recursal/Fanatic-Fandom huggingface dataset:
Warehouse

## In-game Description

*"Expands the maximum storage capacity of resources and gold. It also increases the resource production of surrounding buildings."*

## General Information

The **Warehouse** provides +50 Resource Storage, +2000 Gold Storage, and increases production of all buildings in range by 20%.

The increased production zone is 28x28 tiles wide, with the 4x4 Warehouse building in the center. The increased production applies to all buildings that produce food, wood, stone, iron, oil, and quarries that are producing gold for gold ore veins. It does not increase worker production, energy production, or gold production from housing buildings such as Tents.

Multiple Warehouses may be built. Unlike the Market or the Bank, there is no limit to the number that can be built on the same map. The storage capacity of each Warehouse stacks, but the production zone bonus doesn't.

## Tips & Strategy

* When placed properly, Warehouses can greatly increase your resource production. The utility of this depends on whether the increased production more than pays for the 30 gold maintenance cost of the building.
* Warehouses are particularly effective when placed near multiple Farms, as the resulting increased food production can then fund housing improvements that result in increased income of much more than 30 gold per cycle.
* To get a rough idea as to whether a warehouse is justified in an area, count the production of the buildings in that area, with each food and wood counting 1, each stone counting 2, each iron counting 4, and each oil counting 8. If the total is 100 or more, a Warehouse will likely pay for itself. A warehouse with less influence on production might still be worth it for some other reason, but will probably not enhance your economy. For example, in the late game when increasing the economy matters less than maximizing defenses, increasing oil production by 2 in order to support two more Thanatos may well be worthwhile all on its own. Likewise, if your economy is so strong that you are at risk of overflowing your existing gold storage capacity, not wasting a cycles worth of gold production justifies a maintenance cost of a Warehouse for a very long time.
* Some late game improvements are not possible to purchase without a warehouse or other storage improvements, simply because they cost more resources than you can store using only a basic Command Center.

## Known Issues

As of V0.5.0, owing to a bug in the code the actual production increase of the Warehouse is 16.666%.

As of V0.5.0, there is a notable anomaly though with these zones in general: 2x2 Buildings which are only half build inside the zone **do** get the bonus on the **upper** part of the warehouse(so top-left and top-right), but don't get it at the **bottom**.
Command Center

The **Command Center** is the main building of the colony.

## Overview

The Command Center is the only building any colony will have when a new game is started. The building acts as the primary objective of Survival Mode, in that the main goal is to keep this building alive. If the Command Center gets destroyed or infected, the game is lost.

From here, you build any other building in the game. It is therefore, apart from being your main focus, also the most useful building. Only a limited number of buildings are available from the very start, as some require additional Research to unlock.

The Command Center also passively provides 200 gold every 8 hours, 20 food and 30 energy, with an energy transfer radius of 10. Additionally, the Command Center has a Storage Expansion of 50 and comes with 10 workers. Some mayors and campaign technologies may further improve Command Center output.
Great Ballista

## In-game Description

*"Attack Tower. Attacks nearby enemies by shooting large arrows."*

## General Information

Can be researched in the Wood Workshop for 700 gold.

Can be upgraded to the Executor, once researched.

Great Ballista is a defensive building which automatically fires great arrows, often taking multiple infected down. It cannot fire over terrain such as mountains or forests.

Its attack also knockbacks an enemy, just like the Sniper's attack would.

Like with units the player can set the priority to either the nearest threat or the highest level one. This can be useful in later stages of the game when the player has a significant number of troops capable of taking out weaker infected, as they can produce a minor knockback effect similar to Snipers on Infected Chubbies, the only infected capable of taking hits from multiple Ballista arrows.
Calliope

**Calliope** is one of the New Empire's top agents. Along with Caelus, she is responsible for recovering humanity's lost technology. She uses The Devil's Sisters, a pair of pistols that are rapid fire, but are short range and do low damage.

## Campaign Upgrades

The The New Empire campaign provides multiple permanent perks (upgrades) for Calliope, 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.
The Coast of Bones

- Food Generation +30%

## In-Game Description

*"Thousands of human bones are scattered across the sands of this coast, like macabre witnesses of a battle of long ago. However, the waters that bathe the Coast of Bones are exceptionally rich in marine life and a very favorable environment to build a fishing-based colony. It's a relatively easy place to protect. To the North a great mountain range rises and, to the South, the great sea provides protection. Get rid of the infected in the region quickly, so you only have to worry about protecting the Eastern and Western flanks."*

## Strategy

Expand along the shore, then north. Having 'bearing and pulleys' upgrade (+30% fishing food yield) helps.
Mill

## General Information

Mills are the basic and primary producers of energy for the settlement. Mills have to be separated by at least 4 cells from other mills, including Advanced Mills. Mills can't be built next to most other buildings.

