There's not much that players need to worry about, as all of this is automatic. Staff also have a schedule and so, for example, if you want them to go to training, you have to wait for their availability. The calendar also means students will be at certain locations during certain times, and your teachers will need to be there too. Once you feel the campus is ready, you can start a new academic year. Two point campus hospital upgrade#This is also the time to either upgrade your existing courses, or add new ones to the campus, adjust the tuition costs, and so on. The downside here is that your monthly income also stops during summer, which means if you’re short on cash, there's no choice but to sell something or take out a loan. A certain number of students enroll at the start of the year, and if you're short of facilities, the game will help indicate that you are lacking lecture halls or instructors. Time sort of pauses during the summer, as students leave and you can prepare for the next season. You can control time as usual, including pausing it, but there is a calendar which runs from summer to summer and many lectures and other events are scheduled. A unique aspect to Campus is that the flow of time is structured around a calendar system. Once you feel ready, you can begin the academic year. Players unlock more decorative and in-room items by spending Kudosh, a special currency that you earn from doing well and completing objectives. You can also now build rooms outside, such as jousting arenas for the knights. You can place misc items, from food vending machines to new student clubs, which provide bonuses for those who sign up, such as faster walking and more energy. The controls remain accessible and easy, and placing objects inside the room gives you lots of flexibility with rotation. That makes expanding – and building in future campaign levels – a much quicker process since you can just drop the prebuilt rooms with all their items into a new building/level. The sequel does carry over many of the post-launch improvements from the previous game, including things like an ability to easily move, duplicate, and even template rooms. This just means you throw random items into the rooms to raise the artificial meter, without any sense of realistic style or how you actually want the rooms to look like.Įventually, you'll have to buy adjacent plots of land and build up another wing of the campus, repeating the same processes. At one point in the campaign, an objective asks you to raise the attractiveness of the campus to at least 75%. In a way, just like its predecessor, this can feel soulless. Two point campus hospital windows#From windows to floor rugs, paintings, and posters, there's definitely opportunity to stuff the rooms full. Much like in Hospital, you get a variety of room-specific items that are usually used for learning, and the optional/decorative items, that improve the other aspects. Inside the rooms, you have to place a few required items, such as desks or lab stations, but also worry about optional items that increase student learning and also improve the main room attributes – temperature, attractiveness, and hygiene. The bigger the room, the more objects and students it can fit, and prevent delays and queues. Two point campus hospital how to#Each room has different requirements for its minimum size, and planning how to squeeze everything in the limited floor space continues to be part of the main challenge. You'll only be able to build certain rooms initially, specifically when it comes to student instruction, as not to overwhelm the players. There are many different types of rooms: lecture halls, science labs, research and medical rooms, private tutoring, libraries, dorms, student/teacher lounges, and of course bathrooms. Much like the previous game, players observe their campus from an isometric view, and can start placing rooms inside of the building(s). There's a decent amount of campaign content here.Įach level begins with a blank slate and a set of objectives to help guide your progress. Two point campus hospital free#Around halfway through the campaign levels you also unlock a free play mode, where you can choose your own objectives, difficulty, and locale. There are around 12 levels in total, and depending on how much you want to complete, it can easily take over 15 hours – though, much of that will be passive waiting (more on that later). Each level just needs one set of objectives to earn a star to mark it as complete and be able to move on, but players can save and return to their progress later to earn all three possible stars on each level. There's a campaign map, which lets you take on a number of different campus challenges where you will learn new mechanics and class types with each new level. In fact, players of Hospital will find Two Point Campus to follow a very familiar structure.
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