recursal/Fanatic-Fandom huggingface dataset:
Shan Yu

**Shan Yu** ist einer der Bösewichte, die wieder zum Leben erweckt wurden, um auf der Insel der Verlorenen eingesperrt zu werden.

## Vor der Insel der Verlorenen

Shan Yu war ein Anführer der Hunnenarmee. Als sie in die Chinesische Mauer eindringen, wird ein chinesischer Soldat aufgefordert, sich der Armee anzuschließen, um die Hunnen zu bekämpfen. Shan Yu verhört später zwei Soldaten, um dem Kaiser von China die größte Armee zu schicken und schickt seinen Bogenschützen Hun, um einen der Soldaten zu töten. Später schickt ihm sein Lieblingsfalke eine Puppe und sie finden Beweise dafür, dass sich die kaiserliche Armee im Tung-Sho-Pfad befindet. Sie fallen ein und töten viele Soldaten, darunter auch Li Shangs Vater, der General der kaiserlichen Armee war. Als sie später die anderen Soldaten unter der Führung von Shang angreifen, wird seine Armee besiegt und einige werden von Mulan (heimlich Ping) getötet, er verwundet sie und wird dann in die Lawine gezogen. Er überlebt und brüllt vor Wut, als er sieht, wie seine Hunnenarmee vernichtet wird und erkennt, dass nur sieben seiner Hunnen überlebt haben. Später überfallen sie die chinesische Parade und die Soldaten nehmen den Kaiser von China gefangen. Shan Yu fordert ihn auf, sich vor ihm zu verbeugen, doch er weigert sich. Als Shan Yu den Kaiser töten will, wird er von Shang besiegt und der Kaiser von Chien Po gerettet. Shan Yu macht Shang für die Geschehnisse in der Berglawine verantwortlich, erkennt aber, dass es Mulan war, als er ihm die Ähnlichkeit zeigt, und greift Mulan an, wird aber später von ihr besiegt und dann von Mushu und Cri-kee getötet, als sie ein Feuerwerk auf Shan Yu schleppen und dieser in einem Haufen Feuerwerkskörper landet, der ihn auf der Stelle tötet.

## Trivia

* Shan Yus Verbrechen waren
	+ Kidnapping (des Kaisers)
	+ Die Übernahme Chinas.
	+ Versuchter Mord (Mulan, Shang, der Kaiser von China)
	+ Mord (General Li, ein ganzes Dorf, einige Mitglieder der kaiserlichen Armee)
* Er wird von dem verstorbenen Miguel Ferrer gesprochen.
* In Descendants 2, als Mal auf die Insel der Verlorenen zurückkehrt und ein Plakat mit ihr und Ben sieht, befindet sich in der Nähe ein Plakat, das zum Probieren von Shan Yus Dim Sum auffordert. Es scheint, dass Shan Yu einer der Schurken ist, die auf der Insel Essen verkaufen.
Shops

## Looks

### Description

Framed around a wooden box with grey-filled circles at the corners with light and dark green stripes and a black shopping cart.

## Advantages and Disadvantages

Obviously, the shop is very useful because it allows you to buy items that make the game easier However, one disadvantage is that the items only last until you die. Another disadvantage is that you can still get hit while using the shop, even though you can't attack.
Homepage

**Welcome to the...**

**Official Wiki!**
We currently have 15 articles with 244 edits!

* Changelog
* Collars
* Claws
* Subspecies
* The Game!

Wiki Bureaucrat: Weasle Fungi

Catsvsdogs.io Owner: Spinbot

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Scottish Fold

Looks like this cat's eardrums are big.

## Strengths and Weaknesses

While all of its stats are now even, they are only boosted by 5%, so that could make it seem a bit slow against a fast dog. Although its attack is upgraded, it'll make it seem kind of useless to dogs because of it only being 5% of the stat that is boosted. But against a relatively weak dog, for example the starting one, it will seem stronger than normal. Overall it is a cat with even stats.
Maine Coon

A large cat known as a 'Gentle Giant'

## Strengths and Weaknesses

The Maine Coon gets +15 in the attack stat, which means it is a good choice if you like to challenge the dogs and/or claim lots of territory. However, the Maine Coon does not get any boosts in defense or speed. If you are used to playing with cats that get boosts to defense or speed, it will seem slow and easy to defeat, but it is the normal speed and defense.

## Real-life Counterpart

The Maine Coon is arguably the largest breed of cat, some males growing up to four feet long and weighing up to eighteen pounds. It is named after the lion-like mane that grows on its neck.
1408 movie Room 1408 Wiki

## Welcome to the 1408 movie Room 1408 Wiki

Welcome to the 1408 movie room 1408 wikia page where you can find all you need on the film 1408

## Describe your topic

1408 is a 2007 film based on a Stephen King short story of the same name, it stars John Cusack as protagonist Mike Enslin & features a remarkable supporting performance by Samual Jackson playing the hotel manager Mr Olin. The story is based around Michael Enslin a disenfranchised author and his experience being tormented by "An evil fucking room".

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Infected Young

The **Infected Young** are walkers of the Infected.

## In-game Description

*"This infected body is very weak and slow."*

## General Information

They are the least dangerous type of Infected, alongside the Infected Decrepit and the Infected Aged. They are statistically identical to these types of infected.

