Greetings! Today we are going to talk about building and managing the colony. Managing the colony is one of the most important aspects of They Are Billions. What you build and where is key for the success of the colony. So let's talk about the main aspects of city-building in They Are Billions.
Where to build...
When you start a game, you will have the Command Center already built. This is the main building of the colony. You can start building structures on the available free cells surrounding it. Most buildings cannot be next to other buildings as you need to have at least one cell in between. But there are special rules for different buildings. For example, colonist dwellings can be placed next to each other up to two rows. Tesla Towers, walls, traps, towers can be built next to any other building. In contrast, some buildings must be separated by a specific distance to properly operate like Mills, Warehouses, Markets, Banks...
A very important aspect of the game is that you can only build structures inside the energy coverage of the colony. The Command Center has energy coverage radius of 10 cells. If you wish to expand the colony you will have to build Tesla Towers to extend the available area. If the energy network is broken because a Tesla Tower has been destroyed or infected, the buildings affected will be disabled until the energy supply is restored.
Because of the threat of the infected, you have to be very clever on where you place your structures. You have to factor in the environment geography and the energy coverage of your colony. Sometimes you won't even have physical space for a specific big building, so you have to expand the colony further than you'd like. That is often very risky and dangerous... Don't waste space! And at the same time, you have to take into account to have fast access to roads for your soldiers, otherwise, when you need them to defend the colony, they will waste a lot of precious time running in a maze of buildings.
Storable Resources
These type of resources can be produced or collected and then stored in the colony. They are five: gold, wood, stone, iron, and oil. These resources are produced daily, working time of eight hours (in game time). They are spent when you build or repair structures, train soldiers... Also, most of the buildings have a permanent gold cost (the salary of the workers inside). Some of them, like the Power Plant, require a permanent input of wood and stone to produce energy.
Gold is mostly generated by the colonists. The more colonists in the colony, the more gold that will be produced. Better houses generate more gold. Also, some special buildings like the Command Center, Bank, Market or even quarries with access to gold deposits can generate gold too.
Wood is produced by the Sawmills while stone and iron are produced by the Quarry. These buildings have a collection radius and can only obtain resources from the cells inside that radius. For example, the Sawmill gets wood from surrounding trees. The more trees inside its radius, the more wood it will produce. When you build this type of structures, a message will appear, telling what the production value will be if you build it in that place. Two structures cannot be built too close that their gathering radius is overlapped.
Oil is a special and very valuable resource that can only be obtained by placing Oil Platforms over oil fields. However, these usually are very scarce and often very far away from the colony.
Resource sources don't ever end, provided that they have their needs covered (workers, salaries, energy...), the building will produce resources forever. BUT the colony has a limit to store resources. That limit depends on the number of warehouses you have built. The excess resources will be wasted if the storage limit has been reached unless you have built a Market. In that case, excess resources will be automatically sold, providing the colony extra income in gold.
Supply Resources
These resources are an integral part of your colony: - Workers: Most buildings need workers to operate. The more complex the building, the more workers it will need. Also, you need workers to train soldiers for your army. Workers are provided by the colonist dwellings. - Food: Every colonist will consume one food unit. Also, some soldiers need extra food units. You cannot build houses or train soldiers if you don't have the available food required. Food can be produced by some buildings like the Hunter Cottage, the Fisherman cottage, Farms... In the same way as the resources buildings, they have a production radius that will determine how much food they will produce depending on the surrounding environment. The Hunter Cottage prefer woods and fields to find food. The Fisherman Cottage needs sea/rivers. Farms prefer grassy fields. - Energy: Most buildings require energy to work. Build Mills or Power Plants to provide energy for the colony. To extend the coverage reach of energy to your colony, build Tesla Towers.
Army Buildings
There are two buildings to train/create units for your army: the Soldier Center and the Engineering Center. Every unit takes some time to train. You can create as many of these buildings as you need.
Researching Buildings
In the beginning, you will only have some basic structures and units available to you. There are three special buildings that let you research new units and structures. They are the Wood Workshop, the Stone Workshop, and the Foundry. They are very expensive to build, and every research has a high cost. However, through all of your research, you will be able to evolve the colony with more sophisticated buildings and units. Deciding which new technology to research is key for the colony’s progression.
Other Special Buildings
There are special buildings with special features that affect the surrounding buildings. For example, the Market reduces the food consumed by the nearby colonist dwellings. The Warehouse improves the resource production in all surrounding resource producing buildings. The Banks increase the gold collected from the nearby colonists.