Mills can be upgraded to Advanced Mills, once the technology has been researched at a Foundry.

## Strategy and Tips

* It is most efficient to build Mills next to impassable terrain and other buildings that have empty space requirements.
* Avoid building fields of diagonally parallel mills. It's difficult to place anything productive between them. Lines of houses will not benefit from bank and market and will make troop movement difficult, and farms will have field space wasted.
* Mills are very cheap energy providers with low maintenance costs, but require unreasonable amount of space. Wood shortages are fairly rare, so it's better to eventually switch to Power Plants, and use mills as auxiliary power source whenever an empty spot appears.

## See also

Comparison of efficiency of different energy sources
They Are Billions

**They are Billions** is a real-time strategy game in development by Numantian Games. The game is made to be challenging to new players and experienced veterans alike through simple game-play mechanics.

It was released on Steam Early Access on December 12, 2017, where Numantian allowed players to take part in the Survival Game Mode. This provided them great traction with the public and was widely appreciated as it was improved over time. The Campaign Game Mode, however, was what the game was technically made for; Survival Mode was an unintended bonus that helped get Numantian the backers required to make the game they had envisioned. **They Are Billions** was then officially released on June 18th, 2019, from Steam. Along with improvements to Survival Mode, the official campaign *The New Empire* was released to the public. Initial bugs and reviews of the campaign were negative but Numantian was quick to release patches and updates to try and bring the campaign into balance as well as releasing the *Apocalypse* game mode, their hardest difficulty yet.
The Silent Beholder

## In-game Description

*"It's the most precise and complex artefact ever created. The Beholder is installed on the Command Center revealing the entire map. Nothing can escape his prodigious eye."*

## General Information

**The Silent Beholder** reveals the entire map and watches it for the rest of the game. Unlike other wonders, this is an upgrade of the Command Center and does not require any maintenance, workers, or power once built. New buildings can't be constructed while this wonder is being built.

Lookout Towers and Radar Towers can be safely removed after this wonder has been built, as they will be unnecessary.

The map is fully revealed during final wave even without beholder.

## Strategy

While Silent Beholder doesn't produce resources, it provides two significant strategic benefits: it helps identify closed areas and the directions the infected will take during the final attack. See example below.
Technology Tree

*This page is about tecnhologies unlocked in strategic view of The New Empire campaign. For in-game research, see Research*

Technology tree is a way to unlock technologies and bonuses for colony in campaign. It uses **Research points**. Research points are earned by completing colony missions and collecting loot in scouting missions.
Infected Venom

The **Infected Venom** are special Infected.

## In-game Description

*"This corrupt swamp creature can spit its infected and acid saliva causing damage to several units at a time."*

## General Information

One of the most dangerous Infected, Infected Venom can attack towers and units from range, thus having the ability to neutralize colony defenses. Their acidic projectiles deal damage in moderate AoE, but take time to reach the target and it is possible to move units out of the way to avoid damage. Snipers are best equipped to deal with them as they have superior range.

## Strategy

Some maps in campaign feature big clumps of Venoms. On 800% difficulty there can be hundreds of Venoms in single area. If multiple Venoms start firing together, they may kill a group of units in single barrage. What's worse, they are often accompanied with Harpies that draw fire to them, and reinforcing Venoms may interrupt regeneration of units. Caution should be practiced not to pull more Venoms than colony's units can handle.

Shots-to-kill
 Soldier
 Sniper
 Lucifer
 Thanatos
 Titan
 Mutant
 Ballista
 Shocking tower
 Wasp
 Executor

Survival maps don't have crowds of Venoms, but significant numbers exist on edges of the map and arrive during the final wave. They may infect defensive towers and kill defenders long before the walls fall. To prevent this, make sure outer layer of walls is at least 5 tiles away from nearest tower or unit.
Lookout Tower

## In-game Description

*"It has a great view range to detect enemies and other threats in the surrounding area."*

## General Information

Lookout Towers are a great inexpensive way to get an early warning from potential threatening zombie waves, and tracking approaching hordes before they reach the colony. They can also confirm the location of nearby villages and terrain without pulling any infected or having to clear the area. Lookout tower can be demolished immediately after that to reclaim 50% of its cost.

Can be Upgraded to a Radar Tower.
Hunters Cottage

## In-game Description

*"Produces food by hunting animals from the surroundings like forests and grasslands."*

## General Information

The hunter's cottage is a unique food collection building, as the food it produces is dependent on the map theme, as well as the area it covers.

For each cell in it's resource range of 3, the total food production is calculated as follows: 0.8 \* (# of Dirt Cells \* Dirt Cell Modifier + # of Grass Cells \* Grass Cell Modifier + # of Tree Cells \* Tree Cell Modifier).

