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Note:The campaign does not need wonders to be reseached like survival so they cost half as much in practise.
You only need the revelant workshop tier built to build wonders.
1:Most important the veteran wonder.In the campaign you will likely use extremely buffed soliders this is a no brainer wonder.
I often have 200-500+ soldiers built getting them veteran is insane value.+20% faster veteran prereq research also helps early clearing.
All dmg upgraded veteran soldier 1 shot shamblers clearing them very fast.
2:Food Wonder is often helpful as there is no food reduction research and it is more cost effective than advanced farm.I like to get it but you can live without it.Very space efficient too.
3:Power wonder.I like to get it too,more efficent than advanced mill+a big tesla tower.Unlike food the,Campaign has many power cost reduction research.I do not get advanced mill.
It is good idea to get all energy reduction perks so the cottage cost 1 energy same as a tent.
4:Oil wonder:I do not think its worth it,only useful if you want more oil units before getting oil capped,but campaign mission often have less time than survival and oil cap was never an issue in the campaign.
5:+20% money wonder:Maybe can worth it on lower difficulties,(more time,less zeds)will likely not pay back cost on 800% due to lack of time and huge upfront cost.
6:Vision Wonder:Campaign maps are static and visions does not give much value.Waste of tech.Cheap vision tower might worth it once all critical research is done.
7:Inn not a wonder,but only get it if you plan to get all its research.If you go Inn route you might want no oil units researched.Just getting the Inn by itself without support research is not worth it.
So getting 1 is always worth it ,I think 2-3 is nice to get.
Others are not needed.
Of course there are other ways to play.
Wonders are very useful - and not at same time. You need many time-resources to build them, when they less useful. But still they are.
And there is additionl pros point exactly for campaign mode - they nor require Worckshop and additional (cost same as building itself) research. They avaiable initially from your HQ. You still need a lot of resources (and resources income) for them.
There is few tech's i want to get and there is no enough point in campaign to get something more than all technologies+train. Maybe skip Mutants, maybe mines. That give you a little bit more.
Academy (unit veterancy), beholder is my favs. But first - train (and so oil tech +dwellings), market, farms, shock tower (but no ballista), advanced outpost, lookout tower, spikes, advanced spikes, titans, stone walls... snipers maybe also more important than that.
There is no 100% proper order ofc, and i cant advise any of that even as my opinion. But m opinion - for first playthrough better get every techs.
You can plan your research here:
http://www.reddit.com/r/TheyAreBillions/comments/c3m2v4/campaign_missions_obtainable_research_points_list/
http://institution.github.io/they-are-billions-tech-tree/ (correct-actual one)
http://melanite.net/tab/ (have two mistakes, but better to make exactly plan for research priority)
like this (few first ones, in just random)
http://melanite.net/tab/?order=0207050c0d0f16
the other you can easely discard unless you really want the tesla one but that's it.