Protip: you probably don't need more space for your Cover Op. Two rows of slot machines and the rest of the space being dedicated to Agent-targeting time sinks is more than enough, as far as I've seen. Protip 2: by the time you circle around the central chasm in Crown Gold, I'd advise having researched the first two excavation tiers. That way, you'll be able to connect the rooms at the technical far end of your complex with the overall vicinity of the front doors, which makes it a lot easier to centralize Guards to a single Armory. Protip 3: as soon as you're able, painstakingly move your Vaults to the basement or to one of the superior floors. Space comes at a premium, and by the time your minion count is in the two hundreds, you'll need an efficient array of centrally-located stat-restoring rooms and items. Your starter Vaults are just getting in the way, at this point - trust me. The same goes for your Generator rooms. Starting with a decentralized grid of smaller power providers can be a good idea, but it means you're committing a lot of space to items that won't be interacted with by anyone, except for the occasional Technician. Genny rooms are typically fairly low-maintenance, so I've always started to centralize my power providers by the time the basement becomes accessible. Protip 3.5: with certain rooms relegated to the basement or to higher floors, this means you've got effective chokepoints to control. If you have a main corridor, turn it into a gauntlet - and ensure that most stairwells are very, very costly things to access for the average Agent. Dead agents produce Heat, so leaving the murderizing to the traps and setting the corridors themselves to Distract on sight serves as a nice balancing act. The FOJ will invariably lose some of their meddlesome fools in trying to raid you, but most should just be shuttled off to your ersatz of Monte Carlo.
I go for Ellen’s lair Life hack: to make sure your valets don’t get caught in traps take out some space of the cover operation and put bed and a food table down Also a suggestion: make minion type bed options so you can make rooms for valets only because the normal minions will still sleep in the beds for my life hack
Base 3 is great however mixing rooms is needed and I found one of the best tips from various videos. Simply adding a small section of armory to your vault makes it way easier to defend and control where your minions go
I haven't been able to play EG2 because of PC complications, but you bet I'll keep going with the crazily effective of "lmao this is just an innocent workers compound" **proceeds to open door from barracks to a hallway of death leading to the rest of the base**
What I usually do is choose Caine key so I can force all of the agents to go through hundreds of traps by using to fans and then knocking them through a series of trap and corridors.
I'd prefer Tropico's approach to it - make it optional. Ideally allow player to DISABLE infinite money, power, etc. after the lair is done to be able to test things properly. Better income/spending screen would be appreciated too.
Here’s my perfect layout: first floor is a LONG corridor with plenty of twists, full of traps, guards, and cams. Between the casino and lair is an airlock filled with guards. At the ends of the corridor is a guard area and holding cell area. The the stairs up. 2nd floor is minon things and the like. 3rd is for the genius and classified things. Secret labs and the sort. Then a corridor full of traps leading to a long stair walk to the basement. The vault. Filled with traps, loot, and bullion. Perfect.
You all seem to have missed a possible fourth design: no corridors at all! Instead, one room connects directly to the other with minimal space wasted on corridors.
I do a combination of 1 & 3. I have some corridors snaking about, but they are usually straight shots just lined with traps. Low security rooms are walless, high security are traditional.
I love using 3 as a basic layout, but creating "mixed use" areas where you have Labs next to Archives with no walls separating the two, or maybe making a prison area with a whole guard armory in front, so when those pesky agents break out, they run STRAIGHT into a bunch of heavily armed mercs just waiting to beat them up. Put in a 3x2 electrical spot in the same room and put an incinerator in the space for the corpses left over from interrogation, and BOOM, you take what works with an Open Floor plan, combine it with the security and dependability of the Classic Design, and you have a Retro-Modern fusion design that'll put you in line for being in the next Better Evil Lairs & Cover Operations!
I think Phil won, but I would change it to have a line of guard posts ending with the inner sanctum so whenever I hit a high alert I would be very protected
I think Death Trap Dungeon is a good idea. I need to incorporate something that makes people work towards absolutely nothing. Also a classic approach with innocent rooms first seems good.
Combinate all of them death traps at all entrances, rooms near the places where they're most needed, and multiple kinds of rooms built into a few omega rooms
Combination of all three! There are multiple levels, therefore a deathtrap entrance, classic inner sanctum and wide open minion space works wonders for base efficiency and safety!