These modifiers are map dependent, and are listed in the table below.

 The Dark Moorland
 The Peaceful Lowlands
 The Frozen Highlands
 The Desolated Wasteland

## Tips & Strategy

It is generally advised to put Hunter's Cottages next to as many tree and grass tiles as possible. In particular they tend to be most efficient in the long run when placed next to an area of woodland, but they can be temporarily placed and used much like a farm if farming technology is not available and can even provide a slight boost to food production placed near a farm. While Hunter's Cottages are not as efficient as Farms at using grass tiles, they are both smaller and cheaper both in initial cost and upkeep making them both efficient to build and essential if the player lacks the ability to produce farms. Players should note that if buildings are constructed within their range, it will reduce their food production.
Infected Colonist

* Female
* Male

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

## In-game Description

*"This infected was a worker from some colony that was infected in the past."*

## General Information

These infected came from an old colony which was recently infected. This infected has 45 hp and can run much faster than the standard aged or decrepit infected.

These infected can spawn from standard infected hordes and mini hordes, Doom Villages and around the map as well. These infected also spawn if a colony building becomes infected.

If neglected these zombies can easily infect some of your buildings so be cautious.
City layouts

Because of the chief importance housing has in building a strong economy, there is a particular interest in efficient usage of building space in order to maximize bonuses from Banks (extra income) and Markets (reduced food maintenance).

## Layouts overview

    Here we attempt to summarize and evaluate effectiveness of different approaches one can find in the web. It is commonly accepted to put bank and market next to each other to combine bonuses as much as possible, but we also presented layouts (i.e. offset 6 and 11 rows) with offset between them, allowing to put extra tents.

One can judge total amount of houses in layout (2nd column) and amount of houses affected by bank and market (column "Bank/Market") and corresponding percentages of income boost and food economy. Last column demonstrate usage of bonus-covered area. Please note, that we maximize market coverage, but one may exchange positions of market and bank to get more money but lose food.

Proceed to Markets and Bank layouts Google spreadsheet for detailed version of this table, where you can find template to make your custom layout.

## Examples

Here's some examples of schematics without obstacles

And some from real life: vertical lined layout, center rows and glasses layout.
Bank

## In-game Description

*"Increases the amount of gold generated by each colonists and surrounding dwellings."*

## General Information

In order to build your first **Bank**, you need to reach a colony population of 400 colonists.

The Bank increases gold gain from all Colonist buildings in a range for 12 blocks (making it a 27x27 size square) by 30%.

 Tent
 Cottage
 Stone House

You are limited to building no more than 3 total Banks, which is also the limit of Markets you can build.

**Stacking**

Banks only give their 30% gold generation increase bonus once, meaning that building two Banks close to the same dwellings will net no extra bonus and only waste much needed space for the colony's expansion.

## Tips & Strategy

Planning ahead will allow you to gain much more gold from your Bank. Place your housing so that as many as possible can receive the benefit of your Bank.

As shown in the table above, Banks are more efficient with higher tier houses such as Cottages than they are with Tents.

A popular strategy is to build a Market and Bank next to each other in a wide-open space, build housings around them, and focus on upgrading these to the highest housing possible(e.g. Stone Houses) to get the maximum advantage out of the bonus zones.

There are many different theories as to the optimal layout of housing around a bank. See the discussion of housing layouts.

## Known Issues

As of V0.5.0, there is a notable anomaly though with these zones icon showing: Housings which are only half 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.
Infected Harpy

The **Infected Harpies** are special Infected.

## In-game Description

*"It does not seem very dangerous, but this infected girl is so fast that it can jump over the walls and kill any soldier with its sharp claws."*

## General Information

Harpies move extremely quickly and are definitely a force to be reckoned with. Because of its claws it has the ability to jump over walls which can easily catch the player off guard and infect lots of vital buildings. They spawn around the edges of the map, can be pulled with swarms and run in front of the final wave in survival mode.

Harpies are more sensitive to Noise than other special infected and can be provoked to attack from 36 tiles away.

### Wall climbing

A harpy can cross any amount of wall tiles, but needs a free space to land in the end. Wasps count as wall tile. If there is no such space, Harpy will be stuck, and usually will not attack wall. Harpies can also get stuck on top of walls if landing spot becomes unavailable, for example, if colony units move in faster.

Despite common misconception, harpies can jump over Wasps behind walls if their primary target is behind wasps and has an empty spot in front of it, as seen hereyoutube. However, they can't reach a building which is completely surrounded by walls or units.

