Minions make up the bulk of an evil organization's workforce and are largely responsible for keeping the base in working order and committing Acts of Infamy.
Stat Comparison[]
Minion | Base Stats (Armor)† | World Domination | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Steal Rate |
Plot Rate |
Heat Created |
Heat Covered |
Info Bonus |
AOI Time Bonus |
AOI Heat Bonus |
Protection | Death Chance | ||||||
Construction Worker | 40 (15) | 40 (30) | 40 (05) | 40 (10) | 40 (20) | 2 | 1 | 2 | 45% | |||||
Valet | 40 (10) | 50 (20) | 50 (20) | 60 (50) | 40 (05) | 0 | 0 | 2 | 3 | -10% | 35% | |||
Spin Doctor | 50 (05) | 60 (30) | 60 (50) | 70 (20) | 40 (10) | 0 | 0 | 3 | 5 | -20% | 35% | |||
Diplomat | 50 (05) | 80 (50) | 70 (40) | 80 (30) | 40 (10) | 0 | 0 | 3 | 8 | -30% | 35% | |||
Playboy | 60 (10) | 60 (40) | 70 (40) | 60 (40) | 50 (10) | 2 | 0 | 3 | 7 | -40% | 35% | |||
Technician | 30 (05) | 50 (15) | 50 (30) | 40 (20) | 30 (10) | 2 | 4 | 3 | 10% | -10% | 35% | |||
Scientist | 40 (05) | 60 (20) | 60 (40) | 50 (20) | 40 (10) | 3 | 6 | 5 | 15% | -20% | 40% | |||
Biochemist | 50 (05) | 50 (25) | 80 (50) | 90 (30) | 50 (10) | 4 | 9 | 6 | 20% | -40% | 40% | |||
Quantum Physicist | 50 (05) | 60 (25) | 90 (50) | 70 (30) | 40 (10) | 5 | 10 | 5 | 20% | -30% | 60% | |||
Guard | 50 (30) | 35 (15) | 30 (05) | 30 (10) | 60 (20) | 4 | 1 | 4 | 2% | 30% | ||||
Mercenary | 60 (50) | 30 (05) | 30 (5) | 30 (10) | 70 (30) | 6 | 2 | 6 | 4% | 30% | ||||
Marksman | 60 (40) | 40 (05) | 30 (10) | 50 (20) | 45 (20) | 7 | 3 | 8 | 3% | 20% | ||||
Martial Artist | 80 (50) | 60 (50) | 30 (05) | 50 (10) | 70 (30) | 7 | 2 | 10 | 5% | 20% |
Minion Types[]
Construction Workers are the most basic type of minion. They are the only minions that can be recruited directly, and all other minions are ultimately trained from construction workers. They are also the only minions capable of building and demolishing rooms, and are one of only two types (along with the Valet) that can construct new objects. When the base is under alert, construction workers will arm themselves with pistols from the Armory.
Social Minions[]
Valets, Spin Doctors, Diplomats, and Playboys are social minions. They will respond to characters tagged for psychological weakening and will drain their target's Attention, Smarts, or Loyalty.
On the World Domination map, social minions reduce the Heat generated by other minions in the same region and will reduce the heat gained from successful Acts of Infamy.
They also help the base's operations by taking dazed and unconscious minions to recovery rooms, escorting enemy agents and tourists out of the base once they have been incapacitated, and staffing objects in Hotels to distract Tourists.
Science Minions[]
Technicians, Scientists, Biochemists, and Quantum Physicists are science minions. They are the only minions capable of performing the crucial Research necessary to unlock new objects for the base.
Science minions are useless in combat, but on the World Domination map they will increase the available information in their region, acting essentially as an additional Control Panel. They are the minions most adept at plotting, and will uncover new Acts of Infamy at a faster rate. When participating in Acts of Infamy, science minions will reduce the time required to complete the mission by up to 50%.
Military Minions[]
Guards, Mercenaries, Marksmen, and Martial Artists are military minions, built for combat. As such, they have the highest Health and Endurance stats of all minions, which enables them to last longer in a fight. When under alert, Guards and Mercenaries will arm themselves at the Armory, but Marksmen carry their guns at all times while Martial Artists are most adept with their fists.
On the World Domination map, military minions are the best at stealing and are the least likely to die to attrition or during Acts of Infamy. They also slightly reduce the chances of other minions dying during Acts of Infamy.
Other[]
Bodyguards[]
Bodyguards are special minions who exist solely to protect the Evil Genius from any enemies that get too close. One will appear at Notoriety level 105, and a second will join at level 365.
Unlike normal minions, bodyguards will never leave the Evil Genius's side and will not work in the base. Like the Evil Genius they can move through level 4 security doors and their stats will not decay over time, but they cannot restore their Health if it is lowered in combat.
Freaks[]
Freaks are unholy abominations created by dropping a bodybag into the biotanks, once the proper research has been unlocked. These hulking monstrosities will do nothing but aimlessly wander the island beating up enemy agents and panicking tourists. They will not respond to tags or to security systems.
Gameplay[]
Unlike Henchmen and the Evil Genius, minions cannot be controlled directly by the player. They will instead behave autonomously by automatically staffing objects, performing duties around the base, and restoring their own stats as necessary. If a minion sees a tagged character or is in range of a Security system that sees one, they will stop what they are doing and run to the character; workers and military minions will respond to death and capture tags, while social minions will respond to weaken tags.