These slow zombies litter the map and stand around aimlessly, wandering slowly closer to the command center as the game goes on. They have very poor noise-detection, making them rather inactive even when the colony generates a medium amount of noise nearby.

In small groups (between 4 and 7) they can overwhelm a Ranger defending the perimeter if the Commander doesn't micro-manage the ranger. Due to their tendency to so slowly walk into range of a building, it is easy to miss them moving into the corner of the colony and infecting a building.
Market

## In-game Description

*"Can buy and sell resources. Automatically sells excess resources produced. Reduces the food needs of surrounding dwellings."*

## General Information

The **Market** automatically sells excess resources for gold, gives you the ability to buy and sell resources and reduces food cost by 20% for all Colonist buildings in a range of 12 blocks (making it a 27x27 square).

Building additional markets will improve buying and selling prices, up to a limit of 3 markets, which is also the limit of banks you can built at once.

In order to build your first Market, you need to reach a colony population of **200 colonists**.

The food cost reduction zone **does NOT stack**.

## Tips & Strategy

As with the Bank, planning the placement of your Houses (Tents, Cottages and Stone Houses) beforehand will let you maximize your food discount.

A good, popular strategy is to build a Market and Bank next to each other at a wide-open space, building housings around them and focus on upgrading these to the highest housing possible (first Cottages, then Stone Houses), to get efficient value out of the bonus zones.

A good middle ground for effective income and remaining some move-space for your units is to build the housings in 2x5 rows, if there are no obstacles around; **5 rows of 2x5** next to each other, on **2 opposing sides** of the market/bank, and **one row of 5x2 in between** these on each side. See city layouts page for further ideas and screenshots of implementation.

Select multiple markets and assign them to hotkey to buy resources faster (for example, 3 selected markets buy 15 resources per click instead of 5)

## Known Bugs & Issues

As of V0.5.0, there is a notable anomaly though with these zones icon showing: Housings which are only half-part build inside the zone **do show the icon** on the **upper** part of the Market(so top-left and top-right), but don't show it at the **bottom**. However, **the building has to be inside the range completely in order to get the bonus**, even if the icon is showing, the housings built only half-part-inside **don't** get the bonus.
König Tritons Dreizack

**König Tritons Dreizack** ist eines der mächtigsten Objekte in Auradon. Es befindet sich jetzt im Museum of Cultural History. Dies ist in Descendants: Verhexte Welt bewiesen, weil es dort in der Episode Verstohlen zu sehen war. Der Dreizack wird nur für das Meer-Festival herausgenommen.

In Rise of the Isle of the Lost: A Descendants Novel spielte der Dreizack eine große Rolle in der Geschichte.

## Trivia

* Dies ist eines von zwei Artefakten, die gelegentlich zur zeremoniellen Verwendung aus dem Museum of Cultural History ausgeliehen wird.

## Quelle

https://descendants.fandom.com/wiki/King\_Triton%27s\_Trident
New Empire

**The New Empire** is the human empire created by Quintus Crane to unite and shelter the human race against the infected.

The capital city of The New Empire is Imperial City, founded more than 30 years prior to the start of The New Empire campaign.
Located inside the Great Crater, the city is protected by the crater's mountainous edges.

## See also

The New Empire

Technology Tree
El Dorado

## In-Game Description

*"Our scouts have discovered an enormous gold deposit known as El Dorado. The Empire wants to take control of this region and extract the precious gold. Build a colony near the site. Destroy the ancient mining village that is now completely infected and mine gold for the glory of the Empire. Very dangerous infected have been detected at the site, do not try to enter without the backing of a large army."*
Infected Executive

The **Infected Executives** are runners of the Infected.

## In-game Description

*"Caution! Infected executives are very tough and strong."*

## General Information

An Infected Executive is a very dangerous infected that roam the map and run very fast. These infected have more than double amount of health than aged infected. These infected can start to replace infected fresh during late game hordes. These Infected also seem to spawn in large groups near the edge of the map.
Infected Decrepit

The **Infected Decrepits** are walkers of the Infected.

## In-game Description

*"This infected body is very weak and slow."*

## General Information

They are the least dangerous type of Infected, alongside the Infected Young and the Infected Aged. They are statistically identical to these types of infected.

These slow zombies litter the map and stand around aimlessly, wandering slowly closer to the command center as the game goes on. They have very poor noise-detection, making them rather inactive even when the colony generates a medium amount of noise nearby.

In small groups (between 4 and 7) they can overwhelm a Ranger defending the perimeter if the Commander doesn't micro-manage the ranger. Due to their tendency to so slowly walk into range of a building, it is easy to miss them moving into the corner of the colony and infecting a building.
Tesla Tower

## In-game Description

*"Extends the energy range of the colony."*

## General Information

Extends the energy range of the colony by 8 tiles from the tower, and 6 tiles diagonally.

A new tower gives 136 new tiles when placed on the edge of another towers range, 152 new tiles when placed in a corner.

Early game the best strategy is to cover as much area with as few tesla towers as possible, expanding towards chokes, setting up defenses and then cover nearby area (unless you have too many resources, then you can just expand in all directions).

Late game grid redundancy can play a role, as a solid grid pattern where 1 infected tesla tower doesn't cause a cascade can be very important.

