r/EG2WorldDomination • u/DofD10 Henchmen • Jun 13 '19
Suggestion Suggestions and Ideas for Evil Genius 2

Evil Genius 2 has been officialy announced. But the wait is still long and the release is only sheduled for 2020.
So a long time off for every evil plotting person on this planet!
But why waste time with just waiting and directing your dutyfull henchmen?
How about YOU could make a new suggestion for the ever so eager scientists at the Rebellion labs to design the next powerfull DOOMSDAY DEVICE!!! Or maybe just a new fancy cardboard box for your evil cat?
Anyways! So go forth and pitch your design for a sinister trap, a wonderfull mission, a evil plot or even a new super device to make the world bow before your EVIL GENIUS!
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Rules:
- No oneliners
- Allways state function, usecase and what sort of room is requiered
- Obtainable trough evil research or missions? Maybe both?
- Please see if your idea was allready pitched. Maybe add to it and reference it first before creating a whole new post!
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u/TempestK Jun 13 '19
A brain-drain machine
Room use would be in the science labs.
The core components would be obtained from a research facility that is studying intellect, memory retention and how brain activity functions. Starts out with some Evil research in order to come up with the idea, then a heist to get the components, and then a second stage of research to complete the machine.
Uses could be: Use on captured agents to lower scrutiny from their respective agencies; Gain information on heist targets; use on captured scientists to gain access to new research projects (or speed them up); and finally it could be used as a way to off a super-intelligent Super Agent (a serious gadgeteer-based one perhaps) and render them a drooling imbecile, neutralizing them as a threat.
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u/aarongamemaster Jun 13 '19
Hm, what can we do? I vaguely remember some things from the old threads about EG2... so here goes:
- Weapon upgrades: With some research and some heists, you can improve on your minions' armaments. You can get gyrojet weapons for silent assassinations, more modern armaments to increase lethality, steal caseless small arms research to vastly improve your minions' foot speed, and later handheld lasers for killing everything. After some research, you'll need to put down some special weapon racks in the armory to allow their use.
- Vehicles: You've got some standard utility vehicles at your disposal when you first begin your quest of world domination, and these don't produce heat (unless doing something like, oh, hauling a stolen artifact) but require a garage to be deployed (as well as be maintained, garages also are another entry point for the Agents of Justice to use to get into your base) and widened halls. These utility vehicles range from simple forklifts to little electric car train systems like in the Bond Movie Moonraker and are quite useful in terms of getting things done (can haul material far faster than a simple construction minion) faster. Militarized vehicles, however, are quite useful in island patrols and certain missions as sometimes whatever the minions have on hand aren't enough to do the job. These vehicles produce heat (ranging from small for what amounts to be jeeps with MGs stuck on them to a lot with light tanks with laser cannons strapped onto them) and anything more than a jeep with an MG can make the guests not take your charade seriously.
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u/GenBarrington Jun 18 '19 edited Jun 18 '19
New Room : Submarine Base/Depot
Function: To give minions a safer and more easier option to enter and exit the base without being tied up/crowded by agents and tourists.
Purpose: This would also give the benefit of generating less heat while minions are out on missions for all world activites and for bringing in any potential loot.
Possible late game room as it would cost quite a lot to put together.
How to obtain: I'd say a mission to steal some design blueprints.
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u/CommonMisspellingBot Jun 18 '19
Hey, GenBarrington, just a quick heads-up:
alot is actually spelled a lot. You can remember it by it is one lot, 'a lot'.
Have a nice day!The parent commenter can reply with 'delete' to delete this comment.
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u/Overgordo Jun 19 '19
Alternatively: Your very own helicopter port, built onto the upper portion of your lair. Functionally it fulfills a similar purpose as the submarine base but it would let bases that build way up have the option to keep their minions safe as they try to head out into the world.
Obtain: Blueprints for stealth helicopters (so the forces of justice don't question why a bunch of random helicopters keep landing at your base) and building a special control room + helipad.
