Big Update! The Six Wonders of They Are Billions

Greetings!

Here’s the teaser video we’ve prepared to announce The Six Wonders. Hope you like it!

The Six Wonders are the biggest and most amazing ones you can build for the colony. But, as mighty as they are, they’re also really expensive to build. Tons of resources are required for both researching and building them. In return, they grant very special features to the colony, and also increase the final score with extra victory points.

You can only build one of each kind in the same map. Building all of them can be challenging or almost impossible, but that’s part of the strategy. If you have the resources to build just one, chose carefully which will suit your colony best, given the current map, your resources production…

The Lightning Spire

This portentous structure reaches toward the sky, capturing the energy of lightning for the colony. In addition, it extends the power supply, acting as a huge Tesla Tower.

  • Energy Supply: +800
  • Energy Transfer Radius: 30
  • Victory Points: +1500

The Atlas Transmutator

No one knows how it works, but this extraordinary and smoky metal spawn is capable of transforming common materials into precious oil.

  • Oil Supply: +40 (by transmutating 20 wood, 20 stone and 10 iron).
  • Victory Points: +2000

 

The Victorious

This unbreakable bunker stands as the most amazing symbol of the victory of humanity against the infected. It’s a beacon of hope and courage for everyone in the colony.

  • Colonists Hope: +20% gold generation for the surrounding dwellings.
  • Unbreakable: Defenses Life 8000, Armor 10.
  • Victory Points: +2000

 

The Academy of Immortals

In this glorious academy, the most famous heroes train the army to battle with the skills and courage of experienced veteran soldiers.

  • All army units and new units trained are veteran.
  • Victory Points: +1000

 

The Crystal Palace

This magnificent architectural wonder generates its own climate control environment, where the best crops bloom and thrive, feeding the colony even in the most barren lands.

  • Food Supply +800 on any terrain.
  • Victory Points: +1500

 

The Silent Beholder

It’s the most precise and complex machine ever created. The Beholder is installed on top of the Command Center revealing the entire map. Nothing can escape its prodigious eye.

  • Reveals all the map and enemies permanently.
  • Victory Points: +1500

Finally, here goes a screenshot to show you how the Wonders look in the colony:

New Version 0.8

Of course, all the new features we talked about in our last update are now available: Flat mode (F4), World Capture (F10), the new 30 Mayors, Italian language, the new balancing tweaks, and much more.

By the way, as the Flat Mode has proven to be very helpful, we’ve improved how it’s activated. In addition to using the F10 key, you can use any extra button you have on your mouse, other than the left and right ones, to activate this. For example, you can use the central button that is usually available by pressing the wheel.

What’s Next?

Now, we want to put most of our workforce into developing the campaign and finishing the game. In the meantime, some of the new campaign content may be added to the Survival Mode, such as new map themes, new infected… and new features.

As many players have requested, we’ll improve the frequency of our updates to two or three weeks at most. We’ll share more about how the development is going, and tell you, the players, more about They Are Billions.

We hope you like this new update! Looking forward to watching those mega screenshots of your colonies with your amazing wonders.

See you soon!

  • Posted by Julie
  • On May 4, 2018
  • 11 Comments
Tags: numantian games, Steam Early Access, they are billions

11 Comments

loki
Wonderful update - really love those designs! Also like that you‘ll keep us informed about the campaign - speaking of which: you once wrote that the release is early spring. As that has passed could you say whether it is to be expected to be released in spring at all or summer?
loki
In the video it says The victorious will give 8000 life to defenses but you wrote 800 in your post - which is correct?
    Julie
    8,000 is the correct number.
d0g333
This update changed my worker count on a previous game, putting me at a negative 160+ workers. Did the amount of workers given from houses, or a certain building cost more in terms of workers?
dank memes
can you give a rough guess on when the campaign will come out?Because i am really looking forward to it, also what exactly does the victorious do ,does it give health to walls and towers or to your units?
Der Einzige Linke Spieler
campaign campaign yea yea!
Falled
Looks like they already broke their "updates at 2 or 3 weeks at the most" promise.
loki
Going towards 4 weeks now. Just tell us what’s coming if the update is not ready. But don’t just don’t communicate again if you say 2-3 weeks please
lekammrun woods
[PLEASE ADD] In the game any unit that has a gun attracts a lot of noise I want 3 levels of upgrading to each unit that uses gun. Example: soldier lvl. 1 = Regular starting soldier unit. | soldier lvl. 2 = Veteran unit with the increased abilities and skills as you have them now. | But for the last promotion it would be a nice twist if the 3rd promotion to a unit with a gun soldier lvl. 3 = Elite unit the unit gets a faster more powerful gun and or that get a silencer on their gun which makes their noise lever the same as a lvl. 1 ranger. This mechanic would help if you have long campaign missions were you have a set number of troops and you have to complete the level with only those troops and like as you expand and destroy villages of doom you find more units as well as resources as you go through this specific mission and/or even randomly in survival mode when you destroy a villages of doom it may spawn 1 elite unit exactly next to the resources and the game mechanics could be set that the unit automatically runs all the way to the town center and then come under your command because we don't want them to be eaten right away or maybe not even a soldier all the time maybe you could also save a family of 4 colonist and 2 workers the same as a tent that just get added to your pop and you get a notification when an event like this happens like the same as any other thing in the game or even the same notification like when a unit is promoted so this helps the player be aware of the addition to his/her settlement. Sir! we just saved a family from the horde or Sir we just saved a elite sniper from the village of doom he is awaiting your command at the town center. Also could you add to the towers a machine-gun turret at the top which has to be manually operated by a unit like this could be a second upgrade to the stone tower so like it would be a little more difficult to navigate but if a player upgrades a stone tower they can still have 4 units in it but they have an added feature one of the units can use a machine gun when necessary if there are too many zombies and you only have like 1 ranger she could jump on the gun for a minute to thin out the horde then dump off so not to make too much noise EXCITING RIGHT!!!! I haven't bought the game yet I don't have a gaming computer but I am as soon as mine comes in I've been watching too many YouTube videos of the gameplay on my very first go at the game I'm going to destroy the final wave with troops to spare LOL. I wish I was in Spain so I could work for you all as well. This game is great and it has soo much potential make sure the development team does not make a short campaign! Have them make a lot of stories and maybe even add in a create your own map maybe??? you would be surprised what your fans come up with and could upload them to the website and others could download and try and win on their maps with preset factors of play or difficulty and rules. But look this is getting too long thank you all this is a great game keep up the good work!
Mark
1. Need to add blue squares for water and black squares for cracks in flat mode. 2. Super helpful would be the abilty to click on a resource gathering structure and see the area of influence. Example, the grid that is visible when PLACING a sawmill should become visible again when trying to place the NEXT sawmill. In pause mode, all grids of buildings to be built stay lit to aid in planning max collection of a resource patch.

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