The Three Pillars of They Are Billions
As you can see, there a lot of decisions to make when building a successful colony. There are three main pillars in the game that must be well balanced because they are equally important: - The Colony Management: Economy, resources, colonists... - The Colony Defense: See the last update :) - The Colony Army: The colony cannot progress without an army that can clear the infected from the areas that you wish to colonize, for getting resources, reaching better defense environments or just to have enough space to expand the colony.
This has been a long post, but don't be afraid of the complexity of the game. Indeed when you play, everything feels very natural and intuitive, and most importantly - fun! :)
Beta Incoming
We are still polishing the beta and solving some nasty bugs. We have finally found a mysterious bug that can crash the game after an hour of playing. It seems the culprit is the sound library... Several days of development has been lost because of that bug, but it is OK because that is part of game development. We expect the next update for the end of October to be about the beta release and the gameplay video - cross your fingers!
Greetings! Today we are going to talk about building and managing the colony. Managing the colony is one of the most important aspects of They Are Billions. What you build and where is key for the success of the colony. So let's talk about the main aspects of city-building in They Are Billions.
Where to build...
When you start a game, you will have the Command Center already built. This is the main building of the colony. You can start building structures on the available free cells surrounding it. Most buildings cannot be next to other buildings as you need to have at least one cell in between. But there are special rules for different buildings. For example, colonist dwellings can be placed next to each other up to two rows. Tesla Towers, walls, traps, towers can be built next to any other building. In contrast, some buildings must be separated by a specific distance to properly operate like Mills, Warehouses, Markets, Banks...
A very important aspect of the game is that you can only build structures inside the energy coverage of the colony. The Command Center has energy coverage radius of 10 cells. If you wish to expand the colony you will have to build Tesla Towers to extend the available area. If the energy network is broken because a Tesla Tower has been destroyed or infected, the buildings affected will be disabled until the energy supply is restored.
Because of the threat of the infected, you have to be very clever on where you place your structures. You have to factor in the environment geography and the energy coverage of your colony. Sometimes you won't even have physical space for a specific big building, so you have to expand the colony further than you'd like. That is often very risky and dangerous... Don't waste space! And at the same time, you have to take into account to have fast access to roads for your soldiers, otherwise, when you need them to defend the colony, they will waste a lot of precious time running in a maze of buildings.
Storable Resources
These type of resources can be produced or collected and then stored in the colony. They are five: gold, wood, stone, iron, and oil. These resources are produced daily, working time of eight hours (in game time). They are spent when you build or repair structures, train soldiers... Also, most of the buildings have a permanent gold cost (the salary of the workers inside). Some of them, like the Power Plant, require a permanent input of wood and stone to produce energy.
Gold is mostly generated by the colonists. The more colonists in the colony, the more gold that will be produced. Better houses generate more gold. Also, some special buildings like the Command Center, Bank, Market or even quarries with access to gold deposits can generate gold too.
Wood is produced by the Sawmills while stone and iron are produced by the Quarry. These buildings have a collection radius and can only obtain resources from the cells inside that radius. For example, the Sawmill gets wood from surrounding trees. The more trees inside its radius, the more wood it will produce. When you build this type of structures, a message will appear, telling what the production value will be if you build it in that place. Two structures cannot be built too close that their gathering radius is overlapped.
Oil is a special and very valuable resource that can only be obtained by placing Oil Platforms over oil fields. However, these usually are very scarce and often very far away from the colony.
Resource sources don't ever end, provided that they have their needs covered (workers, salaries, energy...), the building will produce resources forever. BUT the colony has a limit to store resources. That limit depends on the number of warehouses you have built. The excess resources will be wasted if the storage limit has been reached unless you have built a Market. In that case, excess resources will be automatically sold, providing the colony extra income in gold.
Supply Resources
These resources are an integral part of your colony: - Workers: Most buildings need workers to operate. The more complex the building, the more workers it will need. Also, you need workers to train soldiers for your army. Workers are provided by the colonist dwellings. - Food: Every colonist will consume one food unit. Also, some soldiers need extra food units. You cannot build houses or train soldiers if you don't have the available food required. Food can be produced by some buildings like the Hunter Cottage, the Fisherman cottage, Farms... In the same way as the resources buildings, they have a production radius that will determine how much food they will produce depending on the surrounding environment. The Hunter Cottage prefer woods and fields to find food. The Fisherman Cottage needs sea/rivers. Farms prefer grassy fields. - Energy: Most buildings require energy to work. Build Mills or Power Plants to provide energy for the colony. To extend the coverage reach of energy to your colony, build Tesla Towers.
