IMO the best class to start with in a free game (or the last campaign) are archeology students. In their first year they just need a lecture room and a digging site. And the latter one will reveal goodies to sell or increase the prestige of your campus. The number of goodies revealed depends on the size of the digging site. So, the more space you locate to the digging site the more goodies you will get throughout the year. The value ranges from a couple hundred coins to 40-50k depending on the item. If you don't sell those items they may also increase in value over time (at least those that beauty up your campus, the others will decay over time and decrease in value). If you lay out plenty of your campus for a digging site you can literally earn millions in the first year (i.e. the last campaign). Afterwards you can decide if you go on with archeology or make a switch to other classes
I also like Archaeology for the synergy that it provides with the other courses. Since it requires the Science Lab and Computer Lab, you can run it along with other classes. In addition to Money Wangling, for tuition income, there's Scientography and Musicality, which is also great for student buffs. For buffs, there is also Funny Business. It's likely more optimized to keep everything self contained with the classrooms so that classrooms and staffing are optimized, not to mention on only needing some of the objects per room for assignments. My strategy is moreso for when you don't have enough course points to get to level 3 yet but want or need to run other classes as well. With that being the case, if everything is self contained, synergy wouldn't be a factor, but there may be something to be said for the flexibility of classrooms and lecture halls being able to be used with multiple courses. To me, the tradeoff seems to be between having the students integrated or segregated. Unless you have a super mega campus building with tons of everything in one building, designating rooms by course would seem to lend itself to doing the same with the dorms. Having a bunch of Poshos or Archaeologists in their own wing deprives them of the buffs from other types of students.
I played around with keeping classes more separate when I reached the magic school. It ended up working well. I had one centrally-located student union but splitting everyone up let me build less classrooms and position wanted objects better.
With TPU, I find it's much better to start with Archaeology and then transition to Robotics from Year 2. Archaeology gives you a HUGE money boost in year 1 (around $3,000,000 if you do it right) and those students will continue to fund your campus in years 2 and 3. Sadly, the money you get from selling relics doesn't count as profit, so ultimately it's best to stop accepting Archaeology students from year 2. Robotics has relatively high tuition fees and is only a medium difficulty course, so the profit requirement should be easy to meet with it. It shouldn't be too difficult to get them to Grade A/A+ either. As for hitting campus level 35, there's a few ways to do it and you can combine them. Hire more staff, train the staff you have and build lots of small rooms with high prestige. For the small room/high prestige option, I've designed a 3x5 Student Lounge that costs a touch over $13k and has 13 prestige. The advantage of building rooms over hiring/training staff is that rooms won't reduce your profit the way staff wages will, but if you've already reached the profit goal there's absolutely no reason not to use the staffing approach as well.
Money Wangling occasionally gives a homework assignment that requires a prince or princess dummy. Unfortunately, these need to be placed inside a battle ground, which could be inconvenient if you're not also running knight school. (If you place an etiquette station in a battle ground, money wangling students can also use that for their homework instead of the individual dummies.)
Hey man I would love a bookworm video Or short I know it’s pretty straight forward but wondering if you found anything else that would help get that achievement. Love the vids!! Thanks.
As for my picks, in addition to Archaeology, I would prefer classes that use rooms that are common to many courses, such as the Science Lab and Computer Lab. If course, if everything is always eventually self contained, that's less relevant, but it makes sense to me to go that direction first. Stuff like Spy School and Knight School is cool, but extremely specialized. That being said, I already got all of the stars in the game, so if people are having trouble with specific courses, by all means, it would be helpful to prioritize them. Perhaps some polls in the Community tab would be helpful.
There are some classes which I call 'sister classes' that not only fail to fully utilize the rooms they require, but the amount they leave open fits snugly in with a 2nd class that only uses that common room by the missing amount. Thus, taking the two classes together makes the two of them self-contained, even though a room or two is shared between them. I'll point the pairings out when I cover those classes.
@@Pinstar fantastic, can't wait! I've been looking forward to your TPC content since the game was announced, and you've greatly exceeded my expectations.
I'm going to incorporate guides on student type as part of my class deep dives, much like I did with the Posho students in this video since the type of student(s) attracted by each course factors into its pros and cons.
One other thing about Money Wangling that is good to point out. Some of the later homework assignments require the Battlefield from Knight School, so there's a bit of synergy there. That's appropriate, since that's when the course is unlocked in the first place.
