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I try not to use this cause it feels practically like cheating but otoh they taught us to make money from it on the archaeology campus...
If you dig into the details you can see how many times a course will use a particular room each year, stack the campus with other courses that use those rooms too.
Also ensuring that you are optimizing your class sizes, 1 to 8 students is one "class" and as soon as you go to 9 you now need twice as many rooms while only gaining 1 more tuition. So if you were going to have 9, you might as well go to 16, and so on.
Read the course details, stacking complementary courses without needing to build too many extra rooms will earn you millions within a couple of years.
Also, the higher rating you can put on a course the higher you can raise the per student tuition even if you simultaneously reduce the intake to keep your class sizes the same; this is how you raise income without increasing costs on an individual course.
You can micromanage beyond that with marketing and the random transfer student events, the more applying the higher you can make the tuition that year even if you cut back the intake to not build more rooms yet.
The real money is in course management and layering, it doesn't take more than a few years to get into the millions for income.
Dorms should be level 5. That maximizes income from monthly rent. I use a 3x4 with 2 beds and try to keep the population around 5 people, but you can go with 10 (just will be harder to keep up the room's score, so less income).
Professors should be trained to level 3 or so, which gives 100% teaching power, add a level or two in inspiration and you will have great students (so more money). Try to not train your staff too much. Don't use assistants at the club benches. Keep staff levels low, one prof, one janitor, and a library assistant are plenty for a few years. Don't use the private tuition room, its an expensive bottle neck. Don't build the training room too early either, as its can be expensive. A level 1 prof is fine for a few years.
Limit your student numbers. Some maps will want you to start two classes right away, don't. Its likely too much for your budget so set one class to zero students. Level up one class initially so that you get 20-30 students and reduce until the learning rate for incoming students is 100%. Classes are in groups of 8, so if you have 10 incoming, just drop to 8/16/24.
In the early game, less is more. Your students won't be as happy without all the extra amenities, but a simple lecture room and some vending machines are more than enough. When you do films, I recommend sci-fi as that boosts learning. I usually set the sci-fi films for the end of December and April so that there will be roughly two weeks worth of classes covered. 1-2 films a year can help keep happiness up and isn't too expensive (just don't go crazy).
Finally, take it slow. The first semester's income is going to be slow/bad. Unless you are teaching the one year class (which has its own benefits...), the numbers of active students will rise each year, generally peaking at year 3. If you are continually growing, you will not be able to keep up with the tide of students or the need for money, so don't continually grow. Only build between semesters unless you have to, only hire between semesters, and keep an eye on your students/staff. Unless you are adding huge new numbers of students, a cycle of roughly 10, 10, 10 will happen, so 30 students over 3 years of classes. That is roughly 6 dorms, that give 12,500 a month each.
If you keep your staff numbers low, but well trained and make sure you have students working at roughly 100% learning chance and you will make money and only really need the rooms require to study, rather than some of the bonus education rooms. Good profs (80-100% teaching rate), good bedrooms, and low numbers early game (for 100% learning rate) is the way to win.
Consider also choosing a high fee second or third class to compliment Knighthood if you haven't already done so. I think the first Science one pays well.
You should be able to get good enough results without too much of a staff training. At least I did.
Aside from some of the advice here I just found that perhaps the simplest, easiest way is to just go into the course management and change the fees. I was stunned when I found I could do this. Upping it does mean less students and less initial happiness but I tried pushing it until it was on the edge of red-lvl unhappiness and it seems no problem.
Also there's the research lab. I know it's slow but you can game the system.
when you restart a lvl and build a new lab it's menu is exactly as you last left it.
So build a lab, get all the money making research, start researching it BUT stop it just before it's completed stop the research and start another one. Once you've got enough, restart and what ever you've researched carries over. Recently I primed it with all the scientography and general knowledge ones and then have 2 teachers tag team them.
The athletics education let's you hold cheeseball matches. They cost nothing to put on, give you money if you win and they entertain students so you save money as well.
And the cosmic expansion course provides students who randomly uncover those money making research courses. So you can have your cosmic-expansion researcher working on the projects in the lab and by the time they've done it the students have already uncovered another one so you don't have to do that part.