Tesla Towers are one of the most crucial structures in the game, and should be carefully guarded. If a Tesla Tower is destroyed or infected, all buildings within its radius will be depowered - including Great Ballistas, Shocking Towers and Executors. This also depowers any Tesla Towers it supplies, which can cause a cascading power failure all the way to your front lines. Since buildings can't be repaired when they are depowered, this can slow down your attempts to rebuild.

A good strategy is to enclose your Tesla Towers in four walls, set diagonally so that they connect. Making a series of Tesla Towers to extend your reach towards a chokepoint can allow you to secure wide swathes of land which would otherwise be too difficult to defend.
Engineering Center

## In-game Description

*"Assembles and trains the most sophisticated units.**"***

## General Information

Used to build advanced Units like Lucifer, Thanatos, Titan, and Mutant. While the player can start recruiting Lucifers as soon as the building is complete, but Thanatos, Titan, and Mutant must be researched first.

## Strategy

Keep in mind that mere existence of Engineering center is serious burden on economy, as it has maintenance of 100 gold per tick.

All units in engineering center require not only oil, but also **positive oil income**. Unlike Inn, this structure doesn't allow hiring units with deficit. So oil platforms should be built first.

If colony has negative oil income, engineering center units **will not** desert, but will require extra maintenance.

## See also

* Lucifer
* Thanatos
* Titan
* Mutant
Infected Aged

The **Infected Aged** are walkers of the Infected.

## In-game Description

*"This infected body is very weak and slow."*

## General Information

They are the least dangerous type of Infected, alongside the Infected Decrepit and the Infected Young. They are statistically identical to these types of infected.

These slow zombies litter the map and stand around aimlessly, wandering slowly closer to the command center as the game goes on. They have very poor noise-detection, making them rather inactive even when the colony generates a medium amount of noise nearby.

In small groups (between 4 and 7) they can overwhelm a Ranger defending the perimeter if the Commander doesn't micro-manage the ranger. Due to their tendency to so slowly walk into range of a building, it is easy to miss them moving into the corner of the colony and infecting a building.
Titan

## In-game Description

*"This gentleman pilots a formidable killing machine. It has an ultra fast burst shot and a wide area of effect. Order him to chase infected and enjoy the show."*

## General Information

The **Titan** is one of the four specialized and Empire's Infantry Support Mechanic units requiring oil that can be recruited in the Engineering Center, the other 3 being the Thanatos, Lucifer, and Mutant. However before it can be recruited it must be researched in the Foundry first for 6000 gold.

The Titan is a giant clockwork walker armed with two rotating cannons similar to a minigun. Those cannons give the titan the highest rate of fire and highest overall DPS of any unit in the game, and just like Executor towers they deal damage in a medium Area of Effect. Additionally Titans have a very high attack range, out ranging even Snipers who are not garrisoned in towers allowing them to engage targets from a great range.

In addition to the highest fire rate and range Titans have the most health of all units (until mutants were added), high armour value and a great speed. The only downsides they suffer from is their high price, research cost and upkeep and oil requirements.

The Titan serves as the game's ultimate unit. It can act effectively in any role, from defending the colony from swarms, clearing the map from Infected and Villages of Doom and, in a pinch, even plugging gaps in a wall by body blocking with their large collision boxes while a new defensive line is thrown up.

## Quotes

When trained:

* "The mighty Titan is here!"

When selected:

* "A great machine, for a great man!"
* "At your service!"
* "Excuse me?"
* "Hello!"
* "Good morning, sir!"
* "Is it tea time already?"
* "My machine is ready!"
* "Oh, the infected! They're *so* rude!"
* "So much steam. Let me adjust this valve."
* "The world looks so tiny from up here!"
* "What can I do for you, sir?"
* "Yes! It's a wonderful day, don't you think?"

When moving:

* "Good idea, sir!"
* "Indeed!"
* "Jolly good!"
* "Let's go!"
* "Oh dear!"
* "Oh, hello!"
* "Yes!"
* "Walking like a giant."
* "I'll try not to crush anyone."

When attacking:

* "Feel the wrath of the Titan!"
* "Have a taste of my machine!"
* "Heeere we go!"
* "Let me destroy them!"
* "Sweet dreams!"
* "Too easy!"

When dying:

* *"Ah!"* (multiple variations)
* "No!"
* "The Titan... Has fallen!"
* "Oof!"

When deserting:

* *"I'm off. I don't work for nothing, darling."*
* *"I'm off. No money — no Titan."*
6/27/2022 at Klub Studio

## Aurora Gigography 2022 – The Gods We Can Touch Tour

On Monday, June 27, 2022, AURORA performed live at Klub Studio in Kraków, Poland, as part of the The Gods We Can Touch Tour. Tickets sold out.

## Songs played

Exact setlist is not known. The listed songs were performed, but the order is not confirmed and the list may be incomplete.

* "Heathens"
* "Churchyard"
* "Warrior"
* "The River"
* "Cure for Me"
* "Exist for Love"
* "A Temporary High (Acoustic)"
* "A Dangerous Thing"
* "Everything Matters"
* "Blood in the Wine"
* "Runaway"
* "The Seed"
* "Queendom"
* "Running with the Wolves"
* "Giving In to the Love"

Source: audience recordings.

## Trivia

* This show was originally planned on March 1, it was rescheduled due to the COVID-19 pandemic.