A mix works better, line the corridors with lockers, guards, fire extinguishers and have nook areas with food tables and break stuff but have designated rooms for science, prison/security,
Update......None of the above...... I create zones for the relevant minions, so all the science related items are together, all the ordinary minions items are together. The exception bei g deception and muscle minions. I try to put keep the lair and cover op seperated by about 40 Venus fly traps at the end of the game. , I try to have my vault entrance next to my armoury, I move the cover op entrance away from the helipad so the two flow freely. And i have taken to having a internal section around the doomsday device which is the genius sanctuary. I do seperate the minion sections using walls but try to leave everything in that section open plan with cameras for security to quickly respond. If using the oceans dlc I try to arrange it so the access goes through a central room lined with muscle minions
I use Ellen's strategy but I mix in a bit of Gareth's by putting millions of doors in front of the jail. This basically will stop the agents from finding the cells and marking them as sus.
Mine wins. Basic stuff you don’t care about like minion food court and barracks plus heavy security on the main floor, power in the basement and more important stuff on second floor. Though I’m always tweaking so I’ll likely come up with a better solution Use Paywalls in place of most doors to let your muscle minions respond quickly while still blocking FOJ
As far as I am concerned, I would qualify this as a tower defense, so puting as many turns on paths, as well as obstacles would be the strategy to go with
I like elements of the open floor plan, but I prefer Ellens way much more. It just looks better and your able to control many elements with those walls inbetween each room... And honestly, you have 5 floors of space, which is more than enough & easy to use later but kind of difficult to get there in the early stages.
all 3 have valid points, best to try implement all 3 in certain areas I'd say, i am new to the game but I'm thinking open areas in legal areas, trap sections and mazes in illegal and sensitive areas and neat and nice décor and corridor's in main base areas? my problem is and it's torturous I've OCD when it comes to symmetry and colour matching. it's a terrible thing to have, adds countless hours to everything makes most stuff harder and not always optimal in order to satisfy my visual cravings
I agree with Ellen on this one I may not even be old enough to be considered a teenager but I can admit old fashioned can be the best just like the Jakobs corporation
Why not a combination of Gareth and Ellen's styles? I personally would keep the minion break room near my inner sanctum for quick access to getting their rears in gear.
Has anyone ever tried putting a prisoner interrogation room next to the minion barracks so the minions can hear the screams of the people being tortured?
Ellen’s idea for “walk of shame” is just wasting time for minions that could be utilizing their time more wisely. We are paying them to do a job but she wants half of that job to be a long walk to the back? Nope. Non-suspicious operations should be easily accessible at the front and where agents can see if they happen to find a way in. I liked Phil’s design but will ultimately add a few walls and mix room uses, but nothing crazy. Garett had some great traps but also didn’t peak my interest 😅
Well I wish i could play it but it's not free:( ik how you worked hard and you did a right choice by making it pay bc you also need to support your self but I still your game it is sick!!! I love it
Why is it that other than than game journos, the people who make the games are almost always bad at them? Sorry, but I paid full price so we're good, right? The best base is the expanded cover operation with only one entrance (Caine Key) and a maze within that cover operation made out of furniture, deco, and agent-draining devices. The rest of the base is beyond that in open format with no walls, fronted by the barracks, lair staffed with henches and armories with guards. If any agents make it that far, they're dead in seconds. But the reason we build it this way is because we do NOT want the agents to die. We want them to go home and say we have a nice casino. To that end, don't tag them unless they're really weak to distraction or already in the base. Zero traps are needed save the ones you are forced to build, which saves on power and space. This build works because, unlike in the first game, we never have to go out our own front door. Be smart and let them come to you. Be genius and never let them know you're there to begin with.
Protip: you probably don't need more space for your Cover Op. Two rows of slot machines and the rest of the space being dedicated to Agent-targeting time sinks is more than enough, as far as I've seen.
Protip 2: by the time you circle around the central chasm in Crown Gold, I'd advise having researched the first two excavation tiers. That way, you'll be able to connect the rooms at the technical far end of your complex with the overall vicinity of the front doors, which makes it a lot easier to centralize Guards to a single Armory.
Protip 3: as soon as you're able, painstakingly move your Vaults to the basement or to one of the superior floors. Space comes at a premium, and by the time your minion count is in the two hundreds, you'll need an efficient array of centrally-located stat-restoring rooms and items. Your starter Vaults are just getting in the way, at this point - trust me. The same goes for your Generator rooms. Starting with a decentralized grid of smaller power providers can be a good idea, but it means you're committing a lot of space to items that won't be interacted with by anyone, except for the occasional Technician. Genny rooms are typically fairly low-maintenance, so I've always started to centralize my power providers by the time the basement becomes accessible.
Protip 3.5: with certain rooms relegated to the basement or to higher floors, this means you've got effective chokepoints to control. If you have a main corridor, turn it into a gauntlet - and ensure that most stairwells are very, very costly things to access for the average Agent. Dead agents produce Heat, so leaving the murderizing to the traps and setting the corridors themselves to Distract on sight serves as a nice balancing act. The FOJ will invariably lose some of their meddlesome fools in trying to raid you, but most should just be shuttled off to your ersatz of Monte Carlo.