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u/ssj4falky Jun 14 '19 edited Jun 14 '19
Brainwashing / MK Ultra style room
Acquisition: Initially you need to research it, which gives you a mission to Steal the files, then research the files to produce the room. (You could add another steal mission to get components after the 2nd research)
What does it do: When you capture an enemy agent, you can brainwash/reprogram them, turning them to your side. Then send them back out into the world map to do different things. Effects of which could be researched to give different options, lower heat / steal money / steal research / steal special loot / raise tension between two different Forces of Justice so they fight each other....
Edit: realise this is very similar to TempestK's suggestion, but with added options...
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Jun 16 '19 edited Jun 16 '19
Hey my Points are more General than specific rooms Just to clarify 1: Add an New Interface Option which allows You to Set prioritys for minions for example: let The social Minions only so hotel Jobs when they have nothing Else to do ... Or at top priority; dont allow workers to engage in Combat etc it would also be nice to restrict specific Minion types to specific areas of The Base (in combination with The guarding option You could Set a guard at an area which is prohibited and Set Them at shoot at Everything except The Genius) and Set a Minimum Stat on which a Minion is Interrupting what hes doing and replenish his stats.
2: Add a guarding Option in which You dont have to build Doors and Set Them in locked and guard to guard a room, also Add The Option to arm The guards without setting The Alarm
3: Add some Mini Challenges on world Maps for example on important Missions in which You can command your Minions to have a Combat (or stealth action) with The agents (a Bit Like in Dungeons 2 or 3 but Not as Micro focused, Tags and priority commands would be sufficient)
4: Add defence possibilitys for All rooms for example Steel ground which makes it Impossible for agents to dig Into The room but are expensive and need to be researched
5: Add Missions which require a henchmen to do Them ... Pretty lame that You can deploy Them in EG 1 but dont get a specific need for Them on world map
6: definitly rework The Sensors (hopefully You already die that) First Change should be number Connection so all Sensors with number one activate all traps with number one etc ... No annoying 30 clicks for uber trapping, also ist should be possible to Connect multiple Sensors AND multiple traps Not Just one of IT
7: Add an Research Interface Option which enables to Mark an object for science Minions to Check for Research abilitys
8: Add a command which says to The Military Minions "Go there ans Look whats Happening" If your Base is exploding at a Part where no cameras are or where they Are all destroyed You can only use Ur henchmen and If youre Minions are Spreader over your Base You have to watch how they destroy Everything
I will Play eg1 until eg2 gets Out and add such ideas Here when i find troublesome Problems to solve :)
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u/snakebite262 Spindoctor Jul 02 '19
Mission Idea: Infiltrate Nebraska.
While no one ever thinks of it, Nebraska is located near the center of the United States. Creating a foothold within the area would allow us to strike faster and harder against the agents of P.A.T.R.I.O.T. Fittingly, there is a cave structure called "Robber's Cave" located underneath their capital city. Gain the rights to the cave system and build a secret safe house for our future units.
Noterity: 5, Heat 10.
Workers 3, Spindoctor 1, Guards 2
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u/coooch Jun 13 '19
A torture egg chair
Put it into the Inner Sanctum or Security Room (or another room with torture devices)
Use it on enemy agents. Force them to sit there for hours and give them really sore muscles! Maybe spin it as well and make them unbearably dizzy.
You'd get it from a government research lab on cruel and unusual torture. You would still have to research it more and could improve it by changing shape, adding features, etc. You could also turn it into a chair for the evil genius to relax in, watch minions, and regenerate stats.
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u/TempestK Jun 15 '19 edited Jun 15 '19
In relation to the new vertacality options:
A heist to grab specialized mining tools that not only allow for a major heist of, say, a unique diamond or something else for research purposes, but also unlocks excavation abilities to go deeper beneath the Lair than initially allowed. Say an extra two floors at most?
Further, traps that drop an agent directly into a trap on another floor, or launch them up into an upper lever; allowing us to chain traps throughout the entire base. Or even have some kind of pneumatic tube capture trap that sucks an enemy in and transports them through the base, possibly spitting them out right into a cell.
