![]() ![]() Good Corridor layouts can make or break the defensibility of a lair and have to be taken into account when planning out the lair. Traps, security cameras, and other security equipment can only be placed in corridors. While not technically a room type, Corridors are just as vital as any of the major room types. Every evil mastermind needs their own private room to strategize and laugh maniacally. The Training Room is where Worker minions will train to become Specialist minions, the Armoury will serve as weapon’s storage, security camera operation, and Muscle minion residence, the Prison provides space for caught agents and other do-gooders, and the Inner Sanctum is the Henchmen and Genius’ place of meeting and rest. They are just as vital as the others, but have more novel or specialized functions. The remaining rooms fill various Support and Specialist needs not directly pertaining to resource generation or minion wellbeing. Support & Specialist Rooms Evil Genius 2 rooms The Barracks will give minions a chance to sleep and restore health and morale, the Mess Hall is where minions will dine and also restore some health and their smarts or intelligence stat, the Infirmary will heal minions after explosive accidents or fights with enemy agents, the Staff Room focuses solely on restoring minion morale with entertainment items, and the Archive educates minions and restores their Smarts, particularly important for Science minions. ![]() To take care of minion and staff needs, Amenity rooms will have to be built. Minions will get tired and dissatisfied over time as they operate all the vital rooms. The Power room will provide energy for lair items, the Control room opens possibilities for Global Schemes, the Bank Vault expands the total amount of money stored in the lair, the Laboratory will allow Science minions research new items and technologies, and finally the Cover Operation will be the first line of defence against agents and even a small source of money. These rooms will provide essential resources with which players will use to execute Global Schemes and expand their lair. ![]() Operational rooms are the functional backbone of the lair. Rooms in Evil Genius 2 can be classified into three main categories (plus corridors):Īnd here are the basics on rooms in Evil Genius 2. A good understanding of the available room options will go a long way in helping players excavate the island fortress of their dreams. The number of rooms can initially be quite overwhelming with all the new symbology and novel functions. Any lair of ultimate evil needs to provide space for its minions to rest and provide resources with which to conquer the world. An effective lair in Evil Genius 2 is nothing without minions and rooms to carry out schemes in. ![]()
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