Army Buildings
There are two buildings to train/create units for your army: the Soldier Center and the Engineering Center. Every unit takes some time to train. You can create as many of these buildings as you need.
Researching Buildings
In the beginning, you will only have some basic structures and units available to you. There are three special buildings that let you research new units and structures. They are the Wood Workshop, the Stone Workshop, and the Foundry. They are very expensive to build, and every research has a high cost. However, through all of your research, you will be able to evolve the colony with more sophisticated buildings and units. Deciding which new technology to research is key for the colony’s progression.
Other Special Buildings
There are special buildings with special features that affect the surrounding buildings. For example, the Market reduces the food consumed by the nearby colonist dwellings. The Warehouse improves the resource production in all surrounding resource producing buildings. The Banks increase the gold collected from the nearby colonists.
The Three Pillars of They Are Billions
As you can see, there a lot of decisions to make when building a successful colony. There are three main pillars in the game that must be well balanced because they are equally important: - The Colony Management: Economy, resources, colonists... - The Colony Defense: See the last update :) - The Colony Army: The colony cannot progress without an army that can clear the infected from the areas that you wish to colonize, for getting resources, reaching better defense environments or just to have enough space to expand the colony.
This has been a long post, but don't be afraid of the complexity of the game. Indeed when you play, everything feels very natural and intuitive, and most importantly - fun! :)
Beta Incoming
We are still polishing the beta and solving some nasty bugs. We have finally found a mysterious bug that can crash the game after an hour of playing. It seems the culprit is the sound library... Several days of development has been lost because of that bug, but it is OK because that is part of game development. We expect the next update for the end of October to be about the beta release and the gameplay video - cross your fingers!
First, we'd like to show off the main theme that our composer Nicolas de Ferran has created for They Are Billions. As you can see in the video, the theme is played during the main menu of the game. We have called it: "An Ocean of Doom". Hope you like it!
Today, we will talk about one of the most important parts of the game which is defending your colony from the infection. We are sure every player will follow their own strategy, so we won't tell you what to do but instead, tell you what you can do. Most of the strategy techniques must be researched first in the workshops so you will have to think carefully on which of them you invest in. There are a lot of tactics and combinations. Experiment with all and have fun!
Geography
Mountains, forests, cliffs, lakes, ruins and many other geologic elements are part of the world map. Though you cannot do much with them, you can decide to expand your colony around the most protected terrains. The less exposed the colony, the easier it will be to defend it. At the same time, you will want to be near resources, so deciding where to extend the colony can be the most important decision to survive.
Your Army
The first few units in which you start the game with will be your unique defense in the beginning. Units can patrol between two points and will kill any enemy that they find in their way. The first units can be enough for dealing with roaming infected that come close to the colony, but you will need many more to stop bigger groups or defend against the dreadful swarms. The advantage of the army is clear, they are dynamic. They can move and be placed wherever you need them while all the rest of defense elements are static. If you need to extend the colony, you will have to destroy them and rebuild them again in a new place. Units can also cure themselves with time, while all other structures must be repaired when they are damaged by spending gold and resources.
Walls and Gates
Blocking all access into your colony with walls is always a great idea. However, walls are not cheap, especially in the beginning. You will have to decide carefully where to build them. Use the terrain to your advantage. Also placing gates will allow your soldiers to pass through and enter and exit your colony. But do not worry, the gates open and close automatically for allies. Your enemies will have to destroy them to enter. Walls are passive defense elements. They block access from the infected. However, the infected can destroy walls while they trying to reach the colony. To survive, you will also need offensive attack elements like units, traps or turrets to kill them. You have lots of strategies here. For example, you can make several walls rings that surround your colony so if the infected reach the colony, they will be contained in the next ring.
Army Towers
Place your units in these towers and they will gain a big bonus to their sight and attack radius. They work perfectly with the walls. Placing a few towers wisely can protect all your colony frontiers without having units patrolling. Towers are a great way to protect your units, as these towers are very strong. The downside is, the same as the walls, they are expensive. When you wish to extend the colony, you will have to destroy them and build new ones. The towers also need units inside, otherwise, they are just big passive walls.
