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In-Game Description[]

"With this last colony, the Empire will fulfill its objective of reconquering from the Great Western Crater, where Empire City rises, to the foothills of the Great East Sea. This site also has great value for the Empire, as here lay the remains of a large statue that the ancient humans built before the great pandemic devastated the world. Little do we know what it represents but us, the survivors of the new world, consider it our Goddess of Destiny, the symbol of how humans reconquered the world and became the masters of our own destiny once again. Build a great colony for the glory of the Empire and resist the attack from the most powerful swarms of the known world."

Overview[]

Final mission of campaign. Command center is stuck between four big Villages of Doom, there are multiple giant infected on the map. Terrain features neither pockets nor big open areas fit for city (except in starting area). Edges of map feature huge seams of gold. There are a few stashes of food and batteries just outside colony entrance. Total oil pools count is 11, but many of them are on the edge of the map.

This mission is longer then usual and swarms give 12 hours to prepare instead of 8, but later waves have been altered to include more dangerous infected.

Swarm schedule
Day Swarm type
13 Normal
26 Normal
36 Normal
49 Normal
56 Harpies only
62 Venom only
67 Behemoth only; attacks from all entrances on one side
73 Giants only; attacks from all entrances on one side
80 Normal final wave from all directions, plus giants, behemoths and extra special infected

Strategy[]

Initial expansion[]

Expand south with 5-10 spread out rangers. If runners start appearing, fall back, clear them out, wait a few hours and start pushing again.

Put 3-4 ballistas and walls 6-9 tiles above southern entrances. Don't try to push all the way to entrance without an army of 20-30 soldiers, it will trigger villages.

Send 1-3 rangers to patrol northern entrances. Don't use wasps there yet.

Consider rushing shock tower by day 13. First swarm may come from north, and northern entrances can only support 1-2 towers. While swarm sizes are normal, their noise will attract more infected from villages and mutants increasing their size 3-5 times.

Before expanding, kill nearby mutants first. To do that, start pushing just near colony entrance; when mutant's icon starts moving, fall back behind walls and order units to target strong units first. After that expand as usual.

Beware of map corners. On 800% difficulty they contain hundreds of specials: venoms north-east and south-west, harpies north-west and south-east)

By the end have at least one fallback line between outer defense and every city block, generator district and wonders.

Dealing with swarms[]

Harpies swarm: shock tower kills harpy in two hits.

Venoms swarm: make sure outer layer of the wall is at least 4 tiles away from nearest tower behind it. Don't waste resources on stone towers, it won't finish before the wave. Upgraded shock towers can hit venoms from behind walls.

Behemoths and giants: lots of units behind thick walls. 2 days before wave slow units should be ordered to move to command center, so they have enough time to reach the front. Spread units across all entrances on announced side of the map. Add wave breakers. Consider deleting towers to increase attack density. If walls get destroyed faster than attackers, add another layer behind and order units to fall back. Snipers are the best unit to deal with these waves, followed by buffed soldiers.

Last swarm is normal swarm from all sides, but with giants, behemoths and more special infected. Perfect defense is possible, but shouldn't be relied upon; instead, make sure to have functioning fallback lines in advance.

Trivia[]

Instead of Caustic Stream, this map has its own song called Goddess of Destiny.


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