World Domination
This article is about the world map in EG1. For the game, see Evil Genius 2: World Domination (EG2). For the world map in EG2, see Global Operations.
The World Domination screen contains a map of the world divided up into five geo-political alliances, each of which is further sub-divided into four regions. The regions are color-coded: orange for A.N.V.I.L., red for H.A.M.M.E.R., blue for P.A.T.R.I.O.T., green for S.A.B.R.E., and yellow for S.M.A.S.H.. 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 to your Island will be.
From the World Domination screen, you can send minions and henchmen out into the world to perform a variety of evil deeds. When you have minions in a region, you can set them to one of three behaviors:
- 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. Hiding automatically ends after two minutes, returning to the previously set task.
Science minions are the best at plotting, and Military minions are the best at stealing.
When not hiding, minions can be ordered to carry out Acts of Infamy (AOI).
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.
Sending Minions Out Into the World and Recalling Them to the Island[edit]
At the bottom of the World Domination screen is a tray containing figurines of the minion types and henchmen present on your island, each with a counter indicating how many are available. When a region is selected, you can click on one of the figurines in this lower tray to send the corresponding character to the selected region. A matching figurine will appear in the region tray at the top right of the screen, and the chosen characters will begin to travel from wherever they are on the island to one of the depots. When all of the chosen characters have reached the depot, a vehicle (boat or helicopter, depending on which depot was randomly selected) will arrive and the characters will board it. Once the vehicle's 'departing' animation begins to play (the helicopter's doors close or the boat's ramp retracts), a helicopter figurine will appear at the left edge of the World Domination screen, traveling from there to the destination region(s) and dropping off its passengers at each stop before departing off the right edge of the screen. Character figurines will appear in the region to indicate their presence. If multiple minions of the same type are present, one figurine will be shown atop a stack of the appropriate number of bases.
To recall characters from the world back to the island, the process works in reverse. Select a region and then click on a character figurine in the top tray to recall that character to the island. The helicopter figurine will appear from the left, pick up the recalled character(s), and depart to the right. Once it leaves the screen, a boat or helicopter will appear at the island, dock or land at the appropriate depot, and disembark its passengers.
Minions who die on the World Domination screen are gone for good. Henchmen who are struck down by the Forces of Justice will go into hiding for a brief period [QUESTION: how long?] before eventually turning up at your island lair.
Region Stats[edit]
Each of the twenty regions on the world map has three stats, plus a counter of how many AOI, discovered or not, are in the region. The cash potential and FOJ presence are hidden until the intelligence requirement is met.
Intelligence Requirement[edit]
This determines how many control panels must be staffed in order to view other information about the region and its Acts of Infamy. One control panel provides two intelligence points.
Before this requirement is met, a panel will display how much intelligence you have in a region in the top left of the World Domination screen when a region is selected. Note that the tic marks and lighted fill indicating control panel requirements extend behind the black border of the panel, so they sometimes look a little off. After the requirement for a region is met, this panel is replaced by one showing the Cash Potential and FOJ Presence, plus a progress bar for how many AOI you have completed in the region.
Technicians and certain Henchmen give a bonus to intelligence when present in a region. The total intelligence in a region is calculated as follows: [number of control panels] × 2 × (100 + [sum of Information Modifier from all minions and henchmen in region]) / 100, rounded down to the nearest integer.
Cash Potential[edit]
Combined with a minion's own cash potential, this determines how much money your minions will be able to rake in when stealing. [QUESTION: How is the income value calculated?]
Compared to the behind-the-scenes values, the displayed values in-game on the zoomed-out world map and in the intelligence panel are divided by $2,500 and rounded to the nearest whole number (except that for some reason a value of eight is displayed as nine).
Forces of Justice Presence[edit]
This determines how quickly your minions will be lost to attrition while not hiding. Compared to the behind-the-scenes values, the displayed values in-game on the zoomed-out world map are divided by five and rounded to the nearest whole number (except that for some reason a value of eight is displayed as nine). The higher the FOJ presence, the faster you will lose minions to attrition when they are not hiding. [QUESTION: How is minion attrition calculated?]
Occasionally a Justice Agent or Super Agent will appear in a region. When present, these characters significantly increase minion attrition and the risk of Acts of Infamy. Justice Agents stay in a region for between 50 and 160 seconds, while Super Agents stay in a region for between 60 and 180 seconds.
Regions[edit]
A.N.V.I.L.[edit]
Central Asia[edit]
- Intelligence Requirement: 5
- Cash Potential: $10,000
- FOJ Presence: 20
North China[edit]
- Intelligence Requirement: 6
- Cash Potential: $15,000
- FOJ Presence: 30
Polynesia[edit]
- Intelligence Requirement: 3
- Cash Potential: $2,500
- FOJ Presence: 5
Southeast Asia[edit]
- Intelligence Requirement: 8
- Cash Potential: $20,000
- FOJ Presence: 40
H.A.M.M.E.R.[edit]
Central Russia[edit]
- Intelligence Requirement: 10
- Cash Potential: $12,000
- FOJ Presence: 24
Cuba[edit]
- Intelligence Requirement: 7
- Cash Potential: $5,000
- FOJ Presence: 10
Eastern Bloc[edit]
- Intelligence Requirement: 12
- Cash Potential: $15,000
- FOJ Presence: 30
Siberia[edit]
- Intelligence Requirement: 4
- Cash Potential: $10,000
- FOJ Presence: 20
P.A.T.R.I.O.T.[edit]
East Coast[edit]
- Intelligence Requirement: 12
- Cash Potential: $5,000
- FOJ Presence: 20
Mid-West[edit]
- Intelligence Requirement: 4
- Cash Potential: $20,000
- FOJ Presence: 34
Pacific Allies[edit]
- Intelligence Requirement: 7
- Cash Potential: $15,000
- FOJ Presence: 30
West Coast[edit]
- Intelligence Requirement: 9
- Cash Potential: $10,000
- FOJ Presence: 20
S.A.B.R.E.[edit]
Australasia[edit]
- Intelligence Requirement: 5
- Cash Potential: $5,000
- FOJ Presence: 10
Europe[edit]
- Intelligence Requirement: 10
- Cash Potential: $20,000
- FOJ Presence: 40
South Africa[edit]
- Intelligence Requirement: 8
- Cash Potential: $15,000
- FOJ Presence: 30
The Indian Subcontinent[edit]
- Intelligence Requirement: 6
- Cash Potential: $10,000
- FOJ Presence: 20
S.M.A.S.H.[edit]
Antarctica[edit]
- Intelligence Requirement: 2
- Cash Potential: $1,000
- FOJ Presence: 0
Middle East[edit]
- Intelligence Requirement: 6
- Cash Potential: $20,000
- FOJ Presence: 34
North Africa[edit]
- Intelligence Requirement: 4
- Cash Potential: $10,000
- FOJ Presence: 16
South America[edit]
- Intelligence Requirement: 8
- Cash Potential: $15,000
- FOJ Presence: 30