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by CityBuilderAK47

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FAQ/Strategy Guide by CityBuilderAK47

Version: 1.11 | Updated: 09/19/19

Table of Contents

  1. Intro
    1. Theme Hospital vs. Two Point Hospital
    2. Additional Resources
    3. Where Your Save Files Are Stored
    4. Updates / Additional Content
  2. Before You Build: What Makes An Effective Layout?
    1. 11 Tips for Hospital Success
    2. The Patient Process
    3. Patient Happiness
    4. The 9 General Rules of Hospital Layout
    5. Kudosh & Recommend Items
  3. Before You Build: Staffing
    1. Staff Happiness & Staff Threats
    2. Doctor Skills
    3. Nurse Skills
    4. Assistant Skills
    5. Janitor Skills
    6. Common Skills
    7. Staff Traits
    8. Staff Attire
  4. Countryside Region
    1. Level 1: Hogsport
    2. Level 2: Lower Bullocks
    3. Level 3: Flottering
  5. Cold Region
    1. Level 4: Mitton University
    2. Level 5: Tumble
    3. Level 6: Flemington
    4. Level 6: Flemington - Case Study - 2 Stars to 3 Stars
    5. Level 6: Flemington - 3-Star Winning Layout
  6. Industrial Region
    1. Level 7: Smogley
    2. Level 7: Smogley - Case Study - From Failing 1 Star to Succesful 3 Star
    3. Level 7: Smogley - 3 Star Winning Layout
    4. Level 8: Melt Downs
    5. Level 8: Melt Downs - 3-Star Winning Layout
    6. Level 9: Duckworth-Upon-Bilge
    7. Level 9: Duckworth-upon-Bilge - 3-Star Winning Layout
  7. Tropical Region
    1. Level 10: Sweaty Palms
    2. Level 10: Sweaty Palms - Case Study - A Failing Hospital (When to Give Up)
    3. Level 10: Sweaty Palms - 3-Star Winning Layout
    4. Level 11: Grockle Bay
    5. Level 11: Grockle Bay - 3-Star Winning Layout
    6. Level 12: Blighton
    7. Level 12: Blighton - 3-Star Winning Layout
  8. Urban Region
    1. Level 13: Rotting Hill
    2. Level 13: Rotting Hill - 3-Star Winning Layout
    3. Level 14: Pelican Wharf
    4. Level 14: Pelican Wharf - 3-Star Winning Layout
    5. Level 15: Croquembouche
    6. Level 15: Croquembouche - 3-Star Winning Layout
  9. Sandbox
  10. Interior Designer
  11. (Snowfall) Pointy Mountain Region
    1. (Snowfall) Level 16: Underlook Hotel
    2. (Snowfall) Level 17: Swelbard
    3. (Snowfall) Level 18: Roquefort Castle
    4. (Snowfall) Level 18: Roquefort Castle - 3-Star Layout
    5. (Snowfall) New Items
    6. (Snowfall) New Rooms
    7. (Snowfall) New Illnesses
    8. (Snowfall) Other New Things
  12. (Pebberley Island) Pebberley Island Region
    1. (Pebberley Island) Level 19: Pebberley Reef
    2. (Pebberley Island) Level 19: Pebberley Reef - 3-Star Winning Layout
    3. (Pebberley Island) Level 20: Overgrowth
    4. (Pebberley Island) Level 21: Topless Mountain
    5. (Pebberley Island) Level 21: Topless Mountain - Case Study - Working Successfully with Waves
    6. (Pebberley Island) New Items
    7. (Pebberley Island) New Rooms
    8. (Pebberley Island) New Illnesses
  13. (Close Encounters) Desert Region
    1. (Close Encounters) - Level 22: Goldpan
    2. (Close Encounters) - Level 23: Camouflage Falls
    3. (Close Encounters) - Level 23: Camouflage Falls - Anatomy of a 3-Star Wave-Smashing Hospital
    4. (Close Encounters) - Level 24: Chasm 24
    5. (Close Encounters) - New Items
    6. (Close Encounters) - New Rooms
    7. (Close Encounters) - New Illnesses
  14. (Superbug Initiative) - The Superbug Initiative
    1. (Superbug Initiative) - Research Projects
    2. (Superbug Initiative) - Project-Unlocked Items
  15. Building a Better Hospital
    1. GP Queues
    2. Hospital Level Snowballing
    3. Expansion Strategy
    4. Examples in Efficiency
    5. Room Prestige
    6. The Great Patient Purge
  16. Training
  17. Marketing
  18. Common 2-Star Challenges
    1. Money Troubles
  19. Common 3-Star Challenges
    1. You want HOW Much in Hospital Value?
    2. Attractiveness Rating
    3. Bump that Cure Rate Up!
    4. Staff Morale? Are You Kidding Me?
  20. Staff Challenges
  21. Illnesses
    1. List of Illnesses
    2. Chance of Cure
    3. Rogue Monobrows
  22. Epidemics
  23. Emergencies
  24. Disasters
  25. Rooms
  26. Item Listing
    1. Kudosh Item Listing
    2. (Special) Item Listing
    3. (Retro Items Pack) DLC Item Listing
  27. Research Projects
  28. VIP Visits
  29. End of Year Awards
  30. Steam Achievement Guide
  31. Two Point Humor
  32. Contact the Author
    1. Legal Bla Bla Bla

