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However, a few things, from one over-analytical genius to another.
The weel isn’t as worthless as the others, as one worker minion's worth of morale and smarts can provide about 5k gold per (Once upgraded), it's enough in a day to break even for a team of 26 hitmen!
Either way, 'tis the only one truly worth grabbing.
Also, a small caveat for the science VS muscle schemes is SMASH and it's science schemes providing enough gold even on hard to be your permanent sugar country. So long as you can work out the early game and get level 2 connections quickly, and remian "Ahead of the curve" as it were with said schemes and country connection levels. Also helps that Blu cheese is an easy "super" agent to deal with.
Once you have pistols and muscle to deal with him that is, but by the point he rears his mouldy mask, you'll have a base armed to the teeth
All in all, good guide, and made to overkill the hard mode to ensure a victory.
Example: game defense.
Build a corridor from the helicopter and the casino, and make them both lead to a room with 3 guard tables and one conference table. Train at least 30 muscle types minions. Station your henchmen and genius at the table so they discover agents in disguise.
Set the room to "distract people". When a SA or agent goes though, it'll start a fight, and they'll die. For better efficiency, have pistols in your base.
There it is, you've made yourself invincible no matter what the game mode is. SA need to go back through the entrance and both symetry and agent X will die when crossing that room.
https://steamproxy.net/sharedfiles/filedetails/?id=2452310976