In my testing, I was never asked for the lord and lady dummies while I didn't have knight school. So it seems to be an optional synergy, but a synergy none the less. I'll point that out when I do my Knight School deep dive.
@@Pinstar fantastic. I only had one request for things in the Battlefield that I can remember, but it's definitely a thing. Of course, if you do Money Wangling to make money, and you have enough outside space to run Knight School well, you'll likely be better off running Archaeology instead. It's not ideal to run more than one course that requires outside rooms at the same time in my opinion. Not to mention, you can build a Battlefield without running Knight School just for the Money Wangling homework if you want. Maybe inefficient, but it's an option nevertheless.
Interesting. An exception to your point about archeology would be if you want monthly profit to hit a goal and help get a star. Archeological finds don't count towards that.
@@isabelmccann2411 I understand, absolutely. It's still 10k per year, which is nothing to sneeze at. Sure, Robotics and School of Thought are higher, but it's still not bad.
You're videos are really helpful. I am struggling to make 50k a month for the cheeseball school. I was actually hoping to get a cheeseball course guide. The gym is difficult for me to find an efficient build for space management, while meeting student needs.
5x7 was the smallest I could build while fitting everything in. Start with the big stuff and fill the small stuff in from there. Also, when I played that level, I custom designed most of my gyms to fit around the rest of the rooms due to how awkward and bulky the room tends to be due to the large items.
@@theryman90 thanks I ended up doing that I feel like it is cheating, but I got tired of trying to optimize. Let's see I just recently finished the archeology school. Took a hot minute I think I could have done it easier but I will have to experiment next time.
@@Actionman-ck4gz yep. That's including one of everything needed for the course. Place the two large items first. Pole Vaulting in a corner, High Jump near it in another corner. Then place the Rock Climbing and Basketball Hoop. Then place everything else. Door in a corner.
One last question before I leave you alone. Would you recommend always saving up course points to level every course up to at least 3, one at a time, before moving on, as well as keeping every class size at 16 for all course types? What about using marketing to get to 16, or even 32, without necessarily leveling up the course itself if you can't afford to?
I would save up course points to buy up to at LEAST level 2. A level 2 course gives you 15 natural applicants. Lowering the tuition by just one notch will give you a 16th applicant. That's good enough to get started, you can always bump it to level 3 later and adjust the tuition next year. 16 is the magic number for most classes, and any class who has an ideal incoming class size of 16 also has 32 as an ideal if you want to go big with it. There ARE some classes that work best with a different number, and I'll point them out as I cover them in the deep dives.
@@Pinstar Can i add that the more you go through levels and new courses you get less students attending.. i was at a point with every course running except 3, at level 1 and their was only 4 on each course.. i understand that this can be upped with what i call the recruiting room (sorry brain freeze can't remember name and i just came out of game lol), and that itself causes problems as you can only do 1 course at a time, so if your running say 10 courses, do you set 1 to repeat and have 10 rooms or keep going back and resetting for a new course when the last one finished, running 10 rooms is expensive but it gives you lots of new applicants..
So do certain classes make it more likely that students will get hurt? I know Knight School has Knight Knee. Do Money Wranglers have any specific injury or illness that is assosiated with them?
It's sort of indirect. Money Wangling attracts Poshos, who can get Blue Blood, but Poshos can also take other courses (Gen Ed, School of Thought, etc) so it's not exclusive to Money Wangling
I'm not sure if anyone else is experiencing this but when I try to make a computer lab, it doesn't give me the additional options for super computer and such. Just the base items. I had a super computer in research room but doesn't show as an available option for Computer Lab for some reason. 🤔🤔🤔
OOh, a similar video on General Knowledge and Funny Business would be good. It would be interesteing to see if we can self contain any more classes into one or two rooms that we can then isolate in a corner of a campus somewhere and forget about whilst they earn us sweet, sweet cash :p
You mentioned in your revised rooms video about diminishing returns on learning rate buffs. Is that ONLY for the lecture theatre then? Do students get the full benefit of the extra computers and consoles in the computer room?
The same rule applies. The 2nd and 3rd computer have lower, but still worthwhile learning speed buffs but anything beyond 3 is so heavily penalized it isn't worth it. However, that diminishing returns only applies to the same object type. So you could build 3 super computers and 3 super servers and 3 super consoles and get a healthy learning bonus from all of them. Of course, that would be crazy-expensive and only recommended once you hit the stage of your campus where you have more money than you know what to do with.