Before You Build: What Makes An Effective Layout?

11 Tips for Hospital Success

If I had to boil everything I've learned down to 11 tips to success before getting into super-boring detail, here they are:

1) Build smaller, not larger...
When you look at some of the rooms that are already built in the game, they are a bit larger than the minimum, and they are also pretty well-decorated. Most players have found that making the rooms a bit smaller will help you. Not only will it help you figure out the best layout, but is also helps making your hospital flow a little more effectively since your patients and staff effectively have less distance to walk. And while it seems minor at first, the fact is when your hospital is serving upwards of 200+ patients, these kinds of minor decisions end up having a large effect on hospital layout and the patient's entire visit. Going smaller also allows you to fit more rooms into buildings which ultimately helps you save a bit of money. You’ll find when you get up to 30 stars plus for the whole game, this kind of stuff matters.

So if you're running into issues with building size or bad layout, consider making rooms smaller. Now it is true that larger rooms will make it easier to achieve a higher Room Prestige score (which does help with staff happiness as time goes on). However, there are multiple ways that you can achieve this, and placing a good mixture of décor objects and windows in a smaller room can help get it closer to Level 4 which will provide a nice 20% boost to patient and staff happiness. Another thing to consider however, is that if you have a level where you're constantly seeing a certain type of patient, you'll perhaps want to make those rooms larger than usual, or to perhaps build multiple rooms. A perfect example of this is detailed in the Tumble level.

2)...Except when you can combine multiple staff members into a larger room where possible.
Certain rooms in the game, like the Ward, Fracture Ward, Research Lab, Marketing Room, and Cafe can actually have multiple staff members to work on them at once. To do so, click on the room to open up its information panel, and right there on the pop-up screen, you should see a plus button to assign multiple staff members at once. Experiment with numbers and staffing yourself (remember, some hospitals will have a larger influx of certain kinds of patients). I've found in general, that the magic number for wards seems to be about 8-9 beds divided between 3 staff members. Any larger, and you'll start losing the maximum efficiency of the room and it's worth building a separate room. For a Cafe, no more than 2 assistants should suffice, and for your research room, go with as many researchers as you can reasonably have to turn a profit.

3) Be picky with your initial staff hiring
Since you don’t really start training your staff until Flottering (the third level), you won’t realize the importance of staff training and skills in Hogsport and Lower Bullocks. Theme Hospital players will know a doctor is better than a student, and that a consultant is better than a doctor, but probably won't fully understand the difference in dynamics with the new Qualification system. It can now create a situation in which a well-trained junior doctor may actually be better than a senior consultant with minimal training in that specific Qualification. In almost all cases through Two Point Hospital, it’s preferable to have a specialized doctor who has multiple levels of the same skill/qualification, or complementary skills (more about that in the Training section), rather than one who has a mish-mash of one skill here, another skill there but still is asking for a $50,000+ salary out the door. Not to mention, for your first few levels, cures are easy, and there’s truly no need to rush everything, especially when you're just starting the hospital.

