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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[]

† Stats and armor are scaled by game difficulty.
Minion Base Stats (Armor) World Domination
Health Loyalty Smarts Attention Endurance 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[]

Main article: Bodyguard


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[]

Main article: Freak


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[]

Main article: Training Room


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 4Glossary worker
Middle East Seize Hotel Head Maid 0 15 2:00 0 300 2Glossary worker
Spin Doctor Mid-West Take Spin-Doctor Hostage 1 25 4:00 0 350 4Glossary worker 1Glossary valet
Europe Abduct Spin-Doctor 0 25 4:00 80 650 6Glossary worker
Diplomat Middle East Capture Diplomatic Envoy 2 35 5:20 120 3000 8Glossary valet
Eastern Bloc Kidnap Diplomatic Envoy 1 35 5:20 220 8000 4Glossary worker 3Glossary valet 1Glossary spindoctor
Playboy West Coast Seize Hollywood Playboy 2 35 2:00 120 3000 4Glossary worker 3Glossary valet 1Glossary spindoctor
Europe Snatch Riviera Playboy 1 35 2:00 220 8000 8Glossary valet
Technician North China Capture Technician 0 15 2:00 0 0 4Glossary worker
Pacific Allies Abduct Repairman 0 15 2:00 0 300 2Glossary worker
Scientist Central Russia Take Scientist Hostage 1 25 4:00 0 0 4Glossary worker 1Glossary technician
Antarctica Snatch Science Specialist 0 25 4:00 80 350 6Glossary worker
Biochemist South America Kidnap a Biochemist 2 35 5:20 120 3000 4Glossary worker 3Glossary technician 1Glossary scientist
Europe Seize a Biochemist 1 35 5:20 220 8000 8Glossary technician
Quantum Physicist Mid-West Abduct Quantum Physicist 2 35 2:00 120 1500 4Glossary worker 3Glossary technician 1Glossary scientist
Europe Kidnap Quantum Physicist 1 35 5:20 220 2500 8Glossary technician
Guard South America Capture Guard 0 15 2:00 0 0 4Glossary worker
Central Russia Take Guard Hostage 0 15 2:00 0 300 2Glossary worker
Mercenary South America Capture Mercenary Soldier 1 25 4:00 0 350 4Glossary worker 1Glossary guard
Mid-West Kidnap Militia Leader 0 25 4:00 80 650 6Glossary worker
Marksman Siberia Capture Marksman Specialist 2 35 5:20 120 3000 8Glossary guard
Europe Seize Military Sniper 1 35 5:20 220 8000 4Glossary worker 3Glossary guard 1Glossary mercenary
Martial Artist Southeast Asia Capture Martial Arts Master 2 35 5:20 120 3000 8Glossary guard
West Coast Kidnap Ancient Martial Artist 1 35 5:20 220 8000 4Glossary worker 3Glossary guard 1Glossary mercenary
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