Traps
On the ground, you can place traps such as stakes, metallic wired fences, or even mines. Though there can be billions of infected, they are not very smart when deciding their path into the colony. The stakes and metallic traps will damage the infected while they walk over them. If you build many of them, they can destroy large groups of the infected. The downside is that the stakes are also damaged while the infected come though, so you will have to repair them from time to time. The mines are different. They explode and can kill even the strongest infected easily. They are expensive, so use them carefully. Of course, none of these traps can harm your units. There are a lot of strategies to using traps: place mines in front of your walls, place them in a safe place and attract the infected to them by using your fast rangers, or surround your more vulnerable buildings just in case the infection reaches the colony, it won't spread as fast...
Guard & Radar Towers
These towers allow you to watch from much farther away than with just units or other structures. This is a very big advantage. Detecting roaming groups or big swarms much earlier can make a difference, as you will have more time to move your army or even place traps. Also, they will unveil a big part of the map that surely you have not seen before. This allows you to discover resources or safe places to extend the colony.
Attack Towers
The Great Ballista, The Executor and more... They are very sophisticated and expensive to research and build but they are also very powerful. They have a very large attack range and produce extraordinary damage. But, in contrast with the other structures, they need some workers and energy to operate. Be careful where you place this powerful machine. If the infected manage to break into them, the workers inside will now be infected and your enemy in combat. At the same time, if they lose their access to energy because the infected have infected a nearby Tesla Tower, they won't work at all.
Development and the Incoming beta access
Right now we are working very hard on polishing the Survival mode of the game. Though the game is fully playable and looks very good, there are several small things we want to polish before creating the first gameplay video or releasing the beta. Most of the things are just small issues like some missing sounds, improving the in-game help, adding tips, other cosmetic elements, some optimization, and of course, finding and fixings some mini-bugs. All of these things can take some time, so we expect that the next update in about two weeks will include the gameplay video. Then, perhaps in the week to follow that, the beta will be available through our website.
First, we'd like to show off the main theme that our composer Nicolas de Ferran has created for They Are Billions. As you can see in the video, the theme is played during the main menu of the game. We have called it: "An Ocean of Doom". Hope you like it!
Today, we will talk about one of the most important parts of the game which is defending your colony from the infection. We are sure every player will follow their own strategy, so we won't tell you what to do but instead, tell you what you can do. Most of the strategy techniques must be researched first in the workshops so you will have to think carefully on which of them you invest in. There are a lot of tactics and combinations. Experiment with all and have fun!
Geography
Mountains, forests, cliffs, lakes, ruins and many other geologic elements are part of the world map. Though you cannot do much with them, you can decide to expand your colony around the most protected terrains. The less exposed the colony, the easier it will be to defend it. At the same time, you will want to be near resources, so deciding where to extend the colony can be the most important decision to survive.
Your Army
The first few units in which you start the game with will be your unique defense in the beginning. Units can patrol between two points and will kill any enemy that they find in their way. The first units can be enough for dealing with roaming infected that come close to the colony, but you will need many more to stop bigger groups or defend against the dreadful swarms. The advantage of the army is clear, they are dynamic. They can move and be placed wherever you need them while all the rest of defense elements are static. If you need to extend the colony, you will have to destroy them and rebuild them again in a new place. Units can also cure themselves with time, while all other structures must be repaired when they are damaged by spending gold and resources.
Walls and Gates
Blocking all access into your colony with walls is always a great idea. However, walls are not cheap, especially in the beginning. You will have to decide carefully where to build them. Use the terrain to your advantage. Also placing gates will allow your soldiers to pass through and enter and exit your colony. But do not worry, the gates open and close automatically for allies. Your enemies will have to destroy them to enter. Walls are passive defense elements. They block access from the infected. However, the infected can destroy walls while they trying to reach the colony. To survive, you will also need offensive attack elements like units, traps or turrets to kill them. You have lots of strategies here. For example, you can make several walls rings that surround your colony so if the infected reach the colony, they will be contained in the next ring.
Army Towers
Place your units in these towers and they will gain a big bonus to their sight and attack radius. They work perfectly with the walls. Placing a few towers wisely can protect all your colony frontiers without having units patrolling. Towers are a great way to protect your units, as these towers are very strong. The downside is, the same as the walls, they are expensive. When you wish to extend the colony, you will have to destroy them and build new ones. The towers also need units inside, otherwise, they are just big passive walls.