Understanding this, when starting each hospital, take the time to find a good doctor candidate who has at least a GP Level 1 skill, and a nurse with a Pharmacy Management skill; rather than just take the first one who comes your way so you can get your hospital rolling. For Janitors, you might also want to find a ghost capture-trained Janitor and the Mechanics ability wouldn't hurt either out the door to be able to upgrade your machines quickly. Don’t be afraid to delay building your hospital a bit, or leave the reception un-built (which has the effect of keeping your hospital closed to new patients) until you get a good doctor and nurse candidate. Your bills will be pretty low until you're staffed anyway and considering that you always start each level with a good influx of cash, there's no reason to be hasty and put yourself in a bad position when a little patience pays off.

When you’re starting out too, high-ranked doctors’ salaries are easily one of the biggest expenses you’ll incur. Although it may seem harmless at first when your money is high, your large initial balance will deplete quickly and cause unnecessary financial problems later down the line. So, on the early levels, take your time. Your hospital will not grow too fast, it's designed to have a slower pace at the beginning of the game. By the time the training room rolls around, you'll definitely want to use it, as this is the single room that will make your hospital most efficient.

4) Build effectively, keeping your corridors wide as can be
We'll examine some lessons on this as we progress through the levels in FAQ by examining case studies of bad hospitals that failed vs. good ones with improvements. But the gist is, with each new level, you'll learn to build better. Some levels have limited space, others have an awkward layout, and some just inundate you with patients. Efficiency here basically means building wide corridors (all corridors between rooms and areas of the hospital should be at least 2 tiles wide wherever possible), building multiple sets of objects to help with patient mood during transit in the hospital, and building your rooms effectively clustered. See the 9 General Rules of Hospital Layout section for further guidelines.

5) Manage your staff! Control who goes where!
This becomes more of a problem as your staff numbers start growing into the double digits, but basically, if you manage them well from the start, it's less of a problem to begin with. Of course, the game doesn't mention it until you get nosy and click around all the menus and finally stumble across the screen. Cue the giant "Oh! Well that makes more sense" moment.

You can access this screen in two different ways:
1) By clicking on the Staff List under the information (pawn) sub-menu, and then clicking on the clipboard icon at the bottom center (highlighted here in orange)
2) By clicking on an individual staff member and clicking on the clipboard icon.

Either way will bring you to this screen (which has now been updated, see below):

^ This is what it looked like prior to the game's v1.16 update. The corrected screen is now below.

This is the gist of it: by periodically coming here, you can adjust which rooms certain staff members are allowed to be in. Are you tired of your General Practitioner IV doctor being caught working the Pans Lab (which is a treatment room, not utilizing his GP strength), while your Treatment III-qualified doctor is working in the X-Ray room (which is a diagnostic room, again not utilizing his strengths), while a brand new junior doctor with no absolutely qualifications is struggling to get any decent diagnosis on critical status patients (Buddy! You're in the wrong place!)? This is exactly what this screen is for. It limits where doctors can go so that they can concentrate on their specialties.

You see, you can't just assign a staff member to a given room. They work around the entire hospital and go where needed. Essentially, they will go work anywhere that they can unless they are told not to. It works with a bunch of simple switches. A yellow switch on the grid means that staff member is allowed to use the room specified, while a grey unselected switch firmly keeps them out. The game will warn you with a red switch if that means there's no capable staff member able to use that room in all of your staff.

Like Cardi B says, you do need to be careful - if you don't balance your staff well, you may end up in a bad situation where, for example, you only have two doctors working six different treatment rooms. Periodically come check on this list and see if you can add to a doctor's abilities as you train them, and if you find yourself short on staff, it's time to hire and train some more! Another good indication of this is the "Needs doctor" icon on map - if you start seeing these, you're running out of staff which has a bottom-line effect on your ability to process patients, and therefore, your money.

Bonus Tip: The game's customization update (version 1.06) now allows you to give staff different colored uniforms. This is brilliant because if you keep staff in different outfits based on their Qualifications, you can see at a glance when a staff member who shouldn't be in that room ends up there, and can quickly fix it. See the Staff Attire section for all the most boring information you could ever want to know.