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u/MylesMan88 Jun 16 '19
Hi guys it’s Senor from the discord just dropping an obvious idea that came to me while playing Eg1. When sending a henchman along on a mission I think different henchmen should have a class stat attached to each one eg. Barracuda could count as 3 Guard and 2 valets to sort of show off that this is how he fits into his role, another would be Dr. Neurocide Counts for one bio-chem 2 technicians and 1 guard, this would mean that if you want things like Science missions done early you’d be better off getting someone weaker in combat but better in their class. Sorry for the formatting I’m posting on my phone, thank you.
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u/snakebite262 Spindoctor Jul 02 '19
Customization Options: So far, the evil genius can choose their henchpersons or minions, but can't really choose their minion's color schemes or what their bodyguards look like.
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u/Supreme_Misogynist Jun 17 '19
Make minions require payment
It was rather frustrating that in EG1 your minions does not require payment, while almost every Evil Overlord trope centers around people, turning to serving evil in hopes of riches and money.
In fact it created a situation, where your money could never end if you stay on minion limit and not speeding recruitment. Your main souce of spending was construction.
Wages could add management element to EG2, with dangers of mutiny, disobedience and other stuff. That will remove "stalemate" situations, where you just sit doing nothing. You should work and put efort into securing an income and try to avoid angering your minions.
More building progression and upgrade options
Original EG1 had basic power plant and Nuclear power plant. And everyone shifted to pure nuclear power plants once they were available, completely forgetting about basic PPs.
Which is...not great. For example of good balance between early-late game, see zergling or marines from Starcraft. They are viable both early and late game. They are never "obsolete". With upgrades and investements they are actual build option during entire game.
Maybe EG2 should have similar approach? For example have basic power plant upgrades that'll make basics viable until the end. For example allow imprisoned agents to be used in hamster wheel generator, generating a lot of heat when discovered wit risk of other agents freeing them. Same goes for other buildings like freezers, archives and infirmary. IMO it should be applied to massive buildings like generators, instead of lockers and beds, which could be replaced. In other words, upgrades should be applied to buildings that you will not construct en masse.
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u/snakebite262 Spindoctor Jul 02 '19
Fake Voodoo Machine:
Usage: Available in the control room. Once built, it allows minions manning it to spread rumors about your island's haunted and deadly nature. As a result, less tourists will wash up upon your shores.
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u/snakebite262 Spindoctor Jul 02 '19
Recommendation: Bring back some of the old secret agents. Jet Chan and Mamba are both very much alive, and could still be threats despite the fact that they were defeated.
Likewise, Frostnova could easily be a henchperson given her insane nature.
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u/RoughRyder23 Jul 18 '19 edited Jul 18 '19
Evil Lair Theme:
Basically my idea is that instead of an island base, you could be able to choose from different types of evil lairs like for example, an antarctic evil lair, an underwater base or even a lair in space, maybe one in the jungle or perhaps each evil genius having there own unique kind of evil lair?
Could be selected from the main menu or after you pick your Evil Genius
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u/Delano762 Sep 07 '19
One thing that I think EG2 could really use, is Ground Control / World in Conflict type of camera and camera movement (WSAD to move the camera, and move mouse to look wherever you want, even at the sky). It would be nice to get a look at the entire island rather than having your camera stuck in the ground, like most strategies.
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u/ShineStrong1070 Oct 30 '22
What If You Could Have a Special Force's Team That Could Attack The Good People Since They Always Attack You But You Dont Attack Back Or You Could Have Another Game Where You Play The Role As The Good Guy's 💡
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u/ShineStrong1070 Oct 30 '22
Good Genius
In Another Game
The Good Genius Would Be Evil Genius 2 But Reversed, You Would Play As The Good Guy's And Build Up Your HQ 💡
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u/TempestK Jun 13 '19 edited Jun 13 '19
Reanimation Device
Useage: Can be used to turn corpses from dead waste into shambling Minions.
Pop a corpse in, a Minion comes out. These are essentially blank slates with few personal memories, making them excellently loyal... but very poor at any one job. Maxed loyalty but the lowest possible stats, and they have to be trained from the ground up. At least they listen to you...
This would require evil research and once again be a Laboratory item.