![]() ![]() ![]() With a decent group of minions in place, you can expand your base, take on more exotic Acts of Infamy, and work towards your various objectives - gathering crime lords together for a meeting, researching a doomsday device, and so on. Armed with this knowledge, you can then build a training room and start teaching other worker minions new tradecraft, helping you to keep your base in working order, and getting things done more efficiently. Here you can track down specialists - maids, technicians and guards to begin with - who, once captured, can be roughed up until they tell you their secrets and convert the minion interrogating them into a new unit. Once you've established your base, you then turn to the World Domination screen. Interestingly, you don't control minions directly like an RTS instead you order a room to be built, or an item moved, or a prisoner interrogated, or what-have-you, and the appropriate minion will then rush off and complete the task. Your minions will then snap to it, grabbing explosives and items from the nearby depot, blasting a room-shaped chunk out of the mountain and furnishing it quickly. The more bunks and lockers you have in your barracks, the more men your island base can support, and if you're impatient you can increase the rate at which minions are recruited at a certain cost outlined on the 'minion management' screen.īuilding rooms is a simple case of dragging out a blueprint, then adding any machinery and other items that you want in there, and issuing a build command. You also need to build up a decent workforce - knowing where you can go to commit basic crimes is one thing, but unless your control panels are manned then you won't know how long it's going to take, and you won't uncover as many Acts of Infamy as there are available. ![]() You need to carve out corridors, build a strongroom to store your funds, a barracks for your men, a control room to research crimes around the world, a freezer to store dead bodies, an armoury for weapons storage and interrogation, and a power station to try and keep up with the demands of your evildoing. ![]() To begin with you'll be more interested in the base-building element. Welcome To My Island Lair.Įvil Genius is split into two distinct elements: the main, Dungeon Keeper-esque base-building screen, where you'll build up your lair, stock it with all the right amenities and control centres, manage your workforce, and deal with the forces of justice and the World Domination screen, where you'll dispatch minions to terrorise the globe, stealing to fund your exploits, and plotting to uncover possible Acts of Infamy - one-off crimes, like nicking a research machine for your laboratory or sinking a ship bound for the United Kingdom loaded with tea, that increase your notoriety and contribute towards certain objectives. But while Elixir does a much better job of translating its good ideas into a good game than it did with Republic, and manages to instil the game with a consistent sense of humour, it's still guilty of undercooking a number of key elements, and the result is a game that, whilst enjoyable, once again fails to capitalise completely on its promise. The idea behind Evil Genius is simple enough - taking the reigns of a burgeoning evil empire, carving an elaborate secret island base out of the side of a mountain and populating it with all manner of minions and specialists, and then researching and carrying out various crimes around the globe, building up your notoriety rating whilst evading the attentions of the forces of justice. Elixir seems to be edging closer to its masterpiece. ![]()
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