6) When you see a room reaching 6+ capacity, build another type of that room
As soon as you find out that the M.E.G.A. Scan and Surgery room, unlocked in later hospitals, practically print money, you might be tempted to custom-tailor your hospital to be nothing but those. The game itself says that the M.E.G.A. Scan is an Advanced Diagnosis Room after all! But actually, a high-functioning hospital in the later levels will still need all diagnosis and treatment rooms, not just the high-end ones. Believe it or not, some patients and conditions will actually need to be diagnosed in certain basic rooms. But as you'll learn quickly, the magic number for queues is about 6 people: anything higher than 6 people will start causing backup issues with the whole patient process. But take note of two things:

A. An 8+ queue for cardiology won't necessarily be remedied by building a X-Ray room. While it may help overall building a new type of diagnosis room by giving doctors another option, that existing demand for the cardiology won't just go down just because there's a new type of room. There may be specific patients who need to be sent there. I'd recommend building the requested room first and then expanding into other types of rooms.

B. Make sure you have an extra qualified staff person to staff the room! If not, make sure to train one up or wait for a better option before building it. For example, a GP's office that is staffed by an untrained junior doctor will have a very small impact on large queues as they'll be unable to diagnose very much. It'd be better to let the queues stay up a bit while that untrained doctor spends some time getting the first GP qualification - that will bump the usual diagnosis score from a meager ~10% more to somewhere in the 20-30% range. This ultimately stops people from dying before they reach their treatment, so trust me, you want to do this.

7) Don't discount the importance of high Room Prestige
Admittedly, the game's Room Prestige dynamic can at times feel like you're placing objects just to place objects. There is a kernel of
truth to this. But there is a hidden important feature to a high room prestige - it boosts your staff's happiness the higher it goes, which ultimately translates to better diagnoses and treatments. So, when building rooms, take an extra minute to fill out the room as best as you can.

8) Air Cons and Radiators will make a positive difference in your hospital
This applies from the Cold Region (Level 4/Mitton University) onwards, as the first three levels do not require any temperature adjustment.
It can be forgotten from time to time as you're expanding to make sure that your temperature remains just right. Whenever you get a new building, get into the habit of placing an adequate number of radiators or Air Cons (A/C units). Also, it's worth investing your early Kudosh into differing size radiators/units! It makes a notable difference on both your patients' comfort and staffs' comfort, ultimately their happiness, which of course, means more money for you!

9) Don't spend so much at first
Although there are eventually a large number of rooms and dizzying number of objects available, each hospital has a different configuration and different patient population. Don't be in a rush to build everything immediately. A big cause of failing levels for me was getting too greedy. On one extreme, you can wait until you absolutely must build each and every room to do so, but it also comes with the risk of not planning well for future patients and future growth. On the other extreme, you can build too much too quickly and very quickly find yourself in debt month after month. So a happy balance is to have a general idea of how each hospital should flow, and work slowly and steadily towards that goal. You'll need to account for both present patient levels and anticipate increases in patient traffic and necessary rooms with each Hospital Level increase.

Make sure you're checking your budget in/out at the end of every month too. If you're spending too much, you'll need to dial back and allow more patients to come in. This month-over-month profit is also one of the biggest contributors to the Hospital Value, which is a big target goal for many hospitals. Another rule of thumb I'll use is that if I see that I have a new disease I can't cure, especially one that requires an expensive cure room just once, I'll ignore it. However, when I see it three times consistently within a month, I'll know that I now have enough patients coming in that it needs to be built as a priority. I can justify that cost with the amount I'll make back in treatment, so I'll build it then.

10) Don't underestimate the Marketing and Training room
These two minor administration type rooms are actually the key to winning the game. The training room (unlocked in Level 3, Flottering) wil be covered in its own section, Training, but it's the secret to turning a good hospital into an excellent hospital. The marketing room (unlocked in Level 6, Flemington) is a great bargain for increasing your reputation (which is quite often, a goal you'll need to meet), increasing a certain patient type (for financial gain or winning a level), or for increasing your hiring pool to better staff your hospital. Although it seems trivial and you feel like you can justify not building it with your initial build, just do yourself a favor and build it with all your other initial rooms. It's a paltry $15,000-$20,000 plus assistants' salary for future payoffs. Once you start getting a feel for its power, you will like it!

11) A successful hospital adapts to each new challenge
And of all the points, this is really the main one. Each new star level demands new objectives, and typically speaking, a 1-star hospital can be won with a few buildings and without a strict layout. A 2-star hospital will usually have 4-6 buildings and require a better layout. A 3-star hospital should be pretty darn efficient in its layout. So don't think you can just get that first star and cruise - you will have to improve your hospital, and with new buildings, you'll need to efficiently lay out your hospital too. But that's what this guide is for, you know?