What do you need help on? Cancel X
  Prev Next  
Close X FAQ/Strategy Guide
by CityBuilderAK47

Table of Contents

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

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

Building a Better Hospital

Examples in Efficiency

Here are some mini-lessons in how you can make a hospital more efficient.

Case Study 1: Improving a Treatment Corridor (Melt Downs)
I've got a patient here, Mr. Pedro Vibes, that is awaiting his Shock Horror treatment. Although inconvenient that it's happening, the Shock Clinic is due for an upgrade right as he arrives. Fortunately, his health is at a respectable halfway point, so he's not in danger of dying immediately. However, it does appear he's a bit uncomfortable. As you can see from the mish-mash of training room, psychiatry room, and pest control just above, this corridor was scoped out a couple of years ago as one of the few places I could fit multiple rooms with Melt Down's odd and narrow-shaped corridors. As time has marched on though and I've accumulated more money, I have now bought other buildings and am looking to optimize the layout now. So I simply observed the patient flow here, and noticed that while normally cure areas are quick and easy, in this case, a delay is leaving my patient more uncomfortable than necessary. For one, it's a dreaded one-tile corridor (sometimes necessary in levels like this), and he's got nowhere to sit, cold, and probably a bit thirsty.

As many of you astute observers will notice, it does seem out of place that I have a training room among other rooms that mostly for treatment. Considering its location (relatively mid-way of the hospital in Plot #5), this is an ideal spot to concentrate treatment rooms, or "treatment corridors", perhaps. As I have just bought another building a few months ago towards the back of the hospital, it makes much sense to move this training room there (remember: administrative rooms should always be first to head back), thus freeing up the space here to better serve my patients who get stuck waiting for treatment. .



The removed room frees up a small area that opens up the area and provides better for patient comfort. I've added a couple of white benches and put in my favorite two vending machines. Although it's true that normally I would rather place the machines differently to better anticipate future queuing, I feel that for the use of the area (a small waiting area for treatment patients who won't be in the hospital for much longer) is more appropriate.



The addition of a Big Bin next to the machines will help control the litter in the area and makes my janitor's trips to clean up trash (out of the way of most patients) a bit less frequent. The fact that he's getting up to get something mere seconds after placing the machine tells me that it was a wise decision: he was thirsty. That's an extra $20 I'm going to pocket now where before a training item stood otherwise not getting any use, and another bit of need/happiness he has getting met. I win! He wins! We all win!


As common with expanding hospitals, it can be easy to forget the minor things like radiator, but let's remember that his first complaint was that he was cold. A radiator placed right there should do the trick nicely. I might further expand the area by adding a plant or a couple of wall decorations to make this a cozy corner. My patient is happier, and can stand to wait for the machine to be upgraded just a little while longer now. There's also a toilet block just in view in case nature calls before he's off to get all that pesky extra electricity taken out. Super!

Case Study 2: Improving a Reception/Entrance Area (Flemington)
Like many other rooms, when you first get to build a room, sometimes you like to make it a bit bigger. Bigger as it turns out, isn't always better. Take this case from Flemington, where I'm on the verge of a 2-Star hospital, just waiting for more Fracture Ward patients to roll in. I just launched a campaign not too long ago, and I haven't seen many yet. Hmm...let's see if there's anything we can do

I take a look at my initial reception area and realize that it's not exactly the best ever. Look how many fracture patients are simply stuck there! It's created some tight spaces between GPs' Offices, the flow with the vending machines and plants, man, it's just not working for a growing hospital. It's time to re-do this reception room! I'll consider the unique shape of the room, and decide it probably wouldn't hurt to shrink it down a bit in size and open up that corridor to the west where there isn't that much space.

It turns out that by trimming it on the sides and making it a bit shorter, I can ultimately still fit four reception pods (which is handling demand fine for my current hospital and planning for the future), while still keeping nice wide corridors and benches ample for my GP's offices. I'm delaying the reception process a bit yes, but the improvements will be worth it!


Now realized, here's some strengths of the design:

  • I can still fit in some plants and desk objects to keep the area's Attractiveness up a bit (of course, that one plant needs some water)
  • Wider corridor space for patients going to the nearby GPs offices - less chances of collisions and patients getting stuck.
  • The primary two desks now face a larger open area that will make it easier for patients to queue - the wider area also allows people walking around the desk easier access without having to bump into the queueing patients at Reception.

Now it's not perfect. Can you spot some issues?

  • Although the extra third and fourth reception pod face the opposite direction (and that works when there's not a larger queue), I can foresee that in the future, the queue lines will start impacting the objects behind these pods. When that time comes, I will need to rework that furniture - some options included simply deleting the current furniture to allow more queuing space, or to move the existing GP offices further afield into the hospital, allowing more reception space.

So now that I've got a staff member in it again, you can see it "instantly" creates a queue size of 11 patients for one assistant. A second Assistant will split the load in half, and then a third will reduce that even more. On that basis, while 2 Assistants can handle this (splitting 5/6 patients each), I can see a third Assistant will balance this even more, telling me that three pods is right about where I need to be. That also won't create severe lines/bottlenecks. The fourth pod I built on the north side of the room gives me a bit of breathing room for the future, but again, I know I'll need to re-examine this area when it starts hitting capacity.

Now to watch it at work, I see that my corridors are now a bit less cramped and my patients have a bit more of a cleaner walk in the very front of the hospital. Some other concerns I'll need to work out in the meanwhile are my vending machines just under the item menu in this picture (near the trash can), and again, the issue of what to do when my queue reaches its capacity. I'll probably also need to re-do the plants and leaflet stands eventually, but for the time being, that's an improvement!