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RTS They Are Billions - steampunk/zombie RTS from Lords of Xulima dev

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Zombies, why it is always zombies... can't imagine anything more bland, boring and generic than zombies. ;x
That's exactly why zombies: Zombies aren't known for their intelligence, being that we expect absolutely no capacity for reasoning or learning, only basic reactivity. Being undead, there are also no real moral issues associated with killing them in enormous quantities, whereas even if your opponents are orcs or Nazis, you eventually start to wonder if it is right to be killing them all. Zombies have none of these issues: They're mindless undead with no moral issues associated with destroying them, making them the perfect Diet Coke of video game enemies. Even with orcs, you start to wonder why they never learn, and we expect comparable humanlike performance from Nazis, and you can only kill so many thousands of them before you start to wonder who's the real bad guy here.
 

wyes gull

Savant
Joined
Apr 20, 2017
Messages
424
It's pretty hard to take anyone using the ignominious catchphrase "steampunk" seriously. Doubly so when said entity is clueless enough not to realize it is merely the last in a "beat the dead horse" race, so much so that they're beating their particular dead Zombie horse on top of an Olympus Mons of horse bones, some of which could be considered fossils by now. And then they add Real Time (With Pause !!!!) to finish off the Ignore Me bingo. Fucksake.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
They refuse to be called a tower defense game: http://steamcommunity.com/games/644930/announcements/detail/1317714170789560625

"In some of the comments we have read, some people compare They Are Billions to a Tower Defense game. The is very far from the reality. It a RTS/City Builder/Tactic game. There are 9 resources to manage, more than forty different buildings to create a successful colony, military units to create an army, and a lot of various defensive structures."

Update #1, Glad you're here!

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Greetings!

This is the first post of a series in which we will periodically talk about the development and reveal more about They Are Billions.

I am sure by now you have seen the trailer and screenshots with all of the zombie hordes. However, you may not know much about the gameplay yet, which ultimately is the most important part of a video game.

If you have played our first game Lords of Xulima, you will know that at Numantian, we love to create deep and hardcore games. We emphasize on strategy and not the player’s skills. We love to set the player in a challenging and dangerous world and allow him alone to freely explore and experiment without hand-holding, level-scaling, or any forced script programmed in to make you feel a hero. They Are Billions is no exception to this. In They Are Billions, you are alone in a lethal world devastated by billions of infected. Yes, it sounds like a nightmare, but what you do there, your achievements, and your success will only depend on you.

In some of the comments we have read, some people compare They Are Billions to a Tower Defense game. The is very far from the reality. It a RTS/City Builder/Tactic game. There are 9 resources to manage, more than forty different buildings to create a successful colony, military units to create an army, and a lot of various defensive structures.


GUI Image

And now let’s talk about the game. This is the first screenshot published with the GUI.

1df9bff433aa4539e59f9026a34d5fa31a7fc0db.jpg


As we have played a lot :), we have reworked the GUI several times to have the most useful one. It is similar to other RTS, so if you have played others before you will be very comfortable with this setup. There is a minimap that shows you the land explored; your colony in green and the enemies in red. Enemies only appear if they are being watched by buildings or units.

Next, there is the Pause/Play button. This feature is very important in managing your colony, allowing you to build calmly and strategically at your own pace. Also on the interface, you will notice the day and hour of the colony. 1 minute of real time is 1 day in the game. For example, in the Survival Mode, you just have to survive for 100 days. We will talk more about Survival Mode later.

Next, you will see the main area that displays the units or buildings selected with their properties, attributes, and commands available. This screen changes depending on what you have selected. All commands to build structures is done at the Command Center which is the main building of the colony. If the Command Center falls to the infection or is destroyed, it is game over.

And finally, to the right, you will see the status of the colony. This shows how much food, workers, energy, and colonists are available to be used. It also shows the storage of resources needed to build structures and units. These resources are continuously collected by the colonistswhich include: wood, stone, iron, and oil. It shows your current stock, the storage used, and the production on the right.

And that's all for today! In the next post, we will continue talking more about the gameplay.

See you soon!
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
It's not a tower defense game, why would they call it that? TDs mean you build towers to defend places, not armies. Also there is resource gathering...
 

Mustawd

Guest
Dat bloom. Looking at the screenshot feels like I've spent too much time in the pool and my eyes are bloodshot from the chlorine.
 
Self-Ejected

theSavant

Self-Ejected
Joined
Oct 3, 2012
Messages
2,009
Meh... while I like games with swarms of enemies, i.e. Alien Shooter, I really dislike Steampunk and Cartoon games.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://steamcommunity.com/games/644930/announcements/detail/1332352813816321270

Update #2, Plot, campaign and more!

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Greetings! We’d like to share with you today a little bit more about They Are Billions. We will talk about all these topics much more in detail later, but for now, we hope it can be an interesting reading.