## References

1. ↑ https://www.klubstudio.pl/o-klubie/widownia
2. ↑ https://www.klubstudio.pl/koncert/X2qD3B/2022-03-01/Aurora
3. ↑ https://fource.pl/en/events/aurora-krk-22/
Advanced Farm

## In-game Description

*"Produces food by harvesting grass field from the surroundings. It can produce twice the amount of food from the same field than a basic farm."*

## General Information

The Advanced Farm requires research from the Foundry. Once researched it can be built or upgraded from an existing Farm. The Advanced Farm has the highest potential food-income in the game, and takes up a 2x2 area. For every grass tile in a 2-tile area around it, the farm will place a plot of wheat; other buildings may be placed on tiles with wheat not directly next to the farm, at the cost of losing those tiles for food production. Each block of wheat provides 4 food for the colony. The plots can not be shared with other farms, as they must be built with a minimum of 4 tiles in between each other.
The Victorious

Victory Points: +2000

## In-game Description

*"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."*

## General Information

**The Victorious** increases gold production at the cost of some oil. This effect stacks with a Bank and Inn. It also has the highest defense barriers of any building.

Theoretically, the Victorious can cover 514 dwellings, but in reality this number will usually be limited by terrain and practicality. Assuming theoretical maximum of stone houses, it pays for its gold investment in:

(7000 + 7000) / (514 \* 40 \* 0.2 - 120) ~= 3.5 ticks, or 28 hours.

Usually 150 stone houses is enough to beat most maps. Assuming this more practical benchmark:

(7000 + 7000) / (150 \* 40 \* 0.2 - 120) ~= 12.96 ticks, or 4 days 8 hours.

This means usually just building more Stone Houses gives better return on investment. Consider building this wonder if there is either no safe space available or there is a risk of hitting resource cap, and there is considerable time until final wave.

### About defenses

This is mostly flavor. Don't use the Victorious as a wall. While it has high defenses life, it also has wide surface, meaning infected can surround it.
Advanced Mill

## General Information

Advanced Mills can be directly built or upgraded from a Mill.

## Strategy and Tips

* Advanced Mills (and normal Mills) have to be separated by at least 4 tiles.
* This means that in practice, new mills cannot be placed in a 4 tile zone around already existing mill, effectively creating a 10x10 "no-mill"-zone.
* Thus, it is most efficient to build them **diagonally parallel** to each other.
* Advanced Mills are more space and worker efficient than their basic Mill counterparts, but are a serious drain on an economy due to their high maintenance and build cost. Excessive use of Advanced mills will bring a less advanced economy completely to a halt. As such, they are generally not used until further expansion is basically impossible.
* Upgrading a mill takes less than one tick, making it the fastest way to acquire energy.

## See also

Comparison of efficiency of different energy sources
Oil Platform

## In-game Description

*"Generates Oil. It must be placed over an oil pool."*

## General Information

An **Oil Platform** is a building that provides oil for the colony. It is a late game building that requires to be researched in the Foundry. It generates 10 oil every 8 hours.

The building has to be placed in 2x2 oil pools. These are pre-generated and can be found around the map.

## Strategy

Below is the table of return of investment in oil rig, assuming all oil is sold. Maintenance of single Mill is included, but initial cost of stone and iron is not.

 12 (with warehouse)

If map has little fertile soil, oil can allow upgrading Farms into Advanced Farms, increasing possible maximum population and income from housing.

Oil is consumed as maintenance cost by all Engineering Center units, even if they are only queued. It's possible to overspend oil on units and not be able to upgrade Ballistas to Executors before the final wave.
Caelus

Caelus is one of the New Empire's best agents. Along with Calliope, he is responsible for recovering lost technologies of the past world. He uses the Destroyer, a heavy gun that fires powerful explosive projectile that can kill multiple infected at once, does high damage, but has a slow firing rate.

## Campaign Upgrades

The The New Empire campaign provides multiple permanent perks (upgrades) for Caelus, dramatically increasing their power and survivability.

1 perk point is gained from completing each Scouting Missions for the first time, regardless of difficulty.

Each perk costs 1 point, and can be initially refunded after being allocated.

Once a mission is completed, or the campaign save exited from then reloaded, the perk cannot be refunded. Losing a mission allows refunding of the perk.

The 4 centre perks (bolded) are initially available for purchase, with any adjacent perks (including diagonal) to a purchased perks becoming available for purchase.
Fast-Fraß-Laden

Der Fast-Fraß-Laden befindet sich gegenüber des Schnäppchenschlosses. Mal isst dort jeden Morgen Frühstück.

## Beschreibung

Das Essen besteht aus dem Abfall der von Auradon auf die Insel kommt. Dort bedienen mürrische Kobolde die Gäste. Früher waren diese Kobolde Fußsoldaten in der dunklen Armee von Maleficent. Jetzt müssen sie Kaffe in den Größen "tall", "grande" und "venti" ausschenken.

