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 5: Tumble
In-Game Description: Treat all manner of breaks and bruises in this sub-subalpine playground, the County's home for hiking, fishing, and falling down.
Awards Available: Doctor of the Year, Nurse of the Year, Rising Star, Employer of the Year, No Deaths, Best Teaching Hospital, Patients' Choice Award, Most Prestigious Hospital
Disasters Seen: Natural disasters begin appearing from this map on. Tumble features only Earthquakes
Emergencies Seen: Fracture Emergency (Fracture Ward)
Online Challenges Available:
Cure Challenge - Compete against other organisations to cure the most patients (Length: 180 days, Reward: K20)
Fracture Ward Challenge - Compete against other organisations to cure the most patients in a Fracture Ward (Length: 180 days, Reward: K20)
Income Challenge - Compete against other organisations to earn the most money (Length: 180 days, Reward: K20)
Unlocks in this level:
Rooms: Fracture Ward
New Illnesses: Humerus Injury, Hurty Leg, Jazz Hand, Broken Face, Cross Bones
Illnesses Seen: Bogwarts, Broken Face, Cross Bones, Humerus Injury, Hurty Leg, Jazz Hand, Jest Infection, Lightheadedness, Lycanthropy, Monobrow, Pandemic, Portishead, Potty Mouth
Most Frequently Seen Illnesses: Humerus Injury, Portishead, Hurty Leg, Broken Face, Potty Mouth
New Levels Unlocked at Completing 1 Star: Flemington (co-requisite, must also have at least 1 Star in Tumble)
Star Rewards: Small Radiator (1 Star), Large Radiator (2 Star), Luxury Drinks Machine (3 Stars)
"Welcome to Tumble. This small town attracts tourists from across the county to climb Tumble Ridge and hike along the Tumble Downs. Lucky for us, this generates hundreds of fractured bones each year. Cha-ching!
We'll need to build a Fracture Ward to deal with these injuries. I recommend building a standard Ward and other essentials too. Make sure to keep everyone warm with some radiators.
Tumble has been known to experience seismic activity, so look out for earthquake warnings. We'll need Janitors ready to deal with any damage."
New Game Concepts:
"Some parts of the county are quite cold, or too hot. We'll need to keep people comfortable by ensuring they're warm enough, but also not too warm. If people are too cold or too hot they can become unhappy and may eventually leave.
In cold locations, place radiators around the hospital.
In hot locations, we'll need air-conditioning. Use the temperature visualisation mode to identify cold and hot areas of the hospital.
Make all of the hospital a comfortable temperature to maximise our Thermal Comfort rating.
Current 3-Star Layout:
Plot 2 (parking lot) - $30,000 - Days to Build: 16, Size: 500 m2
Plot 3 (park) - $30,000 - Days to Build: 16, Size: 572 m2
Plot 4 (left farm building) - $40,000 - Days to Build: 16, Size: 836 m2
Plot 5 (right farm building) - $40,000 - Days to Build: 16, Size: 800 m2
- You'll definitely want to make a large Fracture Ward, as well as nurse staff trained in Ward Management, a priority. If you haven't yet, I highly recommend unlocking the Wall Monitors (available in the Fracture Ward objects list, towards the bottom) to add a little bit of extra treatment help to your room.
- Monobeasts will generate under corridor objects in this level.
- It's easy to overspend in this level, especially with the Fracture Ward, so just make sure to take your time and get everything right.
- You'll still be dealing with occasional Circus incidents, so make sure you have other nurses that are well-trained in the Treatment qualifications.
- User Arnizipal suggests that you might want to use the Medicine Cabinet for fracture wards due to its small profile.
Case Studies: Improving from 2 Stars to 3 Stars
For the guide, I have prepared a few "case studies" that show different challenges you'll face in building hospitals, with emphasis on turning around hospital designs that aren't working well.
For this lesson, we're first going to look at some things I did good and bad in an earlier play-through where I ended up unable to reach the $2,000,000 hospital value. Let's start with my main building.
Seems pretty good right? Well, there's some good things about this building style. I've got the right idea with a block of GPs offices, and that's a good size reception area for this level, but here are some things I would improve in the next go-round:
- Placing the reception area there was a bad idea. Although it works now, when the hospital fills up later, it will create a very chaotic area. What I would end up doing in the next hospital was moving it to the skinny center part of that building (where the bathroom in the bottom left is in this picture)
- The leftmost GP's office is a bit too large and unwieldy. I did try to create the odd shape to build a little alcove for a snack area, but when multiple patients start lining up for those vending machines, it's going to spill over into the corridor and create more collisions. In future builds, I'll try to keep the GP's office size down a bit, and not utilize "skinny spaces" (areas with no more than say, a 2x2 area around them) to build vending machines. In this case, where I have the vending machines placed now is a "good" location. If I wanted to get even better, I might place them against the wall, or I might place them back-to-back with a large amount of space around them.
- Two restrooms is completely unnecessary. Instead, build one bigger restroom. To be honest, the huge one I built is a bit overkill too.
