Evil Genius 2. Eviler. Geniuser.

You get the ability to designate areas of the base where minions will try to distract, capture or kill agents found there.

The tutorial bleeds into the campaign.

I don’t think investigators level with time, just heat. However later you will be generating more heat as you have higher level networks.

Resolve is one of the attributes, like health. When resolve goes to zero they just leave. It’s the non-lethal way to get rid of agents.

OK I’m starting to understand this a lot better now. Thanks so much :)

So what’s the downside to enemies escaping? For instance I didn’t realize til too late that there were some agents in my base and 2 of the 3 made it back to their yacht.

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.

I suspected that. Pity.

What’s the difference between bunk beds and the dedicated bed? I wish they had a civipedia or something. @wisefool

I think that’s for the first game. I don’t see any day/night cycles in this one.

Always use the upgraded beds they are better. I can’t remember the exact stats but someone did the math

If you want to play with traps the ai agents actually have line of sight so corners matter! You can do tricky things like bait them to a trap corridor because it’s the first door they see

You can also do like…



… X …



Then when agents hit the X intersection of corridors they get sucked in

Neat! I’ll try that.

Do you only get Intel from computers if there’s a worker manning it?

Correct. There is tech that gives a bit of intel passively. Interrogation is a good source of intel too.

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:

It says I have 13 cancelled schemes. This is extremely confusing because I’ve never cancelled a scheme. Why is that?

Also, under some of my criminal organizations it says I have people who deserted or were killed. Does this mean it just takes more people to replace them? Is that the only penalty for it?

Also, what’s F.O.J. stand for?

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.

Maybe? This is what page 1 of the stats looks like:

Too many months since I played so I can’t analyze that. I just recall that the overmap produced way more money than I needed until it produced way less.

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.

Awesome, thank you!

BTW, glad I’m enjoying this so much. It’s pushed me to try and spend more time in my office chair which has been very difficult to do since even before my hospital stay.