## Speisekarte

* seelenschwarzer Kaffee
* Sauermilch-Latte
* krustiger Gersten-Hafer-Brei, wahlweise mit mehligem Apfel oder matschiger Banane
* alte gemischte Zerealien, tocken oder durchgeweicht

## Quellen

1. ↑ 1,0 1,1 Die Insel der Verlorenen: Descendants - Die Nachkommen#Kapitel 1: Dies ist die Geschichte einer bösen Fee ...
Wire Fence Trap

## In-game Description

*"Sets a strong barbed-wire fence that will cause damage to the nearby enemies and will make them walk slower."*

## General Information

**Wire Fence Traps** are the upgrade of Stakes Traps, and function similarly.

While an infected is on the tile where the wire fence trap is built, they will take 10 damage twice per second, and be slowed by 50% (Friendly units are also slowed, but not damaged). This effect applies to every infected on the tile, allowing wire fence traps to kill large amounts of infected.

Wire fence traps lose 1 HP every time they hit an infected, meaning they take 2 damage per second for every infected currently in their tile. Infected never target wire fence traps, although an Infected Venom can damage them with its AoE spit attack if it happens to be targeting a nearby building.

A wire fence trap will deal a total of 3,500 damage before it is destroyed, although the effective damage is reduced by the infected's damage resistance.

While being built, wire fence traps will still apply the slowing effect. However, the damage effect only applies when the trap has finished building.

Wire fence traps are best used directly in front of walls, where infected are likely to stand in the trap for prolonged amounts of time. Due to the trap's fast building time and the added bonus that infected do not target them, wire fence traps can be very useful for making a quick defense against an infected breach inside your colony.
Harry Badun

## Siehe auch

**Harold "Harry" Badun** ist der Sohn von Horace, einem der Handlanger von Cruella De Vil. Er ist der beste Freund seines Cousins Jace und muss mit dem Sohn der Cheffin seines Vaters, Carlos, befreundet sein. Er erscheint in Die Insel der Verlorenen: Descendants - Die Nachkommen und in der Fortsetzung Return to the Isle of the Lost: A Descendants Novel.

## Hintergrund

### Persönlickeit

Er versuch kompetenter und weniger nervös zu wirken, als er in Wirklichkeit ist.

### Aussehen

Er ist klein und dick wie sein Vater und hat kurze Arme.

## Rolle

### Bücher

#### Die Insel der Verlorenen: Descendants - Die Nachkommen

Harry hilft Carlos bei den Vorbereitungen für die Party.

## Trivia

* Sein richtiger Name ist Harold Badun.
* Er teilt sich mit Harry Hook den Namen.

## Quellen

https://descendants.fandom.com/wiki/Harry\_Badun

Buch: Die Insel der Verlorenen: Descendants - Die Nachkommen
Tent

## In-game Description

"Basic dwelling for the colonists. Colonists provide gold and workers for the colony."

## General Information

This is the first building that you get workers from. It also increases your Gold income.

It is the first tier of colony buildings and can be upgraded to a Cottage, if researched.

### Placement rules

A house needs to have at least 3 empty tiles around it. It doesn't have a building margin, but can't be placed within building margin of other buildings, such as quarry and command center.

A house can share a direct non-diagonal border with only 3 other houses.

## Tips & Strategy

* Due to their low Defense Life and their high colonist number, they should be carefully placed and protected, otherwise a single stray zombie can escalate into a horde quickly.
* Their low cost and high income lets them easily be placed in masses. A tent already breaks-even after 32 hours. If refunded it would only take 16 hours to break-even.
* Because of their low cost, they can easily be refunded if threatened. If a zombie comes too close to them though, they cant be refunded anymore, so it is of critical importance to react quickly or put a early-warning system in place.
* Very energy efficient, but space inefficient.
* New players tend to vastly underestimate the importance of housing. Of all the resources required to keep a colony going, gold is needed in the largest amount and must be produced in quantities orders of magnitude higher than any other resource. As such, building a large, dense, and efficient housing district should be one of a players highest and most immediate priorities.
* Placement of a Market and Bank is critical to getting the most out of your housing, so pay careful attention to the discussion of strategies and tips for those buildings when considering how you will place your tents.
The Highlands

## In-Game Description

*"The time has come to create a colony with the greatest population for the glory of the Empire. The Highlands is an ideal location because it is free of infected and without nearby swarms to worry about for at least a couple of months. But do not be overconfident, a large colony will gain the attention of the infected who will detect it from other regions and will group together in a large swarm you will have to face. Build a large colony and fortify it to be impregnable."*
The Crystal Palace

## In-game Description

*"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."*

## General Information

**The Crystal Palace** provides 800 food, which can support 50 Stone Houses, 100 Cottages or 200 Tents. It's the most space-efficient food source in the game, it has great food to maintenance ratio, and it doesn't depend on terrain.

Crystal Palace is great addition to any colony, but it's particularly valuable on food-constrained maps such as Desolate Desert. Being available from Wood Workshop and requiring no oil means that any colony with 3 warehouses and access to market will be able to eventually afford it.

This building has relatively big footprint, so don't build it too close to outer wall.
Quintus Crane

Emperor **Quintus Crane** is a founder and leader of the New Empire. He is responsible for the expansion and conquest of humanity against the undead horde.

After the Hero successfully conquered the eastern territories, Crane will congratulate the hero for his accomplishment and revealing that there will be new territories to be conquered in the future with the Hero as a conqueror.
Stone Tower

## In-game Description

*"Stronger towers made of stone. Units can be placed in these towers to be protected and extends their watch and attack range."*

## General Information

**Stone Towers** are the upgrade of Wood Towers.

Towers are a supplemental defensive construction that temporarily allows units to act much like a turret. Each tower can hold up to 4 units constructed in a Soldier's center. Units in the tower cannot move, but can still fire and do so with enhanced range on their attacks. Units can be ordered to enter or unload from a tower and may exit from the tower on any unblocked side.

