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?
The 9 General Rules of Hospital Layout
Now that we've talked about the patient process, I want to tell you nine rules that sum up what I've found is consistent across my three-star hospitals across the game. There are of course, exceptions, as each level is a bit different, but overall, I've found the following rules work like a charm for layout, and as you find your own comfort level, you'll find your own tricks.
Even when you start your hospital with one building, the same basic ideas will still apply. As you expand, keep moving rooms to be most efficient.
Rule 1) Place GPs Offices as close to the entrance as possible
When you first start your hospital, all the rooms will be crammed into one building. But the first important link you want to make is that you want your GP's Offices to stay close to reception and the main entrances, no matter what. A close second corollary (below), you'll want to try to keep diagnosis rooms close to GP's offices. This will allow for better patient flow.
Your levels will naturally evolve. Some levels will have multiple entrances. As you do so, you'll expand your Reception areas too, and maybe you might even end up placing additional reception areas. And as your level evolves, there's this general trend of pushing everything else away from the main entrance and into the new buildings, keeping the "heart" of the hospital firmly tied to GPs and initial diagnosis.
In later levels, I commonly had two, in one case, even three buildings that were pretty much just GP's Offices. As your hospital grows, your GPs' ability to handle all patients in a timely manner will get worse, and as such, you'll need to constantly be on the lookout for more space and qualified doctors. Just about all hospitals hit this point of "too many patients!". Be sure to check out the page on GP Queues for dealing with this problem endemic to all levels and games at some point.
Rule 2) Diagnosis rooms should go closer to the GP's Office when possible
As your hospital slowly expands, you'll inevitably need to increase your GPs' Offices. As you do so, you'll expand to other buildings. But when you do so, try to keep GP's offices and diagnosis rooms as close as you can, sending treatment rooms and administrative rooms further away. So a good way I'll approach it is I'll buy other buildings so I can push treatment rooms to them, and fill that now-vacant space with more diagnosis rooms closer to the entrance of the hospital - this ultimately allows for better patient care.
Rule 3) Try to keep a 1:1 Ratio of GP's Offices to Diagnosis Rooms
By nature of the patient process, the larger part of their time in the hospital will be spent between a GP to "sign off" on their treatment and effective diagnosis rooms. As your hospital grows, you'll need to expand the number of diagnosis rooms, although a good hospital can get by with one or even a few of a certain treatment room. So make sure as you build new GP's Offices, that you build a corresponding diagnosis room. Another key point? If you start seeing queues for a certain type of room - build more of that room. There's a reason there's a queue!
Rule 4) GP "field offices" for diagnosis rooms that must (by necessity) be built far away
There are some cases where you may have to build a second set of diagnosis rooms further away from the "core" of your hospital. Perhaps there's no space in a nearby building, but you've got some extra real estate on the other side of the map. When you do so, consider the same rules, and make sure you cluster a GP's Office with that remote area. How many depends on how many rooms you're building in the second area. The 1:1 ratio may not be practical if it's two or three rooms that aren't seeing many patients. Again, your queues and their length are a good sign of how effective your layout is. Change whatever is not working.
Rule 5) Hybrid rooms closer than treatment rooms
The hybrid rooms (Ward, Psychiatry, and DNA Lab) share in common that they can both diagnose and treat patients. For one, double the amount you would normally build to keep the utility of them worth it. These rooms get queues pretty quickly. If you're choking up on too many diagnosis patients while treatment patients are dying, you'll need to better spread them out. You also have the option of making them exclusively Diagnosis or Treatment by clicking on the room and toggling the appropriate buttons. Sometimes, you may even have to get in there yourself and manually move patients in the queue. But you want three stars, right? So you'll have to do it yourself, Mr./Mrs. Administrator
As far as placement, you'll still want these relatively close, but because they're also treatment rooms, it's OK for them to be a bit further "afield" into your hospital. These would be OK for buildings not immediately next to your main building, but close enough. User Arnizipal has pointed out that patients that are treated in Psychiatry for their disease have a relatively slow Health depletion, so you might also consider spacing those further away.
Rule 6) Level-specific treatment rooms near helipads and closer to the main hospital
Each level has its own diseases which are a bit more prevalent, and each level has a certain cycle of patient emergencies that it will go through. While I have them documented to some degree, each level is its own beast, and your hospital is going to be a bit different from mine exactly. But as you go through the level, you'll figure out that you're getting much more of a certain kind of illness, or that you frequently get emergency patients with a certain illness. Tailor your level to this: build multiples of that room (for example, Fracture Wards in Tumble), and if you expect a lot of Pharmacy or Shock Horror emergency patients, try to get that room as close to the helipad as you can. Half of an emergency is usually just the patients getting there and getting in, you know?
Rule 7) Other treatment rooms further afield
Not all hospitals have all diseases, but of those that have many, there is a definite pecking order. Considering that treatment rooms in general are terminal points in the cure process, you want them to be accessible enough that a patient can reach them before dying, but not so close that you're sacrificing space that might be better to used to get patients happier or more diagnosed or treated. Place the less common ones further afield.
Rule 8) Administration furthest of all
I consider the Research Room, Training Room, and Marketing Room office to be "administration" rooms. Because they don't directly deal with patients in any way, there's no reason for them to occupy prime real estate for patient care. As soon as you're able to, move those rooms back into the dark recesses of your hospital far away from the patients' core areas.
Staff rooms are an iffy middle ground. Like the other two rooms, patients will never directly use them. But on the other hand, if you build them too far away, your staff will spend an unnecessary amount of time simply going to and fro, again tying up patient care and causing additional deaths. For me, I've found that 2 or 3 staff rooms well placed across a large map is a good compromise, I'll also try to put mine closer to the building entry/exit doors if possible, Also consider that even a tiny staff room (2x3 area) can still work, so if you find yourself with a tiny space, see if you can turn it into a small room for a few people to rest in. Even just a couch and a vending machine will do the trick.
Rule 9) Services / Amenities for every building
Even as much as you can cram space by buildings room small and re-organizing them as the hospital grows, there are still some things you will need consistently. For one, you'll want a toilet block in every building, a few vending machines, an entertainment option (the Arcade Machine does turn a profit compared to the other options, the Retro Items DLC has added a whole lot more), and plentiful bins to avoid litter problems. The jury is still out on the Cafe, I can't really recommend it until you've really got a nice flowing hospital and can put it in a good central location to the the whole hospital. If you do not do so, your patients will go out of their way to find the next closest toilet/magazine rack/vending machine, and quite possibly screw up the queue behind them as they have to trek a large distance while everyone's health depletes by 10-20%.
And yes, if you deny patients and doctors the toilet, they will urinate and defecate in the corridors. So if you find your announcer complaining about urinating in the corridors or calling Mr. Brown to the roof (a usual hospital code for a defecation event in real life), perhaps it's time to check if there's any toilet issues. All of these will keep your patients reasonably happy until they are treated. So don't neglect them!