One tip is that before you move to the second Island, sell everything you have. You can't take it with you so you might as well sell the stuff. Less incriminating evidence for the forces of justice to find as well.
You can *not* sell anything in the original game, unless maybe there's a mod for that. So you might as well just (a) first count all your loot, then (b) leave. When you first get to the second island, (c) count all your loot again to make sure you got everything. I have had occasion to find things missing, and, dammit, I *want* that Eiffel Tower!! The only way to "go back and get it" is to reload a saved game and try again. No worries about "incriminating evidence." Once you've left the first island, you're gone for good, and nothing there can ever affect you again.
For sure, I plan to quickly destroy all I can (refunds cash) before leaving... Minions do this rather quickly, so it is quite "do-able". I will do it in phases though: 1) destroy whatever is not needed to help against super-agents (Hotel, lab...). 2) destroy everything after and run away to new island.
Aesthetically, Evil Genius has aged gracefully. Good memories with this game, I hope the second one will measure up! Also I would have needed this video back then :p
I usually build a special cell for super agents. If they escape there are multiple sentry guns they have to get by to leave and that usually eats away their endurance enough to recapture them quickly.
The minion cap can also be raised via the INI, even an extra 25 makes it so much easier to recover from the super agent attacks, especially when all the artifacts are exposed on the second island. Loved the game but the grind is real.
There is also the Unofficial 1.1 Patch, which was assembled by the dev team after the development cycle was cut short. That patch does a bunch of stuff and one of the things it does is set the pop cap to 150.
Bonus tip, set minion population to 500 Bonus bonus tip, Dealing with super agents early, use social minions target them for physiological weakening to escort them out of your lair, may need to repeat, but is the best to reduce casualties!
Or capture and contain them. I build a 3x2 archive, with a brainac machine and a nerve gas cage (yellow gas, to lower smarts). There should also be a door to this (which I do not include in the 3x2 measure) and a separate little room where a freak wander around and set off sensors. Once you have captured the super agent, interrogate them with the braniac machine. When you are done with that, and the super agent stand disoriented under the gas cage, leave the room and forbid your minions from using the door (set the door´s setting at least to level 3). Connect the gas cage to the freak-triggered sensors, before the super agent stop being disoriented. Now, the gas cage will trigger more or less constantly, and keep the super agent disoriented and unable to do anything! I should add, that I so far only have tried this with Jet Chan and Mariana Mamba. But it works on them. I look forward to try this on the other super agents as well.
At least with me, weakening super agents is pretty recommendable, although for some reason it backfires with Jet Chan since he kills anyone in sight at least in my case, forcing me to just tag him for kill and let the other minions take care of him.
Before I leave the first island, I always make sure my notoriety is no more than 240 to avoid Katerina Frostonova. Also , I make sure all research is done before moving. I believe there are 45 research items that can be acquired. To help with this, I collect all of the loot items available at the time. I avoid the 3rd vase and female statue. Unless you have the mod to make sure all items carry over, these 2 items seem to usually be left behind. The cloning mission is the last thing I do before leaving the island to help lower heat.
Avoiding Katerina is a very, very good idea for Island 1, though it's also worth noting this locks you out of the Casino, which only appears at Notoriety 250.
2:02 No kidding. I find it efficient to keep rooms close together that have a similar function(Cafeteria and recreational room, Freezer and strongroom). I also make it a thing that before I move to the second island to secure somewhere around 2-5 million dollars. That way I can get most of the facilities I need up and running without having to immediately go out again. Rebuilding everything from scratch is hella expensive. 2:50 That always grinds my bloody gears. Nothing makes me groan hard than when I lose one of my last minions of that type that I have to go out and capture a new one to get training back up. 3:32 Good advice, but whoever did that fails to realize that blocking open space like that is a good way to wind up with agents/super agents getting in your base the direct way and destroying shit quickly. Also that poor Guard minion is trapped lol. 3:40 That is strangely aesthetically pleasing for some reason. 3:52 Who keeps building them like this? 5:09 Researching is strangely satisfying. Maybe its cause I like seeing them use all those machines to potentially net me something really useful. Not many games show the Research being...actually researched. The best advice I can give I already gave with the transition part. Like I said, I like to keep rooms that fill a similar function together for efficiency reasons, like Kitchen and Recreational rooms with the Barracks. Though one thing I will always do is set up a area with my strong room where I build a freezer that can only be get to from the strong room. Considering only minions should be in either rooms, if agents had already gotten to the strong room, than they will likely get to the freezer room which is a summarily "Kill on sight" reaction for me. The heat generation from the body bags in that room is a very good reason to make your freezer well hidden. Oh, and, just gonna put this here. Alexis is best EG.
