Evil Genius 2

Evil Genius 2

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Edsploit May 22, 2021 @ 10:18am
The Minion Manager
Aside from managing the numbers of each minions I want and hiring workers for cash, I've pretty much stopped using the Minion Manager's features. It is a real shame since specialization of some minions looks like it was intended to be more important than it is in the base game. This thought is further substantiated by minion traits.

For example, you have probably noticed that a minion that consistently mans a chow hall will earn a pretty cool chef hat that they start wearing! I believe it was intended to make them more efficient at their work at that station and perhaps even provide some other benefits. You were likely meant to find minions that had food-loving traits and assign them to the chow hall.

I reckon the idea in my example of it impacting efficiency could work for almost any job type since lowering stat drains when managing a station is always useful.. except for maybe the control room radios. Minions working those radios should actually provide some benefit since they drain stats. A thought is that maybe each manned radio lowers heat generation by a small amount like the big screens. 🤷‍♂️
Originally posted by SpellSword0:
Originally posted by Ed Harris:
For example, you have probably noticed that a minion that consistently mans a chow hall will earn a pretty cool chef hat that they start wearing! I believe it was intended to make them more efficient at their work at that station and perhaps even provide some other benefits. You were likely meant to find minions that had food-loving traits and assign them to the chow hall.
The funny thing is, I don't think working the food counters actually does anything. I'm even fairly certain most of the objects that require an operator for other minions to use doesn't actually require them, nor is any benefit given for it.

But, what are the odds that this is all just one big bug? That minions are in fact suppose to have an effect on their workstations, but it simply hasn't been working properly since day 1? It's not too far fetched when you look at the decor stat items and the lack of any in game context or info on many things.

In any case, useful or not, a specialized minion is only as good as the next soldier wave or scheme calling them to the world map. Minions rarely last long enough for any traits they have to have any lasting meaning. This is made doubly annoying when you have to constantly go into the minion manager and re prioritize the next generation of minions after the last generation is killed or leaves.

Sure, specialized minions getting less stat drain would be useful, but how long are they honestly going to be alive to make it worth giving them a priority? I would say considering the lack of usefulness in minions manning most objects, and the average life span of any group of minions, the minion manager would continue to just be a waste of time.
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SpellSword0 May 22, 2021 @ 10:44am 
Originally posted by Ed Harris:
For example, you have probably noticed that a minion that consistently mans a chow hall will earn a pretty cool chef hat that they start wearing! I believe it was intended to make them more efficient at their work at that station and perhaps even provide some other benefits. You were likely meant to find minions that had food-loving traits and assign them to the chow hall.
The funny thing is, I don't think working the food counters actually does anything. I'm even fairly certain most of the objects that require an operator for other minions to use doesn't actually require them, nor is any benefit given for it.

But, what are the odds that this is all just one big bug? That minions are in fact suppose to have an effect on their workstations, but it simply hasn't been working properly since day 1? It's not too far fetched when you look at the decor stat items and the lack of any in game context or info on many things.

In any case, useful or not, a specialized minion is only as good as the next soldier wave or scheme calling them to the world map. Minions rarely last long enough for any traits they have to have any lasting meaning. This is made doubly annoying when you have to constantly go into the minion manager and re prioritize the next generation of minions after the last generation is killed or leaves.

Sure, specialized minions getting less stat drain would be useful, but how long are they honestly going to be alive to make it worth giving them a priority? I would say considering the lack of usefulness in minions manning most objects, and the average life span of any group of minions, the minion manager would continue to just be a waste of time.
Edsploit May 22, 2021 @ 11:01am 
Originally posted by S.S.:
Originally posted by Ed Harris:
For example, you have probably noticed that a minion that consistently mans a chow hall will earn a pretty cool chef hat that they start wearing! I believe it was intended to make them more efficient at their work at that station and perhaps even provide some other benefits. You were likely meant to find minions that had food-loving traits and assign them to the chow hall.
The funny thing is, I don't think working the food counters actually does anything. I'm even fairly certain most of the objects that require an operator for other minions to use doesn't actually require them, nor is any benefit given for it.

But, what are the odds that this is all just one big bug? That minions are in fact suppose to have an effect on their workstations, but it simply hasn't been working properly since day 1? It's not too far fetched when you look at the decor stat items and the lack of any in game context or info on many things.

In any case, useful or not, a specialized minion is only as good as the next soldier wave or scheme calling them to the world map. Minions rarely last long enough for any traits they have to have any lasting meaning. This is made doubly annoying when you have to constantly go into the minion manager and re prioritize the next generation of minions after the last generation is killed or leaves.

Sure, specialized minions getting less stat drain would be useful, but how long are they honestly going to be alive to make it worth giving them a priority? I would say considering the lack of usefulness in minions manning most objects, and the average life span of any group of minions, the minion manager would continue to just be a waste of time.

I definitely agree with you. I hadn't considered the average minion lifespan.
The Faceless Man May 22, 2021 @ 11:25am 
I have only ever used the minion manager to find out where my scientists are when they are not doing their duty. I can then visit the mess hall or staff room that they are lounging and remind them what happens to their friends when they make the mistake of assuming they're entitled to any break time at all.
Sellardohr May 22, 2021 @ 12:03pm 
Originally posted by Lonerwurld:
I have only ever used the minion manager to find out where my scientists are when they are not doing their duty. I can then visit the mess hall or staff room that they are lounging and remind them what happens to their friends when they make the mistake of assuming they're entitled to any break time at all.

Mwa ha ha ha ha
Edsploit May 22, 2021 @ 1:16pm 
Originally posted by Lonerwurld:
I have only ever used the minion manager to find out where my scientists are when they are not doing their duty. I can then visit the mess hall or staff room that they are lounging and remind them what happens to their friends when they make the mistake of assuming they're entitled to any break time at all.

Very evil! Diabolical, even.
Necros May 22, 2021 @ 2:34pm 
The minion priorities don't seem to work too reliably if you set them to train for a certain minion type (deception, science, and muscle) or to send them out on schemes since it seems to pick whatever is convenient or closest. Also I do wonder what's the point of workers manning the food counters since there doesn't seem to be any noticeable difference in stat gains or anything. Didn't workers also wear headsets if work control rooms, I noticed workers with headsets instead of the usual hardhats but that was a few updates ago and seem to be more trait related. EG1 definitely had minions wearing unique headgear when working certain rooms.

I used teaching priority to pick muscle minions with favorable traits in an attempt to help make them live longer, and to focus on speeding up training replacements. Overall, minion manager doesn't seem to do good with prioritizing who gets to do what, since there seems to be other factors with selection (or it's just not working properly) .
stylesrj May 22, 2021 @ 4:12pm 
The Minion Manager can also help you find those Minions who have undesirable traits like "Donates to Charity" or "Good" and have you take care of them before they turn into Agents.

But then again, no one does that either. But if you think about it, makes sense. You can search the Minion Manager and vet your Minions so you only have those who are loyal to you, or you could be the lazy sort of Genius who hires anyone with a vague sense of evil to them and the heroes will be able to infiltrate that way.
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Date Posted: May 22, 2021 @ 10:18am
Posts: 7