## Trivia

Based on the research note in the Omega Research Facility, the Harpies were result of infected women being mutated after being subjected to the experimental V9 vaccine to combat Rabies Z.
The Broken Land

## In-Game Description

*"This place looks like it was flooded a long time ago. The highest lands have formed a set of islands connected by natural bridges. It is a region rich in resources, but is a complicated location to build a large colony. In addition, there are ancient doomed villages on several of the islands and many infected that have concentrated in the high ground after the flood. Build a large colony and kill all the infected in the region as well as the swarms that approach the colony."*

## Overview

This map has all kinds of special Infected, but chokepoints make defense easy. The biggest danger lies in pulling huge groups of Harpies and Venoms. Having Lucifers or Titans for tanking before going to center island is recommended.
Wood Workshop

## In-game Description

*"Allows researching for complex structures made from wood."*

## General Information

The first Research Building in the game allowing research of Tier 1 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 Wood Workshop has been built and all the technology researched again.
The Noxious Swamp

## In-Game Description

*"These swamplands are impregnated with a nauseating smell that emanates from their polluted waters. In this region the infected seem to have mutated into a more amphibious form and their putrefying bodies generate a lethal poison that they can spit from a distance. It is necessary to clean this nest of infected or else it will become a problem for our colonies in the future."*

## Overview

This map starts with hundreds of Venoms already present. The last wave consists of Venoms as well.
Stone House

## In-game Description

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

## General Information

The Stone House is the last upgrade of a Tent. Stone Houses can be upgraded from Cottages, after being researched in the Stone Workshop.

A Stone House quadruples the Workers and Colonists provided by a tent and gives five times the gold income, but it also costs 4 times the food and 10 times the energy to maintain.

### Tips & Strategy

* Stone houses are the most space and food efficient dwelling in the game. Each unit of food produces 2.5 gold as opposed to the 2 gold produced by a single food when maintaining tents.
* Stone houses consume a large amount of energy and are quite energy inefficient, producing just 5 gold per unit of energy compared to 8 gold per unit of energy produced by tents. Since most energy must be produced by Mills and mills are very space inefficient, sustaining a housing district composed of stone houses requires expanding into a very large area to build sufficient mills to support the housing district. Alternately, Power Plants can be used if the wood income is sufficiently high.
* Stone houses payoff more slowly than tents and cottages. However, they still become profitable in a mere 64 hours (less than 3 days) after being produced, making them exceptional investments despite their relatively high cost.
* In conjunction with Markets and Banks, they are a great way to get a lot of income and workers without occupying too much space that has to be defended. In particular, banks are much more efficient with Stone Houses around them than they are with mere Cottages or Tents. A bank influencing 4 Tents increases income by 8, and a Bank influencing 2 Cottages increases income by 10, but a single Stone House in a Bank's radius increases income by 12.
* Like all houses, Stone Houses should be guarded heavily, because they have huge snowball potential. Although they are not nearly as fragile as tents, once a single Stone House becomes infected, the situation rapidly gets out of control both because of the large numbers of infected produced by a stone house and the massive noise event that the infection of a stone house generates.
* The Stone House actually costs less wood when built directly, than it does when upgrading from a Cottage (5 instead of 12).
The Hunter's Meadow

- Food Generation +30%* Farm

- Food Generation +30%* Advanced Farm

- Food Generation +30%

## In-Game Description

*"These lands of lush pastures are an ideal place to establish a colony that can feed hundreds of colonists. Although the meadow is located in a region far from the large swarm of infected, don't let your guard down. Small groups prowling nearby can approach the colony from any direction. Build a great colony worthy of the Emperor."*

## Strategy

Having access to Farms and Cottages helps.
Farm

## In-game Description

*"Produces food by harvesting grass field from the surroundings."*

A **Farm** is a building that provides food for the colony.

It can be upgraded to an Advanced Farm, if researched.

## Overview

The Farm 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 2 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 Farm requires research from the Wood Workshop.

Even though the Farm only gives 64 food with perfect placing conditions, the maximum amount of food you can get out of a single Farm is in fact 77, through placing a Warehouse close to it, boosting the production by 20%.This value then can be doubled by upgrading the Farm to its advanced version.

A Mayor can also boost all Farms by 20%. This combined with the Warehouse bonus increases to 92 Food. (However the mayor bonus does NOT apply to Advanced Farms like the Warehouse does)
The Frozen Lake

- Food Generation +30%**Slow terrain:**

* Units

- Speed -20%**Cold weather:**

* Buildings

- Energy needed +15%

## In-Game Description

*"The Empire wants to control the Frozen Lake region. The Lake sits in the center of a crossroads with high strategic value. You will have to build a large colony around it with enough defenses to close the four access points to the region. Although the climate here can be cruel, the lake is very rich with fish so there will not be a shortage of food for your colony."*

## Strategy

Don't forget to sell radar towers if/after repairing them. They have high upkeep.
Rabies Z

Rabies Z is the mutated form of rabies that is responsible for infecting people and turning them into bloodthirsty infected.