Traps
On the ground, you can place traps such as stakes, metallic wired fences, or even mines. Though there can be billions of infected, they are not very smart when deciding their path into the colony. The stakes and metallic traps will damage the infected while they walk over them. If you build many of them, they can destroy large groups of the infected. The downside is that the stakes are also damaged while the infected come though, so you will have to repair them from time to time. The mines are different. They explode and can kill even the strongest infected easily. They are expensive, so use them carefully. Of course, none of these traps can harm your units. There are a lot of strategies to using traps: place mines in front of your walls, place them in a safe place and attract the infected to them by using your fast rangers, or surround your more vulnerable buildings just in case the infection reaches the colony, it won't spread as fast...
Guard & Radar Towers
These towers allow you to watch from much farther away than with just units or other structures. This is a very big advantage. Detecting roaming groups or big swarms much earlier can make a difference, as you will have more time to move your army or even place traps. Also, they will unveil a big part of the map that surely you have not seen before. This allows you to discover resources or safe places to extend the colony.
Attack Towers
The Great Ballista, The Executor and more... They are very sophisticated and expensive to research and build but they are also very powerful. They have a very large attack range and produce extraordinary damage. But, in contrast with the other structures, they need some workers and energy to operate. Be careful where you place this powerful machine. If the infected manage to break into them, the workers inside will now be infected and your enemy in combat. At the same time, if they lose their access to energy because the infected have infected a nearby Tesla Tower, they won't work at all.
Development and the Incoming beta access
Right now we are working very hard on polishing the Survival mode of the game. Though the game is fully playable and looks very good, there are several small things we want to polish before creating the first gameplay video or releasing the beta. Most of the things are just small issues like some missing sounds, improving the in-game help, adding tips, other cosmetic elements, some optimization, and of course, finding and fixings some mini-bugs. All of these things can take some time, so we expect that the next update in about two weeks will include the gameplay video. Then, perhaps in the week to follow that, the beta will be available through our website.
Greetings! First of all, we have created a small mini teaser for They Are Billions. It fits really well with the mood of the game. We hope you enjoy it. Please, share it with your friends if you like it!
Today we will talk about a new element of the gameplay: The Villages of Doom.
The Villages of Doom
It is said that when the infection spread across the mega cities of the 22nd century, thousands of the surviving families escaped and they settled in the small villages of the country to avoid the infection. They call them Villages of the Alive. They felt safe for some time as they expected the infection would remain in the cities. After all, the infected weren't very smart beings. But when the mega cities collapsed and no human life remained, the infected did not stay there any longer. Swarms of millions of infected left the cities and started to roam around the country like a plague of locusts. And perhaps it was by some far echoes from the villages brought by the wind or perhaps small particles of human smell in the air, the swarms managed to find the villages.
The new settlers dug deep bunkers under their houses to hide from the infected but it was useless. The infected turns crazy when there are humans near and can break everything with just their hands.
Ultimately, the villages turned into nests of the infected. The new humans of the colonies call them Villages of Doom and always avoid them. It seems the infected are surprisingly comfortable in those nests, staying there quiet and silent until something disturbs them.
During the game, you will find some of these Villages of Doom. You will have to be very careful when encountering them. Destroying them will cause thousands of infected to leave their nests. Make sure you have a big army, otherwise you will become easily overwhelmed. On the other hand, don't think that you are safe if you let some infected periodically to go out to investigate noises or smells. If your colony is near one of them, you can be sure they will find you.
At least if you manage to destroy them, you can collect a lot of resources that those poor old settlers stored with them in their bunkers. Decide for yourself and good luck!
Development
We continue with the development of all the campaign elements. We are currently working on the trains and railway network. Let us share a design drawing of the locomotive:
Crowdfunding Campaign?
We have received many emails and comments about the possibility of backing the development of They Are Billions. Thank you very much for your support, it is very much appreciated.
We considered some months ago about launching a Kickstarter campaign for They Are Billions, but we thought it was not a good idea. First, because preparing and running a KS takes a lot of time. This prevents us from working on the game itself. Even if all goes well, it can easily take 2 months away from development. Second, we already have the funds to produce the game. OK, of course extra money would allow us to include extra features like more languages, cinematic, voices in additional languages... But the game core would still be the same. The other problem is that we risk failing and not reaching our goal. Then all of the dedicated time and effort is wasted.
So, the other option that looks more easy and reasonable is to offer the same KS rewards directly from our website. That way people wishing to back the game can do so while we focus on the development as scheduled. If all goes well, we can add those extra features to the game.
Among the rewards would be the access to the current beta to play the survival mode, private access to the development forum to give feedback and ideas, have your name in the credits, digital steampunk or zombie portraits, develop a building or unit... and much more. We will give further details on them in the next update.
