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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

Building a Better Hospital

Hospital Level Snowballing

Somewhere around Level 10-12, your hospital's patient count will start to climb up and up, and suddenly, the pathing issues in the game and desire for food/drink/bathroom will become apparent, and you may reach a point where you were doing so well, and now it seems the hospital is imploding on itself. Now, since this guide was initially written, the A.I. has improved a lot! However, I have reached this point in just about every level, and I have termed it "Level Snowball", because patients numbers and demand for rooms just keeps increasing and not letting up. If you don't plan for it, you'll find your corridors littered with ghosts and litter, many patients rage quitting, and your profits and reputation taking a nose-dive. But fear not, oh hospital administrator, for you know it's coming now, and you can be better prepared.

Solution 1: Proactively training GPs and building more GPs' Offices, while not forgetting to build corresponding diagnosis rooms.
You'll begin to see signs of Level Snowball first off with the 6+ GP queues. This is a sign that your hospital patient numbers are getting too large for the hospital to handle. This is a good point to pause, take a deep breath, and realize the solution is pretty easy. You were coasting along well, and now it's simply time to build more.

It's equally as important that you train GPs up to at least the GP III Qualification. Although it's true that you can "one-shot" many patients with a Level 5 GP, additional skills like Stamina Training (to do more), and Bedside Manner (to make Happiness for the patient increase) are arguably more important. It's no coincidence that each patient's base scores go up both in diagnosis and possibly happiness after meeting with each GP. I'm not vehemently opposed to Level 5 GPs - at least a few come in handy, but make sure you keep a balance in there, and any trick you can throw at your patients to keep them from rage quitting ultimately translates to more money from being in the hospital longer and making it to the cure room. And consider as well, that if they're all World Class GPs, who needs diagnosis rooms? Well, you do, because those rooms also help turn a decent profit as well!

Now that's all good and well, but there's a corollary which many people can overlook. You also need roughly a 1:1 ratio of GP offices to diagnosis rooms. Where many players run into trouble is getting excited about new conditions and treatment rooms, building those well, but forgetting to address the fact that the patients still have to be diagnosed, and almost invalidating the new room. And don't always assume the M.E.G.A. Scan is best. Certain disease actually have a "preference" for certain diagnosis rooms, and a simpler Cardiology might do you much better for certain diseases.

(By the way, the same thing was true of Theme Hospital - when earthquakes would destroy a simple Cardio Room, I thought for sure my Ultrascans would take care of those patients instead - but nope, some illnesses truly are best diagnosed with simpler rooms).

Solution 2: Adequately building each new hospital building to be functional, not just an extension of your last building
There's no doubt you will be expanding your hospital throughout the game, and adding new buildings with money rolling in a sure sign of success. Some level designs in particular drive players insane, and perhaps intentionally so. Some buildings offer nice square areas, other offer narrow corridors, and yet some still just have really odd shapes. The reality is though, you can't control that. Remember when I said a key to success was relentlessly taking out loans when needed? Take the time to get a cheap loan to spend the extra $10,000 to get each building right. Don't just plop down the room you need and move on. Add in toilets, vending machines, and other amenities just as well. If you don't, with no other recourse, your patients will simply walk back and forth to meet their needs, even if it kills them. But you can control the total patient experience, even if you can't control their programming. And to sum it up:

As you build each new buildings, it should have a group vending machines, ideally a 4x4 toilet block, and activities to keep patients from being bored. Also, make sure to allow plenty of room for patients and staff to pass each other. You will also want to at least one staff room for every 2-3 buildings you have.

The jury is still out on the effectiveness of the Cafe - the consensus seems to be that right now, vending machines are better because of how long it takes patients and staff to eat there. For patients especially, it can drain a good bit of their health. However, when I've tried it in a good central location. Typically, you won't have that kind of money or space until you're well on your way to the third star anyway. I would definitely recommend holding off until you have at least two stars, a ginormous amount of money, and are able to move several rooms to a new building to make it work. It does help once you have it in there. So consider the vending machines first, move around your hospital, and if you feel you have the space and money, go ahead!