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
Before You Build: What Makes An Effective Layout?
Patients are quite picky and fussy, actually. It makes sense though, given the amount of money they'll be spending in your hospital. Your patients have quite a few things all going for them at once. Click on a patient and then on their Mood tab to get a detailed analysis of exactly how they're feeling. You can also get a general idea from their Feelings, listed on the Info tab. Unlike staff, whose buffs are permanent or based on a room they're in, patients will experience boosts and decreases on a per-month basis. Here are the many items you will see:
Happiness - Overall, how happy your patient is. This is based on how full their needs are, how their stay is going, and other mood buffs.
This is a steady timer bar that starts at 100% and goes down slowly to 0%, at which point the patient rage quits, at which point the patient leaves. This also counts against your Cure Rate. It slowly goes down as the patient progresses through the hospital. It can be offset by the use of Newsagents and Gift Shops, which offer a temporary boost in Happiness. It also can be brought down more quickly by patient needs not being met, and can be boosted by attractive environments and a few other buffs. Staff with training like Bedside manner can also boost happiness. Pay particular attention to your GPs for this skill - after diagnosing a patient you'll see the increase in diagnosis as well as happiness from their visit in a floating bubble.
Hunger - Your patients needs to eat. Their hunger can be satiated with either a vending machine or café (unlocked in Flemington after your first star)
Thirst - Your patients need to drink water or soda. Their thirst can be satiated with either a water fountain, vending machine, or café.
Need Toilet - Your patients will need to use the toilet/bathroom. Provide them a bathroom stall in a Toilets room or else (yes, they really will urinate and defecate in the hospital).
Boredom - How un-entertained the patient is. Interacting with staff with the "Boring" Trait will also make this go up. Reading leaflets, magazines, and books will make this go down. Playing the arcade machine will make this go down. Buying something from the Newsagent or Gift Shop will make this go down. You get the idea.
Hygiene - Hospitals are germy places. Allow your patients things like sinks and access to Hand Santisers to help increase this, and keep them away from messes like Vomit, Wee (urine), Poo, and Ectoplasm.
Hospital Attractiveness - How attractive your hospital is to patients. Be sure to consider both the corridors as well as the rooms.
Patient Temperature - This is a measure of your hospital temperature, which is augmented by Radiator and Air Con items. Adjust as necessary so it remains optimal.
Here is a list of some of the additional factors that will increase/decrease their mood and happiness.
Scared of Ghost - "Somebody catch that ghost!" - All patients (and staff) who see a ghost in the vicinity will get a drop to their mood and cause them to do the scared run, which can be very frustrating during an epidemic outbreak. It will go away when the patient or staff member is in a separate room.
Thirsty - Needs a drink.
Hungry - Needs a snack.
Needs the Toilet - Number 1 or number 2. We're not sure.
Bored - Need some entertainment
Low Hygiene - Germs all over me. Yuck.
Too Hot - Air-conditioning would be nice.
Unhappy - About to rage quit.
Complaints - Oh, those Brits, always putting complaints first!
Very Bored (from Low Entertainment) - -12% Happiness p/month
Very Thirsty (from Low Thirst) - -12% Happiness p/month
Ugly Environment - -1-15% Happiness p/month
Attractive Environment (from High Attractiveness nearby) - +11% Happiness p/month