## History

**Spoilers**

Rabies Z developed due to the ancient humans executing convicts, invalids, poor, sick and homeless people, then processing their corpses into the food product known as HPP 9000.

HPP was introduced in 2110, and by the year 2120 humanity became reliant on Human Protein Processors (HPP), with 60% of the food sourced from it.

26 years after the introduction of HPP, there was a noted increase in mental illneses, such as dementia, Alzheimers and schizophrenia. At the same time, more than a hundred people were reported with symptoms similar to rabies, such as greatly increased aggression and nervousness.

Over 750,000 people were infected with the new rabies disease at the start of 2145. It started mutating rapidly, each new generation reduced incubation time from months to just days, with experts speculating it could be mere minutes with future strains of the disease. The initial months long incubation and its high contagiousness allowed the disease to spread undetected among the human population living in mega cities.

Scientists at the time hadn't experienced such a disease, with studies of it rewriting the medical texts. Each generation of the disease was labelled with a letter, starting with Rabies B, with Rabies Z being the latest.

Symptoms were noted to now include inital loss of conciousness, a reduction in parasympathethic responses (fatigue, pain and other basic human sensations), with the exception of an insatiable hunger for flesh.

By the year 2152, no cure yet had been found for Rabies Z. The disease was spiraling out of goverment control, with 10 new infected appearing after each kill.

The infected outnumbered the humans by 100,000 to 1 by 2158, with them numbering now in the hundreds of millions. They began migrating in great hordes, ravaging the lands. They became attracted to the smell of humans, the detection of their pheromones and sounds.

Many cities were devastated by bombs, napalm and nuclear weaponry, in attempts to exterminate the infected. The human capital had fallen, with humanity regrouping in the few cities and fortresses under their control.

As of the time of The New Empire Campaign, over 200 years after the fall of the ancient human civilization, massive infected hordes roamed the whole earth, with the uninfected humans confined to small cities scattered around the globe.
Fisherman Cottage

## In-game Description

*"Produces food from surrounding sea cells. It must be placed near a water source."*

## General Information

Has to be placed directly adjacent to a water tile. The more water tiles are in its 7x7 gather zone, the more food it provides.

Additional Fisherman Cottages can only be placed so that they don't collect from a water tile that an existing Fisherman Cottage is already collecting from.
Executor

## In-game Description

*"Attack tower. Attacks nearby enemies inflicting massive damage within an effect area of 0.6 cells radius."*

## General Information

The Executor is one of the highest tier defensive turrets with long range, high damage, a fairly high rate of fire and a small area of effect. It can be researched in the Foundry for 3000 gold.

It can be built directly or upgraded from a Great Ballista.

## Tips & Strategy

Like units, Executors can be told to target either the nearest threats or the highest level ones. This can be useful in later stages of the game when the player has a significant number of troops capable of taking out tougher infected, as they have significant splash damage, though their high maintenance cost means they should be built somewhat sparingly.

## Trivia

In English, 'Executor' means "a person or institution appointed to carry out the terms of a will", or more generally, someone that puts something into effect. The word is related to the English verb, "to execute", which has one common meaning of "to put to death". However, the word 'Executor' is related to the other common meaning of "to execute" - "to put something into effect". A person responsible for putting someone to death is an 'Executioner' and not an 'Executor'. Thus the fearsome tier three tower is not actually named after dealer of mass death, but after a common lawyer.
Infected Chubby

The **Infected Chubbies** are special Infected.

## In-game Description

*"His infected chubby body can support a huge amount of damage before he dies."*

## General Information

An Infected Chubby is a fairly difficult infected. This infected has 600 hp which is about 13 times the amount of health as an average runner. It runs at the same speed as an infected Colonist. They can spawn from Doom Villages and from later waves. They usually spawn on the outer edges of the map and are a force to be reckoned with if you are not prepared.
Sawmill

## In-game Description

*"Produces wood from surrounding trees."*

## General Information

Sawmills are the game's most basic resource producing building, and the only building which produces the first tier resource wood. A sawmill is a 2x2 building with a 3 tile resource gathering radius that together covers a 8x8 area. For each forest tile within 3 tiles of the sawmill, the sawmill produces 0.5 wood, with the result being rounded up to the nearest whole number. No sawmill can be placed so that its resource gathering radius overlaps that of an existing sawmill.