Recruitment[]
Construction Workers are the only minions that can be directly recruited. By default, one worker will be recruited every 60 seconds at zero cost, up to a cap designated by the player. A slider on the minion management screen can increase the rate at which workers are recruited, but for a greater cost per worker.
Cost per worker | $0 | $500 | $1000 | $2000 | $4000 |
---|---|---|---|---|---|
Rate (seconds) | 60 | 40 | 20 | 10 | 1 |
Capacity[]
Only a certain number of minions can be recruited at any given time. Once the base is at full capacity, workers will stop being recruited. Other characters, such as Henchmen and Bodyguards do not count toward this cap. The game begins with a capacity of 5 minions, and the maximum minion capacity is 100.
For each locker built in the Barracks, minion capacity is increased by 1. The equipment storage rack, unlocked through Research, increases capacity by 4 but only takes up the space of 2 ordinary lockers.
Increasing Notoriety also increases minion capacity:
Notoriety | 0 | 5 | 10 | 25 | 50 | 100 | 150 | 200 | 250 | 300 | 350 | 400 | 450 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Capacity | 10 | 15 | 20 | 25 | 35 | 45 | 55 | 65 | 75 | 80 | 85 | 90 | 100 |
However, minion capacity will remain capped at five until a Barracks is built for Objective 1.
Training[]
More advanced types of minions must be trained using objects built in the Training Room. Minions can only be trained by minions of the target rank or higher; for example, a Playboy can train a worker to become a Valet, but cannot train a Spin Doctor to become a Diplomat.
Hostages[]
To train the first minion of a given type, it is necessary to capture a hostage with the required skills and interrogate them to learn their knowledge. A civilian maid appears on the island during Objective 1, who must be captured and interrogated to train a Valet. After that, all hostages must be taken through Acts of Infamy. Each hostage mission increases notoriety by 1 and is repeatable an infinite number of times since it is the only way to train new minions if all sufficiently advanced ones should die.
Valet, Technician, and Guard hostage missions become available after completing Objective 1. Completing Objective 2 will unlock the Scientist missions, and completing Objective 3 will unlock all others. Note that even if the required objective is completed, each mission requires a certain amount of Notoriety and plotting before it is available.
Hostage | Region | Mission | Risk | Heat | Time | Required Notoriety |
Required Plot Level |
Required Minions |
---|---|---|---|---|---|---|---|---|
Valet | Polynesia | Kidnap Hotel Head Maid | 0 | 15 | 2:00 | 0 | 0 | 4 |
Middle East | Seize Hotel Head Maid | 0 | 15 | 2:00 | 0 | 300 | 2 | |
Spin Doctor | Mid-West | Take Spin-Doctor Hostage | 1 | 25 | 4:00 | 0 | 350 | 4 1 |
Europe | Abduct Spin-Doctor | 0 | 25 | 4:00 | 80 | 650 | 6 | |
Diplomat | Middle East | Capture Diplomatic Envoy | 2 | 35 | 5:20 | 120 | 3000 | 8 |
Eastern Bloc | Kidnap Diplomatic Envoy | 1 | 35 | 5:20 | 220 | 8000 | 4 3 1 | |
Playboy | West Coast | Seize Hollywood Playboy | 2 | 35 | 2:00 | 120 | 3000 | 4 3 1 |
Europe | Snatch Riviera Playboy | 1 | 35 | 2:00 | 220 | 8000 | 8 | |
Technician | North China | Capture Technician | 0 | 15 | 2:00 | 0 | 0 | 4 |
Pacific Allies | Abduct Repairman | 0 | 15 | 2:00 | 0 | 300 | 2 | |
Scientist | Central Russia | Take Scientist Hostage | 1 | 25 | 4:00 | 0 | 0 | 4 1 |
Antarctica | Snatch Science Specialist | 0 | 25 | 4:00 | 80 | 350 | 6 | |
Biochemist | South America | Kidnap a Biochemist | 2 | 35 | 5:20 | 120 | 3000 | 4 3 1 |
Europe | Seize a Biochemist | 1 | 35 | 5:20 | 220 | 8000 | 8 | |
Quantum Physicist | Mid-West | Abduct Quantum Physicist | 2 | 35 | 2:00 | 120 | 1500 | 4 3 1 |
Europe | Kidnap Quantum Physicist | 1 | 35 | 5:20 | 220 | 2500 | 8 | |
Guard | South America | Capture Guard | 0 | 15 | 2:00 | 0 | 0 | 4 |
Central Russia | Take Guard Hostage | 0 | 15 | 2:00 | 0 | 300 | 2 | |
Mercenary | South America | Capture Mercenary Soldier | 1 | 25 | 4:00 | 0 | 350 | 4 1 |
Mid-West | Kidnap Militia Leader | 0 | 25 | 4:00 | 80 | 650 | 6 | |
Marksman | Siberia | Capture Marksman Specialist | 2 | 35 | 5:20 | 120 | 3000 | 8 |
Europe | Seize Military Sniper | 1 | 35 | 5:20 | 220 | 8000 | 4 3 1 | |
Martial Artist | Southeast Asia | Capture Martial Arts Master | 2 | 35 | 5:20 | 120 | 3000 | 8 |
West Coast | Kidnap Ancient Martial Artist | 1 | 35 | 5:20 | 220 | 8000 | 4 3 1 |
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