Regarding #2, that's why I like the way they redid training in EG2, coming out soon. From what I can see, from the trailers and the like, rather than interrogating the maid/guard/scientist, and that worker becomes that minion, then that minion training others, etc...the interrogation unlocks the training equipment, and anyone can train there, by themselves, though it's faster if you've got one. So no more "oh no, lost my last one" blues, just "Oh no, getting another one will take a bit longer". A definite improvement!
I always research everything before I leave. All traps and triggers unconnected in hallways, those are easy to miss. My main corridors are often 3 wide barracks sections, broken by 2 wide doors. Lockers on 1 wall, extinguishers by doors. As in tutorial part you get no real enemies, steal like crazy. I lay out my entire base, with heat items in deep. Front is all low heat. And tons of social minions. I target all for confusion, and have 2 or 3 dead end entrances with things like barracks or security rooms. Great for wasting agent time.
concentrating turret fire is also a valid way of getting rid of super agents. build a murder zone with like 50 turrets where every angle is covered and you can possibly even insta shoot a super agent. Just keep an eye on the area nearby as a this method is prone to get a saboteour or two.
Keeping Super agents locked up isn't really that hard. Just build the cells as a tiny room big enough for the cell and a couple of henchmen standing around inside a locked door only you can pass through. When the agent breaks out, they will immidiatily be pummeled into the ground and put back into the cell. Especially late game when you have a ton of henchmen it's worth sacrificing a couple to guard duty
@@dylanm1683 Would be cool if Rebellion did a sneaky thing by having the second game check how you dealt with super agents in the first game, if you didn't deal with them, they could appear, but if you HAVE dealt with them, perhaps they don't
When i get ready for the move, i just remove all my minions from the map and wait for the bar to slide down and i make hotel traps (just the lobby hotel building with locked doors and stat draining traps) to keep the agents busy while i just drink my coffee. its a long process but the safest one in my opinion
Build a super agent containment room, with obstacles to slow them down and guns to stop them. That way you can have minimum fuss until its time to do the miss to finally defeat them!
I always make a point, when laying out my first island interior, to surround the interior with a corridor that goes all the way around , so those pesky investigators that like to dig down and then pop up( and you KNOW they'll pop up in the power generator room first )...can't. Past that, one entrance, and a villainous wind blast circle trap that will throw the agents around in that 9 tile circle until they're body bags. If they never go back to their bosses, they can't tell on you, can they? On the second island, I've made sure that there are two entrances, and both of them are protected by windblast traps that turn invaders into stains on the walls.
agents only tunnel in if an item cannot be reached, eg having power generators surrounded. as far as I know, nothing will stop it so you just need to plan each room with all items accessible
@@DPrice2114 Agents' tunneling is weighted towards the exterior edge of the mountain, at least based on observation. They will absolutely go wherever the hell they please based on what area is cut off, but they'll typically hit the outer rooms first, and if going for a room well into the interior will show up as close to the edge as possible.
@@InchonDM Next time you play do an experiment and surround an item so it is inaccessible. You will find agents start tunneling in. I've played on every difficulty setting and never had tunneling agents because all my items are accessible.
@@DPrice2114 I didn't say it wasn't caused by that! I honestly don't know where you got that impression, sorry. What I was saying was, if an item is inaccessible, Agents won't necessarily tunnel _only to it._ In my experience they'll tunnel just about wherever they please, usually targeing rooms and areas closer to the edge of the mountain or close to the inaccessible item. So an inaccessible locker can very much lead to Agents popping up straight into your Strongroom depending on where in the mountain your Strongroom is.
5:32 Yknow I have one simple request...and that is to have Frikken Laser Beams attached to everyone and everything on this island!!! Now evidently my cycloptic colleague here tells me that it can't be done!
