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 Patient Process
Before you build, it's also worth considering how your patients actually move about from the hospital entrance to (hopefully) cured. This section takes a look at how exactly patients go through the hospital.
Step 1) Reception check-in
Patient will check in with the Assistants at either the Reception Desk (item) or Reception Room, which is unlocked a few levels in. One difference from Theme Hospital is that in Theme Hospital, patients would sit or stand around the area and go up to the desk one at a time. Now, in Two Point Hospital, patients will actually stand in a proper line (or queue). As such, be sure to leave at least a few tiles of free space for patients to queue behind the desk when building it. Improving Reception desk design is actually examined in a case study for Tumble (Level 5).
Please form orderly queues
Step 2) Initial GP visit
The patient will meet with the GP in a GP's Office, who will either send the patient straight for treatment, or send them to the most appropriate diagnosis room. This is based on the difficulty of the illness, as well as the doctor's base skill level, plus any GP qualifications. It is possible for many experienced doctors to "one-shot" simple illnesses, that is, send those patients directly to the treatment room without any additional diagnosis. However, even if you have an expert GP, more difficult illnesses will still require some degree of diagnosis. And also, just because a given patient has a visually obvious disease, this doesn't mean that they will always be sent for treatment right away. Each disease has its own parameters and requires a certain degree of confidence that is only obtained through diagnosis (detailed in the Chance of Cure section). In early builds, you actually had to send every patient in to a GP's Office to get a 100% diagnosis, but with the addition of recent patches, you can now "fast-track" diagnosis, so that once patients reach a certain percentage - the default of which is 90% - they can proceed straight to the treatment room rather than having a GP "sign off" on it. This can be done through the Finance Menu...Overview...Policy screen.
The take-home from this is that an ideal GP doctor has the General Practicioner III or IV qualification in addition to another skill like Bedside Manner (to give the patient an extra boost of happiness) or Stamina (to increase time between breaks), and should also have people-oriented personality traits for that boost.
And consider too that you also want a profitable hospital, and you still will make decent money from diagnosis. If all your doctors have the General Practitioner V Qualification, they'll one-shot many of your patients which can then cause diagnosis rooms to be under-utilized. So I've found that General Practitioner III or General Practitioner IV work best.
Step 3) Additional Diagnosis
If the patient needs more diagnosis, they'll be sent to an appropriate room. As you progress through the game, diagnosis rooms will become more complex, starting to require doctors instead of nurses, and then doctors with additional training (for rooms like the M.E.G.A. Scan and DNA Lab, which require qualifications in Radiology and Genetics respectively) . The more advanced rooms, will of course, produce a higher base gain in Diagnosis confidence and charge more money, but that doesn't mean you should abandon basic diagnosis rooms altogether. Certain illnesses will have a preferred diagnosis rooms, and for many of them, it is the basic general diagnosis kind of room. A well-trained diagnostic-oriented nurse will have just as much power as the fancy machines, so don't think advanced machines are always automatically better.
As I'll discuss in the 9 General Rules of Hospital Layout, you'll want to place your diagnosis rooms relatively close to your GP's Office block. As you expand your hospital, move your administrative and treatment rooms further out first, and then see if you can fill in the newly gained space with diagnosis rooms. Not all hospital layouts will be perfect, so if you end up having to build a second diagnostic area, be sure to include "field" GP offices in those areas as well. 1 or 2 will usually suffice for these field areas.
For your main GP/diagnosis area however, a 1:1 ratio of GP's Offices to Diagnosis rooms will suit you very well. If you don't plan for this, you'll definitely end up with queue issues one way or the other. So just try to get into the habit of remembering "OK, I built a GP's Office, now I need to build a matching diagnosis room". This is very important because after each diagnostic room visit, your patient will most likely need to return to the GP's Office again for further confirmation/diagnosis.
Step 4) GP Sends to Treatment
Once the GP has reached a 100% confidence of the patient's disease (by default), or you have enabled "Fast-Track" via the Policy screen (accessed through the Finance Menu...Overview...Policy) and the patient has reached the "Fast-Track Diagnosis" percentage, the patient is sent to the appropriate treatment room. Each disease has a different cure calculation. For more information on this, refer to the Chance of Cure portion of the guide. But what you should also know is that you'll definitely want nurses and doctors with Treatment qualifications working these rooms, and whenever you have the chance to upgrade a machine, do it! In fact, I'd recommend upgrading a current machine over building a new room wherever possible - bolstering your chances for a successful cure only helps your hospital become more successful, and more successful cures will build your hospital rating up faster which ultimately leads to more patients and more money!
You have a work-around to the default options by accessing the Patient list or clicking on a given patient directly, and pushing the Send for Treatment button. It's recommended that their diagnosis be above 90% in this game. Any rate less than 100% will be a negative factor in the cure calculation, but sometimes, you just gotta do it.
Step 5) Cure (or Not!)
Your patient then heads for their treatment room. Ultimately, the dice are rolled and the patient will either be cured, have the treatment fail (but not dead), or die. In most cases, assuming you have the Cure variables stacked on your side, your patient will be cured, you'll hear a happy "ding", see a renewed heart icon above their head, and your reputation creeps up one point. The curing staff member also gets a temporary boost to their mood from having worked their magic. Cured patients will make a happy strut out of your hospital, and assuming the prices aren't ridiculously high, they'll pay the price of the cure room,and leave the hospital a happy patient. If you set your hospital's prices too high, the patient can "Refuse to Pay", cheating you out of possibly thousands of dollars. As such, you need to find a balance that works without extorting your patients. It's possible to clear most levels in the game without raising prices at all, so it comes to a question of efficiency.
Of course, if you can manage to keep that cure rate so high that you don't kill any patients at all through the year, you'll get a bonus at the end of the year! However, realistically, it's VERY difficult to get a 100% Cure Rate in your later hospitals - stuff just happens. I've only achieved the trophy twice over hundreds of in-game years if not thousands. This happened once in an early hospital and only again in a level that was really smooth with absolutely ALL aspects of the hospital nearly perfect (including overall layout, staff skill, upgrades, etc.)
Tip: Your best chance for the No Deaths trophy will be during your first year, as most patients will have an easy disease to cure. Otherwise, it will be a while before you get your hospital laid out and your staff trained so efficiently it doesn't kill any patients - but it is possible!
Your cures won't always work. There's a chance that the treatment may fail, but your patient may still live, or there's a chance that the patient will die. You'll get money all three of the ways, but obviously, cure is the goal.
When Patients Die
Of course, not everyone gets cured, and patients will pass away in the hospital. The two causes of in-game death are either "Treatment Failed" (when the Treatment level wasn't high enough to overcome the disease's difficulty), or Health Depleted (patient's health got to 0% before they were cured). In both cases, it's unfortunate, and to some extent, avoidable. Your reputation takes a hit, your cure rate goes down, and the deceased patient has a good chance of becoming a ghost who will haunt your hospital.
When a patient becomes a ghost, it sticks around and haunts the hospital either until its time naturally expires (quite a while, usually sticks around for a few months) or a qualified janitor comes along to zap it up into a vacuum (cliche, I know). The ghost leaves behind a white Ectoplasm for your janitors to clean up, brings down everyone's mood and also gives everyone nearby a "Scared of Ghost" mood decrease, not to mention, sends everyone running for their life, so be careful! If it's any consolation though, each ghost your Janitors capture gives you +10 Research Points.
So now that we understand the basic process, we want to work towards creating a more efficient hospital.