Here it goes some tips for Super Agents (S.A. from now) on the world map. Maybe most people already know, but can be useful to new players.
How to Deal with Super Agents
S.A. just move when you don’t look at them. Seems idiot, but it is true and is a very important thing to keep in mind. It means that they just change the area when you go to your lair or any other screen, and came back to the world. As long as you stay on the world map, they won’t move at all (like gargoyles).
Why is that useful? If you want to do a specific scheme for a mission, and there are no agents in that sector, just keep the map, don’t go to your lair, don’t check any screen, don’t go to the toilet until you can launch the scheme. Once you can do it, and your minions are on the way, there’s no problem. But if you need to set the network, and then set the scheme, you’ll need to stay there all the time. I’ve sent several minions to a sector to set up a network, go to the H.C., and when I came back, an S.A. was there to mess up my plan.
That doesn’t mean that they’ll change the place any time you change the screen. They take their time to do it, but when they do, it’ll be when you’re not looking at them.
They feel attracted by Crime Networks (C.N.). Let’s say you have nothing in any sector of P.A.T.R.I.O.T., but you set one C.N. in one of the sectors. You can bet that an S.A. will be there soon. The trick is to set two or three C.N.’s n his area. The S.A. will go to one of them, so just make your business in the others. That’s it. You can place a C.N. where he/she is already, and usually, won’t move. Just keep in mind that C.N. generates more Heat when there’s a SA in his district and it’ll blow faster. You can destroy it and build a new one before that happens.
Sometimes you’ll need to set a C.N. in a specific region and you’ll want the S.A. far from there. Something that used to work is to set first one or two C.N. somewhere else and let him go there. Then, I set the real one and do the scheme NOT LEAVING THE MAP (as seen in tip #1).
Sometimes, but not always, they prefer the highest level C.N., so they’ll move to a level 2 rather than a level 1. But not always.
They don’t like to Reduce Heat schemes. If you launch one of them, usually they’ll leave the sector to another one with a Network, and they don’t make it to your lair. The long-time reduction won’t be enough to reduce the heat, but it’ll make them leave.
They can’t move into a district with a scheme running. If you’ve defeated a SA, and start schedules in all districts, it’ll take longer to come back to the map.
I’m not sure, but I think any S.A. has slightly different behavior. Some move more often, some less. As it was said in the art of war: “know your enemy”. Check what any one of them does, because what works with one, may not work with another one.
That’s the most important point. Doesn’t matter so much they cry, scream, or anything. Under any circumstance, never, ever, feed them after midnight.
And that's all for this Evil Genius 2: World Domination guide. Do you have any suggestions or tips to improve this guide for Evil Genius 2: World Domination? If yes, then make sure to leave a comment down below. This guide has been made possible by JCH. You can check him out by simply clicking his name.