If a tower is destroyed, all units in it are deposited in the tile where it was destroyed.

Stone Towers extend the watch and attack range of units inside by 4.

## Tips & Strategy

* Most of the comments that apply to Wood Towers also apply to their Stone counterparts. However, owing to their higher hit points and increased range bonus, Stone Towers tend to be used more in the late game than their basic counterparts. In particular, once the map is cleared, 4 snipers in a Tower constitute a very strong point that can enhance your defense of a choke. Because snipers in a tower have greater attack range than almost any other turret or unit currently in the game, they can help protect turrets by setting the tower and it's occupants to target higher level special infected - and in particular Venom infected - near the back of the swarm that might otherwise go undamaged.
Stone Workshop

## In-game Description

*"Allows researching for complex structures based on stone mineral."*

## General Information

The second Research Building in the game allowing research of Tier 2 buildings.

It cannot be refunded, though it can be destroyed by units with the attack command. However, this is not advised as destroying it would render all the researched technology inaccessible until the new Stone Workshop has been built and all the technology researched again.
Glitches

video File:Placeholder
Glitches are something in a game that can make a game eaiser or harder to play. In some rare cases, it makes the game unplayable.

## Characters without meeting objectives

You can get the cats or dogs that need you to like, follow, or subscribe on social media without meeting the objectives. *You don't need to keep the social media page open once you begin the game.*

1. Open the select which cat/dog screen.
2. Click on the cat/dog you want to get. It should open a social media page.
3. Go back to the CatsVsDogs screen and select the cat/dog.
4. Begin the game. You should now have the cat/dog unlocked without completing the objective!

## Mating with 1 cat/dog

Sometimes, there will be the pink mating circle, but there will be bo cat/dog. The circle is perfectly functional and using it will not break the game in any way. It is unknown why this happens. It may be you die while pressing E, but this is not confirmed.
The Lonely Forest

## In-Game Description

*"This small valley, that seems to have gone unnoticed by the infected, sits deep in the forest. In this region you can build a large colony without risk of being infected. Build a large colony, saving the space and resources to succeed. However, although there are no infected in the region, we have detected a colossal swarm coming from the mountains that is 40 days away from this place. You have a lot of time to fortify the colony and prepare your army to face the swarm, but do not get overconfident..."*

## Tactics

The Lonely Forest is both deceptively simple, relaxing, and a shockingly easy map to get "trapped" by. DO NOT attempt this map without the Stone Workshop unlocked. While mostly a simple introduction to the "boom" mission type, the claustrophobic dimensions of the building space can give you fits on the population condition if you aren't careful -- and since that comes around so far into the mission, you can waste a lot of sunk time.

This map starts with absolutely no Infected present, and none will arrive until the large final swarm on day 40 (which may come sooner or later than that depending on difficulty). The swarm WILL come from all sides, but is relatively small. However, you are going to need just about every inch of land on the map, so be prepared to fortify at the edges.

Firstly, however, focus on booming. You have no threats, guaranteed, and thus no reason to invest in military units at first. Build up an economic base and as quickly as possible. The stone and iron supplies are relatively limited -- stone especially -- so be cautious with how you use them. You'll need stone for your Stone Houses, both to ultimately hit the population goal and to give you the economic grunt needed to fortify the edges, but you'll also want it for one layer of Stone Wall if possible on the outside.

Hitting 1500 population on the available space will require planning things out to make sure you get the absolute most out of your Markets and Warehouses, as well as the myriad Mills you'll need (unless you have the Thermal Plant already, which is very strong on this map). The good news is, once you survive the big wave, nothing else will show up and you have the remainder of the 60 day limit to hit 1500 population with no threats. Dismantle the military at this point if you need the food or gold income.
Animation Canceling

**Animation canceling** is a mechanic in They Are Billions. It can be used to manually force some units to attack faster by interrupting unit animations. Extra damage per second comes with a price of extra micromanagement and Noise. It's mostly used with Ranger, Caelus, Calliope and Lucifer.

## Animation canceling methods

### Shift-attacking

1. Select unit
2. Select "attack" order (press A)
3. Hold Shift
4. Left-click an enemy
5. Wait for projectile to be fired
6. Right after projectile is fired, go to 4

This is most common method. It gives most control over actions of unit, but it is more prone to misclicking, and may not be possible if infected is approaching a tall building from north, in which case unit will attack building instead. It can also spread damage if used against crowds.

### Hold-stopping

1. Select unit
2. Order them to hold (press H)
3. Wait for them to fire
4. Right after projectile is fired, order them to stop (press S), then hold (H) in rapid succession. Go to 3.

In this method the unit will just attack the closest enemy. It doesn't work for units with looping attacks, though.

## How does attack speed work

Units and buildings in game files have multiple properties responsible for their attack speed:

**TimeLoad** - time needed for unit to raise their weapon. For example, Thanatos takes 1.5 seconds to sit down and take out rocket launcher.

**TimeAction** - time needed for unit to go through their full attack cycle animation.

**TimePreAction** - The unit will wait this time before executing the action (ms).

**TimePostAction** - The unit will wait this time after executing the action (ms). Only used by Venom

**TimeLoopAction** - If this parameter has value the action is continuous and this is the loop time (Lucifer and Mutants).

