Tips for new Evil Geniuses. Few tips from playing throughout the years that I've found useful. #1 First and foremost: Don't kill enemy agents unless you MUST. Evil Genius. Tippt während des Spiels SCHIMANNSE ein. Bei erfolgreicher Eingabe erscheint die Bestätigung ''Aufgabe abgeschlossen''. Evil Genius Cheats und Tipps: Cheats, Kurztipps.
Evil Genius: Bösewicht-Strategiespiel für kurze Zeit kostenlosEvil type villain, Alexis is a rich heiress with a drive for control and Shen Yu is an Asian overlord. You're also able to recruit henchmen, build traps & torture secret. Tips for new Evil Geniuses. Few tips from playing throughout the years that I've found useful. #1 First and foremost: Don't kill enemy agents unless you MUST. Lese-Tipp: Evil Genius im großen Test von PC Games. Um an den Key zu gelangen benötigt ihr demnach sowohl einen Steam-Accounts als.
Evil Genius Tipps Building your base VideoEvil Genius Community Advanced Tips False entrances to your base cost very little and eat up a lot of agents' time on your island, especially if you include doors and traps. And hopefully they wion't die either but Casino Suisse En Ligne live inside your wind tunnel for the rest of the game. Anyway, I recommend the first method and sacrificing some social minions in Wish Zahlungsmethode Г¤ndern interest of making money. Montezuma, Lord Kane and Jubei are probably the best of them, although Jewels Rtl my opinion it doesn't really matter which ones you get. First off, social minions are almost entirely useless against soldiers, unless they are pathetic, which they typically are not.
Damit Jewels Rtl spielen. - Beliebte BeiträgeWhen a minion's health gets low you get acess to a medical Booble Shoter.
General Strategies II. Making money. Odds and Ends. Odds and Ends II. Concepts and strategies for beginners. A hallway in your base with several doors leading in; one to the base and the rest to various traps, is a good way of doing it.
Operating with traps in separate entrances not connected to your base sounds good but gives your minions logistical problems when they have to remove dead agents from your traps.
So it is best to have trap arrangements near your main entrance, but not actually in the main entrance. I rarely use turrets but they might be an option as long as you place loads and loads of them in the same place.
This is an aggressive approach and not recommended for beginners: 2: Being innocuous. Make every attempt to never be discovered by placing harmless things like camouflaged base entrances and hotels at the front of the base.
And build hotels right outside the entrance. This is important for the same reasons as I mentioned with the traps, because a hotel far from your entrance will mean that your social minions spend most of their time walking to and from work, while being seriously exposed to agents.
Inside the base you should place innocent looking rooms like barracks and mess halls closest to the entrance, and heat produucing things like armories and power plants at the back.
You might also consider not displaying loot in the first couple of rooms, just in case any agents manage to get in. Use as few cameras as possible outside the base, especially before you can research the camouflaged camera, and never ever place turrets for any reason whatsoever.
The advantages are that it is easier to defend and that it is easy to place conspicuous, heat generating rooms and items far away from where agents might enter your base.
The drawback is that parts of your island will be too far away to use properly for anything, since the long run from the entrance defeats the purpose of whatever you want to build on the opposite side.
It will also give you a long run to either the dock or the helipad, depending on which side you put the entrance on, and especially on the second island where they are opposite each other.
I almost always stick with a single entrance, although multiple entrances can be useful even if they lead nowhere, or alternatively into traps, although nowhere is better because nobody needs to run back and forth to repair it or gather bodybags.
If you use multiple entrances to the actual base, as opposed to to nothing or to traps, then you need to be very careful about room placement, and be Johhny on the Spot if soldiers or super agents come in the back door.
Always remember that your main goal is to slow the agents down by any means possible, and not to kill them since this generates heat. So a second entrance which is a time waster without generating heat is good if you can manage it.
The less agents see the better. Ideally they should leave the island after having seen nothing incriminating at all. And even if someone decides to shoot down the door it is almost free to replace it after the troublemakers have been dealt with.
These are the reception desk and bar desk, the piano and particularly the tables in the bar. It is tempting to put many tables in the bar, but since each one must be staffed by a social minion 2 or 3 is all you should bother with.
When you can afford it it is a good idea to place two hotels at a bit of a distance from each other, at either side of your base entrance.
Tourists will then have to walk between the lobby and the bar, and will have less time to poke around your base.
PS: For some inexplicable reason the hotel doors are locked when you build them, so always set them to the lowest security at once.
If you forget this agents will keep shooting at your hotel doors and starting fires in your hotels, which can lead to chain reactions of hostile agents killing off all your social minions.
If you play aggressively, meaning with deliberately high heat, then you will need to play turtle, with traps, fake entrances and turrets while going heavy on military minions.
