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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

Before You Build: Staffing

Staff Happiness & Staff Threats

Ah yes, not only do you have to manage and keep lots of patients happy, but darn it, I guess it turns out you also have to take care of the very staff that are taking care of them. Sounds fair, right? There are many dimensions to staff happiness, but we'll cover the basics here.

Staff Happiness
Just like patients, your staff have needs. However, since there's always more patients than staff, they are exhausted a little more easily, and will require breaks for restrooms and resting in a nearby Staff Room. Fortunately, for the most part, they can take care of themselves and will know when to get up and take a break.

Just like patients, staffs' Moods are affected by many conditions. However, they differ in that their buffs don't change month-to-month, like patients, but are rather constantly going up and down with their surroundings. These include:

  • Happiness - Overall, how happy your staff member is. This is based on how full their needs are, pay satisfaction, and other things. Happiness is also affected by the Room Prestige - staff will get a bonus from a Level 3,4, and 5 Prestige Room.
  • Stamina - How much energy your staff member has. This can be boosted by a Coffee Machine, but is best handled with breaks. Training the staff in the Stamina qualification makes this go down slower (see Training)
  • Hunger - Your staff need to eat. Their hunger can be satiated with either a vending machine, sweets dispenser, or café (unlocked in Flemington after your first star)
  • Thirst - Your staff need to drink water or soda. Their thirst can be satiated with either a water fountain, vending machine, café, coffee machine, and hot chocolate maker (Snowfall), but not from the Water Cooler (Close Encounters)
  • Need Toilet - Your staff 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).
  • Hygiene - Hospitals are germy places. Allow your staff acesss to 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 staff. Be sure to consider both the corridors as well as the rooms.
  • Temperature - Adjust as necessary with Air Cons and Radiators so it remains optimal.

As your staff get more experience working their duties, they will level up, and also request promotions from time to time. And the thing is, the promotions are indeed optional. Consider whether you're taking on enough profit to merit a couple of thousand dollar increases. If money's tight, then there's no reason you have to, aside from the skill gains. Now, there is a trade-off in that staff will eventually get a happiness decrease due to their lack of promotion or training that won't go away until they receive it. But it would be wiser to get more money coming in first, and perhaps promote later if you're in a tight spot profit-wise. Of course, when the hospital's flush with cash and that Hospital Value just climbs upward and upwards every month, I'll promote right then and there! Considering that promoting your staff ultimately makes them better, I would rather do it more than less, but again, you have to take care of your hospital and finances too. If you don't, it will send your Hospital Value down hard which can lead to failing the level outright.

Pay Expectations
The better your staff get, the more money they will expect. As they level up, they'll want promotions and more money, and a little message will pop up like so:

Now don't be intimidated by that slider at the bottom where you adjust the pay rise/raise. The staff will only expect a certain number (where the slider is by default) - anything extra is on you and will just increase their happiness. You'll find there is some wiggle room. You can usually make it a little less than default with no consequence, and the jumps in happiness only come at certain numbers. It may be a good idea click "Not Now", examine their staff stats, and decide if a higher pay raise than the default may be warranted. For especially good staff members who are high performers, I have no issue bumping it up further to retain them.

The cool thing about promotions is that once they reach that level of XP to qualify, you can promote staff members any time. You don't necessarily have to do it right then and there when you get the message. As long as they're eligible, you can promote staff any time by clicking on them to bring up their information, and clicking on the Promote (Star) button.

When Training Is Necessary

There's another screen that will pop up from time to time as well, especially if your promotions get delayed or training gets behind or whatever it may be. This screen occurs when your staff member is ready to jump up to the next level, but is held back because they have one less Qualification than they need. In this example below, my Janitor is going from Janitor to Senior Janitor, (that is, 3 qualifications to 4 qualifications), but doesn't yet have three qualifications because of a training delay. Simply make their training a priority to solve this issue and move on.

Staff Threats
When your staff get fed up enough with multiple negative buffs to happiness, they will threaten to resign within 90 days, and will do so if not satisfied. I've found that honestly it's rather difficult to get staff fed up with you as long as you have restrooms, food, and staff rooms to rest in. Usually these come about because in your promotions, you haven't caught up with their level and they are severely underpaid. As soon as you notice this, check on that staff member and see if you can remedy what's wrong: is it a salary way below expectation? Do they need a break? Can you hire more staff members to lighten the load? Usually the answer is fairly obvious, and I've found a small pay raise and telling them to take a break works wonders.

To make this easy to track, you're given a 90-day countdown on your information bar on the right. With all of this going on, the game makes it pretty hard to lose an employee, but if you have too much going on and forget about them, buh-bye! All the more important that you pay the people you like well!

Info Variables

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 do that annoying exaggerated run animation.
Cured a Patient - "Happy about curing someone."- +10% Happiness
Energised - "Feeling refreshed" - +10% Speed, +10% Diagnosis Skill (if staff member has a Diagnostic qualification), +10% Treatment Skill (if staff member has a Treatment qualification), +10% Research Skill (if staff member has a Research or Student Masterclass qualification) - from allowing staff member to rest fully rather than forcing them back to work before their break is over.
Happy - +10% Diagnosis/Treatment Skill (when staff member has high happiness)
In Love - +15% Speed - Spoke to somebody staff member finds attractive

Mood Variables

- Oh, those Brits, always putting complaints first!
Desperate for Toilet (from Low Bathroom) - -10% Happiness
Needs the Toilet (from Medium Bathroom) - -1% Happiness
Hungry (from Medium Hunger) - -1% Happiness
Hungry (from Medium-Low Hunger) - -3% Happiness
Thirsty (from Medium Thirst) - -1% Happiness
Treatment Failed (from failing treatment, but not killing patient) - -7% Happiness
Tired (from Low Stamina)) - -20% Happiness
Very Hungry (from Low Hunger) - -10% Happiness
Very Thirsty (from Low Thirst) - -10% Happiness
Ugly Environment (from Low Attractiveness) - -3% Happiness
Wants Training (from ignoring Training and open qualification slot) - -5% Happiness

Positives -
Attractive Environment (from High Attractiveness nearby) - +8%-25% Happiness
Energised (from restoring energy fully) - +10% Happiness
Good Room (from Prestige Level 3 Room) - +10% Happiness
Good Pay (from above average pay) - +20% Happiness
Overpaid (from really good pay) - +30% Happiness
Positive (from Positive Staff Trait) - +10% Happiness
Amazing Room! (from Prestige Level 4 Room) - +20% Happiness
Cured a Patient (from Curing a Patient recently) - +10% Happiness