Create multiple fake entrances to your base with small spans of corridor with doors (and traps!) which don't connect to the rest of your base. The Forces of Justice will waste time trying to breach them.
Personally I'd be careful about raising notoriety for the purposes of getting extra minions. Notoriety is attached to super agents arriving. Ideally, you want to keep them to a minimum. You do need 200 to move which triggers Marina Mamba and Jet Chan but doing all the prep work first and preventing super agents appearing until you are ready for them is much better then saving space and money on lockers. Also in terms of dealing with them before you can 'remove' them? The mixer 'torture' is king. It lasts a really long time which wastes their mission time. Make sure you have cameras in the room and be careful of your evil genius automatically moving to the mixer to watch the torture. Be sure to move them away when you do this because there is a small chance the super agent can escape and kill your evil genius in Bond fashion, so also be sure to have cameras in the room with the mixer, so any escape attempt is short lived.
whats most annoying in EG1 is that everything is explosive: chairs,tables,money briefcase support, even water pools. its so annoying to have everything destroyed because of an illogical explosion
It's a feature of the Notoriety mechanic! As you build up Notoriety, it raises your base minion cap, reducing the number of lockers you need in the base. Once you get it high enough, it CAN cover all of your minion needs without any lockers built--though you're not going to hit that level on the first island unless you really go for it. I can't recommend going all the way on Notoriety on the first island, because Notoriety also is the mechanic that releases the Super Agents to make your life hell. You can't permanently deal with them on the first island, and even with that aside, most of the best tools for handling Agents are on the second one. Mariana Mamba and Jet Chan unlock prior to 200 Notoriety, which you need to move island anyway, but just beyond that at 240 is Katerina Frostonova, who is a pain in the ass. So staying under 240 Notoriety on the first island is a good idea, but going up to 235 or so will sharply reduce the number of lockers you need while making sure you only have two of these minion-slaughterers to deal with. Personally, of course, I tend to keep some lockers/equipment racks around even after hitting that cap level, because I'm a slave to aesthetics.
#1.sell everything before you leave that includes rooms and entire hallways #2.finish any side mission you have left! They don't carry over to the second isle #3. MAKE SURE YOU HAVE ZERO HEAT. Chances of super agents appearing while setting up the second base will be significantly lower if you do that and #4. Get every single uber loot because you wont get a second chance after you move!
You're the second person I see here to suggest "selling" things. There must be a mod or something for that, coz in the original game, you can *not* sell anything. If you don't need something anymore, or want to replace it with an upgrade, you destroy it, and the money you invested is gone for good.
@@jaymorrison2419 I feel like it's more than half on normal, but I'm also running the Unofficial Patch, so that might have changed it. It's more than nothing, though, so on Normal or Easy you should certainly start dismantling parts of the base you're not using anymore as you get closer to the island move. Even on Hard it's worth considering getting rid of higher-heat items, such as all of the lab equipment, so as to help you get to the 0 heat you really want before moving.
My Evil Genius bases were so much more "evil" than these. You call that a gold vault? MuHahaha :) edit: super duper secret tip : mod your world [Pinky Smile]
One tip is that before you move to the second Island, sell everything you have. You can't take it with you so you might as well sell the stuff. Less incriminating evidence for the forces of justice to find as well.
You can *not* sell anything in the original game, unless maybe there's a mod for that.
So you might as well just (a) first count all your loot, then (b) leave. When you first get to the second island, (c) count all your loot again to make sure you got everything.
I have had occasion to find things missing, and, dammit, I *want* that Eiffel Tower!!
The only way to "go back and get it" is to reload a saved game and try again.
No worries about "incriminating evidence." Once you've left the first island, you're gone for good, and nothing there can ever affect you again.
@@UncaAlbyGmail He ment destroying stuff to get a part of it's value
For sure, I plan to quickly destroy all I can (refunds cash) before leaving... Minions do this rather quickly, so it is quite "do-able". I will do it in phases though: 1) destroy whatever is not needed to help against super-agents (Hotel, lab...). 2) destroy everything after and run away to new island.