The advantage is that you can play through the game faster this way and the drawback is that you will almost certainly die horribly to swarms of agents.
Playing cautiously means looking at the heat levels on the world map, and giving them time to settle after a heist, so you can avoid soldiers and saboteurs as much as possible.
This is the best way to actually finish the game, although it is time consuming, and slightly boring at times. These are a right pain in the gluteus maximus and one of the best reasons for playing cautiously.
Each faction has one and they all activate at certain notoriety levels. If you rush through missions on the world map you can activate all five at the same time and almost certainly die.
Each one has a scripted way to defeat them, which you must discover through research or quests on the world map. Ideally you should have dealt with the first one before you activate the third one and so on, so you never have to worry about more than two of them at any one time.
Send out technicians or other science minions to the world map, one in each zone, and put them on plot for about minutes and they will have plotted enough to reveal all the missions available.
Most of them will not be visible yet, but are dormant until you reach a high enough notoriety level.
But as soon as you do they will be there. This will prevent a lot of desertions and is an all round great way to start things out.
By carefully picking off loot missions from the start you will be able to eek your way into the notoriety territory of the second super agent before you need to do any non-loot missions, at which time you should consider moving to the second island anyway.
Never do this before you have completed all four missions of the totem pole quest though, since it is the best loot in the game, and boosts all stats except health.
And you can only finish this quest on the first island. Make sure all floor tiles in your base are accessible. If you wall a part of the base in, or it gets cut off when you demolish a room, agents will tunnel into that area until it is accessible again.
It is easy to lose an entire, very expensive power plant like this so make sure. Always keep track of what your quests are in the quest tab. The frustrating, enormous and unavoidable crisis comes when you move to the second island.
Save the game before you do this though. Sometimes a super agent will appear on your island a nano second after you click the move button on the world map, and will run around killing off all your minions while they are moving your stuff.
Because of the move you need to make, it is advisable to keep at least 40 workers around on the first island, since these are the only ones able to build the second base for you.
And the more of them you have the faster that will go. Once the second base is up workers is plenty and you can train more higher level minions instead.
The second part is by far the worst, which is building a functional second base as quickly as humanly possible, with all your loot and the avatar stuck outside in the jungle.
Build an entrance, a tunnel and a barracks and then move all the loot in there while you work on the rest of the base. Home Discussions Workshop Market Broadcasts.
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Few tips from playing throughout the years that I've found useful. It's always better to allow them to return to base with zero "heat". If you kill them, they're disappearance will be noticed by the agency that sent them, and you'll start seeing more of them.
Gas them, sting them with bees, anything to make them forget about your base. Always build a ton. Once you have researched the better type, replace all the old ones ASAP.
You'll gain a lot of space in a short period of time. Unless you NEED them at home and most time you don't , it's far far better to have them out on missions.
Social Minions. The weaken tag does slow down their progress. However the downside of using social minions is a They killed after performing the task b The stats of the social minion fall drastically, thus unable to carryout normal tasks until full and c it takes forever for the Super Agent to lower its stats.
Sentry Guns. ARE the MOST EFFECTIVE WAY in dealing with Super Agents. Though you need a dang lot of them in a very good location.
Place sentry guns e. Also, using the "Capture Tag" on super agents is more effective than the "Kill Tag" in bringing them down.
Be sure to have Fire Extinguishers nearby. Weaken Tag Bug. If Super Agents somehow get through your defensive Sentry Gun line which means they're already in your base , don't rely on traps as they don't do squat to stop Super Agents.
There is an odd bug that is quite an equalizer in handling Super Agents: Use a weaken tag on the Super Agent, after a social minion will start to perform his task, quickly change it to kill or capture tag.
You will notice that the Super Agent will continue "acting" as if still under the influence of the social minion, all though the social minion is no longer performing the task.
Repeat this process before the social minion get too far. When, where and how many traps you lay around is a personal preference.
Better traps can net you cash when an agent hits two or more traps at a time, you gain money , but there is the important minion question.
Namely, is this going to do too much damage to minions? My first traps were just inside the base. This worked ok, until after a mission that pushed my heat up too far.
Then I had lots and lots of enemies on the island, too many entering the base and losing tons of my minions to the traps triggered during the fighting.
Then I discovered the beauty of using huts with locks that keep the minions out and multiple traps within. Beware the agent caught in these beauties.
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Add Specific Characters If you would like to add a specific type of minion you can use the following commands from the debug menu.
Example: add 5 This will add five Valets. Be sure that the mouse cursor is on some type of land, as they will be summoned to where the mouse is.
I find it best to summon them right in front of the depot. Cheat Mode Type humanzee during game play to enable cheat mode.