**TimeUnload** - time needed for unit to lower their weapon before they can move again.

*Attack rate* shown in interface doesn't exist in game files, but is calculated from these properties. It represents amount of attacks per second. It's equal to 1/(TimePreAction + TimeAction + TimePostAction), or 1/TimeLoopAction.

Animation canceling happens if player manually interrupts animation during TimeAction phase right after unit releases a projectile. It's most useful if actual attack happens early in animation, and unit doesn't have long TimePreAction. For example, Ranger's animation takes 1000 miliseconds; she releases tendon around 300 miliseconds, after which reaches into quiver for an arrow and draws a bow. The part after those 300 miliseconds can be skipped. For Soldier and Titan the recoil part of animation can be skipped.

Units with TimeLoopAction can be forced to attack every frame, as long as player clicks fast enough.

### Modding out animation canceling

AC can be "patched" by setting TimeAction to be short and either increasing TimeLoad or TimePreAction.

1. ↑ https://steamcommunity.com/sharedfiles/filedetails/?id=1558159867&snr=1\_2108\_9\_\_2107
2. ↑ https://www.reddit.com/r/TheyAreBillions/comments/7rlmjv/comment/dsy8c47/?utm\_source=share&utm\_medium=web2x&context=3
Infected Fresh

* Male
* Female

The **Infected Fresh** are runners of the Infected.

## In-game Description

*"His/her body was infected recently so he is quite strong and fast."*

## General Information

These infected spawn all over the map but are mostly confined to doom villages and waves. These infected are the backbone of waves. They may not have much health but with their sheer numbers and movement speed they can be a fairly difficult challenge.
Score

*This page may need to be updated as more accurate information becomes available.*

## General Information

In survival mode, your score for a winning game is determined as follows:

* For Winning The Map: +20000
* For Each Colonist in your Max Population: +0.5
* For Each 10 Infected Killed: +1
* Each Unit that was Killed: -10 (-10 again since every unit also counts as infected, which is only important during a game to know how much points are lost - score screen already includes this in infected count e.g. -180 on 900%) (maximum modifier in this category -5000, this doesnt count on higher multipliers)
* Each Colonist that was Killed: -10 (maximum modifier in this category -5000)

In survival mode, your score for a losing game is determined as follows:

* For Losing the Map: +1000\*(days survived/days total)
* For Each Colonist in your Max Population: +0.5
* For Each 10 Infected Killed: +1

Note: Colonist and soldier deaths do not provide any reduction in points in the case of a losing game.

There are also six wonders in the game that provide bonus victory points. Those wonders, and the amount of respective victory points they give, are as follows:

* The Silent Beholder: +1000 Victory Points (bugged, doesnt provide points (fixed in recent patch))
* The Crystal Palace: +1500 Victory Points
* The Academy of Immortals: +1000 Victory Points
* The Victorious: +2000 Victory Points
* The Lightning Spire: +1500 Victory Points
* The Atlas Transmutator: +2000 Victory Points

The total, either in the case of a win or a loss, is multiplied by the score multiplier of the map. The score multiplier for the map is found by dividing the Score Factor of the map by 100. For example, the score multiplier for 100% is 1x (Map 1, Challenging Population, 100 days), and the score multiplier for 500% is 5x (Map 4, Brutal Population, 80 days).

### Example of calculation

An online score calculator has been made for They Are Billions, and can be found here: http://www.baligu.com/billions/calculator.html.

edit\* score calculator is wrong when u only have dead soldiers and no infected, since they count as both.

Here we demonstrate typical score calculation for a victory.

One can notice that penalties can dramatically influence the final result.
Here we demonstrate typical score calculation for a loss.

One can notice that there are no penalties for soldier deaths or colonist deaths in the loss calculation.
Foundry

## In-game Description

"*Allows the researching of complex buildings and units based on iron."*

## General Information

The third Research Building in the game, allowing for Tier 3 research.

It cannot be refunded, though it can be destroyed by units with the attack command.

If the Foundry gets removed by the player, every technology it provided cannot be accessed anymore and needs to be researched again if the Foundry is rebuilt.
Sailor Mars' Roles

These are roles played by Raye/Sailor Mars.

## Characters:

* Foxglove (Beuatifule)
* Kim Possible (Stubor)
* Roxanne (Shy)
* Lily (Annoying)
* Mindy the Mermaid (Smart)
* Xandra (?????)
* Cinderella's Stepsister (Hothea

## Gallery:

as Kim Possible in Raye Possibleas Lily in Pokemon (4000Movies Stye)as Xandra in Legend of the 3 Caballeros (4000Movies Style)
The Valley of Death

- View Range +10%**Very active Infected:**

* Infected

- Activity awareness +30%

## In-Game Description

*"Undoubtedly, the Valley of Death is an inhospitable and terrible place to build a colony, but its strategic position is of vital importance to the Empire. Being on the edge of the great desert, no swarms of infected can reach the colony, however, there is a large population of infected in the region, because of two human villages that were infected long ago. The region is so barren that you will have to make the most of each arable space to keep a self-sufficient colony with an acceptable population."*
The Lightning Spire

## In-game Description

*"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."*

## General Information

**The Lightning Spire** provides 800 energy, which is roughly equivalent to 27 Mills or 16 Advanced Mills.

## Strategy

The Lightning Spire is the most space-efficient energy source in the game.