What do you think? KS or direct backing from our web?
Greetings! First of all, we have created a small mini teaser for They Are Billions. It fits really well with the mood of the game. We hope you enjoy it. Please, share it with your friends if you like it!
Today we will talk about a new element of the gameplay: The Villages of Doom.
The Villages of Doom
It is said that when the infection spread across the mega cities of the 22nd century, thousands of the surviving families escaped and they settled in the small villages of the country to avoid the infection. They call them Villages of the Alive. They felt safe for some time as they expected the infection would remain in the cities. After all, the infected weren't very smart beings. But when the mega cities collapsed and no human life remained, the infected did not stay there any longer. Swarms of millions of infected left the cities and started to roam around the country like a plague of locusts. And perhaps it was by some far echoes from the villages brought by the wind or perhaps small particles of human smell in the air, the swarms managed to find the villages.
The new settlers dug deep bunkers under their houses to hide from the infected but it was useless. The infected turns crazy when there are humans near and can break everything with just their hands.
Ultimately, the villages turned into nests of the infected. The new humans of the colonies call them Villages of Doom and always avoid them. It seems the infected are surprisingly comfortable in those nests, staying there quiet and silent until something disturbs them.
During the game, you will find some of these Villages of Doom. You will have to be very careful when encountering them. Destroying them will cause thousands of infected to leave their nests. Make sure you have a big army, otherwise you will become easily overwhelmed. On the other hand, don't think that you are safe if you let some infected periodically to go out to investigate noises or smells. If your colony is near one of them, you can be sure they will find you.
At least if you manage to destroy them, you can collect a lot of resources that those poor old settlers stored with them in their bunkers. Decide for yourself and good luck!
Development
We continue with the development of all the campaign elements. We are currently working on the trains and railway network. Let us share a design drawing of the locomotive:
Crowdfunding Campaign?
We have received many emails and comments about the possibility of backing the development of They Are Billions. Thank you very much for your support, it is very much appreciated.
We considered some months ago about launching a Kickstarter campaign for They Are Billions, but we thought it was not a good idea. First, because preparing and running a KS takes a lot of time. This prevents us from working on the game itself. Even if all goes well, it can easily take 2 months away from development. Second, we already have the funds to produce the game. OK, of course extra money would allow us to include extra features like more languages, cinematic, voices in additional languages... But the game core would still be the same. The other problem is that we risk failing and not reaching our goal. Then all of the dedicated time and effort is wasted.
So, the other option that looks more easy and reasonable is to offer the same KS rewards directly from our website. That way people wishing to back the game can do so while we focus on the development as scheduled. If all goes well, we can add those extra features to the game.
Among the rewards would be the access to the current beta to play the survival mode, private access to the development forum to give feedback and ideas, have your name in the credits, digital steampunk or zombie portraits, develop a building or unit... and much more. We will give further details on them in the next update.
What do you think? KS or direct backing from our web?
Greetings! As you know, we are currently working on the development of the campaign of They Are Billions. As we have many (too many) interesting ideas to implement, we have a lot of work ahead of us: lots of new graphics assets, buildings, structures, environments, new features to program and much more. But don't worry, the development is progressing very well.
Let's talk a bit about the campaign
In our opinion, modern strategy games seem to belong to two big groups.
First, the ones that focus on survival, crafting, and simulation. In these games, one would play random or customized levels. Many times, they are without a specific goal so that the player can play them indefinitely. Games like Prison Architect, Civilization, Factorio... belong to this type. They Are Billions has its own survival mode that while being very addictive, is not the main goal of this game.
The other type is multiplayer RTS: competitive or cooperative. There are many games like this. They Are Billions won't have this mode - at least in the beginning. If the game turns to be very successful, we will consider implementing and include it in the game. Either way, multiplayer is our last priority right now.
Both game types are great. We enjoy both a lot, especially the first one. But it seems that all single player campaigns have almost disappeared or has been reduced to the minimal expression like a pack of single crafted levels to play in order. There are exceptions of course. And, They Are Billions will be one of them. :)
In the campaign, you will just have one goal, reconquest an infected region of the world by creating well-defended colonies connected by a train railways network. How will you achieve that? That's up to you! You can decide where to expand your territory, which missions to try, and even in where to focus your advancement. In every mission, you can choose several types of rewards:
Engineering Points: you can use to research new structures and units. You have more than 60 to discover. It is impossible to get all in a single campaign. Therefore, you must decide which are the best for your gameplay style.
