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by CityBuilderAK47

Table of Contents

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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

(Close Encounters) Desert Region

(Close Encounters) - Level 23: Camouflage Falls - Anatomy of a 3-Star Wave-Smashing Hospital

OK, so CityBuilderAK47, how am I going to win this? You managed to do it on the first week. Well...first of all

1) THE REWARD IS JUST A BLOODY COUCH! Just tell yourself that. It ain't worth stressing over that bad. Has my bitterness come across yet?

OK, first things first - I am a huge fan of the Ice Sculpture from the Pebberley Island DLC. You're again dealing with a warm climate, and the beauty of these things is that they need NO maintenance. You'll need an army of janitors to keep up with Air Cons. So consider minimizing them or just saying screw it, your patients are just there to get cured - they can survive a little desert heat.

So let's take a look at how the successful hospital stars. Remember that for the wave levels, you have to manage to predict where queues will form, work on streamlining patients, and still keep like rooms together to minimize staff traveling across the map too much. Instead of exterior decor, I focused on getting each and every room to Prestige Level 4. Trust me, that buff makes a difference. I'm still flush with cash.

Moving ahead a few waves, the first plot to gobble up is Plot 6. You can see that the basic area is growing, but the same general rules apply - move treatment rooms afield first, and fill in your GPs offices and diagnosis rooms when you can. Keep everything at a Prestige Level 4. Another tip, staffing will NEVER be on your side, so when money's up, always be on the lookout for nurses and doctors you can mold the way you want - it's much better to be a little behind on training but with trainees in store than to be at the mercy of the only premium-priced doctor or nurse you might otherwise be forced to pick. Penny-pinching is a key to this level! Notice too the newsagent and gift shop - it's never too early to think about these!

Continuing into Wave 6, I've got a clearly defined treatment area. I've also started investing in the Research Lab (which paid back dividends) - keeping your scientists flush with projects is a good way to help boost money during the slow times. You will occasionally get disasters, but they can't be counted on reliably. Always be looking for ways to do things more efficiently and cheaper!

The Toad Hall and your Frogborne patients will be in full force by Wave 9, so make sure you're ready for them and ahead of the curve. I had mine ready to go by Wave 7. I had to start moving into the big center building - some of the next rooms will require larger space.Be as smart with the layout as you can - don't be afraid to have uneven corners that jut out a little ways either. And again, don't skimp on Prestige Levels! This has a bottom-line effect on your staff's morale and how long they stay in a room!

You see that money is starting to become an issue - but there's definite signs to improve. Remember that at first, a large queue in a GP's Office isn't AS worrisome in this level - but if it persists, you may have an issue. Good thing you remember to always be checking your staff and hiring proactively rather than reactively, right? For right now, there's a bit of a blend between diagnosis/treatment, but as I slowly expand outward, it'll even out. You'll also see I have a bit of staff morale issue - I don't promote my doctors and nurses beyond the Doctor/Nurse level and pay any more than absolutely necessary! I also see that I'm having queues at my Reception, so now I have to think about bigger and better reception areas.

Well that'll do the job, I reckon! Also notice that while I'm staying afloat at the end of the month, it's not by much. I'm also building another GP/treatment area, but also one that is holding some administrative buildings above. When possible, try to move non-medical areas further afield. You'll need to keep re-arranging your buildings to get the most out of your hospital...but then again, if I haven't gotten that point through by now, I've failed you as a FAQ author.

This is a highlight of Plot 7. Pest Control and DNA Labs are becoming a thing, I'm expanding the number of Psychiatry offices, and then I've also got a new training office. As I further expand with money, this will turn into a treatment area exclusively, but for right now, it works. When you must mix, keep GP's offices/diagnoses closer to the exit doors.

Another overview of how things are expanding out. You'll notice I'm not exactly flush with cash yet - I got this far without touching prices but in order to meet the lofty goals of Wave 20+, go ahead and jack those prices up a bit. It'll help cushion you a bit better. You'll see that I'm using my large plot on the left side of the picture as another storage area or large diagnosis rooms - there will be a wave of both Flat Packed and Frogborne patients coming, so it's good to have multiples. You'll see if you look closely I have doubles of a lot of rooms! Simply listen to your hospital, and build what's in demand.

And now into the 20s waves, the patients are only getting larger in number, so I must keep building more GP and diagnosis areas, trying to keep them relatively centered between treatment areas. My Reception area is also bursting at the seems, so I need to be eyeing that remaining plot for a whole new Reception area. As always, I move training offices further afield when I can.

My hospital is almost there (of course money's just down, because the month kicked over and I'm sans patients). The last goal I have is to expand the top-right building as my admin center and put a nice big Research room in there to print money with highly trained staff. This hospital has held up well to my challenges so far!

Now look at what a difference a few waves can make financially! Just wanted to show off the big lab. By the way, I had to repeat a few waves at least once, so it's OK to do so - sometimes it actually helps to pad the money even more.I keep them well decorated to boost staff morale as well, both inside and out. Also, by now, you'll want multiple staff rooms across the campus. Don't forget to do so! Also, you'll want to polish up your machines as best as you can - when I was flush with cash is when I would start promoting some staff members to Consultant - but remember, salary bloat is what kills people in these waves. Train and replace 'em when they get too yappy.

And that's about it folks. This is what took me into the winning territory - now I did end up filling out the building on the right a bit more, as I had to repeat this wave a couple of times. Chances are, you'll be inundated at 200 patients and probably not be able to process everyone - I would cut off about 20-30 patients who just weren't going to make it. So you can repeat the wave a couple of times to get the money to build out the hospital some more so you can accommodate everyone in a timely manner. I also had bizarrely good luck to finish this as I was able to distract my last patient long enough to make sure nobody else died. You may find when you're down to the wire you may get lucky in that way. Don't be afraid to use kiosks, utilities, and the good old light switch trick (opening/closing one room to force them to go to the other side of the hospital) to corral your last few patients if you need to buy time. That go 60 days without a death is hard stuff in this wave!

And just remember....

The Sofa of Tomorrow....The Sofa of Tomorrow....The Sofa of Tomorrow....This is your ultimate reward.

And this director's chair is your runner-up reward for 2 stars.

So um, you know, take it easy and just ride the waves as you feel man. There's plenty of other fun stuff to explore with the DLC when this level gets ya down!