The number of applicants you have will determine the number of incoming students in each class, each year. It is also a resource you tinker with for other benefits. If you reduce the number of applicants you accept, compared to the applicant pool, your base learning rate in that subject increases. You can also adjust the tuition fees that will either generate more applicants (if you reduce them) or reduce the number of applicants (if you increase them). Increasing your subject level will change the base number of applicants. Starting with 10 at level 1 and going up by 5 for each level after. Basically, the more renowned your college is for a certain subject, the more people will naturally want to apply. Lastly marking will artificially increase the number of applicants in a single year. This larger pool of applicants allows you to either take in more students (if you accept them) or boost your base learning rate by denying more of them, or charge a much higher tuition and still have enough applicants to meet your desired class size. I have a video planned on this topic, but these are the basics :)
One of the tabs on the course info will list the items possibly needed for an assignment. Just because an item is *possibly* needed doesn't mean you need to have it immediately upon starting the course. 95% of assignments early on involve common items in the library. The other interesting pair of items for Money Wangling is the lord and lady dummies, found in the Knight school. However, those items can only be built in knight school classrooms. That said, I never saw a request for either of those items when I didn't have Knight school, so it doesn't look like the game is going to force you to include knight school if you go Money Wangling, but if you do, there are two more objects that could be useful to your Posho students.
My Internet history bookcase is still locked although I finished the whole game and all research. Apparently one patch mentioned there is a bug and they fixed it but it is still locked for me. Any idea how I can unlock it?
He found an exploit (that AFIK is still in the game) where if you make a HUGE digsite classroom, the number of artifacts you get grows with the size of the room, not the number of students so you end up making far more money that is reasonable. I try to avoid this as it leans a bit too far into 'exploit' territory for my tastes, not to mention that sales of artifacts do not count as "Monthly income" for the purposes of monthly income star requirements.
That is absolutely a viable strategy, especially on levels that require a certain number of A+ students, A+ classes or A+ graduates, or for harder subjects, like school of thought, where students need all the bonuses they can get just to maintain a decent grade.
@@Pinstar I appreciate the insight for applying the strat to other situations. Thank You! But I think what I was really trying to ask, since you feel that you'll make more money from increasing the tip rate than from increasing tuition; how far should you drop tuition to maximize the income from the 16 Posh, 2yr. money wranglers, for that extra early game income? Or is the additional tipping from lowered tuition not sufficient to make it worth the effort to analyze that to the nth degree?
Great video! This is amazing, thank you so much. I'm looking forward to all of the other classes. As far as finances go, my favorite is Archaeology. If you abuse it with huge plots, you'll never need to worry about money again. It also has 10k per year tuition, which isn't bad, even when you need monthly profit as a goal, which selling artifacts isn't able to contribute to. Not to mention, they have to go outside which helps to keep the students healthy.
The Spiffing Brit's video on breaking the game with Archaeology was entertaining, however it was a bit more exploitative of the mechanics even for my tastes. So Money Wangling is the best "traditional" method to enhance your finances early game. It also has the advantage of being a base 20 class rather than base 30, and it is self contained unlike Archeology which spills into several different rooms. When I do a Deep Dive on Archaeology, I'll certainly give a shoutout to the Spiffing Brit's strategy for those who would want to use it. :)
@@Pinstar his second video was entertaining as well. I'm going through the game again from the beginning, incorporating things I've learned so far. I think I'll only use Archaeology when required so that it's more of a challenge. It is very much a broken class when abused.
IMO the best class to start with in a free game (or the last campaign) are archeology students. In their first year they just need a lecture room and a digging site. And the latter one will reveal goodies to sell or increase the prestige of your campus. The number of goodies revealed depends on the size of the digging site. So, the more space you locate to the digging site the more goodies you will get throughout the year. The value ranges from a couple hundred coins to 40-50k depending on the item. If you don't sell those items they may also increase in value over time (at least those that beauty up your campus, the others will decay over time and decrease in value). If you lay out plenty of your campus for a digging site you can literally earn millions in the first year (i.e. the last campaign). Afterwards you can decide if you go on with archeology or make a switch to other classes
I will be doing this. Thanks Pinstar
I also like Archaeology for the synergy that it provides with the other courses. Since it requires the Science Lab and Computer Lab, you can run it along with other classes. In addition to Money Wangling, for tuition income, there's Scientography and Musicality, which is also great for student buffs. For buffs, there is also Funny Business.