Science Points: The science tree has more than 150 advances you can research to improve your units and buildings in many different ways. Again, it is impossible to research all of them. You will have to decide your own way: Are you a tactic military leader with elite units or massive armies of soldiers, or do you prefer to trust in automated machines to defend the colonies? Would you rather create big industrial colonies focusing in the resources production or getting rich to improve the relations with the empire?...
Empire Points: They represent your reputation in the New Empire. We will talk about this more in a later update...
We will talk in the next updates about the campaign/world elements. Today, we will talk about the Old Human Fortress.
The Old Human Fortressess
After the infection devastated the big metropolis in the 22nd century, the humans decided to create an impregnable fortress to defend the remaining cities from the infected. But even with their advanced technology, they failed, and the fortress succumbed to the infection. What happened? No one knows what happened these days... You will have to play the campaign to find out the answers. The fortresses are now abandoned with the infected roaming around them. Their big ruined and rusted structures remain as a silent witness of the failure of the old humans had to contain the infection in the past.
And... if they failed to defend their cities with their high technology and tons of resources, how are you going to survive with steam machines, wood, stone walls, and crazy mercenaries?...
During the campaign, you will find these old fortresses and be able to use them to your advantage. Their walls and structures are indestructible, so they are terrific tactical places to contain the swarms. It is also worth it to explore them, as they frequently contain resources for the colony, useful items you can use against the infected (explosive barrels, oil...), and valuable documents about science and engineering you can use to advance in the technology trees.
And that's all for now. In the next update, we will talk more about the campaign and will show you a new interesting video!
Greetings! As you know, we are currently working on the development of the campaign of They Are Billions. As we have many (too many) interesting ideas to implement, we have a lot of work ahead of us: lots of new graphics assets, buildings, structures, environments, new features to program and much more. But don't worry, the development is progressing very well.
Let's talk a bit about the campaign
In our opinion, modern strategy games seem to belong to two big groups.
First, the ones that focus on survival, crafting, and simulation. In these games, one would play random or customized levels. Many times, they are without a specific goal so that the player can play them indefinitely. Games like Prison Architect, Civilization, Factorio... belong to this type. They Are Billions has its own survival mode that while being very addictive, is not the main goal of this game.
The other type is multiplayer RTS: competitive or cooperative. There are many games like this. They Are Billions won't have this mode - at least in the beginning. If the game turns to be very successful, we will consider implementing and include it in the game. Either way, multiplayer is our last priority right now.
Both game types are great. We enjoy both a lot, especially the first one. But it seems that all single player campaigns have almost disappeared or has been reduced to the minimal expression like a pack of single crafted levels to play in order. There are exceptions of course. And, They Are Billions will be one of them. :)
In the campaign, you will just have one goal, reconquest an infected region of the world by creating well-defended colonies connected by a train railways network. How will you achieve that? That's up to you! You can decide where to expand your territory, which missions to try, and even in where to focus your advancement. In every mission, you can choose several types of rewards:
Engineering Points: you can use to research new structures and units. You have more than 60 to discover. It is impossible to get all in a single campaign. Therefore, you must decide which are the best for your gameplay style.
Science Points: The science tree has more than 150 advances you can research to improve your units and buildings in many different ways. Again, it is impossible to research all of them. You will have to decide your own way: Are you a tactic military leader with elite units or massive armies of soldiers, or do you prefer to trust in automated machines to defend the colonies? Would you rather create big industrial colonies focusing in the resources production or getting rich to improve the relations with the empire?...
Empire Points: They represent your reputation in the New Empire. We will talk about this more in a later update...
We will talk in the next updates about the campaign/world elements. Today, we will talk about the Old Human Fortress.
The Old Human Fortressess
After the infection devastated the big metropolis in the 22nd century, the humans decided to create an impregnable fortress to defend the remaining cities from the infected. But even with their advanced technology, they failed, and the fortress succumbed to the infection. What happened? No one knows what happened these days... You will have to play the campaign to find out the answers. The fortresses are now abandoned with the infected roaming around them. Their big ruined and rusted structures remain as a silent witness of the failure of the old humans had to contain the infection in the past.
And... if they failed to defend their cities with their high technology and tons of resources, how are you going to survive with steam machines, wood, stone walls, and crazy mercenaries?...
During the campaign, you will find these old fortresses and be able to use them to your advantage. Their walls and structures are indestructible, so they are terrific tactical places to contain the swarms. It is also worth it to explore them, as they frequently contain resources for the colony, useful items you can use against the infected (explosive barrels, oil...), and valuable documents about science and engineering you can use to advance in the technology trees.