Aesthetically, Evil Genius has aged gracefully. Good memories with this game, I hope the second one will measure up! Also I would have needed this video back then :p
I usually build a special cell for super agents. If they escape there are multiple sentry guns they have to get by to leave and that usually eats away their endurance enough to recapture them quickly.
The minion cap can also be raised via the INI, even an extra 25 makes it so much easier to recover from the super agent attacks, especially when all the artifacts are exposed on the second island. Loved the game but the grind is real.
There is also the Unofficial 1.1 Patch, which was assembled by the dev team after the development cycle was cut short. That patch does a bunch of stuff and one of the things it does is set the pop cap to 150.
Thanks for the tips. I was gonna to move to the second island, and than this video came out.
You are most welcome. ^Judge Boomkin
@@RebellionGamesStudio why can't I get it on mobile
Bonus tip, set minion population to 500
Bonus bonus tip, Dealing with super agents early, use social minions target them for physiological weakening to escort them out of your lair, may need to repeat, but is the best to reduce casualties!
Or capture and contain them. I build a 3x2 archive, with a brainac machine and a nerve gas cage (yellow gas, to lower smarts). There should also be a door to this (which I do not include in the 3x2 measure) and a separate little room where a freak wander around and set off sensors.
Once you have captured the super agent, interrogate them with the braniac machine. When you are done with that, and the super agent stand disoriented under the gas cage, leave the room and forbid your minions from using the door (set the door´s setting at least to level 3). Connect the gas cage to the freak-triggered sensors, before the super agent stop being disoriented. Now, the gas cage will trigger more or less constantly, and keep the super agent disoriented and unable to do anything!
I should add, that I so far only have tried this with Jet Chan and Mariana Mamba. But it works on them. I look forward to try this on the other super agents as well.
At least with me, weakening super agents is pretty recommendable, although for some reason it backfires with Jet Chan since he kills anyone in sight at least in my case, forcing me to just tag him for kill and let the other minions take care of him.
It does rain on the second island and the volcano doesn't provide any heat because it's fake. The lava is actually a TV screen
Darn it you've given away vital intel to the FoJ! Now we're going to have to deal with paradropped troops D:
Before I leave the first island, I always make sure my notoriety is no more than 240 to avoid Katerina Frostonova. Also , I make sure all research is done before moving. I believe there are 45 research items that can be acquired. To help with this, I collect all of the loot items available at the time. I avoid the 3rd vase and female statue. Unless you have the mod to make sure all items carry over, these 2 items seem to usually be left behind. The cloning mission is the last thing I do before leaving the island to help lower heat.
Avoiding Katerina is a very, very good idea for Island 1, though it's also worth noting this locks you out of the Casino, which only appears at Notoriety 250.
Actually it dies rain on the second island, if you look outside of any buildings.
2:02
No kidding. I find it efficient to keep rooms close together that have a similar function(Cafeteria and recreational room, Freezer and strongroom). I also make it a thing that before I move to the second island to secure somewhere around 2-5 million dollars. That way I can get most of the facilities I need up and running without having to immediately go out again. Rebuilding everything from scratch is hella expensive.
2:50
That always grinds my bloody gears. Nothing makes me groan hard than when I lose one of my last minions of that type that I have to go out and capture a new one to get training back up.
3:32
Good advice, but whoever did that fails to realize that blocking open space like that is a good way to wind up with agents/super agents getting in your base the direct way and destroying shit quickly. Also that poor Guard minion is trapped lol.
3:40 That is strangely aesthetically pleasing for some reason.
3:52 Who keeps building them like this?
5:09
Researching is strangely satisfying. Maybe its cause I like seeing them use all those machines to potentially net me something really useful. Not many games show the Research being...actually researched.
The best advice I can give I already gave with the transition part. Like I said, I like to keep rooms that fill a similar function together for efficiency reasons, like Kitchen and Recreational rooms with the Barracks. Though one thing I will always do is set up a area with my strong room where I build a freezer that can only be get to from the strong room. Considering only minions should be in either rooms, if agents had already gotten to the strong room, than they will likely get to the freezer room which is a summarily "Kill on sight" reaction for me. The heat generation from the body bags in that room is a very good reason to make your freezer well hidden.
