Well… I haven’t played since release … there was a bit patch after so I don’t know if it changed… I highly suggest you don’t look till you’re done playing cuz looking for the feet under the curtain spoils things.
There was no downside to letting agents escape. That was the dirty secret.
Yep, and that’s true of just about anything you can build that does something. The main learning curve is managing heat and whatever other things might increase interest in your lair. You can get overrun with more dangerous enemies, which is why carefully exposing the overmap is key. That’s one of the main reasons I put it down after a while, you’re doing far more work in the overmap than you are in the base, it felt like.
I must be doing something wrong because I’m doing practically nothing in the overmap. I go there once in a great while to re-initiate missions, then back to the base. Besides creating lockdowns on the overmap, I still have no idea about managing heat.
So I decided to actually look through the stats page and came across this:
Forces of Justice, maybe? It’s the global group trying to stop you, which has several factions, each of which has it’s own super-hero (or villain, to you.) That’s one thing to manage, I would assume your cancelled schemes are just schemes you might have failed for some reason (timer?). Doing nothing in the overmap isn’t a terrible thing, doing too much absolutely is. If you constantly open up areas then your heat goes out of control and you wind up with multiple teams of superheroes in your base. There’s a balance, looks like you’re on the friendlier but less-lucrative side of that curve.
They tweaked things a while after launch so that overmap schemes were slower but produced a continual return. Means you don’t have to spend so much time there. My guess is the cancelled schemes occurred when heat in a region exceeded the limit and they went into lockdown.
That makes sense. I did that on purpose a few times. Which brings up another question. If a scheme forces a place into Lockdown do you lose that scheme then? For some reason I thought it restarted after the 5 minute lockdown (but I never checked).
BTW, would any of you post what my research priorities should be? I want to keep beelining so I can carve through any kind of rock, but my research takes forever.
I’m going to restart the campaign again via the tutorial lol, and maybe I can be smarter this time. I had a power room downstairs I wanted to move upstairs, but I had 40 power plants and it was a pain to do. Same for my gold room.
Where feasible build multiple of the research devices. The chalkboard one is used a lot of cheap so definitely have a few of those. That will help things go faster. And as mentioned above, turn off the ones you’re not actively using.
Your research progress will be limited by the story, so you can’t beeline directly to the end of any path.
Since most of my play was before the major balancing patches I can’t say for sure what’s best. Control room stuff seems like a good initial priority. For traps focus initially on resolve draining traps and traps that move the enemy into other traps. Freeze ray, magnet, etc.
So I made a fun trap corridor with a single box of gold at the end. I have a normal door at the entrance and vault door at the end before the gold room. But the enemy won’t go down it. Sometimes they’ll start to go in… get poison darted, then turn right around and go to my main base. What do I have to do to make sure they go down my trap corridor?
Not sure if you have access to them yet but you need traps that push them back into the trap corridor when they try to leave. Trap corridors have not been es effective as they have been in EG1 though. I miss my freezer corridors of doom.