## Tips & Strategy

* Since wood is critical to building almost all of the games basic infrastructure, it is essential that a highly productive sawmill be built as early as practical in the game. Since most buildings require wood in some multiples of 10, a sawmill that produces at least 10 wood per cycle is considered essential to avoid having significant delays in early construction, and the inability to place such a sawmill is considered a significant challenge to have to overcome - much worse for example than a nearby Village of Doom unless indeed it prevents placement of the sawmill.
* A second sawmill built during the early game is generally considered necessary to fund all the needed early construction.
* Since the player begins with 20 wood and the game attempts to place the Command Center near a forest, the player has the means to build sufficient Tesla Towers to reach a nearby forest and construct their first sawmill even if the nearest forest is some distance away. But if this starting cache of wood is wasted on some other construction, a player that doesn't take sufficient stock of their available forest assets at the beginning of the game could be in for a very short game indeed.
* Once at least one Market has been constructed, Sawmills offer a small but welcome boost in income in the later portions of the game. On most maps, the ability to produce wood will eventually outstrip the settlement's need for wood, owing to transition to later game technologies based on stone and iron. Although wood is the least valuable of the stockpileable resources, it is far and away the cheapest to produce and the one with the readiest access. As such, in later portions of the game, it may be worthwhile to build a Sawmill on a highly productive location even if you do not need the wood production, but simply to boost gold income. The time to repay a gold investment in a sawmill, assuming all the wood produced is sold at market, and discounting the time to build the sawmill is given in the table below:

* Another good use for wood during late game is as upkeep for Power Plants.
Stakes Trap

## In-game Description

*"Sets a stakes trap that will cause damage to the enemies and will make them to walk slower."*

## General Information

While an infected is on the tile where the **Stakes Trap** is built, they will take 5 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 stakes traps to thin out large hordes.

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

Stakes trap will deal a total of 750 damage before it is destroyed, although the effective damage is reduced by the infected's damage resistance.

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

Traps don't produce any noise.

Stakes traps can be upgraded to Wire Fence Traps, roughly doubling their health and damage per second.

## Tips & Strategy

Stakes traps are often used directly in front of walls or adjacent to towers, where infected are likely to stand in the trap for prolonged periods of time. Stakes traps can also be useful as a form of passive defense early-game, since the traps do enough damage to kill walkers before they can make it across the tile. Because of their fast building time and the fact that infected do not target them; stakes traps can be very useful for making a quick defense against an infected breach inside your colony.

Sometimes traps are used without walls. A common tactic is to silently dispatch early Swarms by kiting them with Ranger through multiple traps bunched together. On harder maps trap kiting might the only option of surviving swarms if they come from side where there are behemoths or villages nearby.

Desolated Wasteland maps tend to generate terrain with lots of single tile passages, which are difficult to protect with ballistas or rangers. Blocking such passages with walls and traps can prevent inevitable random walkers from wandering in.

Lucifer can shoot over traps without damaging them.
Wasp

## In-game Description

*"This machine gun automatically attacks nearby enemies. As it is an inert object, the zombies do not treat it like a prey although they can be attracted by their fire."*

## General Information

A **Wasp** is a stationary turret. Think of this as a veteran soldier but more tanky and immobile. It’s counted as a non-living object so enemies will not go for it at first if they see another living unit/building. If the infected takes too much damage from it it will target the turret instead of the original target. Unlike other defenses, Wasps can't be infected, and are irreversibly destroyed by Infected.

## Strategy

Wasps are economical alternative to Great Ballista. While they lack AOE, they are capable of dealing with small groups of runners and even most types of Special Infected. They also have lower maintenance (2 instead of 15) and require no colonists to operate them.

In attack missions you can put some wasps near the sides of the pathway, which the enemy will ignore and that will help decrease the numbers.

Wasps block movement of most units, but Harpies can still jump over them. However, single Wasp is capable of taking down a single harpy before it gets to attack anything.

2-3 wasps can be used as cheap low commitment defense for resources just outside walls, such as quarries and farms. This is usually enough to stop small groups of runners coming from villages and edges of the map.

Wasps can be used to push energy grid in areas with low infected density even without an army.

Wasps count as attack towers for achievement purposes.
Stone Gate

## In-game Description

*"Stronger quality. Gates open and close automatically to allow friendly units to pass through the walls."*

## General Information

**Stone Gates** are an improved version of Wood Gates, just as Stone Walls are an improved version of Wood Walls.

Gates are useful for partitioning your settlement into smaller areas, while still allowing you to transfer units between them. If a small portion of your settlement is overrun, interior partitions allow you to contain the infection and defend against it. Likewise, an exterior gate allows units to rally forth to attack infected, but easily retreat to a protected position if they draw more attention than they can handle.