Oh, and, just gonna put this here. Alexis is best EG.
Regarding #2, that's why I like the way they redid training in EG2, coming out soon. From what I can see, from the trailers and the like, rather than interrogating the maid/guard/scientist, and that worker becomes that minion, then that minion training others, etc...the interrogation unlocks the training equipment, and anyone can train there, by themselves, though it's faster if you've got one. So no more "oh no, lost my last one" blues, just "Oh no, getting another one will take a bit longer". A definite improvement!
I always research everything before I leave. All traps and triggers unconnected in hallways, those are easy to miss.
My main corridors are often 3 wide barracks sections, broken by 2 wide doors. Lockers on 1 wall, extinguishers by doors.
As in tutorial part you get no real enemies, steal like crazy. I lay out my entire base, with heat items in deep. Front is all low heat.
And tons of social minions. I target all for confusion, and have 2 or 3 dead end entrances with things like barracks or security rooms. Great for wasting agent time.
concentrating turret fire is also a valid way of getting rid of super agents. build a murder zone with like 50 turrets where every angle is covered and you can possibly even insta shoot a super agent. Just keep an eye on the area nearby as a this method is prone to get a saboteour or two.
Before you go to new island its a good idea to reduce heat from all map. You will get time to build everything and no agent will come.
Keeping Super agents locked up isn't really that hard. Just build the cells as a tiny room big enough for the cell and a couple of henchmen standing around inside a locked door only you can pass through. When the agent breaks out, they will immidiatily be pummeled into the ground and put back into the cell. Especially late game when you have a ton of henchmen it's worth sacrificing a couple to guard duty
I hope
Mariana Mamba is also in Evil Genius 2, she is so iconic!
If she is wouldn’t she be you know overweight if the first game has anything to go by
@@dylanm1683 Would be cool if Rebellion did a sneaky thing by having the second game check how you dealt with super agents in the first game, if you didn't deal with them, they could appear, but if you HAVE dealt with them, perhaps they don't
When i get ready for the move, i just remove all my minions from the map and wait for the bar to slide down and i make hotel traps (just the lobby hotel building with locked doors and stat draining traps) to keep the agents busy while i just drink my coffee.
its a long process but the safest one in my opinion
Yep, a big hotel on the complete other side of the Island does wonders.
Build a super agent containment room, with obstacles to slow them down and guns to stop them. That way you can have minimum fuss until its time to do the miss to finally defeat them!
I always make a point, when laying out my first island interior, to surround the interior with a corridor that goes all the way around , so those pesky investigators that like to dig down and then pop up( and you KNOW they'll pop up in the power generator room first )...can't. Past that, one entrance, and a villainous wind blast circle trap that will throw the agents around in that 9 tile circle until they're body bags. If they never go back to their bosses, they can't tell on you, can they? On the second island, I've made sure that there are two entrances, and both of them are protected by windblast traps that turn invaders into stains on the walls.
agents only tunnel in if an item cannot be reached, eg having power generators surrounded. as far as I know, nothing will stop it so you just need to plan each room with all items accessible
@@DPrice2114 Agents' tunneling is weighted towards the exterior edge of the mountain, at least based on observation. They will absolutely go wherever the hell they please based on what area is cut off, but they'll typically hit the outer rooms first, and if going for a room well into the interior will show up as close to the edge as possible.
@@InchonDM Next time you play do an experiment and surround an item so it is inaccessible. You will find agents start tunneling in. I've played on every difficulty setting and never had tunneling agents because all my items are accessible.
@@DPrice2114 I didn't say it wasn't caused by that! I honestly don't know where you got that impression, sorry. What I was saying was, if an item is inaccessible, Agents won't necessarily tunnel _only to it._ In my experience they'll tunnel just about wherever they please, usually targeing rooms and areas closer to the edge of the mountain or close to the inaccessible item. So an inaccessible locker can very much lead to Agents popping up straight into your Strongroom depending on where in the mountain your Strongroom is.
5:32 Yknow I have one simple request...and that is to have Frikken Laser Beams attached to everyone and everything on this island!!! Now evidently my cycloptic colleague here tells me that it can't be done!
