FAQ/Strategy Guide by CityBuilderAK47
Version: 1.11 | Updated: 09/19/19
Table of Contents
- Theme Hospital vs. Two Point Hospital
- Additional Resources
- Where Your Save Files Are Stored
- Updates / Additional Content
- Before You Build: What Makes An Effective Layout?
- 11 Tips for Hospital Success
- The Patient Process
- Patient Happiness
- The 9 General Rules of Hospital Layout
- Kudosh & Recommend Items
- Before You Build: Staffing
- Staff Happiness & Staff Threats
- Doctor Skills
- Nurse Skills
- Assistant Skills
- Janitor Skills
- Common Skills
- Staff Traits
- Staff Attire
- Countryside Region
- Cold Region
- Level 4: Mitton University
- Level 5: Tumble
- Level 6: Flemington
- Level 6: Flemington - Case Study - 2 Stars to 3 Stars
- Level 6: Flemington - 3-Star Winning Layout
- Industrial Region
- Level 7: Smogley
- Level 7: Smogley - Case Study - From Failing 1 Star to Succesful 3 Star
- Level 7: Smogley - 3 Star Winning Layout
- Level 8: Melt Downs
- Level 8: Melt Downs - 3-Star Winning Layout
- Level 9: Duckworth-Upon-Bilge
- Level 9: Duckworth-upon-Bilge - 3-Star Winning Layout
- Tropical Region
- Level 10: Sweaty Palms
- Level 10: Sweaty Palms - Case Study - A Failing Hospital (When to Give Up)
- Level 10: Sweaty Palms - 3-Star Winning Layout
- Level 11: Grockle Bay
- Level 11: Grockle Bay - 3-Star Winning Layout
- Level 12: Blighton
- Level 12: Blighton - 3-Star Winning Layout
- Urban Region
- Level 13: Rotting Hill
- Level 13: Rotting Hill - 3-Star Winning Layout
- Level 14: Pelican Wharf
- Level 14: Pelican Wharf - 3-Star Winning Layout
- Level 15: Croquembouche
- Level 15: Croquembouche - 3-Star Winning Layout
- Interior Designer
- (Snowfall) Pointy Mountain Region
- (Snowfall) Level 16: Underlook Hotel
- (Snowfall) Level 17: Swelbard
- (Snowfall) Level 18: Roquefort Castle
- (Snowfall) Level 18: Roquefort Castle - 3-Star Layout
- (Snowfall) New Items
- (Snowfall) New Rooms
- (Snowfall) New Illnesses
- (Snowfall) Other New Things
- (Pebberley Island) Pebberley Island Region
- (Pebberley Island) Level 19: Pebberley Reef
- (Pebberley Island) Level 19: Pebberley Reef - 3-Star Winning Layout
- (Pebberley Island) Level 20: Overgrowth
- (Pebberley Island) Level 21: Topless Mountain
- (Pebberley Island) Level 21: Topless Mountain - Case Study - Working Successfully with Waves
- (Pebberley Island) New Items
- (Pebberley Island) New Rooms
- (Pebberley Island) New Illnesses
- (Close Encounters) Desert Region
- (Close Encounters) - Level 22: Goldpan
- (Close Encounters) - Level 23: Camouflage Falls
- (Close Encounters) - Level 23: Camouflage Falls - Anatomy of a 3-Star Wave-Smashing Hospital
- (Close Encounters) - Level 24: Chasm 24
- (Close Encounters) - New Items
- (Close Encounters) - New Rooms
- (Close Encounters) - New Illnesses
- (Superbug Initiative) - The Superbug Initiative
- Building a Better Hospital
- GP Queues
- Hospital Level Snowballing
- Expansion Strategy
- Examples in Efficiency
- Room Prestige
- The Great Patient Purge
- Common 2-Star Challenges
- Common 3-Star Challenges
- You want HOW Much in Hospital Value?
- Attractiveness Rating
- Bump that Cure Rate Up!
- Staff Morale? Are You Kidding Me?
- Staff Challenges
- Item Listing
- Research Projects
- VIP Visits
- End of Year Awards
- Steam Achievement Guide
- Two Point Humor
- Contact the Author
Level 13: Rotting Hill - 3-Star Winning Layout
Rotting Hill is a bit unique amongst the hospitals because it consists of evenly spaced square plots that are all the exact same size. As there are two "rows" of plots, you also have to account for extra distance between plots both vertically and horizontally,
The above photo shows the left half of the map.
And this view shows the right.
The usual rules seem to work well, but one thing I've noticed is that Rotting Hill generates a high amount of patients compared to the normal map. The whole map, it seemed I always needed to build one more GP's Office. In Plot 1, I eventually expanded out to mostly GP's offices, but also a few diagnosis rooms to keep patients from walking around too much.
The adjoining Plot 2 quickly became my treatment area - starting out with a Psychology, Drug Mixer, and moving on as the game progressed. I found that although it made for tight space, keeping the central portion of plots filled with small 3x3 rooms, along with rooms along the outer edges with small 1-2 tile corridors "fit" for this hospital.
Plot 3 actually came later on in the build and then became a holding area for most of the administrative buildings. It also has some overflow diagnosis rooms and a field GP office to try to keep patients relatively clustered. I found that on this map, my patients benefited from having one treatment plot between two mainly diagnosis plot. I found this layout to work well for minimizing the amount of patients with low health, with efficient movement between diagnosis and treatment. However, the current layout is honestly still having issues with crowding of the first phase of the patient process - initial diagnosis and GP consultation.
Skipping across to the northern half of the map, here I have Plot 10 which is another diagnosis-focused plot area with room for a small Ward. You may have noticed by now, but with the uniform layout of the plots here, I actually determined that it was better to have the patients use multiple Reception desks in each building rather than using a uniform Reception area - the reason for this comes down to efficient use of space. To be quite honest, I didn't find that there was a really efficient layout for the Reception "room". So keep in mind that sometimes scattering the Reception desks in later levels may actually work better.
Plot 6 is my most recent building, and has been created to serve various types of treatment. By the time you get to Level 20 or so, it's justified to build additional DNA Labs. Not much else that's really remarkable, ya know?
Just across the way at Plot 7, more treatment areas await. The fact that I have so many ghosts is a combination of low experience (as I had a high turnover rate from firing staff once they completed their third qualification) and also awkward design away from the main area. My next challenge will be finding ways to get patients to these rooms faster. And as you can see, I also have a spike in Grey Anatomy patients, so it'd be worth building a second room.
Moving back down to the south side of the Map, Plot 4 serves another overflow diagnosis area. I've still got plenty of space in the middle, and that's from moving some of the old treatment rooms into Plot 6 from above. Given the diagnosis nature, if I choose to expand, some more GP's Offices would probably be a good choice to fill out this room. You can also see I've got bored patients, so perhaps adding a kiosk is also in order.
I've shown some areas for improvement, but to be honest, especially with the new challenges, it doesn't hurt to have one or two hospitals on the map that turns a healthy profit, but can still turn out ghosts. Rotting Hill is indeed one of the more challenging levels, and hey, why not just live with it, you know?