Two Point Museum
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- It’s very good about introducing everything clearly and since you can sell things for the full purchase price there’s no danger in experimenting with your museum layout as much as you want.
- There’s a button in the staff overview screen that automatically gives everyone exactly as much of a raise as they need to not get a mood penalty. Pressing this button every so often is the only thing you ever need to do to manage your staff pay.
- Don't sleep on staff training, some of them are really good, but at the same time it's sometimes good to hold off training staff. Some locations have specific skill requirements and it sucks having to train up a new staff member so they can get a particular combination of skills (or level of skill) because all new staff starts at level 1 to 3 and it takes a fairly long time (and is expensive if you use certain locations) to train them to 10/15/whatever.
- The game is not very hard, so you don't have to min-max anything. It's perfectly doable to have some extra experts running around gaining random experience so you have some backups.
- MIA events are dangerous and mean you (minor game mechanic spoiler) risk losing a staff member forever. They're just gone, so that's kinda rough.
- In the finances tab you can set prices for everything on a single screen. Check it regularly, because as your museum improves you can start charging more. I always try to keep things at the 'fair value' level.
- You can build hedges outside if you want to block off certain areas (like your helicopter pad) but it's in the decoration menu (and has to be unlocked with kudos) and not in the building menu where I expected it to be.