Evil Genius 2

Evil Genius 2

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Ulthar May 12, 2021 @ 11:30am
Big Lair- big problem
With a 300 minion cap, I find myself left with about 60 yellow minions and 30-40 technicians.

With 3 levels plus a basement, I managed to fill up the largest island with stuff. Hoarding wealth - I made one entire level basically a vault.

The problem is that the maintenance is hard on all these items and I am constantly finding stuff gets stranded and no technician repairs it. I've even sold the item and put it back and it was broken almost immediately.

So my question is this - how big is too big for a lair? the third island is huge and has a great design. Secondly, what is the right number of yellow minions and technicians to maintain the biggest lair possible?
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Showing 1-6 of 6 comments
SpellSword0 May 12, 2021 @ 11:41am 
This is a tough question because the workers (yellow minions) are nice to have a supply of on hand for training purposes.

60 workers though is a lot of excess workers. I would advise getting at least 20 more technicians. I would say you wouldn't need more than 10-20 workers at a time for quick training.

More technicians will help the issue. It is less about the size of the lair and more about the sheer amount of objects in it. Also having dedicated, science based stat facilities by your most important rooms of objects (I.E. the generator room) would help a lot in keeping your technicians working faster and longer.
Last edited by SpellSword0; May 12, 2021 @ 11:42am
Ulthar May 12, 2021 @ 1:47pm 
okay, so worker minions don't maintain the base? That makes a lot of sense, thanks!
What do you mean generator room?


Last edited by Ulthar; May 12, 2021 @ 1:48pm
SpellSword0 May 12, 2021 @ 2:05pm 
The room where you put all your generators, power room! I'm not sure the exact name the game gives it off the top of my head, but it's typically the one room you want your technicians to be on top of at all times.

If your generators take too much durability loss, they will catch fire and be destroyed. This can have a cascading effect of shutting down everything in your lair and leaving you super vulnerable to agents.
Revanite May 12, 2021 @ 2:11pm 
The size of the base does matter. My technicians had to run long distances and constantly moved from one side to another, taking a long time to maintain things. I moved certain things closer together, different staircases/hallways and it did help alot.

Being able to dedicate certain technicians to floors or areas would be a great aid imho.
Twelvefield May 12, 2021 @ 3:02pm 
Fewer things mean fewer things to repair. The closer you get to the end, the more you can jettison things you don't need, like research equipment and some morale stuff, some control room desks, maybe even medical bays. In the final push, the focus is on the final push - your EG pushing the doomsday button. Everything else is secondary, except money. If you have substantial gold, it becomes easier to simply buy replacement minions than it is to keep them (alive).
JCH May 12, 2021 @ 10:51pm 
Agree with that situation. The game encourages you to make a maze full of traps, and you need lots of power generator and etc... which means maintenance, and that means lots of technicians going around.
What I don't like is having my maze with the constant walk of lots of technicians doing the maintenance and being shoot down by the soldiers that are lost there. I think, at least, traps should have low maintenance in order to keep those areas quiet.
By the way, just as a tip, Zalika repairing skill can do that as well.
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Date Posted: May 12, 2021 @ 11:30am
Posts: 6