Plot and Characters

They Are Billions is set in the 22nd century when only a few thousand remaining humans live in the entire world. The game begins just at the turning point when the surviving humans start to rebuild civilization by developing colonies that can defend themselves from the infected threat. All technology has gone backward at this point, similar to the 19th century.

The leader of the survivors is General Quintus Crane, which rules the resistance. A very charismatic leader, it is his will to create a new human empire and restore civilization, but always, under their leadership. And you, the player, will be one of their commanders under his orders. Dealing with Quintus won't be an easy task...

During the campaign, there will be several new characters. Some of these characters are crazy and tormented, but the player should still listen to them because they know very dark secrets and worthy information about the infection.


The Campaign

The goal of the campaign in They Are Billions is to reconquest a larger territory by building successful and well-defended colonies that are all connected to a railway network. But for the railways to reach a new location to build a new colony, sometimes you will encounter swarms of infected. In the campaign, the player will have a growing personal army to destroy the swarms and free the paths. Those swarms will be dynamic. They will move, they can combine, and they will grow. Because of this, you have to be very careful and strategic on how you expand your colonies.

Also, apart from the building colonies and "destroy the swarm" missions, there will be several tactic missions. In these missions, you will only control some units and have to accomplish specific goals like obtaining technology advances from the ruins of the old human fortress and cities, escort a colonist group, destroy infected villages, and many other things.


Units & Colonists

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Army units can be controlled manually by the player like in others RTS games with the common commands like travel, attack, patrol, hold... Also, they have some special commands like the Chase command in which the unit will use their AI to explore and chase the infected in the surroundings without the player interaction.

About the colonists, the player cannot control them directly because it would be a huge task. Imagine taking care of hundreds of them in real time. Instead, they behave autonomously. They work, gather resources, travel to buildings, and transport goods. When the infected are close, they run away and hide in the nearby buildings.

There is a lot to do in They Are Billions: controlling the army, building structures, manage resources, and making lots of strategic decisions. Because the game can be paused, all of this can be done at the player's pace and not the game's pace. This is something we have always missed from other RTS games. We understand that in multiplayer games pausing isn’t possible. But in single player campaigns…why not? The levels and missions can be much more challenging and deep if the player can pause the game and give orders to their units or decide what and where to build structures without having to react in milliseconds to all the game events.


The Infected

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The infected are just sick humans that were infected by a disease similar to rabies. At least, is what the survivors believe now. Because the infection started many years ago, very few people know anything beyond that. During the campaign, the story of the collapse of civilization will unravel little by little. Some special characters will reveal what they know about the infection. By the end of the campaign, the player will know about the origin of the infection. Since we don’t want to spoil anything here, you will have to play They Are Billions and win the campaign! We promise the end will be worth it.

About the zombies, there are several different types. There are weaker ones that are damaged and walk slow and clumsy. The "fresh" ones are the zombies that have been infected recently and are much more dangerous. They are more active, with the ability to see further and run faster. When the colonists are infected, they turn into fresh zombies.

There are also uncommon and special types of zombies: Butchers that are very fat and hard to kill, poisonous ones that can spit their saliva and infect the colony buildings from a distance, and Harpies that are very fast and lethal that can jump over the colony walls.... There are more unique zombies like the gas giant and the mutant that the player will find during the campaign...

And that's all for now. Looking forward to your comments and thoughts.

See you soon and have a great week!
 

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
THEY ARE BILLIONS: UNITS UPDATE PART 1

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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


tab_sniper.jpg


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


tab-ranger.jpg




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.

TheyAreBillions_RangerUnit_HQ.gif



Soldier
tab-soldier.jpg


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.

TheyAreBillions_SoldiersAndButcher_HQ.gif



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.

And that’s all for now.
See you soon!
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://steamcommunity.com/games/644930/announcements/detail/1434812919035504943

Update #4: The Old Fortresses

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

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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?...

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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!

See you soon!

Looking at the Steam community and forum, I think this could be selling pretty well, probably more than Lords of Xulima.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
Looks promising. It's a good sign more and more building and management sims are coming, like Northgard and stuff. We'll see if it will be any good.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Also an update: http://steamcommunity.com/games/644930/announcements/detail/1435940634559753369

Update #5: The Villages of Doom

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.

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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!

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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:

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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?

Thanks for your feedback, and see you soon!
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,477
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://steamcommunity.com/games/644930/announcements/detail/3235130681678156462

Update #6: Defend your colony!
14 SEPTEMBER - NUMANTIAN GAMES

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Greetings!
First, we'd like to show off the main theme that our composer Nicolas de Ferran[www.ndf-music.com]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

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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

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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

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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

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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

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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

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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

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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.

See you soon!
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Details on building: http://steamcommunity.com/games/644930/announcements/detail/1483231600780613494

And a news about beta and gameplay video is coming at the end of the month.

Update #7: Build your colony!

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...

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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

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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.

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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

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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

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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

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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!

