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PizzaCrescent

@PizzaCrescent

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Joined three months ago

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Create the best spring-themed museum you can!

in Two Point Museum

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I wanted to turn my museum into some kind of nature sanctuary. Perfect for a spring environment.

First off is the first plot building. This might be your standard Botany room, but I made into some sort of park, with marble paths leading into the Cafeteria and Gift Shop. The exhibits are placed into the edges surrounded by ivy walls, bushes, and flowers with the marble path placed in a way that you can look at them while walking on it. The Chaptraps and Chomper are put in an area with dirt to make it stand out a little more. The Chomper especially since it's surrounded by hedges and ivy columns instead of the usual fences.

On the right side of the building are where I keep the Tropical Plants and Edible Plants. The Pears are put in their own special area where guests can view them. The Peeking Lily represents a pond in the garden with the Sprinkler Pumps watering the plants in the area.

I extended the garden/park into the bottom right building where I keep my supernatural and science exhibits, but I added a couple of Botany and Space ones as well. The path is a dark oak floor that passes by a playground of interactive exhibits and the circle is where the supernatural exhibits are kept. I'd like to think that they're in some kind of forest, not too spooky, but it has some sort of fantasy vibe to it.

The park extends further as there are more Botany exhibits. I used the Botanical Heater and Mister as to preserve the nature feeling of the museum. Space exhibits are included as I feel that Frogborne exhibits fits with the Spring aesthetic. On the other side of the hedges are the Nature Spirit Rooms, where the Cave-Person, Frogborne, and Yeti are kept in a relaxing forest environment. The Science area is like an outdoor patio where it's akin to a fair/trade show out in the open.

The aquarium on the bottom left might not have much to contribute to the Spring theme, put I still felt like it needed something. So I added Hanging Candy Plants, Flower Gates, and some more Nature Spirit Rooms.

The prehistory area in the top right is akin to a boardwalk that leads to a grassy field with fossil and amber exhibits. There's ponds on the corners, trees in the intersection, and a rest area in one corner. The skeleton rooms are decorated to resemble a jungle temple covered with leaves and growing plants. This building is also covered in Ivy Walls. In the fossil area, there's a playground where kids an entertain themselves while their parents look at the fossils and prehistoric inventions. The middle has a tree surrounded by benches to sit, info boards to learn about the exhibits from, and donation bins to donate.

You'll also noticed that I used a lot of green floors for the rooms and replaced all of the wall paper in the main areas with the jungle one. I didn't want to overuse the grass floors since they were supposed to represent the outdoors, so I just used green colored floors to keep the color scheme. I also placed many Botany Bins and Flowers around the museum since flowers are a big part of Spring.

And that's pretty much it. To me, Spring represents being outdoors and enjoying what nature has to offer after being stuck indoors for the winter for months. Sometimes, you can run into fairs or trade shows that take place outdoors where you can take a look at what the hosts have to offer or enjoy yourself with good food and games with other people.

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Museum challenge! Create the most profitable museum on Just

in Two Point Museum

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I'm not good at speaking in videos so I'll break down my strategy in text.

First off, I prioritized getting Pristine exhibits in order to maximize buzz gained. Since I had to start over from scratch due to playing in Sandbox mode, I had to rediscover and re-unlock all of the expedition areas, plots, and survey levels.

I choose Passwater Cove because it's Marine Life themed and Aquariums give out a lot of Buzz.

Getting pristine exhibits was kind of a slog, even when selecting detailed for every expedition with maxed out survey levels, so I decided to switch to the beta version where the developers buffed Pristine rates for areas with maxed out survey levels.

What I didn't expect is that it also affected Sandbox's challenge sliders. Since I've set salary multiplier to 0%, all new hires were basically free with no salary. I have already established well trained staff when I switched so when I saw the $0 salary on the new hires, I started replacing my old staff with salaries while building up my new staff for expeditions, customer service, and maintenance. Not to mention prioritizing getting must have traits like the new immunity traits. Replacing my current staff with staff that will work for free, while super unethical, helped increase my profits.

Next, is the donation bin stockpiles. When I saw Pinstar's video showcasing how profits are recorded, I decided to try it myself. I don't know the rules of using other people's strategies, but I felt bad for doing it, though I saw another participant doing the same thing so I guess that's allowed? Still, I want to thank Pinstar for helping me up my Two Point game, he's also the reason I found out that Detailed increases your chance of getting Pristines in the first place. If it's possible, I want to give the first place prize to him. If that's not possible then I'll probably donate to his Patreon (The Tier 3 option specifically since that's the $10 option).

Finally, the other services. When your guest happiness, museum rating, and guest buzz is high, they'll tolerate jacked up prices. As shown in the video, I set every price for amenities to maximum amount (except ticket prices, because that doesn't really matter in the long run IMO). I also had sponsorships, but at that point, they were a drop in the bucket compared to my exhibits and $0 Salary staff. I couldn't get the bankruptcy option because I was already too rich at that point (though if I were to use it, I'd prioritize the Borble Tea Machine next to a bathroom since taking care of guests' needs is easier than just another exhibit). I held off on using tours pre-beta because staff for some reason weren't taking breaks similar to the Marketing problem in around the release day (Especially the advanced access period).

The original plan was to get enough money to be second behind Pinstar's $763K. I assumed that wouldn't be a problem since Dream Visits were nerfed in the public beta and I counted that the stockpile plus the bins in the regular spots equaled to approximately $360K. Not to mention that while I was preparing the stockpile, I was still earning around $100K thanks to the $0 Salary staff and jacked up prices. Once I started the collection, I hired more security guards to speed up the process and since they were free, I didn't have to worry about them eating at my profits. I also had to drag them to places that still had full bins once they were done.

I heavily underestimated the results because I ended up with a whopping total of $1,115,541. Which is around $352,541 greater than Pinstar's attempt and I would have gotten $386,203 had I played normally and it could possibly be greater if the Space exhibits weren't bugged (Guests weren't donating after seeing them for some reason).

In conclusion, Donation and Salary Multiplier options makes the game super easy or painstakingly hard. Always maximize buzz whenever possible (Speakers, Scent Situators, Cafeteria Food, Certain Guests, and Judgement Clouders can help boost your buzz outside of decorations). Knowledge is most useful when a ton of exhibits are nearby each other (Wide ones are the most versatile). If you're playing with normal or higher difficulty, prioritize getting staff with the Loyal trait if you want to profit in the long run, any other positives depends on your preferences. Some Negatives are a non-issue if you're taking the right precautions (Traits that decentivize expeditions aren't a problem if you don't plan on sending them in the first place).