high upkeep, and its damage output is comparatively weak in comparison to all the money and other resources you spent getting the thing. They can't even gain experience and become veterans like your other troops.

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** The Titan is hit particularly badly with this; incredibly expensive just to unlock[[note]] you have to unlock and build an Engineering Center, itself expensive, and then research the Titan itself, which costs '''6000 currency''', hands-down '''the''' most expensive thing in the game and more money than you can even ''store'' without at least two Warehouses[[/note]], it's expensive to build, has a high upkeep, and its damage output is comparatively weak in comparison not even close to high enough considering all the money and other resources you spent getting the thing. They can't even gain experience and become veterans like your other troops.



* BoobyTrap: You can build these. Examples include spike traps and land mines.
* BoomHeadshot: Snipers use these, potentially killing elite zombies in one shot.
* BoringButPractical: The most basic unit, the Ranger, will do most of the work, and do so efficiently. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention.

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* BoobyTrap: You can build these. Examples include spike traps and land mines.
mines. Since the infected make no effort to avoid them, they tend to work pretty well.
* BoomHeadshot: Snipers use these, potentially killing these. They're quite effective at picking off elite zombies in one shot.
zombies.
* BoringButPractical: The most basic unit, the Ranger, will do is by far the most of important unit in the work, early and do so efficiently.mid game. It is quickly and cheaply built, doesn't need special resources, is the fastest unit in the game and its silence makes it less prone to gather unwanted attention.



* ClownCarBase: Ignoring the player's colony, Villages of Doom have a big case of this when disturbed. A small house will spawn a dozen or so zombies while a Town Hall will spawn hundreds.

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* ClownCarBase: Ignoring the player's colony, Villages of Doom have a big case of this when disturbed. A small house will spawn a dozen or so zombies dozens while a Town Hall will spawn hundreds.



* DisasterDominoes: If even a single, slow-moving zombie is able to attack one of your buildings for long enough, it will break in and turn the colonists inside into fast zombies, which then in turn spread out and attack all other buildings in reach. Given that space is limited and players tend to put buildings close together...
* EliteZombie: Having an easy enough time dealing with the regular Infected? Don't worry! The game will soon start throwing increasingly tougher varieties at you. Some examples include:
** Infected Fresh and Colonists, which are just as weak as regular Infected but much faster.
** Infected Executives, are a tougher and harder to kill variety of fast Infected. They have a nice suit, too.
** Infected Chubbies, which are massive and extremely durable.

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* DisasterDominoes: If even Even a single, slow-moving zombie is able to attack one of your buildings for long enough, it will break in and turn can destroy a building, turning the colonists inside into fast zombies, which then people within in turn spread out and attack all other buildings in reach. Given that to more, faster zombies. Since space is limited and players at a premium, building also tend to put buildings close together...
be built packed in as tightly as possible. As a result, the horde will typically spiral out of control far too fast for early game units to possibly control. Losing the game to a single zombie slipping in before the player has walls surrounding their colony is easily the most common way of losing.
* EliteZombie: Having an easy enough time dealing with the regular Infected? Don't worry! The game will soon start throwing increasingly tougher varieties at you.you as time goes on. Some examples include:
** Infected Fresh and Colonists, Colonist Infected, which are just as weak as regular Infected but much faster.
** Infected Executives, which are a both faster and tougher and harder to kill variety of fast than normal Infected. They have a nice suit, too.
** Infected Chubbies, which are massive and extremely durable. They hit very hard, of course.



* EliteMooks: The soldiers fulfill that role, being stronger than the rangers, but still being basic infantry.

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* EliteMooks: The soldiers (and arguably snipers) fulfill that role, being stronger than the rangers, but still being basic infantry.



** Crane's forces are Powerhouse. Their forces are nowhere near as large as the zombies but on an individual basis they are much stronger. They also have better ranged attacks and are backed up by powerful defensive structures and fixed artillery emplacements.
** The zombies are the Horde. They are all about using ''massive'' numbers of weak, easily massed units to overwhelm enemies through sheer numbers.

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** Crane's forces are Powerhouse. Their forces are nowhere near as large as the zombies but on an individual basis they are much stronger. A handful of even basic rangers can clear an entire horde given enough time. They also have better far stronger ranged attacks (with most infected having none), and are backed up by powerful defensive structures can build bases with walls and enormous fixed artillery emplacements.
defenses.
** The zombies are the Horde. They are all about using having ''massive'' numbers of weak, easily massed weak units to overwhelm enemies through sheer numbers. numbers, with a few special units mixed in to take advantage of any gaps in the enemy defenses.



* FragileSpeedster: Rangers are the fastest infantry unit you can build early on but they have smallest health pool (60 hp) of any of your units.

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* FragileSpeedster: Rangers are the fastest infantry unit you can build early on but they have smallest health pool (60 hp) of any are by far the most fragile of your units.units with only 60 hp.



* GlassCannon: Calliope, one of the two heroes chosen at the beginning of the campaign, has a high movement and attack speed, but a much smaller hit point pool than Caelus.
* GradualRegeneration: Units that have been wounded heal gradually over time but buildings have to be repaired manually.

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* GlassCannon: Calliope, one of the two heroes chosen at the beginning of the campaign, has a high movement and attack speed, but a much smaller hit point pool than Caelus.
Caelus. Your units are also this in general, being quite vulnerable when attacked directly.
* GradualRegeneration: Units that have been wounded heal gradually over time but buildings have to be repaired manually.manually at the cost of resources.



