lose in two point campus, there is only one known way: run out of cash. If the monthly income falls below a certain threshold, the map forces the player to restart. This may sound easy, but on more difficult maps, getting into a death spiral is pretty easy.
In some cases, it is impossible to recover. Fire all staff to try to cut costs and students will drop out. As the ratings get worse, the money gets even smaller. Those looking to be business savvy in their investments are well rewarded with plenty of cash in two point campus.
Please note the special maps
A couple of maps do not have traditional financial mechanisms. As such, it should be addressed in this guide. Upper Etching requires students to level up before receiving one-time payments. Getting past Breaking Point requires understanding that cash is given out based on happiness rather than the usual tuition and experience.
Those two maps can still benefit from some of the lore here. Just remember that they have different rules and should be treated differently. The same tactics don’t work for every map, keep the situation in mind.
start small
One of the easiest ways to lose is early on. Players get a handful of their rooms upgraded to level ten prestige right away, hire the best teachers, get a lot of janitors to keep the campus clean, and then have no money for anything else.
Since the larger classes pay more, the lowest earners will always be at the start of the game. Do not provide more staff than necessary. After four years, there will be a bustle of students shelling out cash. Start slow and work up to this point.
upgrade rooms
Upgraded rooms provide better benefits to those who use them. In learning situations, this means better grades and faster leveling. For dorms, this will reduce the time students spend asleep. Why is it so important to raise student levels?
Students pay based on experience, not just tuition. As they gain levels, they will pay more money. Keeping these rooms sparkling clean will keep students happy, healthy, and learn and level up faster. That translates directly into more money.
train staff
There is an understandable hesitation to level staff members. It is true, after staff members receive training, they will demand higher salaries. But this is not the way a good investor should think about the problem. Looking at the math, training almost always pays for itself.
For example, a level ten teaching teacher will require a few hundred dollars extra over a level one teacher. But students will pay thousands extra per class on extra levels. Fast and skilled janitors allow players to hire fewer janitors.
Continuous marketing campaigns
One of the easiest ways to get more cash is to get more students. Marketing campaigns cost money, sure, but each campaign attracts a wave of new students. A campaign can be completed multiple times a year, each generating more tuition-paying children.
This requires a full-time staff member to work on the project and the cost of the campaigns themselves, but the resulting salaries aren’t even close. If the class is a four-year course, these new students will spend a lot of money every month for a long time.
upgrade team
One of the easiest ways to make students learn faster is to improve your classrooms. Each conference room has a lectern that can be upgraded twice. Like the advice to increase the prestige of each room, this has an identical effect.
Beyond the equipment in education rooms and conference rooms, areas like doctor’s offices have Omni-Cure units that will also be upgraded twice. The less time students spend healing wounds, the better. Keep them fixed when they break and watch the money roll in.
Reduce food costs
Food from vending machines may not sound exciting or very healthy, but food at least pays for itself. Add about four of these for every fifty students and the kids will fill up and stay satisfied on snacks. There is wisdom in avoiding the healthier options.
Kiosks require full-time employees who often don’t cover the cost of the food they sell. Unless health is failing, there is no good reason to have them around. Here’s some solid advice: finding students who have personal goals of visiting a specific kiosk don’t have to eat at that kiosk. Build the structure but leave it without a crew, they will visit it and complete the requirement.
Choose longer courses
When choosing a new course, each one will have a time to complete it. Most are two to three years long, while one (General Knowledge) needs only one year and another (School of Thought) requires a full four years. For more money, longer courses are better.
When students graduate, they take their tuition with them. So if the players have a four-year course, they get four years of money at a time. The budget becomes quite easy to manage in this situation after the third year, even if the course itself is listed as “difficult”.
Take out smart loans
In the real world, it is very difficult to justify taking out loans. They always, without fail, benefit the bank, since they will get their money back plus something. But is there a time to get them out? Yes, big businesses take out smart loans on a regular basis knowing they can recoup costs.
And that’s a potential situation here as well. If the players lack the money they need for a teacher or a room, it is better to take out the loan and educate the students than to let them fail. This also applies to non-academic activities, such as parties, if students are about to drop out due to boredom.
maximum courses
If the players are going to improve a field, do it in a big way. Each level increases the teachers and facilities required, but comes with the added benefit of attracting more students. This doesn’t just stop at the numbers game.
Staff can also be trained higher with higher courses, so there is extra quality to go along with quantity. In a long game or in the sandbox, not having a course at level ten is passing up very easy money.
two point campus is available now for PC, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S.