And that's all for now. In the next update, we will talk more about the campaign and will show you a new interesting video!
Greetings! Today we are going to speak a bit about some of your best friends in the game. These are the three units you will first meet in the game. As all of them are mercenaries, you will have to pay them well if you want them to protect your colony. Also, you will have to deal with their tormented and extreme personalities, but what would you expect? After all, the world is doomed...
So you can understand the game icons, this is what they mean in order: Armor, Speed, Attack Range, Damage, Attack Speed (shots per second) Watch Range, Workers Used, Food Used and Gold Cost.
Sniper
Even though this sadistic killer would be in jail in times before the apocalypses, they now are one of the best mercenaries you can rent. After all, the enemy of your enemy is your best friend. Snipers walk slowly and take their time to load their big rifle. However, Snipers have a very high attack range. With their incredible aim, they can kill most of the infected with just one shot to the head. Don't ask where they learned these skills... They are expensive and require you to build specific extensions in the Wood Workshop to craft their rifles, but believe us, they are worth every penny.
Ranger
They are independent, brave and the most clever but, they don't like to accept orders. Don't think for a moment that you can give them an order without listening to a sarcastic answer from these girls. However, they are also the best survivors in this ruined world. They run extremely fast, faster than any other unit or infected (except the Harpy...). Also, they are silent. They can shoot their arrows with their steampunk bow without doing much noise. They are perfect for exploring the map and clearing small infected groups without attracting big swarms.
Soldier
Soldiers are the only ones that have received military training. They are also diligent and courageous. They hate the infected and are the only ones that still believe that the world can be saved. They have a strong personality, but you can trust them. This versatile unit can serve any purpose. They wear heavy armor and wield a powerful sub-machine-gun. One of them can easily kill a group of infected, and a pack of them can defeat event the strongest enemies, but at a cost. Their noisy weapons can call the attention of the nearby infected. No unit is better to patrol and protect the colony walls.
Some words about the development
We are working now in the design of the campaign. We have added a lot of new features that will make the campaign a great single player experience. Also, we are designing it to be very dynamic, with lots of strategic options, a huge technology tree divided into five classes, and an engineering tree to craft new buildings. We want that every player play a different game in a unique mode. In the next update, we will talk more about the campaign.
Greetings! Today we are going to speak a bit about some of your best friends in the game. These are the three units you will first meet in the game. As all of them are mercenaries, you will have to pay them well if you want them to protect your colony. Also, you will have to deal with their tormented and extreme personalities, but what would you expect? After all, the world is doomed...
So you can understand the game icons, this is what they mean in order: Armor, Speed, Attack Range, Damage, Attack Speed (shots per second) Watch Range, Workers Used, Food Used and Gold Cost.
Sniper
Even though this sadistic killer would be in jail in times before the apocalypses, they now are one of the best mercenaries you can rent. After all, the enemy of your enemy is your best friend. Snipers walk slowly and take their time to load their big rifle. However, Snipers have a very high attack range. With their incredible aim, they can kill most of the infected with just one shot to the head. Don't ask where they learned these skills... They are expensive and require you to build specific extensions in the Wood Workshop to craft their rifles, but believe us, they are worth every penny.
Ranger
They are independent, brave and the most clever but, they don't like to accept orders. Don't think for a moment that you can give them an order without listening to a sarcastic answer from these girls. However, they are also the best survivors in this ruined world. They run extremely fast, faster than any other unit or infected (except the Harpy...). Also, they are silent. They can shoot their arrows with their steampunk bow without doing much noise. They are perfect for exploring the map and clearing small infected groups without attracting big swarms.
Soldier
Soldiers are the only ones that have received military training. They are also diligent and courageous. They hate the infected and are the only ones that still believe that the world can be saved. They have a strong personality, but you can trust them. This versatile unit can serve any purpose. They wear heavy armor and wield a powerful sub-machine-gun. One of them can easily kill a group of infected, and a pack of them can defeat event the strongest enemies, but at a cost. Their noisy weapons can call the attention of the nearby infected. No unit is better to patrol and protect the colony walls.
Some words about the development
We are working now in the design of the campaign. We have added a lot of new features that will make the campaign a great single player experience. Also, we are designing it to be very dynamic, with lots of strategic options, a huge technology tree divided into five classes, and an engineering tree to craft new buildings. We want that every player play a different game in a unique mode. In the next update, we will talk more about the campaign.