The other side of my main building has some good things, and some bad things:
- The Fracture Ward is a good size, and even though I'm tempted to build bigger, leaving the 2-tile wide corridor is smart for this level. The location near the helipad is also good, as I'll get occasional Fracture Ward emergencies. For my 3-star level, I would end up moving it to be a central feature of Plot 3. I could have also added more Wall Monitors on the room's walls to increase the Cure Calculation slightly.
- The Staff Room is a good size
- There's no reason to have the left GP's office be that big. I could have easily made both rooms a simple 3x3 size, and perhaps exapnded the bathroom out
- Again though, I would ultimately end up re-doing the level and keep the area where the bathroom is currently much more open and instead making that the reception area - the door location is usually an indication to keep the immediate area clear. I would then go on to typically use entrance areas for vending, trophy cases, plants, fountains, and if a good location, for the reception area.
And here is my Plot 4. In this go round, I did not expand to all 5 plots. I certainly had the money, but was having difficulty with getting patients to pay elevated prices (too high, reputation issues, and a staff list that got too bulky). I haven't unlocked the Marketing office yet either, so that may have helped with that. Anyway, back to my area, here's what works and what doesn't:
- The second fracture ward is really not necessary, especially at this remote back section of my hospital. I've noticed in general that Fracture Ward patients have health bars that deplete quicker and usually end up in low-health status by the time they get to me. It would have served me better to have had one bigger ward with multiple staff members closer to the helipad. In the event that room did get too crowded or didn't work, I could have picked a better and closer location to the helipad, rather than the most remote area of my whole hospital
- The toilets are too small.
- There's no reason for the exceptionally long GP's Office. There's additionally little reason to have it here aside from the Ward for diagnosis. That was a bad use of a GP's Office.
- The rest of the building works fine. Note the amenities area, and research lab.
- I would also consider moving the Research Lab to another building specific. I'm thinking I would have probably bought Plot 5 and moved it to the back there.
Let's take a look at some things I did to achieve a 3 star hospital in this level.
Let's take a look at the starting building that worked.
- Considering that the majority of your patients will be fracture ward patients, you will definitely want to have a very large fracture ward (pictured in the bottom right building here). When you're initially starting the level, I would recommend making that area where the toilet block is all your fracture ward with plenty of beds.
- Make sure you have nurses trained in Ward Management/Treatment/Bedside Manner working the Fracture patients. Of all the patients so far, many of these patients will be in low health by the time they get to the Fracture Ward.
- The humongous toilet block in the top building is completely unnecessary. For further expansion, I would definitely shrink the toilet block down, make sure to fill out the GPs offices to the left, while keeping that area at the very west of the building open, to allow for more space since I broke down and allowed the corridor to be 1-tile wide near the GP's office.
- As much as the areas near the west/east doors on the top building seems like they might be a good place for a reception desk, I've found that having it centered near the middle door above the helipad worked best in terms of patient flow.
- Taking a closer look at Plot 2, in this case I have made it a mostly treatment building. Although the Fracture Ward is the star of this level, you will still need a moderate sized regular ward for the usual patients. When I went back to re-do this level, I had really gotten into the habit of minimizing room size where I could. For future expansion, I could definitely move the training office further away (the bottom buildings) and replace it with another cure room or GP's office if I really started running out of space for them in the main building. Consider the patients and diseases showing up most in your hospital, but perhaps a second psychiatry office (assuming I have a psychiatrist to spare) would be a great diagnosis/treatment hybrid.
- Notice the placement of coffee machines and sweet dispensers to help staff take care of themselves (unlocked with Kudosh).
- Moving further down the map to Plot 5, we now move to a diagnosis/treatment area. This was kind of the end of my build and rooms.
- I like to try to keep like room sizes together, it makes for better flow. So even though my X-Ray is a diagnostic, and the Clown Clinic a treatment, it's OK in this case because I'm trying to emphasize the large Fracture Ward in the building at about 3-o'clock.
- The additional GPs office will help cut down on ghosts by allowing patients far away from the Plot 1 GP block/helipad to get on to their next stop. As it's more like a field office and there's only two diagnostic rooms nearby, I've only placed one. If I'm planning that corridor more, I would keep the area below the GPs office clear, and perhaps add a vending machine/entertainment combo.
- If I'm running out of the space in the future, I would move the diagnostic buildings further towards the center and move the treatment rooms here.
- Thermal comfort is important in all hospitals, but making sure you have radiator coverage in all corridors and rooms will be necessary to complete the level fully.
1 Star Hospital
- Cure 50 Patients
- Cure Rate of 50%
- Thermal Comfort of 60%
Additional Rewards: $10,000, 100 Kudosh
2 Star Hospital
- Cure 100 Patients
- Cure Rate of 70%
- Hospital Value of $1,000,000
Additional Rewards: $20,000, 150 Kudosh
3 Star Hospital
- Cure 200 Patients
- Cure Rate of 80%
- Hospital Value of $2,000,000
- Thermal Comfort of 90%
Additional Rewards: $30,000, 200 Kudosh