Create multiple fake entrances to your base with small spans of corridor with doors (and traps!) which don't connect to the rest of your base. The Forces of Justice will waste time trying to breach them.
Shacks. Just loads of shacks with security level 3 doors.
Personally I'd be careful about raising notoriety for the purposes of getting extra minions. Notoriety is attached to super agents arriving. Ideally, you want to keep them to a minimum. You do need 200 to move which triggers Marina Mamba and Jet Chan but doing all the prep work first and preventing super agents appearing until you are ready for them is much better then saving space and money on lockers. Also in terms of dealing with them before you can 'remove' them? The mixer 'torture' is king. It lasts a really long time which wastes their mission time. Make sure you have cameras in the room and be careful of your evil genius automatically moving to the mixer to watch the torture. Be sure to move them away when you do this because there is a small chance the super agent can escape and kill your evil genius in Bond fashion, so also be sure to have cameras in the room with the mixer, so any escape attempt is short lived.
Also make sure you have a bunch of workers. Because they actually do the building stuff.
When you Block off your high impact recearch with your new laser toy
whats most annoying in EG1 is that everything is explosive: chairs,tables,money briefcase support, even water pools. its so annoying to have everything destroyed because of an illogical explosion
Is there gonna be a Easter egg that just says evil Genius 3 comes out on and it just slowly goes up
I didn't get it! How you don't need more lockers to hit the minion cap?
It's a feature of the Notoriety mechanic! As you build up Notoriety, it raises your base minion cap, reducing the number of lockers you need in the base. Once you get it high enough, it CAN cover all of your minion needs without any lockers built--though you're not going to hit that level on the first island unless you really go for it.
I can't recommend going all the way on Notoriety on the first island, because Notoriety also is the mechanic that releases the Super Agents to make your life hell. You can't permanently deal with them on the first island, and even with that aside, most of the best tools for handling Agents are on the second one. Mariana Mamba and Jet Chan unlock prior to 200 Notoriety, which you need to move island anyway, but just beyond that at 240 is Katerina Frostonova, who is a pain in the ass. So staying under 240 Notoriety on the first island is a good idea, but going up to 235 or so will sharply reduce the number of lockers you need while making sure you only have two of these minion-slaughterers to deal with.
Personally, of course, I tend to keep some lockers/equipment racks around even after hitting that cap level, because I'm a slave to aesthetics.
Блин, выпустите уже игру поскорее, сколько можно ждать
I loved the original and can't wait for the new one!
I can't go back to the original, as much as i love it. The minions constantly not fulfilling their needs just bothers me too much
Another island?
Not if the spiffing brit is involved
#1.sell everything before you leave that includes rooms and entire hallways #2.finish any side mission you have left! They don't carry over to the second isle #3. MAKE SURE YOU HAVE ZERO HEAT. Chances of super agents appearing while setting up the second base will be significantly lower if you do that and #4. Get every single uber loot because you wont get a second chance after you move!
You're the second person I see here to suggest "selling" things.
There must be a mod or something for that, coz in the original game, you can *not* sell anything. If you don't need something anymore, or want to replace it with an upgrade, you destroy it, and the money you invested is gone for good.
@@UncaAlbyGmail nope! depending on the difficulty you get some money back.
On the top difficulty you don't get money back from selling things. I believe its half on normal and full on easy.
the heat part is the most important, if you can get yeeted hardcore during the transition.
@@jaymorrison2419 I feel like it's more than half on normal, but I'm also running the Unofficial Patch, so that might have changed it.
It's more than nothing, though, so on Normal or Easy you should certainly start dismantling parts of the base you're not using anymore as you get closer to the island move. Even on Hard it's worth considering getting rid of higher-heat items, such as all of the lab equipment, so as to help you get to the 0 heat you really want before moving.
My Evil Genius bases were so much more "evil" than these. You call that a gold vault? MuHahaha :)
edit: super duper secret tip : mod your world [Pinky Smile]
Don't try and take more than ~14 million dollars to the 2nd island, as it glitches out...
14 _million?_ How big of a strongroom is that even?
@@InchonDM big, it's been a while since I've done it. But about 35 full stacks...
im 1st view :D also wer all exided for evil genius 2
Xbox live no conect server sniper elite 3