Two Point Museum

Two Point Museum

View Stats:
Is this true?
I read somewhere that in previous Two Point games, you could essentially cheat by increasing all gains with no penalty. Or are there more set in stone difficulties within the game?
< >
Showing 1-6 of 6 comments
old two point games had the same issue of money being a non issue without touching the prices UNLESS you were playing Duckworth Upon Bilge in TPH where the rules for payment were more realistic. You eventually min maxed your stuff naturally.

The only way to lose money in an old two point game is to play badly and have way more staff than is needed that are also not specialized.

TPM tried to balance out the money and they did a great job because its WAY harder now than it used to be and staff might be required to NOT specialize.

There is some balancing issues with the sponsor deals, but you can only have 1 object per deal and 2 deals unless you are super bankrupt.

But those deals can only take you so far, and the later museum themes like space and science are actually VERY hard to make profitable in the beginning which is where i discovered sponsors.

Space starts with only professor visitors, who pay based on knowledge value. All of your starting exhibits have a knowledge value of 0 so they pay nothing to start until you research items repeatedly which costs a lot of money and time as you bleed money.

Science is the hardest one to make money because you have to make your own exhibits using expensive materials only to get exhibits with low profitability (until you upgrade them through quests) and the exciting exhibits you dig up like the early game ones are VERY limited and can only produce profit for a SMALL amount of staff. I could only escape the debt trap with sponsor deals and a LOT of botany exhibits.
Tell me more about this sponsor deal; This hasn't been something that has come up in gameplay; is it things like the Bungle Booth that is an exhibit but makes the experience worse for people?
Originally posted by Nahui Ollin:
old two point games had the same issue of money being a non issue without touching the prices UNLESS you were playing Duckworth Upon Bilge in TPH where the rules for payment were more realistic. You eventually min maxed your stuff naturally.

The only way to lose money in an old two point game is to play badly and have way more staff than is needed that are also not specialized.

TPM tried to balance out the money and they did a great job because its WAY harder now than it used to be and staff might be required to NOT specialize.

There is some balancing issues with the sponsor deals, but you can only have 1 object per deal and 2 deals unless you are super bankrupt.

But those deals can only take you so far, and the later museum themes like space and science are actually VERY hard to make profitable in the beginning which is where i discovered sponsors.

Space starts with only professor visitors, who pay based on knowledge value. All of your starting exhibits have a knowledge value of 0 so they pay nothing to start until you research items repeatedly which costs a lot of money and time as you bleed money.

Science is the hardest one to make money because you have to make your own exhibits using expensive materials only to get exhibits with low profitability (until you upgrade them through quests) and the exciting exhibits you dig up like the early game ones are VERY limited and can only produce profit for a SMALL amount of staff. I could only escape the debt trap with sponsor deals and a LOT of botany exhibits.

What do you do in this game to make money when you are bankrupt? Is ther always some form of passive/idle income or is there some kind of active play I can do to earn money?

I never heard of these games before and at first glance, I immediately thought of Stardew Valley and assumed there would be some sort of active combat system like the cave system in Stardew but supposedly its just idle mechanics such as expeditions and helicoptors.

Would have been cool to go on archeological adventures in various countries/areas that sort of acted like the Stardew cave system. Something to do while you wait for other stuff.
Originally posted by jeeves88888:
Tell me more about this sponsor deal; This hasn't been something that has come up in gameplay; is it things like the Bungle Booth that is an exhibit but makes the experience worse for people?

It's on the finances screen, third tab.

And yes the bungle bin is also one of them.
Though not all of them seem to have debuffs, the Cheesy Gubbins plushies in memento mile don't seem to have any.
The festival sign gives a debuff called brand fatigue which decreases happiness.
Originally posted by Nahui Ollin:
old two point games had the same issue of money being a non issue without touching the prices UNLESS you were playing Duckworth Upon Bilge in TPH where the rules for payment were more realistic. You eventually min maxed your stuff naturally.

The only way to lose money in an old two point game is to play badly and have way more staff than is needed that are also not specialized.

TPM tried to balance out the money and they did a great job because its WAY harder now than it used to be and staff might be required to NOT specialize.

There is some balancing issues with the sponsor deals, but you can only have 1 object per deal and 2 deals unless you are super bankrupt.

But those deals can only take you so far, and the later museum themes like space and science are actually VERY hard to make profitable in the beginning which is where i discovered sponsors.

Space starts with only professor visitors, who pay based on knowledge value. All of your starting exhibits have a knowledge value of 0 so they pay nothing to start until you research items repeatedly which costs a lot of money and time as you bleed money.

Science is the hardest one to make money because you have to make your own exhibits using expensive materials only to get exhibits with low profitability (until you upgrade them through quests) and the exciting exhibits you dig up like the early game ones are VERY limited and can only produce profit for a SMALL amount of staff. I could only escape the debt trap with sponsor deals and a LOT of botany exhibits.
Idk i dint find science hard at all it was actually one of the easiest for me lol
Originally posted by Ironman_Isomer:
Originally posted by Nahui Ollin:
old two point games had the same issue of money being a non issue without touching the prices UNLESS you were playing Duckworth Upon Bilge in TPH where the rules for payment were more realistic. You eventually min maxed your stuff naturally.

The only way to lose money in an old two point game is to play badly and have way more staff than is needed that are also not specialized.

TPM tried to balance out the money and they did a great job because its WAY harder now than it used to be and staff might be required to NOT specialize.

There is some balancing issues with the sponsor deals, but you can only have 1 object per deal and 2 deals unless you are super bankrupt.

But those deals can only take you so far, and the later museum themes like space and science are actually VERY hard to make profitable in the beginning which is where i discovered sponsors.

Space starts with only professor visitors, who pay based on knowledge value. All of your starting exhibits have a knowledge value of 0 so they pay nothing to start until you research items repeatedly which costs a lot of money and time as you bleed money.

Science is the hardest one to make money because you have to make your own exhibits using expensive materials only to get exhibits with low profitability (until you upgrade them through quests) and the exciting exhibits you dig up like the early game ones are VERY limited and can only produce profit for a SMALL amount of staff. I could only escape the debt trap with sponsor deals and a LOT of botany exhibits.

What do you do in this game to make money when you are bankrupt? Is ther always some form of passive/idle income or is there some kind of active play I can do to earn money?

I never heard of these games before and at first glance, I immediately thought of Stardew Valley and assumed there would be some sort of active combat system like the cave system in Stardew but supposedly its just idle mechanics such as expeditions and helicoptors.

Would have been cool to go on archeological adventures in various countries/areas that sort of acted like the Stardew cave system. Something to do while you wait for other stuff.

Same as any other management, you cut non essential staff, add more monetization like tours or sponsor deals or merch/Cafeteria, and reorganize your museum so your guests have a better experience and donate more.

Ticket sales alone cannot be your main income, and even gift shops and cafes have limits. Gift shops need happy visitors who feel willing to spend, and cafes too. There will always be stingy guests who wont buy food from the cafe and instead pay for a bag of chips, and even stingier ones that will only use free drink and foods like water fountains.

This game doesnt need one more spinning plate because your museum already takes up all of your time and when the thieves guilds show up you need to watch your museum like a hawk and reoganize your museums to counter their unique ways of entering the museum.

This is not like stardew at all. You are constantly doing SOMETHING while the expedition gets you exhibits.

This is a management game like Theme Hospital, not a cozy game.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Mar 10 @ 5:48am
Posts: 6