It's likely more optimized to keep everything self contained with the classrooms so that classrooms and staffing are optimized, not to mention on only needing some of the objects per room for assignments. My strategy is moreso for when you don't have enough course points to get to level 3 yet but want or need to run other classes as well.
With that being the case, if everything is self contained, synergy wouldn't be a factor, but there may be something to be said for the flexibility of classrooms and lecture halls being able to be used with multiple courses.
To me, the tradeoff seems to be between having the students integrated or segregated. Unless you have a super mega campus building with tons of everything in one building, designating rooms by course would seem to lend itself to doing the same with the dorms. Having a bunch of Poshos or Archaeologists in their own wing deprives them of the buffs from other types of students.
I played around with keeping classes more separate when I reached the magic school. It ended up working well. I had one centrally-located student union but splitting everyone up let me build less classrooms and position wanted objects better.
@@anAngeal thanks, that's the direction I'm going in as well.
I needed this yesterday when I started Two Point University. I'm dying trying to get to level 35!
With TPU, I find it's much better to start with Archaeology and then transition to Robotics from Year 2. Archaeology gives you a HUGE money boost in year 1 (around $3,000,000 if you do it right) and those students will continue to fund your campus in years 2 and 3. Sadly, the money you get from selling relics doesn't count as profit, so ultimately it's best to stop accepting Archaeology students from year 2. Robotics has relatively high tuition fees and is only a medium difficulty course, so the profit requirement should be easy to meet with it. It shouldn't be too difficult to get them to Grade A/A+ either.
As for hitting campus level 35, there's a few ways to do it and you can combine them. Hire more staff, train the staff you have and build lots of small rooms with high prestige. For the small room/high prestige option, I've designed a 3x5 Student Lounge that costs a touch over $13k and has 13 prestige. The advantage of building rooms over hiring/training staff is that rooms won't reduce your profit the way staff wages will, but if you've already reached the profit goal there's absolutely no reason not to use the staffing approach as well.
Good, useful stuff! Thank you for this.
Money Wangling occasionally gives a homework assignment that requires a prince or princess dummy. Unfortunately, these need to be placed inside a battle ground, which could be inconvenient if you're not also running knight school. (If you place an etiquette station in a battle ground, money wangling students can also use that for their homework instead of the individual dummies.)
Hey man I would love a bookworm video Or short I know it’s pretty straight forward but wondering if you found anything else that would help get that achievement. Love the vids!! Thanks.
Take Archaeology and fill most of the campus with a huge dig site. That way they're forced to go in the tiny patch of land that's still empty.
As for my picks, in addition to Archaeology, I would prefer classes that use rooms that are common to many courses, such as the Science Lab and Computer Lab. If course, if everything is always eventually self contained, that's less relevant, but it makes sense to me to go that direction first.
Stuff like Spy School and Knight School is cool, but extremely specialized. That being said, I already got all of the stars in the game, so if people are having trouble with specific courses, by all means, it would be helpful to prioritize them. Perhaps some polls in the Community tab would be helpful.
There are some classes which I call 'sister classes' that not only fail to fully utilize the rooms they require, but the amount they leave open fits snugly in with a 2nd class that only uses that common room by the missing amount. Thus, taking the two classes together makes the two of them self-contained, even though a room or two is shared between them. I'll point the pairings out when I cover those classes.
@@Pinstar fantastic, can't wait! I've been looking forward to your TPC content since the game was announced, and you've greatly exceeded my expectations.
Can you do a video about each of the student types? I see each one has their advantages.
I'm going to incorporate guides on student type as part of my class deep dives, much like I did with the Posho students in this video since the type of student(s) attracted by each course factors into its pros and cons.
One other thing about Money Wangling that is good to point out. Some of the later homework assignments require the Battlefield from Knight School, so there's a bit of synergy there. That's appropriate, since that's when the course is unlocked in the first place.
In my testing, I was never asked for the lord and lady dummies while I didn't have knight school. So it seems to be an optional synergy, but a synergy none the less. I'll point that out when I do my Knight School deep dive.
@@Pinstar fantastic. I only had one request for things in the Battlefield that I can remember, but it's definitely a thing.
Of course, if you do Money Wangling to make money, and you have enough outside space to run Knight School well, you'll likely be better off running Archaeology instead. It's not ideal to run more than one course that requires outside rooms at the same time in my opinion.
Not to mention, you can build a Battlefield without running Knight School just for the Money Wangling homework if you want. Maybe inefficient, but it's an option nevertheless.
