Archeology in Two Point Campus is a high-reward but challenging course. With its unique dig site mechanic and strong tuition fees, it can provide early financial stability. However, it comes with multiple logistical challenges, including additional classroom requirements and frequent invaders. This guide explores the best ways to optimize archeology while avoiding common pitfalls.

The Archeology Exploit: Should You Use It?

A well-known exploit involves creating a massive dig site instead of multiple smaller ones. The number of artifacts uncovered depends on the size of the dig site and the number of classes, not the number of students. By making a single giant dig site, players can generate an excessive number of high-value artifacts, creating an overpowered income source.

While this hasn’t been patched out, some players may consider it a game-breaking exploit. If you prefer a balanced experience, avoid this method and instead use the recommended strategies below.

Why Archeology is a Strong Starting Course

Despite the exploit, archeology is a great early-game course for several reasons:

  • High tuition fees – The base fee is $10,000, above average for a three-year course.
  • Cheap classroom requirements – The dig site is outdoors, reducing construction costs.
  • Minimal initial investment – The first year only requires a lecture hall and dig site.

However, the challenge comes in year two and three, when extra classrooms are needed.

Room Requirements and Ideal Class Size

  • Year 1: Lecture Hall + Dig Site
  • Year 2: Adds a Computer Lab
  • Year 3: Adds a Science Lab

Due to these additional room requirements, 16 students per year is the ideal class size. This ensures that dig sites remain productive while keeping classroom use efficient.

Best Courses to Pair With Archeology

Since archeology requires computer and science labs in later years, pairing it with complementary courses helps maximize efficiency.

  • Scientography – This course also uses science labs, making it a perfect match.
  • Internet History – Provides additional computer lab usage, though it leaves some gaps.
  • Spy School – Requires one computer lab but has some inefficiencies.
  • School of Thought – Requires both science and computer labs, making it another strong match.

Student Traits and Campus Challenges

Archeology students are neutral in terms of campus contributions:

  • Pros: Occasionally dig up artifacts on their own.
  • Cons: Frequently suffer from medical and pastoral issues.
  • Cons: Attract invaders, increasing security needs.

Is Archeology Worth It?

Archeology can be a powerful financial tool when managed well. However, its downsides include:

  • Increased campus security needs due to invaders.
  • Higher student maintenance with frequent medical/pastoral issues.
  • Additional room requirements in later years, making long-term planning necessary.

For players seeking a more balanced early-game economy, Money Wrangling offers a simpler alternative with fewer downsides. However, if you’re comfortable with the added complexity, archeology remains a top-tier choice.

Final Thoughts

Archeology is a high-risk, high-reward course in Two Point Campus. Whether you choose to exploit the dig site mechanics or play fairly, it provides significant financial potential. By carefully selecting complementary courses and managing student well-being, you can turn archeology into one of the most lucrative courses on campus. Just be ready for the occasional invader!


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