World Domination

''This article is about the world map in EG1. For the game, see Evil Genius 2: World Domination.''

From the World Domination screen you can send minions and henchmen out into the world to perform a variety of evil deeds.
 * Plotting: minions will uncover Acts of Infamy in the region.
 * Stealing: minions will periodically bring money back to the island.
 * Hiding: minions will hide from the Forces of Justice which prevents them from being killed, but they can't do anything useful while hidden.

Without a well-equipped Control Room, some information about the regions and Acts of Infamy will be hidden. Control Panels and Memory Banks must be built and staffed to access this information.

Each of the twenty regions has an intelligence requirement, which determines how many control panels must be staffed in order to view other information about the region and its Acts of Infamy (modified by Technicians and certain Henchmen if present in the region); a cash potential, which (combined with a minion's own cash potential) determines how much money your minions will be able to rake in when stealing; and a Forces of Justice presence, which determines how quickly your minions will be lost to attrition while not hiding. The cash potential and FOJ presence are hidden until the intelligence requirement is met. Compared to the behind-the-scenes values, the displayed values in-game on the zoomed-out world map are divided by 2,500 (for the cash potential) and five (for the FOJ presence) and rounded to the nearest whole single-digit number.

= Regions =

The world is divided up into five geo-political alliances, each of which is further sub-divided into four regions. Performing evil deeds in an alliance will raise your global notoriety, but will also raise your heat with that particular alliance. The higher your heat gets with an alliance, the more dangerous the agents they send will be.

Central Asia

 * Intelligence Requirement: 5
 * Cash Potential: 10,000
 * FOJ Presence: 20

North China

 * Intelligence Requirement: 6
 * Cash Potential: 15,000
 * FOJ Presence: 30

Polynesia

 * Intelligence Requirement: 3
 * Cash Potential: 2,500
 * FOJ Presence: 5

Southeast Asia

 * Intelligence Requirement: 8
 * Cash Potential: 20,000
 * FOJ Presence: 40

Central Russia

 * Intelligence Requirement: 10
 * Cash Potential: 12,000
 * FOJ Presence: 24

Cuba

 * Intelligence Requirement: 7
 * Cash Potential: 5,000
 * FOJ Presence: 10

Eastern Bloc

 * Intelligence Requirement: 12
 * Cash Potential: 15,000
 * FOJ Presence: 30

Siberia

 * Intelligence Requirement: 4
 * Cash Potential: 10,000
 * FOJ Presence: 20

East Coast

 * Intelligence Requirement: 12
 * Cash Potential: 5,000
 * FOJ Presence: 20

Mid-West

 * Intelligence Requirement: 4
 * Cash Potential: 20,000
 * FOJ Presence: 34

Pacific Allies

 * Intelligence Requirement: 7
 * Cash Potential: 15,000
 * FOJ Presence: 30

West Coast

 * Intelligence Requirement: 9
 * Cash Potential: 10,000
 * FOJ Presence: 20

Australasia

 * Intelligence Requirement: 5
 * Cash Potential: 5,000
 * FOJ Presence: 10

Europe

 * Intelligence Requirement: 10
 * Cash Potential: 20,000
 * FOJ Presence: 40

South Africa

 * Intelligence Requirement: 8
 * Cash Potential: 15,000
 * FOJ Presence: 30

The Indian Subcontinent

 * Intelligence Requirement: 6
 * Cash Potential: 10,000
 * FOJ Presence: 20

Antarctica

 * Intelligence Requirement: 2
 * Cash Potential: 1,000
 * FOJ Presence: 0

Middle East

 * Intelligence Requirement: 6
 * Cash Potential: 20,000
 * FOJ Presence: 34

North Africa

 * Intelligence Requirement: 4
 * Cash Potential: 10,000
 * FOJ Presence: 16

South America

 * Intelligence Requirement: 8
 * Cash Potential: 15,000
 * FOJ Presence: 30