Evil Genius FAQ

CHEATS
  Type 'humanzee' while the game is running, you'll see "Task Completed"
  Cheat keys become available:

  Ctrl+C - Add 100k cash
  Ctrl+A - Give 1 of every minion/henchman [they appear under cursor]
  Ctrl+O - Allow all items to be built
  Ctrl+M/N - Toggle Global Chaos (agents from different territories will
    attack each other when they see each other on your island)
  Ctrl+T - Allow all traps to be built
  Ctrl+S - Create explosion under cursor

  [No credit, but this is posted on dozens of websites.  If you discovered it
  first, let me know]

  ADVANCED GAME TWEAKING (aka 'Modding')

  Most of the game's settings are kept in simple text files, or comma-separated
  spreadsheets.  You can adjust the max number of minions, change how the game
  behaves or any number of other things.

  Game settings:
    Folder: \DynamicResources\config\concept.cfg
      Skip Intro Movies:  
        Line 24; Change 'StartupState' to '1' (instead of 0)
        Don't set 'StartupState' to 2 or 3, the game will crash.
      Adjust the number of autosaves the game will keep: 
        Line 100
      Auto-start a saved game file:
        Line 103; Put the name of the file (it's the same as the name of the
          saved game, with a '.lay' extension at the end) after the = sign.  
          A good one to put here is 'quick save.lay' (without quotes).

    Folder: \DynamicResources\config\population.ini
      This lets you adjust the max population past 100.  It is not recommended
      that you increase it over 500.  The first line sets the absolute max,
      the succeeding lines set how many "free minions" you get for your
      notoriety (you can hit the max any time by building tons of lockers).  
      The lines are of the format: 
        PopulationEntry=(% max notoriety),(free minions)

      You'll see that the first line says '0,10' -> You get 10 minions with 0
      notoriety.  Since max notoriety is 500, you can multiply the first number
      by 5 to get the numeric notoriety required for this many free minions.

      If you want a logical progression up to 500 minions, first make a backup
      of the file, then edit it with notepad and replace the contents with the
      stuff between the 'Cut Here' lines

---- \DynamicResources\config\population.ini Cut here ----
MaxPopulation=500
PopulationEntry=0,25
PopulationEntry=3,35
PopulationEntry=10,50
PopulationEntry=20,65
PopulationEntry=30,75
PopulationEntry=40,85
PopulationEntry=50,130
PopulationEntry=60,170
PopulationEntry=70,200
PopulationEntry=80,250
PopulationEntry=85,325
PopulationEntry=90,400
PopulationEntry=95,450
PopulationEntry=100,500
---- Cut here ----

      This will have the effect of starting with 25 minions instead of 10, and
      then gradually going up every 50 notoriety points till 400, at which it
      goes up drastically every 25 (to reflect your stature in the world as 
      you put yourself far out of the league of lesser evil geniuses)

  The large file 'Resources.ERB' in the \Resources\ folder is basically just a
  huge archive of compressed text files.  You can override the files in there
  with a file of the same name in the \DynamicResources\ folder.  As a brief
  example, there's a file inside Resources.ERB that governs how long minions 
  will hide when told to.  It's set to 120 seconds.  You can override that by
  creating this file in \DynamicResources\config\
    Filename: '50021 - World Domination.desc' (without quotes)

----  \DynamicResources\config\50021 - World Domination.desc  Cut here ----
ObjType=WorldDominationManager
ObjName=WORLDDOMINATIONMANAGER
TextDescription=WORLD_DOMINATION_MANAGER
----
PlottingDecay=1
PlottingInterval=5
LootingInterval=60
ChanceOfJusticePresence=50
JusticePresenceCheckInterval=600
HenchmanReturnDelay=300
CharacterFocusDuration=1
AttritionFocusDuration=0.25
ActFocusDuration=0.5
HidingDuration=600
PlottingRatingThresholds=1,3,4,6,9
LootingRatingThresholds=1,3,4,5,6
ToughnessRatingThresholds=21,31,41,61,80
ChanceOfJusticePresenceModifier=5,1800
---- Cut here ----

  Change the line 'HidingDuration' to however many seconds you want.  The
  file above will set it to 5 minutes.  The default is 120 if the file isn't
  there.