Interesting. An exception to your point about archeology would be if you want monthly profit to hit a goal and help get a star. Archeological finds don't count towards that.
@@isabelmccann2411 I understand, absolutely. It's still 10k per year, which is nothing to sneeze at. Sure, Robotics and School of Thought are higher, but it's still not bad.
You're videos are really helpful. I am struggling to make 50k a month for the cheeseball school. I was actually hoping to get a cheeseball course guide. The gym is difficult for me to find an efficient build for space management, while meeting student needs.
5x7 was the smallest I could build while fitting everything in. Start with the big stuff and fill the small stuff in from there.
Also, when I played that level, I custom designed most of my gyms to fit around the rest of the rooms due to how awkward and bulky the room tends to be due to the large items.
Turn off autosaves and fire all your employees right before the end of a month and see if that puts you over the top.
@@theryman90 thanks I ended up doing that I feel like it is cheating, but I got tired of trying to optimize. Let's see I just recently finished the archeology school. Took a hot minute I think I could have done it easier but I will have to experiment next time.
@@nategar412 5×7 you say? I will have to try it out.
@@Actionman-ck4gz yep. That's including one of everything needed for the course. Place the two large items first. Pole Vaulting in a corner, High Jump near it in another corner. Then place the Rock Climbing and Basketball Hoop. Then place everything else. Door in a corner.
One last question before I leave you alone. Would you recommend always saving up course points to level every course up to at least 3, one at a time, before moving on, as well as keeping every class size at 16 for all course types? What about using marketing to get to 16, or even 32, without necessarily leveling up the course itself if you can't afford to?
I would save up course points to buy up to at LEAST level 2. A level 2 course gives you 15 natural applicants. Lowering the tuition by just one notch will give you a 16th applicant. That's good enough to get started, you can always bump it to level 3 later and adjust the tuition next year. 16 is the magic number for most classes, and any class who has an ideal incoming class size of 16 also has 32 as an ideal if you want to go big with it. There ARE some classes that work best with a different number, and I'll point them out as I cover them in the deep dives.
@@Pinstar thank you so much.
@@Pinstar Can i add that the more you go through levels and new courses you get less students attending.. i was at a point with every course running except 3, at level 1 and their was only 4 on each course.. i understand that this can be upped with what i call the recruiting room (sorry brain freeze can't remember name and i just came out of game lol), and that itself causes problems as you can only do 1 course at a time, so if your running say 10 courses, do you set 1 to repeat and have 10 rooms or keep going back and resetting for a new course when the last one finished, running 10 rooms is expensive but it gives you lots of new applicants..
Thank you in advance
So do certain classes make it more likely that students will get hurt? I know Knight School has Knight Knee. Do Money Wranglers have any specific injury or illness that is assosiated with them?
It's sort of indirect. Money Wangling attracts Poshos, who can get Blue Blood, but Poshos can also take other courses (Gen Ed, School of Thought, etc) so it's not exclusive to Money Wangling
I'm not sure if anyone else is experiencing this but when I try to make a computer lab, it doesn't give me the additional options for super computer and such. Just the base items. I had a super computer in research room but doesn't show as an available option for Computer Lab for some reason. 🤔🤔🤔
OOh, a similar video on General Knowledge and Funny Business would be good. It would be interesteing to see if we can self contain any more classes into one or two rooms that we can then isolate in a corner of a campus somewhere and forget about whilst they earn us sweet, sweet cash :p
I'll be doing a video on each of the 17 different classes. This is just the first one to test the format so I can fine-tune future subjects.
You mentioned in your revised rooms video about diminishing returns on learning rate buffs. Is that ONLY for the lecture theatre then? Do students get the full benefit of the extra computers and consoles in the computer room?
The same rule applies. The 2nd and 3rd computer have lower, but still worthwhile learning speed buffs but anything beyond 3 is so heavily penalized it isn't worth it. However, that diminishing returns only applies to the same object type. So you could build 3 super computers and 3 super servers and 3 super consoles and get a healthy learning bonus from all of them. Of course, that would be crazy-expensive and only recommended once you hit the stage of your campus where you have more money than you know what to do with.
@@Pinstar ah gotcha. Thanks man. Amazing videos as always. I appreciate it.
Can you explain the relevance of applicants/marketing? Does having more applicants mean you can be more selective in your students?
