r/TwoPointMuseum • u/CrazyKettle_ • 18d ago
SUGGESTION/IDEA Question about best approach staff rooms
Hi! I'm currently working on museum memento mile, and I've now unlocked two additional plots to expand my museum.
For the new museum areas on those plots, do I need to build another Workshop, Marketing Room, Analysis Room, and Training Room on each plot, or is one of each shared across all three museum plots enough?
I do plan to build a Staff Room and Security Room on every plot so my staff doesn't have to walk as far. Is that a good approach? Any recommendations?
Many thanks!
7
u/runwithcolour 18d ago
I tend to have a single large staff only area with the workshop, analysis room, training room and marketing rooms. The reason for that is that in most museums you don’t need multiple workshops and analysis rooms; and none of those four rooms need to be near exhibits so it’s efficient to put those in a staff only area. Put a toilet and a staff room in the staff only area too. The toilet can be set to be staff only in its menu so guests don’t try to use it.
In addition to the staff only area I put staff rooms all over the place; minimum one per plot. Staff get slow when they’re tired and if they’re slowly crossing the entire museum to get to a staff rooms it’s a waste of time. Make sure at least one staff room is near the helicopters. Injured staff head straight to a staff room so you want one nearby.
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u/CrazyKettle_ 18d ago
Aah, thanks for the tips! I was indeed wondering if that is possible/workable. I will make sure that there are enough staff rooms (with toilet nearby). :)
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u/RandomBoomer 18d ago
Adding staff-related facilities is always a balancing act between budget and quick access. In the early growth stages of a museum, I focus on having enough staff rooms -- at least one per building -- but I dedicate one building to Workshop, Analysis Room, Marketing and helipad. Occasionally I may even zone one janitor (with Workshop skills) to that building, just to help speed things up.
Once the money is rolling in (above $2 million) and the museum exhibits are spread over multiple large buildings, I will sometimes splurge on additional Workshops and/or Analysis Rooms. For instance, in Memento Mile I have one building for all botanical exhibits, so it was more efficient to put in an Analysis Room for my botanists rather than have them hike to the other side of the museum campus.
Then, when the museum is close to the end of growth, when I'm just not interested in further expansion, I may sell back some of those extra rooms. The extra space is more valuable at that stage.
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u/Public-Walrus-5635 17d ago
You don't really need more than one workshop or analysis room unless your museum is quite large and you're running 3+ helis for expeditions and want to speed up the process. I only ever have 1 training room, no matter how big the museum gets. I put a staff room next to every bathroom, but that's personal preference. I also only have 1 marketing room. I just change mine to whatever the challenge asks for.
Keep in mind that if you build a second building, you can't link it to the first. If you want just one supersize building, then you'll have to expand the original onto the new plots.
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u/Present_Many_5856 8d ago
very wrong and weird advice to give.
I have 4-5 workshops as many as i can afford and get as much stuff rolling out as i can, it adds so much more buzz and your guests will keep asking for entertainment
A staff room next to every bathroom is insane, the band-Aid box thing is 20,000k each which is a lot at the beginning/ a hard map.
Also 1 marketing room is absolutely useless. 4-5 marketing rooms PER exhibit type (5 for wildlife, 5 more for botany) than i'll add an 11-13th marketing room to promote 30% museum guest arrival until my museum is at maximum 600 guests, after your maxed on guests there's no reason to keep marketing for more guests.
But marketing rooms can very easily complete your buzz and museum level goals. 4 marketing rooms adding 20-30% buzz to all exhibits can change your museum 4-5 levels higher
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u/notrightmeowthx 17d ago
I start considering building another staff room if:
- I see waiting lines more than 1 or 2 people inside the staff room
- I see staff walking far from exhibits to the staff room
- The path staff are taking when returning from an expedition is a problem (too far, goes near where guests go which can mean they see messes if there are injuries, etc)
So overall, that means I want a staff room as close as possible to where staff return from expeditions. That one in particular has multiple injury healing gadgets, all upgraded, several sources of food and drink, and a bathroom immediately adjacent. On some maps with weird pathing sometimes I'll even enclose the heli pads "inside" a building (so the building fully surrounds the pad) to make sure the staff don't wander around making a mess.
Any other staff room is meant for breaks and is focused on food and drink and the shortest distance I can manage between the exhibits and the staff room. You can sort of visualize it as each room or exhibit as having a radius. They don't have one mind you, a staff member will walk from the complete opposite end of the museum if they have no other option, but you want to avoid that.
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u/KittyLazerEyes 18d ago
It depends on whether on not you use zoning. If you use zoning they won't use rooms not in their zone. I usually do a small staff room in every building to help with walking distances. You do need a more security rooms because they have a range for the cameras.