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by CityBuilderAK47

Table of Contents

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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

Building a Better Hospital

The Great Patient Purge

Just about every player at some point has reached a point where their hospital has become too overwhelmed. Signs of this are GP's office and other room queues are too large and won't go down, people are dying instead of getting cured, money is down, morale is low, and the hospital just looks and feels exhausted. Some players figured out that if you simply removed a lot of the patients who got clogged in the system, it allowed some breathing room (with a corresponding financial hit) to allow you to recover from the overload and get back to a better place.

How to do a Patient Purge

This really isn't an in-game feature, more so of a community-discovered solution. There's different ways to go about doing this:

  • Simple patient purge - Sorting all patients in the Patients list by Cure Status, and sending those home who have little health and little chance at a timely cure (usually ~10-15% of patients)
  • Auto-cure - Two Point Hospital GPs will only send patient for a cure with 100% diagnosis. Many players are confident in the cure ability once the diagnosis confidence passes 90%,so many will sort by Diagnosis Status and the send anyone with a bright green bar onwards to cure directly.
  • Full purge - Sending absolutely all patients home to allow your staff and rooms to recover from the backlog of patients, with a big reputation, cure rate, and financial hit. When patients start coming in again, it's as if you just started the level, not that it snowballed. This is often done as one strategy to quickly hit a high cure rate

And for me, patient purges have worked in some circumstances. Full purges have worked in helping me meet criteria I just wasn't hitting. Smaller purges sent my queues down a bit. But they should be done with caution. In large hospitals, you'll take a humongous financial hit (easily $100,000-$200,000+), so make sure you're well-off moneywise before you do so.

And this is ultimately what I've found. Basically, when you're short on GPs, you the player, can yourself become a GP until you can hire more, in a limited sense. It's not true that there's nothing wrong with purging patients. It has a bottom-line effect on your cure rate and money.

And what this is really, is just a temporary solution to a bigger problem of lack of staff and inefficient layouts. Get to work reading the other sections and you'll find you should be able to overcome these challenges with a multi-pronged approach: take out a loan so that you can build more, re-design corridors and rooms, train staff to higher levels. Even giving a couple of GP's a General Practitioner III qualification can make a sizeable difference in number of return trips to the GP's Office.

Nonetheless, so much can happen in a hospital, so purges are kind of like a last-minute bailout. And don't worry, it doesn't mean a lack of skill: just about every player has done them, especially in the earliest builds. But the good news is, with each new update and hotfix, the programming that lead to these situations is improving each and every time. If it's been a little while since you've played the game because you yourself rage-quitted, try it out again. You might find it works a little more smoothly now.

Fast-Tracking Diagnoses
This is a new feature that came out with v1.09 (in preparation for the Bigfoot DLC) that allows you to set a threshold of at which percentage patient can be diagnosed and sent directly to treatment rather than having to re-visit a GP to confirm their diagnosis, and is another strategy that accomplishes what the purge does in a similar way, without necessitating losing patients.This can be found via the Finances Overview button to bring up the advanced menus, and then selecting the button at the top that says "Policy".

A perfect example of this would be a patient who let's say, is suffering from Bogwarts, and is sent from a GP's office to a diagnosis room with a certainty of 70% so far. They go into the diagnosis room, and the staff member there bumps the certainty from 70% to 95%. Now, under ordinary circumstances, the patient has to go back to the GP's office, where in theory, that GP would then bump it to 100% certainty after meeting again. However, with the new "fast track" option, by checking the policy, you'll allow patients who are within that threshold, (let's say, we put it at the default 90%) to go directly from the cure rooms to the treatment room without needing to meet with the GP yet again.

Absolutely brilliant, you say, right? Why not just do this to begin with? Well, the effect of the GP re-consultation is to put the exact diagnosis to 100% from a lower number, or to "confirm" everything and give the diagnosis part of the cure calculation a full bar. Keep in mind that the 100% diagnosis certainty "pads" the cure calculation. As such, if a patient never reached 100% diagnosis via the GP, you're risking that extra uncertainty, and moving from say, a 99% chance of cure, to perhaps a 95% chance of cure with that extra uncertainty from not consulting with the GP one last time. Most players have quickly adapted to this en masse, as it really does cut down on GP queues, but it does come at the chance of reducing the cure ratio. Be careful, and you might want to think twice about this in a level where Cure Ratio matters!