The number of applicants you have will determine the number of incoming students in each class, each year. It is also a resource you tinker with for other benefits. If you reduce the number of applicants you accept, compared to the applicant pool, your base learning rate in that subject increases. You can also adjust the tuition fees that will either generate more applicants (if you reduce them) or reduce the number of applicants (if you increase them).
Increasing your subject level will change the base number of applicants. Starting with 10 at level 1 and going up by 5 for each level after. Basically, the more renowned your college is for a certain subject, the more people will naturally want to apply.
Lastly marking will artificially increase the number of applicants in a single year. This larger pool of applicants allows you to either take in more students (if you accept them) or boost your base learning rate by denying more of them, or charge a much higher tuition and still have enough applicants to meet your desired class size.
I have a video planned on this topic, but these are the basics :)
Silly question, where do you find the list of items certain course require for assigments? 🙂
One of the tabs on the course info will list the items possibly needed for an assignment. Just because an item is *possibly* needed doesn't mean you need to have it immediately upon starting the course. 95% of assignments early on involve common items in the library.
The other interesting pair of items for Money Wangling is the lord and lady dummies, found in the Knight school. However, those items can only be built in knight school classrooms. That said, I never saw a request for either of those items when I didn't have Knight school, so it doesn't look like the game is going to force you to include knight school if you go Money Wangling, but if you do, there are two more objects that could be useful to your Posho students.
@@Pinstar I had money wangling in one of my campuses but did not have knight coarse and I got hit with the request for the dummies 🙃
@@amberorth9272 That is good information to have! I must have gotten lucky then. I'll mention it on my Knight School video in the future.
My Internet history bookcase is still locked although I finished the whole game and all research. Apparently one patch mentioned there is a bug and they fixed it but it is still locked for me. Any idea how I can unlock it?
Try updating the game again.
Did you meet the requirements for unlock? Must get 1 star on the Mitton University level to unlock.
So what about bed for them and bathrooms and food and drinks and fun stuff
One video made by The Spiffing Brit showed Archaeology students digging up valuable and attractive objects in the sand, your thoughts, please?
He found an exploit (that AFIK is still in the game) where if you make a HUGE digsite classroom, the number of artifacts you get grows with the size of the room, not the number of students so you end up making far more money that is reasonable. I try to avoid this as it leans a bit too far into 'exploit' territory for my tastes, not to mention that sales of artifacts do not count as "Monthly income" for the purposes of monthly income star requirements.
So... Would it be worthwhile to reduce tuition below standard to increase learning rate even more?
That is absolutely a viable strategy, especially on levels that require a certain number of A+ students, A+ classes or A+ graduates, or for harder subjects, like school of thought, where students need all the bonuses they can get just to maintain a decent grade.
@@Pinstar I appreciate the insight for applying the strat to other situations. Thank You! But I think what I was really trying to ask, since you feel that you'll make more money from increasing the tip rate than from increasing tuition; how far should you drop tuition to maximize the income from the 16 Posh, 2yr. money wranglers, for that extra early game income? Or is the additional tipping from lowered tuition not sufficient to make it worth the effort to analyze that to the nth degree?
Am I the only one who puts dorms in separate buildings? I never combine them with the classes but i noticed a lot of people do.
Can achievements still be unlocked in sandbox?
Yes, in fact, they're reset to nothing in Sandbox. That way, if you set to need to unlock stuff with Kudosh, you have more ways of getting it.
Great video! This is amazing, thank you so much. I'm looking forward to all of the other classes.
As far as finances go, my favorite is Archaeology. If you abuse it with huge plots, you'll never need to worry about money again. It also has 10k per year tuition, which isn't bad, even when you need monthly profit as a goal, which selling artifacts isn't able to contribute to.
Not to mention, they have to go outside which helps to keep the students healthy.
The Spiffing Brit's video on breaking the game with Archaeology was entertaining, however it was a bit more exploitative of the mechanics even for my tastes. So Money Wangling is the best "traditional" method to enhance your finances early game. It also has the advantage of being a base 20 class rather than base 30, and it is self contained unlike Archeology which spills into several different rooms. When I do a Deep Dive on Archaeology, I'll certainly give a shoutout to the Spiffing Brit's strategy for those who would want to use it. :)
@@Pinstar his second video was entertaining as well. I'm going through the game again from the beginning, incorporating things I've learned so far. I think I'll only use Archaeology when required so that it's more of a challenge. It is very much a broken class when abused.
Oooooo
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