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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


Chance of Cure

Of all the game's math, this is where it gets most complicated. Treating any disease depends on four factors which all combine together to create a Treatment Score, a percentage from 0-100% of how likely the patient is to be succesfully cured. Let's take a look at a sample patient:

Pedro Vibes (who you'll see in another section) is a patient who has been diagnosed with Shock Horror. We can see a lot of information from his Info panel. First of all, we have a base Illness Difficulty (this is listed in the Illness List), which tells us basically, on a scale of 1-10, how difficult is the disease to treat? Pay attention to that, not all diseases are created equal. The first green bar (the Diagnosis certainty) above his disease (Shock Horror) is completely full /green. This means that Pedro's particular illness was successfully diagnosed with 100% certainty. This was accomplished through a doctor with a high GP value, and then extra-value added from a combination of upgraded Diagnosis rooms and highly-qualified diagnosis staff. This is the first key point. We can also see that he is pretty happy (hence the nearly full green bar) and that is health is about halfway depleted.

Now, onwards to the actual Treatment Score calculation. Pedro has an 89% chance of a successful cure of his Shock Horror. This is calculated by the combination of four things:

1) The base difficulty of the illness - easy diseases like Grout introduced in the first level are pretty easy. Shock Horror comes about halfway into the game and has a medium difficulty. Other diseases, like Jumbo DNA (cured in the DNA Lab) and Shattered have a high base difficulty.

2) The Diagnosis certainly is directly related to how far along the diagnosis process he was before he was sent for treatment - as the game stands, all patients will not be sent for treatment without 100% certainty. This can be circumvented by you manually sending the patient ahead of 100% (by a special button you can push at the bottom part of this screen - not available as he is fully diagnosed) or by enabling the Fast Track policy (Finances...Overview...Policy) to allow patients who meet a certain threshold to proceed straight to their treatment room.

3) The Staff Skill has to do with how senior the treating doctor/nurse is and how many bonus qualifications they have. Since Pedro is being seen by a new doctor without Treatment qualifications, this is low. I could send the current doctor for more training or replace him with a more highly-qualified doctor to up the score.

4) Upgrades - Certain illnesses are treated by machines that are able to be upgraded to Level II and Level III. If you upgrade them, it fills the bar either halfway (when to Level II) or fully (when to Level III), which improves the treatment score. In more complicated rooms, like Psychiatry or Surgery, this can be boosted by in-room items.

All these variables are calculated in harmony creating the Chance of Cure. You can never achieve a 100% score, the highest will always be 99%. But, as you can see, it takes a combination of great GPs, qualified staff, and upgraded machines to get a consistently good cure. All the more reason to specialize!