3/16/2024 0 Comments Dominations bad base layoutYou can kill the musing traps, or you can let your security minions, henchmen, and even your evil genius deal with them. To deal with enemy agents, you have two choices. Now they’re much more intent on walking straight into your base and causing problems. Gone are the days when agents would wander around randomly and try to open every door they could find. To deal with enemies, you mostly need to kill them, since 90% of them are either soldiers (who start out hostile) or investigators (who don’t leave until they find dirt on you). When enemy agents come a-calling, most of them enter through your “cover operation” - aka your casino - but some sneak in through your helipad, which means you always have to cover two entrances (unless you can merge them together). The islands also include multiple levels where you can build, which gives you a few extra wrinkles for how to organize your layout. For example, one island has two “pillars,” and you have to decide if you want to build in - and defend - each of them, or try and cram everything into one. The game comes with three different islands for you to choose from, and, nicely, they’re different enough in shape and size that each one provides a unique playing experience. As you can see, there is a lot of overlap, so keeping your minions happy usually isn’t too difficult. Sleeping in the barracks restores their morale and vitality, eating in the cafeteria restores their smarts and vitality, and watching EG-TV in the staff room restores their morale. Minions only have three attributes - morale, smarts, and vitality - and they have to use different rooms in your base to keep those values high. There are also rooms for keeping your minions happy. There are 15 types of rooms for you to construct, including corridors (the only place where you can set traps for enemy agents), vaults (where you store your ill-gotten gains), control rooms (which are required for running schemes on the world map), and your inner sanctum (which is different for each of the game’s four evil geniuses). I’ll cover each of these topics in turn.īuilding a base is the best part of EG2. You need to build your base and keep your minions happy you need to defend your base from the agents of justice, including powerful super agents and you need to run schemes on the world map to support your operations - mostly by stealing money. There are three things you need to do during a game of EG2. So does this mark an improvement - or not? Keep reading to find out. The sequel modernizes the game while making numerous changes to its mechanics, especially on the world map. However, a year later Rebellion Developments bought Elixir’s intellectual property, including Evil Genius, and after marinating the project for 15 years, they’ve finally come out with Evil Genius 2: World Domination (EG2). The game was fun, but it was also short and had little in the way of replay value because the evil geniuses and their doomsday devices were only cosmetically different, and so after playing twice - once to learn the game mechanics, and once to build your “perfect” base - there wasn’t much reason to play again.Įvil Genius (EG) received good but not great review scores, and, perhaps not coincidentally, Elixir Studios closed soon after its release. Evil Genius, released by Elixir Studios in 2004, was a strategy game in the same vein as Dungeon Keeper and Dungeons, where you built and protected your base from agents of justice while also performing “Acts of Infamy” on the world map so you could eventually set off your doomsday device and take over the world.
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