However, it's also the second biggest security liability in the colony after Command Center itself. If it gets infected, it will immediately create a 800 energy deficit which will be difficult to compensate. The colony may survive loss of The Crystal Palace or The Academy of Immortals, but losing Spire will usually disable all of its defences, therefore, Lightning Spire should be always placed as far away from colony borders as possible.

## See also

Comparison\_of\_efficiency\_of\_different\_energy\_sources
The Villa of Terror

## In-Game Description

*"At this mountainous crossroads lies one of the largest infected villages we have crossed paths with. Its existence puts the colony's communication network at risk as it houses thousands of infected, many of them of the most lethal and dangerous types. Build a large colony to gain control of this crossroads and destroy Villa del Terror. Do not leave any infected alive!"*
Infected Giant

The **Infected Giants** are special Infected.

## In-game Description

*"The corrupt body of this infected person has swollen to an enormous size. Its thick skin makes it almost invulnerable to low-caliber weapons."*

## General Information

An Infected Giant swipes back and forth in front of himself with his huge arms. This AoE attack can kill dozens of Rangers in a single swipe and can reach behind walls. Their attacks deal friendly fire to other infected as well.

Giants have big hitbox and are the only unit that can't squeeze through 1-tile wide spaces.

They are deaf, and only become aggressive if they see soldiers or buildings, get damaged, or during final wave.

The Infected Giant only appears at difficulty "Medium Population (Challenging)" and higher.

In the campaign, their health varies from 4000 to 20000 depending on the difficulty.

## Strategy

### Unit only

Giants will join the final wave, so it is highly recommended to deal with them in advance.

Due to their high health pool, it is highly advised to bring a 30+ team of snipers to deal with Giants (preferably vets). Their high single target damage ensures that the Giants health goes down quickly. Attacks of Giants have huge area of effect, so It's also advised to have extra units to kite the giant:

* Rangers have the same speed as Giant, but Giants also sometimes stop chasing units to scream. This means that Rangers can kite Giants indefinitely. When doing this, make sure that distance between Ranger and Giant is less than between Giant and the main army, but never less than 3 tiles, or Ranger will die. Giant's watch range is 10, while Ranger's is only 8; this means if Ranger sees Giant - Giant will eventually see her and initiate chase. It's easy to assume that if Giant doesn't react immediately, they are also blind; don't fall for it, don't get closer than necessary and certainly don't shoot it with arrows to attract its attention.
* Titans can survive at least 9 hits from Giant due to their huge HP pool.
* Lucifers can take at least 5 hits, and even more if allowed to regenerate by actively walking away.
* Sacrificing single Snipers or Soldiers to prevent damaging the rest of the squad is also a valid option.

### Using fortifications

Stone Wall has 1000 hp and can sustain 7 hits from a Giant; placing multiple pillars or a corridor of two parallel walls may distract Giant for long enough time to kill it. Common strategy involves building either a field of single-tile pillars or a corridor, using Ranger to draw Giant's attention and luring it into said structure, while Snipers deal damage to it.

However, if Giant attacks walls, units and towers should be at least 3 tiles away from outer layer of wall, otherwise Giant will reach them.

## Trivia

Train only deals 1600-1800 damage to Giant.

If terrain prevents Giants from reaching Command Center during final wave, they will attempt to go take straight through terrain and get stuck, as seen here.
Research

*This page is about in-game research. For technologies unlocked in Campaign, see Technology Tree*

There are three **research** buildings in *They Are Billions* which form different technology tiers.

The first tier is the Wood Workshop. Within, you can find "Research Stone Workshop", which unlocks the second research tier, Stone Workshop. Using the Stone Workshop, the player can find their way to the third research tier via "Research Foundry" which enables construction of the Foundry.

Research times are listed in seconds; one in-game day is 95 seconds.
Outpost

## In-game Description

*Operations center for the deployment of the army and defenses to attack the swarms of infected in the open field*

## General Information

Outposts function as general's headquarters during Swarm campaign missions. When infected enter the map, they immediately move to attack it.

## Advanced Outpost

If player decides to take the Armored Attack Station technology during campaign, the outpost will be replaced by advanced outpost, which has 3000 shields instead of 1000. Additionally 200 extra Empire Points are provided for use.

Functionally the Advanced Outpost is identical to normal Outpost.
Power Plant

## In-game Description

*"Provides a great amount of energy generating steam by burning combustible materials."*

## General Information

Power Plants are energy production buildings researched in the Stone Workshop, allowing the player to produce large amounts of energy fairly quickly at the cost of building materials (-10 wood and stone income). While they are larger and more expensive than Mills, they are more space efficient and do not have a 4-tile spacing requirement.

## Tips & Strategy

Power plants consume wood. It is important that the player keeps adding extra saw mills, lest they will get constrained by wood income.

Mills are around 30% more efficient in terms of maintenance cost, but need nearly 50% more workers and more than twice more space. Placing mills requires more attention, which also makes power plants a better choice for no pause mode.

Power take almost 24 hours to build. That's 3 ticks of resource income. They should be build in advance to avoid going over resource cap.

## See also

Comparison of efficiency of different energy sources