See you soon!
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Details on Survival Mode (a relatively short story-less session with permadeath) and release plan: http://steamcommunity.com/games/644930/announcements/detail/2516809704834668413

Survival Mode beta is coming this Fall, and Early Access release is coming Spring next year.

Update #8: Ready for the Survival?

Greetings! Today we would like to talk more about the Survival Mode as you will be able to play it very soon.

The Survival Mode

As many of you already know, They Are Billions will have two main modes: Campaign and Survival Mode. The campaign will be an epic story with many challenges. You will have to reconquest a large territory from the infected and at the same time discover the truth behind the origin of the infection.

The Campaign mode is the main game for They Are Billions. This mode will take several more months to be completed. On the other hand, the Survival Mode is a fun and short game (about 2-4 hours) which consists of surviving in a randomized world for a period of time. We could say that the Survival Mode is just about 25% of the game, but since it is fun and addicting enough, we wish to offer that experience to the players interested in They Are Billions. For us, those playing the Survival mode will be a very valuable source of feedback and testing that will enhance the campaign mode development.

The Survival mode is still in live development stage and will be expanded in many ways. Indeed, we are working on adding new interesting features. So this mode will be improved with time and will be much deeper and complex when the game is officially released.


World Setting and Difficulty

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When you start a new game, you can select some options that will change the difficulty of the game:

Map Type
There are four types of maps: The Dark Moorland, The Peaceful Lowlands, The Frozen Highlands and The Desolated Wasteland. Only one is enabled by default. When you win a game, another game type will be unlocked. Each map type has its own geography and special parameters. For example, in the Frozen Highlands, all of the buildings consume 30% more energy because they need to be heated in the cold weather. Worlds are randomly generated, with their own events, geography, and special elements.

Infected Population
It controls how many infected are in the world and the size of the swarms.

Game Duration
The default is 100 days. You can select 80 or 120 days. The longer the game, the easier it will be because you will have more time to build and evolve the colony. Additionally, the infected swarms will take more time to reach the colony.

When each game ends, a Score Factor will be computed and multiply your final score depending on the choices you make.

Saving and Loading Games

The Survival mode of They Are Billions will be in Ironman mode. What does it mean? Death is permanent. The player cannot save or reload previous games. Instead, the game will automatically save their state when the player exits the game. So the player can exit the game and continue at any time until the colony is destroyed.

Why is it so hardcore?
Allowing to reload games negatively affects the tension and mood of the game. Also, it makes a lot of game features to be useless and very easily exploited. For example: the map exploration. Exploring the hidden maps of the game can be very dangerous. Sometimes as you can call the attention of infected groups that can be attracted to the colony. But at the same time, it is vital to plan the colony expansion, discover resource sources, Villages of Doom, or picking resources from ruins. For exploring the map, you have several means: you can invest in more army units, especially Rangers, or create a structure that can watch very far like the Lookout and Radar Towers. Obviously, if you can reload, you would be able to explore the surroundings, and then reload without any consequences.

The experience is much better this way as it feels more realistic. All the decision matters, and it makes the game even scarier, as you never know what lies beyond the darkness...

Furthermore, losing in this game is really fun. When you cannot stop the infection in the colony and everything is lost, just stop, and enjoy yourself as you watch the devastation of your colony collapsing. It is a real show! :)

End of the game & Final Score

When you finish the game, win or lose, you will be given a final score that will depend on the amount of time the colony has survived, the difficulty, and many other parameters.

Winning the game is very hard, even in the easiest difficulty. After all, that's the seal of our company Numantian Games. Indeed, even the developers struggle to win the game with the default difficulty settings!

So just have fun surviving in this apocalyptic steampunk world. Try to increase your survival score and share your experiences with the community!


Game Schedule

In the beginning, we planned the Early Access launch of Fall 2017 (October, November or December). The Early Access will only have the Survival Mode until we finish the Campaign. We would then release the full game several months later. The schedule originally looked like this:

- Fall 2017: Steam Early access with Survival Mode (beta)
- Spring 2018: Full game Steam Launch with finished Campaign.

But later we decided that the Early Access must have the full game, otherwise, we take the risk of having players complaining that it is a half finished game, which is understandable.

So we changed the schedule in this way:

- Fall 2017: Preview beta access to the Survival mode from our website.
- Spring 2018: Steam Early Access with both improved Survival mode and Campaign.
- Sometime later in 2018: Steam Full Launch.

We know there is much hype about this game, but we have to be sure that it is high quality in all aspects. They Are Billions has been in development for almost two years and we want that it be the best game possible. So please be patient!

The Survival Beta Access

In the next update (in about one or two weeks), we will introduce our backing page on our official website for They Are Billions. Everyone interested in playing the beta with the Survival mode can purchase it there (a Steam key will be given) and some other nice rewards for all the ones that wish to back the project further.
Also right now there is a youtuber playing They Are Billions and creating the first gameplay video and will be published at the same time as the next update.

See you soon!
 

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