Evil Genius: Difference between revisions

1,290 bytes added ,  13 October 2011
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(Created page with "- Jubei is a really solid fighter, and can take out Super Agents on his own if you use his two special abilities in conjunction to get the drop on them. He is the default startin...")
 
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- There's a config file that lets you adjust the maximum number of minions. Increase that to make the game a little easier.
- There's a config file that lets you adjust the maximum number of minions. Increase that to make the game a little easier.
- Agent skill level contributes to stats, but most importantly it decides how much the agent does his thing. Rookie Investigators don't get the urge to do their jobs until they run across arms stockpiles or the ark of the Covenant, while master Agents waste a lot of time taking notes on everything they run across, no matter how innocent. Green Soldiers are easy to distract and redirect, but commando Veterans shoot everyone and everything without provocation, starting from the noncombatants.
- Spin doctors are your most useful agent defusers. They drain Smarts, which lowers the agent's suspicion back to "carefree" level. If they leave the island with that blue ring around their feet, they actually lower your heat. Diplomats are also useful, as they drain loyalty, but they can't calm down tourists. Playboys are more useful in the field than in your base, as they're the only social minions capable of theft.
- The mess hall mixer, the researched archive devices and the biotanks eat up the agent's smarts. A trouncing by the supercomputer or the bio-dome plant life and being used as a live target in the rifle range hurt attention. The basic chair interrogation, impact tester, laser cannon and motorized bookcases just kill the prisoner for entertainment and loyalty boosts.


[[Category:Games]]
[[Category:Games]]