I wanted to do things Ellen‘s way, was impressed by Phil‘s idea and liked its design but I love and will use mainly Gareth‘s lair.
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I go for Ellen’s lair
Life hack: to make sure your valets don’t get caught in traps take out some space of the cover operation and put bed and a food table down
Also a suggestion: make minion type bed options so you can make rooms for valets only because the normal minions will still sleep in the beds for my life hack
Base 3 is great however mixing rooms is needed and I found one of the best tips from various videos.
Simply adding a small section of armory to your vault makes it way easier to defend and control where your minions go
Yeah I have a guard table in front of the vault and Symmetry has failed to get away like a hundred times lol
I haven't been able to play EG2 because of PC complications, but you bet I'll keep going with the crazily effective of "lmao this is just an innocent workers compound" **proceeds to open door from barracks to a hallway of death leading to the rest of the base**
What I usually do is choose Caine key so I can force all of the agents to go through hundreds of traps by using to fans and then knocking them through a series of trap and corridors.
Could you make it so that in sandbox you get all research and infinite powervand minions? That would save time
Very much agreed
And all Henchmen and Loot.
Maybe have options for that kind of stuff
I'd prefer Tropico's approach to it - make it optional. Ideally allow player to DISABLE infinite money, power, etc. after the lair is done to be able to test things properly. Better income/spending screen would be appreciated too.
Here’s my perfect layout: first floor is a LONG corridor with plenty of twists, full of traps, guards, and cams. Between the casino and lair is an airlock filled with guards. At the ends of the corridor is a guard area and holding cell area. The the stairs up. 2nd floor is minon things and the like. 3rd is for the genius and classified things. Secret labs and the sort. Then a corridor full of traps leading to a long stair walk to the basement. The vault. Filled with traps, loot, and bullion. Perfect.
Base 3 is how I've built it every time I don't think I would imagine doing the open corridor system but I am impressed by the creativity of it
You all seem to have missed a possible fourth design: no corridors at all! Instead, one room connects directly to the other with minimal space wasted on corridors.
Then you’d have to walk through every room in the way to get to another
Also corridors are cheaper than rooms
Valid
I do a combination of 1 & 3. I have some corridors snaking about, but they are usually straight shots just lined with traps. Low security rooms are walless, high security are traditional.
Ok, I'm definitely adding a disco floor right near my guard tables
I love using 3 as a basic layout, but creating "mixed use" areas where you have Labs next to Archives with no walls separating the two, or maybe making a prison area with a whole guard armory in front, so when those pesky agents break out, they run STRAIGHT into a bunch of heavily armed mercs just waiting to beat them up. Put in a 3x2 electrical spot in the same room and put an incinerator in the space for the corpses left over from interrogation, and BOOM, you take what works with an Open Floor plan, combine it with the security and dependability of the Classic Design, and you have a Retro-Modern fusion design that'll put you in line for being in the next Better Evil Lairs & Cover Operations!
I think Phil won, but I would change it to have a line of guard posts ending with the inner sanctum so whenever I hit a high alert I would be very protected
I think Death Trap Dungeon is a good idea. I need to incorporate something that makes people work towards absolutely nothing. Also a classic approach with innocent rooms first seems good.
I love those traps. There's nothing like the traditionals but a little originality never killed anybody. Except the Agents, of course...
Classic with some Open Space and Trap Corridor elements.
Combinate all of them death traps at all entrances, rooms near the places where they're most needed, and multiple kinds of rooms built into a few omega rooms
I go for Ellen’s lair
also; however, you need a few traps just to get notifications that you've got guests to interrogate, umm, I mean welcome.
Combination of all three! There are multiple levels, therefore a deathtrap entrance, classic inner sanctum and wide open minion space works wonders for base efficiency and safety!
A mix works better, line the corridors with lockers, guards, fire extinguishers and have nook areas with food tables and break stuff but have designated rooms for science, prison/security,
Mixing rooms ftw imho. ^Boomkin
Update......None of the above...... I create zones for the relevant minions, so all the science related items are together, all the ordinary minions items are together. The exception bei g deception and muscle minions. I try to put keep the lair and cover op seperated by about 40 Venus fly traps at the end of the game. , I try to have my vault entrance next to my armoury, I move the cover op entrance away from the helipad so the two flow freely. And i have taken to having a internal section around the doomsday device which is the genius sanctuary. I do seperate the minion sections using walls but try to leave everything in that section open plan with cameras for security to quickly respond. If using the oceans dlc I try to arrange it so the access goes through a central room lined with muscle minions
The classic way is a good way with just a few traps to remind you of some unwanted guest's. Ellen's style.
I use Ellen's strategy but I mix in a bit of Gareth's by putting millions of doors in front of the jail. This basically will stop the agents from finding the cells and marking them as sus.