* HitAndRunTactics: A preferred way to clear out the map is to send a small raider group to aggro a bunch of zombies from the main horde, fall back with them pursuing you, than halting and wiping out the pursuers. This allows you to thin the massive hordes outside your walls without getting overwhelmed. Rinse, lather, repeat.

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* HitAndRunTactics: A preferred way to clear out the map is to send a small raider group to aggro a bunch of zombies from the main horde, fall back with them pursuing you, than halting and wiping out the pursuers. This allows you to thin the massive hordes outside your walls without getting overwhelmed. Rinse, lather, Rinse and repeat.



** Note that difficulty is ''increased'' by reducing the number of days, as it will just spawn the same amount of zombie hordes, ''faster''.

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** Note that difficulty is ''increased'' by reducing the number of days, as it will just spawn the same amount of zombie hordes, ''faster''.



* InvulnerableCivilians: Played with, the zombies can infect your buildings and turn the occupants into more zombies, but otherwise your colonists cannot be attacked while walking around.

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* InvulnerableCivilians: Played with, The colonists walking around the colony cannot be attacked. However the zombies can infect your buildings and turn the occupants into more zombies, but otherwise your colonists cannot be attacked while walking around.zombies.



** The choices of mayor that are made available at each population tier are completely random. Some of them come with amazing benefits such as reduced build times or reduced research costs. Others may only offer you a couple of bonus rangers or extra wood.

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** The choices of mayor that are made available at each population tier are completely random. Some of them come with amazing benefits that will benefit the entire play-though such as reduced build times or reduced research costs. Others may only offer you small bonuses like a couple of bonus rangers few units or extra wood.resources.



** Your base defense tends to naturally end up like this as you add more and more troops and base defense



* OneHitKill: Your Sniper units are capable of doing this to most zombie variants. Just watch their reload time.
* OnlyInItForTheMoney: Soldiers will abandon the colony if you can't pay their wage.

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* OneHitKill: Your Sniper Snipers and many higher tier units or defenses are capable of doing this to most weaker zombie variants. Just watch their reload time.
variants.
* OnlyInItForTheMoney: Soldiers will abandon the colony if you can't pay their wage. The Rangers in particular make it clear they're just there to get paid.



* ShockAndAwe: The aptly named Shock Tower which discharges a massive electrical burst in a wide area of effect that can kill dozens of the weaker zombies at once. The downsides are its short-range, slow recharge rate and power consumption.
* SiegeEngines: The first weapon tower that you can build in the game is the Great Ballista. It is very effective and will serve you well for a long time to come.

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* ShockAndAwe: The aptly named Shock Tower which discharges a massive electrical burst that hits all zombies in a wide it's area of effect that can kill dozens of the weaker effect. Weaker zombies at once. The downsides are its short-range, slow will be killed instantly, and it can hit as many zombies as can fit in it's range, but it's range is relatively short and there is a long recharge rate and power consumption.
between shots.
* SiegeEngines: The first weapon tower that you can build in the game is the Great Ballista. It is very effective against small and medium sized groups and will serve you well for a long time to come.



* SociopathicSoldier: The Sniper units you can get are implied to be AxCrazy and would have been in jail if not for the situation.

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* SociopathicSoldier: The Sniper units you can get are implied to be AxCrazy and would have been in jail if not for the situation.situation which allows them to put their desire to shoot something to good use.



* SteamPunk: Justified as the game is actually set in the future so they have three centuries after the 19th century of advanced engineering knowledge to fall back on.

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* SteamPunk: Justified as the The game is actually set in the future after an apocalypse so they have three centuries after the 19th a strange combination of vaguely 19th/20th century of technology combined with some far more advanced engineering knowledge to fall back on.tech as well.



* WeHaveReserves: The zombies definitely do but many players so far seem to spam Rangers and Soldiers, grab a large group of them (say 20 or so), and set them on chase mode outside the base without caring whether they survive. And while the first group is busy clearing out the surrounding terrain another group is being queued up.

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* WeHaveReserves: The zombies definitely do but many players so far seem to obviously do. Players can also spam out Rangers and Soldiers, grab a large group of Soldiers and send them (say 20 or so), and set out to clear as many as they can before dying. The workers spent to build them on chase mode outside will eventually replenish, so the base without caring whether they survive. And while only permanent loss are the first group is busy clearing out the surrounding terrain another group is being queued up. time and resources spent training them.



* YouRequireMoreVespeneGas: Actually, you require more gold, wood, food, energy, stone, iron ore, oil...
* ZergRush: Default tactic of the zombies, so much so that this game could be considered a master-class in defending against zerg rushes.

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* YouRequireMoreVespeneGas: Actually, The game has a bunch of resources. Gold, Lumber, Stone, Iron and Oil are gathered over time by various buildings. Power, Food and Workers are added to a static pool whenever the appropriate buildings are finished, so if you require need more gold, wood, food, energy, stone, iron ore, oil...
you'll have to build more of them.
* ZergRush: Default The only tactic of the zombies, so much so that this zombies have. Stronger units start to show up eventually, but even then the hordes will consist primarily of enormous numbers of standard zombies. The game could be considered a master-class in defending against zerg rushes.

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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 released on Steam's Early Access in December 2017 with survival mode. A campaign title "New Empire" was released on June 18, 2019. Ports for the Xbox One and PlayStation 4 will also be release in July.

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'''''They ''They Are Billions''''' 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 Steam's UsefulNotes/{{Steam}}'s Early Access in December 2017 with survival mode. A campaign title The full game was officially launched with the addition of a "New Empire" was released campaign on June 18, 2019. Ports for the Xbox One UsefulNotes/XboxOne and PlayStation 4 will also be release in July.
UsefulNotes/PlayStation4 followed on July 1st, 2019.



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