Because of their large size and therefore attacking surface, they have much less resistance to attacks than stone walls despite their higher HP. Therefore they shouldn't be built directly in the line of the attack of infected, but rather sheltered behind a screen of other defenses. They are also more expensive than walls, and so they should only be used when they provide real value. Early on when infected hordes are small and the direction attacks will come from somewhere predictable, you can usually rely on the mindless infected to not be able to negotiate a complex path through your walls, allowing you to avoid the expense of gates until they are truly necessary.

They can be built directly or upgraded from Wood Gates.
Infected

The **Infected** are zombies and the main enemies of the game. The Fearless, Tireless, Relentless, Numberless, Merciless infected used to be humans in the past until a mutated form of rabies, called **Rabies Z** turned them into mindless zombies. Now they make up a majority of the world's population with wandering swarms constantly hunting for the last remaining humans.

Large groups of infected occupy a majority of the map with entire swarms concentrated around Villages of Doom. Any infantry unit or building that gets too close to the infected will attract their attention. They also react to the noises made by weapons and the behaviors of other infected around them.

If even one of the infected deals enough damage to any building it will infect it and all of its inhabitants will turn into zombies potentially resulting in an outbreak that will spiral out of control if not immediately taken care of.

All Infected have a hit points regeneration rate of 0.1.

## Types of Infected

### Walkers

Low-level Infected that are the very first you will encounter, they have a very slow movement speed and low health. These Infected, while weak, make up for it in numbers. There are thousands placed around the map and if provoked can create a swarm early in the game that can be hard to repel.

* Infected Aged
* Infected Decrepit
* Infected Young

### Runners

Mid-level Infected found in Villages of Doom, at medium distance from spawn and as part of swarms. They're fast and can pose a significant threat.

* Infected Fresh
* Infected Colonist
* Infected Executive

### Special Infected

Rare, high-level Infected found close to the edges of the map, in Villages of Doom or as part of late-game swarms. They possess unique abilities making them a huge threat to even heavily defended colonies.

* Infected Harpy
* Infected Venom
* Infected Chubby

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

* Infected Giant
* Infected Behemoth
Sniper

## In-game Description

*"Snipers walk slowly and take their time to load their large 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."*

## General Information

The **Sniper** is a unit in They Are Billions. It is built in Soldiers Center. It is the first unit requiring research, and is researched in the Wood Workshop.

Snipers are long range units with slow, high damage attacks. They are most effective against tougher infected, whom they inflict less overkill damage on. The Sniper also produces a slight knockback effect for infected that survive his attack, allowing him to slow down Infected Chubbies with relative ease. When in low numbers, they can easily get overwhelmed even by normal zombies because of their slow attack and movement speed, so they rather should be used behind defenses.

In large groups however, they are excellent to clear the map or get rid of most types of special zombies, thanks to their long range, which allows them to defend each other with ease.

Snipers can carry Explosive barrels.

## Campaign Upgrades

Technology Tree in campaign provides multiple permanent upgrades for snipers, increasing their power and survivability.

Sniper upgrades
 Mercenaries II
 Medicine
* Ranger: Life+20%
 Advanced Training
* Ranger: Training Time -10%
 Military Tactics
 Augmented Reality
* Sniper: Attack Range +1
* Sniper: Attack Damage +20%

## Quotes

When trained:

* *"Sniper is ready."*

When selected:

* *"Death, lovely death."*
* *"I need to kill something."*
* *"I need to 'splode a skull."*
* *"Just give me something to shoot."*
* *"Just tell me what to kill."*
* *"Last night I dreamt of brains exploding."*
* *"My rifle is ready."*
* *"Your sniper, at your service."*
* *"Nothing better than to put some bullets through some brains."*
* *"So many targets, gonna love it."*
* *"Tell me your darkest thoughts."*
* *"Who do you want me to punish?"*

When moving:

* "*Alright."*
* *"Bullseye."*
* *"Let's go."*
* *"Like a snake with its prey."*
* *"Nice target."*
* *"Roger that."*
* *"Slow, but lethal."*
* *"That's a sight to kill."*
* *"Yeah."*
* *"It's a nice day to die."*

When attacking:

* *"Are you reading my mind?"*
* *"Death sentence."*
* *"Dieee."*
* *"Good day to kill."*
* *"My bullets in their head."*
* *"To the death."*
Special Infected

## Disclaimer

*This page is obsolete, for more information please visit Category:infected.*

**Special Infected** are powerful, rare Infected with unique abilities and improved statistics.

## Executive

The Infected Executive is a fast, tough zombie. They are slightly better than fresh Infected and can be distinguished by their black tuxedos.

## Harpy

Harpies are extremely fast Infected capable of outrunning anything and jumping over walls. Should they catch a survivor they will tear them apart quickly

## Venom

This infected hurls ranged spray attacks that hits in an area.