Mine wins. Basic stuff you don’t care about like minion food court and barracks plus heavy security on the main floor, power in the basement and more important stuff on second floor. Though I’m always tweaking so I’ll likely come up with a better solution
Use Paywalls in place of most doors to let your muscle minions respond quickly while still blocking FOJ
As far as I am concerned, I would qualify this as a tower defense, so puting as many turns on paths, as well as obstacles would be the strategy to go with
I like elements of the open floor plan, but I prefer Ellens way much more. It just looks better and your able to control many elements with those walls inbetween each room... And honestly, you have 5 floors of space, which is more than enough & easy to use later but kind of difficult to get there in the early stages.
I absolutely lost it at ugly gymnasium filled with haphazard squares of rooms xD
all 3 have valid points, best to try implement all 3 in certain areas I'd say, i am new to the game but I'm thinking open areas in legal areas, trap sections and mazes in illegal and sensitive areas and neat and nice décor and corridor's in main base areas? my problem is and it's torturous I've OCD when it comes to symmetry and colour matching. it's a terrible thing to have, adds countless hours to everything makes most stuff harder and not always optimal in order to satisfy my visual cravings
The sergeant pepper of heinous hideouts
Garth's base was the best I would have more trap corridors mostly to nowhere (except to the demise of any agents)
The issue with the open plan is that you are not fireproofing your vaults and power generators once you fire havoc
I mixed the open space idea with the trap hallway but instead of killing them a bunch of hitmen do what they want
make a giant casino with corridor mazes and traps filling the walls to the way to the real lair.
I agree with Ellen on this one I may not even be old enough to be considered a teenager but I can admit old fashioned can be the best just like the Jakobs corporation
2 years ago still good its time for 3
Why not a combination of Gareth and Ellen's styles? I personally would keep the minion break room near my inner sanctum for quick access to getting their rears in gear.
I finally got it, and im stuck on a mission where the agent gets to my power before i can distract him and he gets max sus and then i cant progress.
Classics are classics for a reason. I'm a traditionalist.
Has anyone ever tried putting a prisoner interrogation room next to the minion barracks so the minions can hear the screams of the people being tortured?
Classic layout is the best, opening lair and traps lair are just too weird XD
An evil sociopathic mastermind was behind the open concept office design. Checks out
Ellen’s idea for “walk of shame” is just wasting time for minions that could be utilizing their time more wisely. We are paying them to do a job but she wants half of that job to be a long walk to the back? Nope. Non-suspicious operations should be easily accessible at the front and where agents can see if they happen to find a way in.
I liked Phil’s design but will ultimately add a few walls and mix room uses, but nothing crazy. Garett had some great traps but also didn’t peak my interest 😅
The second base would be nice. But traps are useless against super agents no matter how many you put in there way they disable them all.
I think you should put the non sus rooms at the front and the sus 1uns in the back
i vote for Ellen's, good classic
Will evil genius 2 come to Mac ??
Ellen had the best layout
I just use a hoarde of 100 muscle minions to defend my lair
Gareths layout i Like the most
Well I wish i could play it but it's not free:( ik how you worked hard and you did a right choice by making it pay bc you also need to support your self but I still your game it is sick!!! I love it
Why is it that other than than game journos, the people who make the games are almost always bad at them? Sorry, but I paid full price so we're good, right?
The best base is the expanded cover operation with only one entrance (Caine Key) and a maze within that cover operation made out of furniture, deco, and agent-draining devices. The rest of the base is beyond that in open format with no walls, fronted by the barracks, lair staffed with henches and armories with guards. If any agents make it that far, they're dead in seconds.
But the reason we build it this way is because we do NOT want the agents to die. We want them to go home and say we have a nice casino. To that end, don't tag them unless they're really weak to distraction or already in the base. Zero traps are needed save the ones you are forced to build, which saves on power and space. This build works because, unlike in the first game, we never have to go out our own front door. Be smart and let them come to you. Be genius and never let them know you're there to begin with.
Ellen’s wins. Just a fan of the classics.
I have a dumb lair but it works
Gareth won, I love the idea of the endless laser traps.
Great.
ooooo a guide to the ultimate lair layout
Video - Here are 3 base layouts, what do you think is best...............
Gotta love clickbait.
One big room looks awful tho aesthetically. I can’t do it 😭
back before the game is ruined by AC units
Gareth
Bring it to mac please.
Am I the only one that just doesn’t bother with corridors and just have rooms connected to every other thing
Rooms within rooms ftw! ^Boomkin
Ellen wins for me
Ellen
Phil
Please Pc Xbox and playstation
guru?
ellen won.
Hi
Excellent, third
I don’t think they play the game
the og game is better.