  Here's a mod to let you place wall-mounted traps inside topside shacks;
  create these three files in the \config\ folder:

---- Cut here: '17204-Trap_Wind_Machine.desc' ----
ObjType=Trap
ObjName=WIND_MACHINE_TRAP
Filename=Traps_JetEngine_A.GR2
Filename=AnimSet_WindMachineTrap.AS
TextDescription=A_BACK_BLASTING_VENTILLATOR_MACHINE
---
Health=200
PurchaseCost=10000
EvidenceRating=4
ValueRating=1
ThreatRating=1
HeatGenerated=1
---
GUIIconBaseName=Trap_JetEngine_A
---
UseAutomaticRotationWhenPlacing
---
BlocksTiles=false
PowerConsumer=2
---
TrapType=WindMachine
WindUpTime=0.5
AttackDuration=5
WindDownTime=2
CamouflageFactor=10
AttackType=Health
AttackStrength=10
TrapRange=16
WindStrength=24
DamageAnimation=blown_back_by_fan
MovementAnimation=blown_back_by_fan_pose
Category=Movement
---
---- Cut here ----

---- Cut here: '17216-Trap_Prometheus_Revenge.desc' ----
ObjType=Trap
ObjName=PROMETHEUS_REVENGE_TRAP
Filename=Traps_PrometheusRevenge_A.GR2
Filename=AnimSet_PrometheusRevenge.as
TextDescription=A_PROMETHEUS_REVENGE_TRAP
---
Health=200
PurchaseCost=15000
EvidenceRating=4
ValueRating=1
ThreatRating=1
HeatGenerated=1
---
GUIIconBaseName=Traps_PrometheusRevenge_A
---
UseAutomaticRotationWhenPlacing
---
BlocksTiles=false
PowerConsumer=3
---
TrapType=FireJetMachine
WindUpTime=0.5
AttackDuration=5
WindDownTime=2
CamouflageFactor=10
AttackType=Health
AttackStrength=10
TrapRange=16
Category=Fire
---
---- Cut here ----

---- Cut here: '17220-Trap_Sucker.desc' ----
ObjType=Trap
ObjName=A_SUCKER_TRAP
Filename=Traps_Sucker_A.GR2
Filename=AnimSet_TrapSucker.AS
TextDescription=A_SUCKER_TRAP
---
Health=200
PurchaseCost=15000
EvidenceRating=4
ValueRating=1
ThreatRating=1
HeatGenerated=1
---
GUIIconBaseName=Traps_Sucker_A
---
UseAutomaticRotationWhenPlacing
---
BlocksTiles=false
PowerConsumer=3
---
TrapType=WindMachine
WindUpTime=0.5
AttackDuration=5
WindDownTime=2
CamouflageFactor=10
AttackType=Health
AttackStrength=10
TrapRange=16
WindStrength=-20
DamageAnimation=into_being_sucked
MovementAnimation=being_sucked
Category=Movement
---
---- Cut here ----

  (The line 'RequireOriginalTileSet=UnminedDirt' has been removed from those
   files.  The wall-mount traps stick through the walls in a topside shack, but
   aside from this cosmetic problem they work fine)

  This one fixes the monkey cage research:
---- Cut here: '17228-Trap_MonkeyTrap.desc' ----
ObjType=Object
ObjName=A_MONKEY_TRAP
Filename=Loot_Monkey_A.COL
Filename=Animset_Monkey.as
TextDescription=A_MONKEY_TRAP_TO_TRAP_MONKEYS
---
Destructible=false
EvidenceRating=30
ValueRating=20
ThreatRating=0
PurchaseCost=0
HeatGenerated=15
ConsiderPoints=1
---
GUIIconBaseName=Traps_MonkeyTrap_A
----
NotPlayerBuildable
NotPlayerDestructable
BlocksVision=false
---
BlocksTiles=true
CanSteal=true
IsTransferLoot
----
---- Cut here ----

 (The line 'ConsiderPoints' was changed from 0 to 1, it was disabling research)