## Chubby

An infected capable of taking and dealing a lot of punishment.
Inn

## In-game Description

*"Accommodates travellers who will work for the colony. The colonists in the surrounding area will enjoy the tavern and generate more gold. In addition, you can hire mercenaries who stay at the inn."*

## General Information

Near dwellings gold generation: +10%. This effect stacks with the effect of a Bank.

Mercenary units can be hired every 5 days. Some are veteran soldier center units at double the normal gold cost. Others are engineering center units that require more gold but no iron or oil, except for upkeep. The inn even allows you to recruit units you have not researched yet.

The population of houses boosted around the Inn is known as **Prestige.** As the population around the Inn increases, more and better mercenaries will be available.

In the campaign, Prestige can be boosted to allow better units to be available with a lower surrounding population. Also, the number of days between new mercenaries arriving can be reduced.

* In campaign when unlocked from skill tree it no longer needs a wood workshop to make
* 55% is when foundry units show up
* 55% for lucifers, 60% for Thanatos, And 65% for titans

## Confirmed Units

* Ranger
* Soldier
* Sniper
* Lucifer
* Thanatos
* Titan
The Crossroads

## In-Game Description

*"This crossroads is an important strategic site that will allow you to expand to many new places. Our scouts have detected a Village of Doom Northeast of the colony. Destroy it with your army to secure the area. The Villages of Doom are ancient human settlements built in remote places to escape the pandemic that ravaged the world. But those people underestimated the ability of the infected to follow every human trace and finally fell victims to the pandemic. Now its ruined buildings shelter hundreds of infected waiting for any sign of activity around them to hunt new prey."*
Wood Gate

## In-game Description

*"Gates automatically allow friendly units to pass through the walls.*
Gates can be placed directly on already built walls (a portion of the
wall's resources are recovered in that case)."

## General Information

A **Wood Gate** is a defensive building available in the early game without research. Friendly units and troops can move through the gate, but infected must break it to pass.

Gates are useful for partitioning your settlement into smaller areas, while still allowing you to transfer units between them. If a small portion of your settlement is overrun, interior partitions allow you to contain the infection and defend against it. Likewise, an exterior gate allows units to sally forth to attack infected, but easily retreat to a protected position if they draw more attention than they can handle.

Because of their large size and therefore attacking surface, wooden gate have much less resistance to attacks than to wooden walls, despite their higher HP. Therefore they shouldn't be built directly in the line of the attack of infected, but rather sheltered behind a screen of other defenses. They are also more expensive than walls, and so they should only be used when they provide real value. Early on when infected hordes are small and the direction attacks will come from somewhat predictable, you can usually rely on the mindless infected to not be able to negotiate a complex path through your walls, allowing you to avoid the expense of gates until they are truly necessary.

Can be upgraded to a Stone Gate.
Soldiers Center

## In-game Description

*"Trains different military units depending on the technology level reached."*

## General Information

Units which are created in the Soldiers Center.

## Strategy and Tips

* It's generally advised to get a Soldiers Center early on, to build units to start clearing the map thereby helping you to expand your colony.
* Due to the relatively high cost of units and maintenance early on, one Soldiers Center usually is enough for the early to mid part of the game.
The Mines of the Raven

## In-Game Description

*"On this volcanic wasteland of sharp rocks, you'll find gold mines that were abandoned by humans a long time ago. Now, only the croaking of the ravens breaks the silence of these ash lands. Build a large colony and exploit its valuable mines to ensure a continuous supply of gold for the Empire. There are many points of entry between the mountains and the mines. You will have to build strong defenses at each entrance to protect the mines."*
The Wasteland of the Giants

- Energy needed +15%

## In-Game Description

*"Our scouts couldn't bring worse news. In this high mountain wasteland, a group of Giants has been discovered that seem to be grouped in a moor in the Southern part. They have also spotted another horde of these colossal creatures that will arrive in the colony in a few months. We must find a way to finish them before something alters them and they head to the colonies that we have already built in the West. Build a great army and annihilate the terrible giants that threaten the peace of the Empire before it is too late."*

## Overview

Swarms only come from north, northwest and northeast. However, southern entrances can still spawn mini-waves of runners.

Last wave on day 57 consists entirely of Giants. They only come from north, northwest and northeast.
Land Mine

This article is marked as a stub for the following reason(s):

* Clarify whether damage is constant within range
* Add strategic applications
* Do mines on neighboring tiles trigger each other?

## In-game Description

*"Sets a mine that will explode when enemy passes over it"*

## General Information

Land mine is defensive structure which can only be activated by infected passing over it. It deals 500 damage on explosion in 1-tile radius, which is enough to kill most enemies, except Chubbies, Behemoths and Giants. It can be configured to explode 0, 1, 2 or 3 seconds after triggering. Land mines will damage friendly units and buildings within explosion radius, but will not affect shields.